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		<id>https://rimworldwiki.com/index.php?title=Rituals&amp;diff=173755</id>
		<title>Rituals</title>
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		<updated>2026-01-03T08:01:49Z</updated>

		<summary type="html">&lt;p&gt;Fyaun: /* Skylantern festival */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Split|reason= Individual pages for each ritual ala psycasts with a primary table providing the basics and links to it. This is too disjointed. Nav template also necessary}}&lt;br /&gt;
{{Stub|reason=Role change ritual. Also rituals are not ideology-specific mechanics. Should non-ideology related rituals have a separate page? Adapt the empty sections at the bottom of page}}&lt;br /&gt;
{{About|regular rituals|Psychic Rituals added by the [[Anomaly]] DLC|Psychic ritual}}&lt;br /&gt;
'''Rituals''' are primarily options for [[ideoligions]] {{IdeologyIcon}}, with a handful available through other DLC {{RoyaltyIcon}}{{BiotechIcon}}{{OdysseyIcon}}. They allow pawns to participate, with a variety of props, in the hope of eliciting some outcome. These outcomes range from simple but significant mood boosts to attracting new recruits to the colony.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
{{Stub|section=1|reason=General mechanics.}}&lt;br /&gt;
Every ritual has a Quality, expressed as a percentage, associated with it. This value is influenced by a set of factors unique to each ritual type and determines the chance of positive and negative outcomes, with some ritual effects scaling to the outcome tier and others applying only at specific tiers.&lt;br /&gt;
&lt;br /&gt;
Do note that Quality is '''not''' the chance of success. 100% Quality only means that the chance of success cannot be improved further.&lt;br /&gt;
&lt;br /&gt;
The exact relationship between quality and success chance is not known, however the following approximation has been created through testing.&lt;br /&gt;
&lt;br /&gt;
Quality expressed as a number between 0 and 1; so 100%=1; 50%=0.5;&lt;br /&gt;
* Terrible: 1/(4+(16×Q))&lt;br /&gt;
* Boring: 3/(4+(16×Q))&lt;br /&gt;
* Fun: 3×Q/(1+(4×Q))&lt;br /&gt;
* Unforgettable: Q/(1+(4×Q))&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align:center;&amp;quot;&lt;br /&gt;
|{{Graph:Chart|width=400|height=220|xAxisTitle=Quality|yAxisTitle=Probability|legend=Result|type=stackedarea|&lt;br /&gt;
|x=0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9, 1&lt;br /&gt;
|y1=0.25, 0.178571429, 0.138888889, 0.113636364, 0.096153846, 0.083333333, 0.073529412, 0.065789474, 0.05952381, 0.054347826, 0.05&lt;br /&gt;
|y2=0.75, 0.535714286, 0.416666667, 0.340909091, 0.288461538, 0.25, 0.220588235, 0.197368421, 0.178571429, 0.163043478, 0.15&lt;br /&gt;
|y3=0, 0.214285714, 0.333333333, 0.409090909, 0.461538462, 0.5, 0.529411765, 0.552631579, 0.571428571, 0.586956522, 0.6&lt;br /&gt;
|y4=0, 0.071428571, 0.111111111, 0.136363636, 0.153846154, 0.166666667, 0.176470588, 0.184210526, 0.19047619, 0.195652174, 0.2&lt;br /&gt;
|y1Title=Terrible|y2Title=Boring|y3Title=Fun|y4Title=Unforgettable|colors= #80000A, #ff8000, #93c47d, forestgreen}}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable sortable text-valign:center mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ Ritual Outcomes by Quality&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=2| Ritual&amp;lt;br/&amp;gt;Outcomes !! colspan = 11 |Q&lt;br /&gt;
|- style=&amp;quot;background-color:#Fa33300&amp;quot;&lt;br /&gt;
!0% !! 10% !! 20% !! 30% !! 40% !! 50% !! 60% !! 70% !! 80% !! 90% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
!Terrible&lt;br /&gt;
| 25.00% || 17.86% || 13.89% || 11.36% || {{0}}9.62% || {{0}}8.33% || {{0}}7.35% || {{0}}6.58% || {{0}}5.95% || {{0}}5.43% || {{0}}5.00%&lt;br /&gt;
|-&lt;br /&gt;
!Boring&lt;br /&gt;
| 75.00% || 53.57% || 41.67% || 34.09% || 28.85% || 25.00% || 22.06% || 19.74% || 17.86% || 16.30% || 15.00%&lt;br /&gt;
|-&lt;br /&gt;
!Fun&lt;br /&gt;
| {{0}}0.00% || 21.43% || 33.33% || 40.91% || 46.15% || 50.00% || 52.94% || 55.26% || 57.14% || 58.70% || 60.00%&lt;br /&gt;
|-&lt;br /&gt;
!Unforgettable&lt;br /&gt;
| {{0}}0.00% || {{0}}7.14% || 11.11% || 13.64% || 15.38% || 16.67% || 17.65% || 18.42% || 19.05% || 19.57% || 20.00%&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ritual roles ===&lt;br /&gt;
Every ritual has one or more roles for pawns to fill - some are required for the ritual to occur, such as the gladiators in the [[Rituals#Gladiator duel|gladiator duel]], others are optional and either increase the quality of the ritual, apply the potential bonuses to the attending pawns, or both. Some ritual roles can be filled by multiple pawns at the same time, while others are limited to one pawn. &lt;br /&gt;
&lt;br /&gt;
Some ritual roles have additional requirements, such as the pawn being of the correct ideoligion, being the correct ideoligious [[role]], not being [[downed]], or having sufficient [[capacity]]. &lt;br /&gt;
&lt;br /&gt;
Pawns can spectate any ritual, regardless of whether their ideoligion matches that of the ritual itself.&lt;br /&gt;
&lt;br /&gt;
=== Ideoligious ritual additional rewards ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Details}}&lt;br /&gt;
When creating a ritual for an ideoligion, you have the option of adding a custom additional reward. If the ritual achieves either of the two positive outcomes (fun or unforgettable, or their equivalents), the bonus reward will trigger in addition to the ritual-specific rewards.&lt;br /&gt;
&lt;br /&gt;
None of the additional rewards can be applied to the funeral ritual. {{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Reward !! Description !! Required Meme&lt;br /&gt;
|-&lt;br /&gt;
| None&lt;br /&gt;
| ''Adding an additional reward is optional.'' || ''Any''&lt;br /&gt;
|-&lt;br /&gt;
| Nearby faction goodwill &lt;br /&gt;
| ''You will gain goodwill from the nearest faction base.''&lt;br /&gt;
* Gain [[goodwill]] from the [[faction]]{{Check Tag|Non-hostile?|What if the closest faction base is a perma-hostile faction like pirates?}} that owns the nearest [[faction base]]{{Check Tag|Verify|Check work sites &amp;amp; quest maps}} to the site of the ritual.{{Check Tag|Verify|E.g. If I have two colonies, can they affect different factions, if I do this on a non-colony map (e.g. ambush or site map) }}.&lt;br /&gt;
** The amount of goodwill gained depends on the quality of the ritual - {{+|10}} for Fun and {{+|20}} for Unforgettable.{{Check Tag|Verify Numbers}}&lt;br /&gt;
| ''Any''&lt;br /&gt;
|-&lt;br /&gt;
| Random recruit &lt;br /&gt;
| ''50% chance of random recruit of the same ideoligion joining your colony.''&lt;br /&gt;
* A 50% chance that a pawn of your ideoligion will join from the map edge.{{Check Tag|Detail needed|What pawnkind? What Equipment? How Soon? etc}}&lt;br /&gt;
| ''Any''&lt;br /&gt;
|-&lt;br /&gt;
| Discover ancient complex &lt;br /&gt;
| ''You will discover the location of an ancient complex nearby.''&lt;br /&gt;
* Grants an [[ancient complex]] quest.&lt;br /&gt;
* Won't trigger if you already know the location of any type of unexplored complex.{{Check Tag|All types?|Including relic hunt. Not sure about random quest ones. Mechanitor complex?}} The ritual window will warn you if that is the case.&lt;br /&gt;
| ''Any''&lt;br /&gt;
|-&lt;br /&gt;
| Farm animals wander in &lt;br /&gt;
| ''A group of farm animals will be attracted and join the colony.''&lt;br /&gt;
* A group{{Check Tag|How many?|Ideally include range}} of tamed farm animals{{Check Tag|Which animals?|Which animals are included?}} will join from the map edge.&lt;br /&gt;
| &amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;[[Rancher]]&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;[[Animal personhood]]&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;[[Nature primacy]]&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Gauranlen pod sprout &lt;br /&gt;
| ''A [[Gauranlen pod]] will sprout at a random location on the map, if it can.''&lt;br /&gt;
* Cannot spawn in extreme biomes.{{Check Tag|Detail Needed|Where? What radius? When? Etc}}&lt;br /&gt;
| &amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;[[Tree connection]]&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;[[Nature primacy]]&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Insect jelly &lt;br /&gt;
| ''Insect jelly deposits will be deposited from underground.''&lt;br /&gt;
* The amount of [[insect jelly]] received depends on the quality of the ritual - 26 for Fun and 40 for Unforgettable.{{Check Tag|Verify Numbers}}&lt;br /&gt;
* {{Check Tag|Detail Needed|Where? What radius? When? Etc}}&lt;br /&gt;
* Note: The [[Insectoid]] faction must be enabled.&lt;br /&gt;
| &amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;[[Tunneler (meme)|Tunneler]]&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Psyfocus recharge {{RoyaltyIcon}} &lt;br /&gt;
| ''The psyfocus of all participants will be recharged to full.''&lt;br /&gt;
* The [[psyfocus]] of all participants with a [[psylink]], regardless of role, is set to 100%. &lt;br /&gt;
** There is no effect on pawns without [[psylink]].&lt;br /&gt;
| ''Any''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Overview table ==&lt;br /&gt;
{{Ritual table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Funeral ===&lt;br /&gt;
This is the only ritual involving the (possible) non-player caused death. It is generally considered the worst ritual, as it requires the death of a pawn - an expensive cost when other rituals are available with the same effects.&lt;br /&gt;
&lt;br /&gt;
Please note, you start a funeral by selecting your priest (or equivalent) and right clicking on the grave containing the deceased. The priest must be the same ideology as the deceased to access this.&lt;br /&gt;
&lt;br /&gt;
=== Social festival ===&lt;br /&gt;
&lt;br /&gt;
=== Dance party ===&lt;br /&gt;
This is tied with &amp;quot;drum party&amp;quot; for the most &amp;quot;success bonuses&amp;quot; and shortest cooldown.&lt;br /&gt;
&lt;br /&gt;
=== Drum party ===&lt;br /&gt;
This is tied with &amp;quot;dance party&amp;quot; for the most &amp;quot;success bonuses&amp;quot; and shortest cooldown.&lt;br /&gt;
&lt;br /&gt;
=== Skylantern festival ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Skylantern Festival.png|Pawns celebrating the Skylantern festival by releasing skylanterns.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
As the quality depends only on number of participants, this is arguably the best ritual for farming development points in the early game.&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
With 4 participants at Very Low expectations, the quality will be 80% giving a 57% chance of 6 points and 19% chance of 8 points as the only (scheduled) ritual. This can be achieved with the [[Quests#Noble_Wimp|Noble Wimp]] quest on Day 8 in any scenario with 3 starting colonists.&lt;br /&gt;
The remaining points can be easily obtained by raiding a work site (+3, requires Raiding: Respected) or enslaving and converting a prisoner (+2, requires Slavery:Honorable, note there is no downside to this precept at Very Low colony expectations); both precepts are available to any ideoligion.&lt;br /&gt;
&lt;br /&gt;
While reforming, the ritual can be immediately re-scheduled to the next day. Note that this requires some luck in aligning the initial date with the starting date of your colony.&lt;br /&gt;
&lt;br /&gt;
=== Christmas tree ===&lt;br /&gt;
&lt;br /&gt;
=== Symbol burning ===&lt;br /&gt;
&lt;br /&gt;
=== Smokeleaf circle ===&lt;br /&gt;
The ritual indirectly results in your colonists getting the [[Smokeleaf joint#Stoned on smokeleaf|stoned on smokeleaf]] condition, which applies to them for approximately 18 hours. This results in a -30% consciousness debuff, making participants slow and ineffective workers or combatants. An unforgettable festival gives only a +8 mood buff (plus a short-lived mood buff from Stoned on Smokeleaf), so it is less effective for mood than dance or drum festivals. Furthermore, costing {{Icon Small|Smokeleaf leaves}} 150, the [[Burnbong]] is the equivalent of 37.5 smokeleaf joints.&lt;br /&gt;
&lt;br /&gt;
=== Cannibal feast ===&lt;br /&gt;
&lt;br /&gt;
=== Scarification ===&lt;br /&gt;
{{Stub|section=1|reason=Can be done on prisoners? dev points?}}&lt;br /&gt;
Is a ritual that will add scarification to a random part of the person who will get the scarification will get a mood buff of 'Got scarified' depending on what intensity of scarification in the ideology.&lt;br /&gt;
&lt;br /&gt;
=== Blinding ceremony ===&lt;br /&gt;
This ritual causes significant pain, enough to incapacitate a Wimp. If the target gets incapacitated by the painshock, the ritual will be canceled. Giving a Wimp target go-juice before the ritual will prevent painshock and allow the ritual to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Animal sacrifice ===&lt;br /&gt;
Animal sacrifice does not cause the violent death penalty for butchering, and is thus an alternative to slaughtering.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner sacrifice ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Gladiator duel ===&lt;br /&gt;
This ritual always has 100% quality if one of the fighters dies. There are a number of ways to maximize the chances of that happening:&lt;br /&gt;
* Give the fighters [[go-juice]] or [[yayo]]. Getting downed by pain shock will end the ritual with a lower score. A [[war mask]], [[veil]], or [[cultist mask]] would also help. You can also use [[Painblock]].&lt;br /&gt;
* Place a single melee weapon in the ring. One of the duelists will have an advantage and there will be a {{+|20%}} ''Weapon used'' quality bonus even if nobody dies. Note that duelists must have a [[manipulation]] [[capacity]] greater than 0% to pick up a weapon. [[Body part weapons]] do not count for this bonus. &lt;br /&gt;
* Choose one fighter with a high and the other with a low [[Melee]] skill to give the first one an advantage.&lt;br /&gt;
* Remove '''one''' of the weaker fighter's hands. Do not remove both as pawns with 0% Manipulation cannot participate in the ritual.&lt;br /&gt;
&lt;br /&gt;
You can also minimize the chance of that happening:&lt;br /&gt;
* You'll want to increase the [[pain]] level and lower the [[pain shock threshold]]. Give the fighters a [[torture crown]] or a [[mindscrew]]. Maybe some scars. Send a couple wimps to fight. Send a couple people that are already close to being downed, with no injuries to critical organs or the head.&lt;br /&gt;
* If you do give them weapons, give them something blunt with low maximum damage, like a wood [[club]].&lt;br /&gt;
* Give them some serious armor.&lt;br /&gt;
&lt;br /&gt;
Strip both gladiators before battle to prevent any clothes becoming [[tainted]] when they die. You can also pre-equip them with [[tainted]] clothes so that's not a problem.&lt;br /&gt;
&lt;br /&gt;
As adding the [[Ideoligion#Raider|Raider]] or [[Supremacist]] memes to an ideoligion automatically adds the Gladiator Duel ritual, it can be used to exceed the normal limit of 6 rituals. Simply have 6 non-gladiator duel rituals already enabled, and add the relevant meme either at creation or using a fluid ideoligion. Note that if you remove a ritual at any time, you will have to restart the process as it will still attempt to impose the 6 ritual limit.&lt;br /&gt;
&lt;br /&gt;
[[Wild man|Wild men]] cannot be used in gladiator duels, even if imprisoned.&lt;br /&gt;
&lt;br /&gt;
[[Child]]{{BiotechIcon}} [[slave]]s cannot be used, nor can child [[prisoner]]s.&lt;br /&gt;
&lt;br /&gt;
Duelists will not interacting while in ritual.&lt;br /&gt;
&lt;br /&gt;
Abilities such as [[fire spew]]{{BiotechIcon}} will not be used.&lt;br /&gt;
&lt;br /&gt;
The duel will end if a duelist has a mental break.&lt;br /&gt;
&lt;br /&gt;
If the duel is cancelled, then the duelists will drop any weapons they have picked up.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner execution ===&lt;br /&gt;
Execute a prisoner. Increases the suppression of [[slaves]].&lt;br /&gt;
&lt;br /&gt;
When Ideology is disabled, even with the &amp;quot;Satisfying&amp;quot; outcome, some pawns will get negative impressions (-2 Justified execution) **in addition** to the positive mood buff. This downside does not trigger for pawns with [[Bloodlust]] or guest pawns belonging to the [[Empire]] faction. {{Check Tag|Detail Needed|Spectacular affected too? Other traits?}}&lt;br /&gt;
&lt;br /&gt;
=== Trial ===&lt;br /&gt;
''&amp;quot;Charge someone with a terrible wrongdoing and initiate a trial where they will be either convicted or exonerated. If the target is convicted, they can be freely imprisoned, executed or banished without penalty. The chance of conviction depends on the social abilities of the accuser and accused.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
A trial is a good way to get rid of a colonist without a mood penalty, since the colonist will be considered guilty if the trial succeeds.&lt;br /&gt;
&lt;br /&gt;
=== Conversion ritual ===&lt;br /&gt;
Reduce a pawn's [[certainty]], or outright convert a pawn to your ideoligion.&lt;br /&gt;
&lt;br /&gt;
=== Tree connection ===&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ritual conversion ritual interface.png|Interface for starting a ritual showing the quality factors, expected outcomes, duration and participants&lt;br /&gt;
Ritual_funeral_in_progress.png|Funeral ritual taking place after a dead colonist was interned in a jade sarcophagus&lt;br /&gt;
Ritual tree connection in progress.png|Gauranlen tree connection/linking ritual in progress&lt;br /&gt;
Ritual skylantern festival in progress.png|Skylanterns being let go during a skylantern festival&lt;br /&gt;
Ritual scarification in progress.png|Scarification ritual after the subject has been cut&lt;br /&gt;
Ritual animal sacrifice in progress.png|Toxalope animal sacrifice aftermath&lt;br /&gt;
Ritual cannibal feast in progress.png|Cannibal feast&lt;br /&gt;
Ritual trial in progress.png|Trial in progress for a captured raider&lt;br /&gt;
Ritual conversion ritual in progress.png|Conversion ritual attempting to convert a prisoner to the colony's ideology&lt;br /&gt;
Ritual blinding ceremony in progress.png|Colonist after they have been blinded in a blinding ceremony&lt;br /&gt;
Ritual prisoner sacrifice in progress.png|Prisoner after being killed during a prisoner sacrifice ritual&lt;br /&gt;
Ritual gladiator duel in progress.png|Two prisoners made to fight during a gladiator duel&lt;br /&gt;
Ritual symbol burning in progress.png|Effigy set ablaze in a symbol burning ritual&lt;br /&gt;
Ritual smokeleaf circle in progress.png|Smokeleaf circle ritual in progress including colonists downed due to their consciousness being dropped by the smokeleaf high&lt;br /&gt;
Ritual social festival in progress.png|Social festival&lt;br /&gt;
Ritual drum party in progress.png|Drum party with the maximum number of effective drums&lt;br /&gt;
Ritual christmas tree in progress.png|Christmas tree&lt;br /&gt;
Ritual dance party in progress.png|Dance party with the maximum number of effective speakers&lt;br /&gt;
Ritual role change in progress.png|Role change&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Throne speeches have been re-tooled into rituals.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fix: After a gladiator duel, the downed prisoner will be carried back to their bed but they won't actually be put in the bed, they will remain downed on top of the bed instead. Fix: Typo on anima tree linking ritual. Fix: If you design an ideoligion which has two words in its pawn &amp;quot;noun&amp;quot; you will not be able to bring people to trial.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Blood from animal sacrifice automatically cleans itself before ritual even completes.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: [[Wild man|Wild person]] can be used in gladiator duels, causes manhunter revenge. Wild man prisoners are no longer allowed to be used as duelists.  Fix: Duelists can pick up weapons during the duel even if they have no manipulation capacity. Fix: Scarification ritual now accepts prisoner targets again and doesn't break when target is a prisoner. Fix: You can start conversion ritual with a moral guide that can't speak. Fix: Non-colonist can be chosen as scarification target. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Ritual setup dialog now says what ideoligion the ritual comes from. Fix: Ritual timings are 1 day off. Pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Blood from scarification is from cutter, not cuttee. Fix: Psyfocus ritual reward does not recharge psyfocus to max.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Ritual spectators will stand on beds or in doorways.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Prisoners can refuse to attend their own execution due to temperature in the ritual area.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Duels continue indefinitely if the duelists don't have beds.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns can be rescued in rituals. Fix: Required roles can leave rituals. Fix: Pawns participating in duels can equip weapons they are otherwise unable to do so (bladelinked, biocoded, bonded, etc). Fix: Duelists interacting while in ritual.  Fix: Ensure duelists drop their weapons if the duel is called off/canceled. Fix: Duels and misc ritual saving/loading. Fix: Abilities are used during duels. Fix: Slaves are unable to attack in duels without having an aggressive reaction set. Fix: Duel not ending if a fighter starts a mental break. Fix: Public Execution Ritual error. Fix: Errors on beginning conversion ritual. Fix: Loading a save during public execution causes an error, ritual never completes. Fix: Missing graphic in “begin ritual” window without ideology active. Fix: Spectators can reserve altar interaction spots during rituals.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Fyaun</name></author>
	</entry>
	<entry>
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		<title>Topic:Ymwjomt9f5tenupw</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Ymwjomt9f5tenupw&amp;topic_postId=ymwjomt9f9rgvyo4&amp;topic_revId=ymwjomt9f9rgvyo4&amp;action=single-view"/>
		<updated>2025-03-03T21:39:11Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Fyaun&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Fyaun (page does not exist)&quot;&gt;&lt;bdi&gt;Fyaun&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Fyaun&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Fyaun&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Fyaun&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Fyaun&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Ymwjomt9f5tenupw&amp;amp;topic_showPostId=ymwjomt9f9rgvyo4#flow-post-ymwjomt9f9rgvyo4&quot;&gt;commented&lt;/a&gt; on &quot;RE: You can use the cavern as a home by carrying resources into it.&quot; (&lt;em&gt;Is this actually possible in Vanilla? I can&amp;#039;t find any way to haul things into the pit. I wonder if it requires the &amp;quot;Pick up and haul&amp;quot; mo...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Fyaun</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Persona_monosword&amp;diff=122796</id>
		<title>Persona monosword</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Persona_monosword&amp;diff=122796"/>
		<updated>2022-12-18T12:01:55Z</updated>

		<summary type="html">&lt;p&gt;Fyaun: /* Melee verb selection at high quality */ tested with Strong Melee Damage gene and &amp;quot;list melee verbs&amp;quot; command, confirmed with combat test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{For|the non-persona variant of this weapon|Monosword}}{{infobox main|weapon|&lt;br /&gt;
| name = Persona monosword&lt;br /&gt;
| image = Persona_Monosword.png&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| description = A crystal-metallic longsword infused with mechanites that maintain a mono-molecular cutting edge. It cuts through even thick armor with ease, and its light weight permits fast attacks.&amp;lt;br&amp;gt;This weapon has an onboard persona that can bond to only a single person. The wielder and intelligent weapon can synchronize their reflexes and attack with frightening speed, accuracy, and creativity. Once bonded to a wielder, the weapon's persona will refuse to be wielded by anyone else.&lt;br /&gt;
| tech level = Ultra&lt;br /&gt;
| class = Ultra&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| meleeattack1dmg = 12&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Handle&lt;br /&gt;
| meleeattack1cool = 1.6&lt;br /&gt;
| meleeattack1ap = 18&lt;br /&gt;
| meleeattack2dmg = 27&lt;br /&gt;
| meleeattack2type = stab&lt;br /&gt;
| meleeattack2part = Point&lt;br /&gt;
| meleeattack2cool = 1.6&lt;br /&gt;
| meleeattack2ap = 90&lt;br /&gt;
| meleeattack3dmg = 27&lt;br /&gt;
| meleeattack3type = cut&lt;br /&gt;
| meleeattack3part = edge&lt;br /&gt;
| meleeattack3cool = 1.6&lt;br /&gt;
| meleeattack3ap = 90&lt;br /&gt;
| MeleeWeaponAverageDPS = 16.03&lt;br /&gt;
| MeleeWeaponAverageAP = 84&lt;br /&gt;
| marketvalue = 3000&lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| weaponTags = Bladelink&lt;br /&gt;
| thingSetMakerTags = WeaponBladelink&lt;br /&gt;
}}&lt;br /&gt;
The '''persona monosword''' is a DLC [[Weapons#Melee Weapons|melee weapon]] added by the [[Royalty DLC]] that does a large amount of [[damage]], has a fairly short cooldown, and deals sharp damage, it also boasts one of the highest armor penetration values for melee weapons in the game. It is the [[persona weapon]] variant of the [[monosword]].&lt;br /&gt;
&lt;br /&gt;
It has a great advantage against armored targets and cause opponents to bleed out fairly quickly as the persona monosword lops off limbs with fair ease.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Persona monoswords cannot be crafted. Instead, they can be [[Trade|purchased]] from any combat supplier or war merchant, at [[Empire]] [[faction base]]s, or obtained as a [[quest]] reward.&lt;br /&gt;
&lt;br /&gt;
They can also be found on the following [[Raider#Humanlike|raider]] kinds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Raider Kind !! Chance !! Average Quality !! Health&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Imperial citizen|Imperial Citizen]] || ? || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Stellic warden|Stellic Warden]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Knight|Knight/Dame]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Praetor|Praetor]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Baron|Baron/Baroness]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Count|Count/Countess]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Duke|Duke/Duchess]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Consul|Consul]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Stellarch|Stellarch]] || ? || Excellent || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
=== Persona mechanics ===&lt;br /&gt;
{{main|Persona weapon}}&lt;br /&gt;
The persona monosword is the persona weapon variant of the monosword. Persona weapons form a psychic bond with the first wielder that equips them. This grants or inflicts certain traits with a variety of effects listed below. This bond is also usually both exclusive of other persona weapons and permanent, lasting until either the wielder dies, at which point another pawn may bond with the weapon, or until the weapon is destroyed, at which point the wielder may bond with another persona weapon. The exception is weapons with the Freewielder trait, which form no permanent bond and do not prevent the use of other persona weapons. Additionally, the bond is broken at the moment of death rather than the state of being dead. The bond remains broken if the wielder is [[Resurrector mech serum|resurrected]], though they can relink with the weapon if no-one else has. &lt;br /&gt;
&lt;br /&gt;
When bonded, persona weapons have no value, both for [[trade]] and for the purposes of [[raid points]]. &lt;br /&gt;
&lt;br /&gt;
Persona weapons also improve the combat capabilities of the weapons compared to the baseline versions. &lt;br /&gt;
&lt;br /&gt;
Finally, each persona weapon is given a randomly generated custom name.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Unlike other ultratech weapons, the monosword has no special mechanics. Instead it simply has excellent stats coupled with an extraordinarily high {{AP}} for its Point and Edge attacks. Namely it has a base {{AP}} of {{P|Attack 2 AP}}%, as opposed to the {{#expr:{{P|Attack 2 Damage}}*1.5 round 0}}% that would otherwise be expected from a weapon with the same, already high, damage. This higher {{AP}} also scales with [[quality]], improving at the same rate as all other weapons.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Compared to their base monosword, persona monoswords boast both a higher damage and faster cooldown on their edge and point attacks, resulting in a significantly higher [[Damage per Second|DPS]]. This comes at the cost of only being used by a single pawn unless they have the Freewielder trait. Additionally, the persona variant has the effect on verb selection at high qualities as described [[#Melee verb selection at high quality|below]] unlike the base variant. &lt;br /&gt;
&lt;br /&gt;
Unlike the two other persona weapons, the [[persona plasmasword]] and the [[persona zeushammer]], the persona monosword inflicts no status effect, instead it has its disproportionately large armor piercing value. With this exceptional AP and a high [[Damage per Second]], it is one of the best and most versatile melee weapons in the game, performing well against all targets while its brethren excel in specific roles. &lt;br /&gt;
&lt;br /&gt;
Keep in mind however that while it does have exceptional AP, armor pieces tend to be more protective against sharp than blunt. Thus, against high tier armors that aren't negated by the either weapon's AP, the persona monosword is more [[Armor#Armor_rating|affected]] by armor than the persona zeushammer of the same quality. For example, a normal [[quality]] persona zeushammer would have a higher effective DPS against a normal quality set of [[Cataphract armor]] than a normal quality persona monosword. When the persona monosword AP is sufficient to outright negate the armor, such as against a poor [[flak vest]], then the superior optimal DPS of the persona monosword would win out.&lt;br /&gt;
&lt;br /&gt;
=== Melee verb selection at high quality ===&lt;br /&gt;
{{See also|Weapons#Melee_formulas{{!}}Melee formulas}}&lt;br /&gt;
Melee verbs, i.e. the melee attacks performed by a pawn, are chosen by assigning them attacks into categories based on their relative weighting compared to the highest weighted attack. These categories are: &amp;quot;best&amp;quot;, &amp;quot;mid&amp;quot;, and &amp;quot;worst&amp;quot;. When a pawn makes a melee attack, a verb is randomly selected from these categories. 75% of the time a verb is selected from the &amp;quot;best&amp;quot; category, and 25% of the time a verb is selected from the &amp;quot;mid&amp;quot; category. Verbs in the &amp;quot;worst&amp;quot; category are never selected. This is not reflected in the listed DPS in the weapon's in-game info, and that number is instead calculated using the selection method used prior to [[Version/1.1.2610|1.1.2610]] but which is not longer used when making attacks.&lt;br /&gt;
&lt;br /&gt;
At Masterwork and Legendary quality, the persona monosword has the unique distinction of having primary attacks with a high enough weighting that all other attacks are relegated to the &amp;quot;worst&amp;quot; category in comparison, ensuring that the user only ever make attacks with the blade. This results in a {{#expr: ((24.47/17.44)-1)*100 round 1}}% increase in {{DPS}} when going from Excellent to Masterwork, significantly above the normal {{#expr: ((1.45/1.2)-1)*100 round 1}}% from the quality increase alone. It also massively improves the average {{AP}} of the attacks in a similar fashion, ensuring that only the best armored enemies will ever take no damage from an attack that hits. Ironically, when wielded by a pawn with the [[Genes#Violence|Strong Melee Damage]]{{BiotechIcon}} gene, the lower-damage secondary attack is brought back into the &amp;quot;mid&amp;quot; category for Masterwork and Legendary monoswords, negating this advantage.&lt;br /&gt;
&lt;br /&gt;
This increase in DPS and AP also places masterwork and legendary monoswords in a clear lead over all other melee weapons of any quality when it comes to pure damage output, however the extent of that superiority when the effects of different [[damage type]]s are considered has not been adequately tested.{{Check Tag|Needs testing}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon Quality Table}}&lt;br /&gt;
&lt;br /&gt;
{{Persona traits}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
*[[Royalty DLC]] release - Addedas '''Linked monosword'''.&lt;br /&gt;
*[[Version/1.1.2647|1.1.2647]] - Linked monoswords renamed to persona monoswords and no longer damaged relations with the Empire without the necessary titles. Previously, a title of Knight or Dame was required.&lt;br /&gt;
*[[Version/1.2.2719|1.2.2719]] -  Persona monosword damage reduced from 29 to 27.&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Fyaun</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=122792</id>
		<title>Psycasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=122792"/>
		<updated>2022-12-18T11:43:30Z</updated>

		<summary type="html">&lt;p&gt;Fyaun: /* Regular psycasts */ Burden- tested with hypersensitivity trait, neither magnitude nor effect scaled with sens. of target or caster&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
'''Psycasts''' are psychic powers available to pawns with psylink levels, added by the [[Royalty (DLC)| Royalty DLC]].&lt;br /&gt;
==Lore==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
An organic connection to a larger psychic field. This allows a person to use specific psychic powers that they have learned to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use [[psylink neuroformer]] devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with [[Anima tree|psychically-connected lifeforms]]. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to [[archotech]]s and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
To use psycasts, a pawn must first have a Psylink level equal or greater than the level of the chosen psycast. A pawn may have up to 6 levels of psylink, and these levels can be gained through several different methods:&lt;br /&gt;
#  Acquire a [[Psylink neuroformer]] through [[Quests|questing]]&lt;br /&gt;
#  Gain Royalty [[Titles]] by accepting [[Titles#Honor|Honor]] as a quest reward.&lt;br /&gt;
#  Pawns can meditate at an [[Anima tree]] to grow anima grass. Once 20 grass has a grown, a ritual can be performed, consuming the grass and granting one Psylink level to a pawn with the [[Psycasts#Natural|&amp;quot;Natural&amp;quot;]] Meditation focus type&lt;br /&gt;
#  Pawns who get blinded through a Satisfying or Spectacular [[Rituals|Blinding Ceremony]] have a chance to get a psylink level, even if the pawns in question have a different [[Ideoligion]] without the [[Blindsight]] meme. The ceremony can be performed again if the pawns [[Bionic_eye|get]] [[Biosculpter_pod#Bioregeneration|their]] [[Healer_mech_serum|sight]] [[Resurrector_mech_serum|back]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
A random psycast of the new level will be learned when gaining a new level of Psylink - i.e. a random level 1 psycast is gained when a pawn gains their first level, a level 2 psycast is learned when gaining their second, etc. &lt;br /&gt;
&lt;br /&gt;
Further psycasts can be gained by using a [[Psytrainer]] which grants the specific psycast mentioned in their name. Additional psycasts are available for purchase from traders, with Empire bases and traders having the most, and tribals having the least. A psycaster can learn any number of psycasts through psytrainers, up to and including every psycast in the game and limited only by the availability of psytrainers themselves.&lt;br /&gt;
'''N.b.''' if using a psytrainer for a level higher than the current psylink level of the user, the learned psycast will replaced the one usually gained for that level when that level is acheived. Given using the psytrainer after gaining that level either grants an additional power or does not work and thus does not consume the psytrainer, it is always best to only use psytrainers '''after''' the required psylink level has been achieved.&lt;br /&gt;
&lt;br /&gt;
Also note, if a Psylink neuroformer or Anima ritual has been used to gain a psylink level above what is given for the current title, additional titles will not grant psylinks beyond what they normally do for that title. So if a neuroformer has been used to gain psylink level 1, and then the title of Yeoman is gained and bestowed, the pawn will still only have psylink level 1. This means using neuroformers or rituals on pawns that will gain titles is ultimately a waste, or vice versa.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A psycaster's effectiveness is controlled by three primary factors: their Neural Heat Limit, their available Psyfocus and the [[Psychic Sensitivity]] of their target.&lt;br /&gt;
=== Neural Heat === &lt;br /&gt;
{{Quote|Despite being called &amp;quot;heat&amp;quot;, neural heat is not a measure of temperature. It refers to a type of chaotic psychic energy in the mind which is built up when using psychic powers and dissipates over the course of a few seconds or minutes. If neural heat is pushed past normal limits, it may cause temporary psychic breakdown and unconsciousness due to psychic shock. These conditions don't cause permanent damage.|Neural heat description}}&lt;br /&gt;
==== Neural Heat Limit ====&lt;br /&gt;
[[File:Neural Heat Unlimited.png|frame|right|Neural Heat Limiter Off]]&lt;br /&gt;
[[File:Neural Heat limited.png|frame|right|Neural Heat Limiter On]]&lt;br /&gt;
A psycaster's neural heat limit is the primary limitation to how many psycasts they can perform in a given period of time. Each psycast gives the caster a certain amount of neural heat. As long as a pawn stays within their neural heat limit, they'll suffer no ill effects. By default, a pawn will not use a psycast if the neural heat gain would cause them to exceed their limit. This will be represented by the psycast's icon being greyed out on the UI. A pawn can be instructed to ignore their normal heat limit by clicking on the &amp;quot;Neural Heat Limiter&amp;quot;, but exceeding the limit can cause [[Psycasts#Psychic Breakdown|psychic breakdown]]. &lt;br /&gt;
&lt;br /&gt;
The neural heat limit is affected by both the psycaster's psychic sensitivity and psylink level. A pawn with a level 1 Psylink and 100% psychic sensitivity will have a neural heat limit of 30.&lt;br /&gt;
&lt;br /&gt;
The equation for a pawn's neural heat limit is:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = 30 * Psychic Sensitivity * (0.66... + (0.33... * Psylink level)&lt;br /&gt;
|}&lt;br /&gt;
or simpler:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = (2 + Psylink level) * 10 * Psychic Sensitivity&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Assuming 100% psychic sensitivity, this in the following: &lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Psylink Level !! Limit&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 1)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 2)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 3)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 4)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 5)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 6)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The in-game meter for neural heat is rounded to the nearest integer, but in-game behavior suggests that the actual decimal value of heat is tracked by the game, as psycasts may sometimes say they have insufficient heat limit to cast even when the spare heat displayed on the pawn's neural heat meter exactly equals the casting cost.&lt;br /&gt;
&lt;br /&gt;
==== Neural Heat Recovery Rate ====&lt;br /&gt;
Heat naturally decreases over time, with faster rates provided by additional levels of psylink. Unlike the neural heat limit, it is not affected by the pawn's [[psychic sensitivity]]. The default rate of reduction for a pawn without a psylink or with a level 1 psylink is 0.54/s. Every additional psylink level increases the rate by 12.5%.  In addition, the [[pain]] currently felt by the psycasting pawn ''adds'' an additional increase in rate proportional to the primary rate multiplied by three times the pain percentage e.g. at 100% pain, the psycaster will recover neural heat at 400% of their normal rate.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Offsets to this value, such as from [[eltex]] items, occur to the base recovery rate and are thus subject to the multiplier from the psylink level and pain level. i.e. a normal [[quality]] [[eltex skullcap]] will improve a Psylink Level 1 Psycaster's recovery rate by 0.091/s but increase the rate of a Psylink Level 6 Psycaster's by 0.148/s.&lt;br /&gt;
&lt;br /&gt;
The resulting value follows the equation, assuming at least 1 level of psylink.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Recovery Rate = ((0.54+Gear Offsets)*(0.875 + 0.125*Psylink level)) * (1+3*Pain percentage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Psylink Level !! Multiplier !! Base rate&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 1.000x&lt;br /&gt;
| {{#expr: 0.54*1}}00/s &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1.125x&lt;br /&gt;
| {{#expr: 0.54*1.125}}/s &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 1.250x&lt;br /&gt;
| {{#expr: 0.54*1.250}}0/s &lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 1.375x&lt;br /&gt;
| {{#expr: 0.54*1.375}}/s &lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| 1.500x&lt;br /&gt;
| {{#expr: 0.54*1.500}}00/s &lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| 1.625x&lt;br /&gt;
| {{#expr: 0.54*1.6250}}/s &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Psychic breakdown ====&lt;br /&gt;
{{Rewrite|section=1|reason = Should be replicated or transcluded on to the [[ailments]] page, but bears discussion}}&lt;br /&gt;
{{Quote|Deep psychic destabilization of the mind. Psychic breakdown last for days, causing mental disturbances of various kinds. It resolves itself with time.|Psychic breakdown description}}&lt;br /&gt;
A pawn can be instructed to exceed their neural heat limit clicking the icon next to the neural heat gauge to disable the limit.  Exceeding the pawn's neural heat limit can cause an effect called Psychic Breakdown.  The severity of the Psychic breakdown has elements of randomness to it, but will generally be more severe the farther past the neural heat limit a pawn goes, and the longer they are past their heat limit.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Heat level !! Heat Range !! Breakdown gain&lt;br /&gt;
|-&lt;br /&gt;
! Safe&lt;br /&gt;
| 0% - 99%    || -&lt;br /&gt;
|-&lt;br /&gt;
! Overloaded&lt;br /&gt;
| 100% - 132% || +2 Breakdown severity, MTB 2 hours&lt;br /&gt;
|-&lt;br /&gt;
! Very overloaded&lt;br /&gt;
| 133% - 165% || +4 Breakdown severity, MTB 2 hours&lt;br /&gt;
|-&lt;br /&gt;
! Extreme&lt;br /&gt;
| 166% - 199% || +6 Breakdown severity, MTB 2 hours&lt;br /&gt;
|-&lt;br /&gt;
! Overwhelming&lt;br /&gt;
| 200%+       || +8 Breakdown severity, MTB 2 hours. [[Psychic shock]] (10% max [[Consciousness]] for {{ticks|7500}})&lt;br /&gt;
|}&lt;br /&gt;
For example, this means that if a pawn is consistently kept at 170% of the neural heat limit, they will, on average, increase the severity of their psychic breakdown by +4 every 2 hours. Note that this is only an average value over time.&lt;br /&gt;
&lt;br /&gt;
In addition, if a pawn reaches twice their normal neural heat limit, they'll immediately be incapacitated by [[psychic shock]] for 3 in-game hours, in addition to the effects of any psychic breakdown that may develop.&lt;br /&gt;
&lt;br /&gt;
Psychic breakdowns come in 3 levels of severity:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Severity Range !! [[Consciousness]] !! [[Mood#Situation_Special|Mood]] !! [[Mental breaks]]&lt;br /&gt;
|-&lt;br /&gt;
!Minor &lt;br /&gt;
|  0 - 4  || -25%                     || -6  || Minor [[mental break]], MTB 5 days&lt;br /&gt;
|-&lt;br /&gt;
!Major &lt;br /&gt;
|  5 - 10 || -50%                     || -12 || Minor or Major [[mental break]], MTB 5 days&lt;br /&gt;
|-&lt;br /&gt;
!Total&lt;br /&gt;
| 10 - 15 || 10% max (Unconciousness) || -18 || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Psychic breakdowns last a variable number of days, depending on the severity. Severity decreases at a rate of 1 per day. Thus, minor breakdowns last from 1-5 days, major breakdowns last from 6-10 days, and total breakdowns last from 11-15 days. &lt;br /&gt;
&lt;br /&gt;
Because the severity and duration of the psychic breakdown, as well as the chances of it in the first place, depend on how long and by how much your pawn has exceeded their heat limit using [[#Psycasting stat modifiers|equipment that improves psychic sensitivity or neural heat loss]] can help minimize or even avoid psychic breakdowns even if you have to turn off the neural heat limit during combat.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{Stub|section=1|reason=Order of operations for calculating meditation gain with base, focus, wakeup, and psymeditative persona weapon - wakeup and psymed are additive with each other, but are they additive or mutiplicative with the others}}&lt;br /&gt;
{{quote|Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychics, but has no other consequences. Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation|In-game Description}}&lt;br /&gt;
&lt;br /&gt;
In addition to the neural heat increase, each psycast also removes an amount of psyfocus. Every psycaster has a maximum psyfocus amount of 100% and all psyfocus costs are the same for every caster.&lt;br /&gt;
Unlike neural heat, if the psycaster has insufficient psyfocus for the psycast, it cannot be cast. There is no way to exceed this limit.&lt;br /&gt;
&lt;br /&gt;
Level 3-6 psycasts also require the user to have a minimum level of psyfocus stored in order to be useable, independent of their actual psyfocus cost. Psycasters need at least 25% psyfocus to use level 3-4 psycasts and at least 50% psyfocus to use level 5-6 psycasts.&lt;br /&gt;
&lt;br /&gt;
With a few exceptions, psyfocus can only be gained by through meditation and degrades a small amount per day relative to the amount of psyfocus the psycaster currently has. Below 25% psyfocus, the psyfocus falls at 3.5% per day, between 25 and 50%, psyfocus falls 5.5% per day, and above 50% it falls at 7.5% per day.&lt;br /&gt;
&lt;br /&gt;
By default, a pawn gains 50% psyfocus per day of meditation. Meditation foci further improve these rates by their listed strength. So an Artistic-focused psycaster meditating to 9 legendary sculptures (+44%) would gain 94% psyfocus per day of meditation. Other sources of psy-focus include:&lt;br /&gt;
&lt;br /&gt;
*Using [[Go-juice]] instantly gives 15% psyfocus when taken by psycasters.&lt;br /&gt;
*Using [[Wake-up]] increases the psyfocus gain from meditation by 20% per day for the duration of the effect.&lt;br /&gt;
*Certain [[Ideoligion#Rituals|ritual]]s {{IdeologyIcon}} grant full psyfocus to all participants when completed with sufficient quality.&lt;br /&gt;
*The Psy-meditative [[Persona_traits|persona trait]] grants an additional +10% psyfocus gain per day of meditation while the weapon is held in hand.&lt;br /&gt;
*The Kill-focused [[Persona_traits|persona trait]] grant an instant +20% psyfocus on killing an enemy. Note that psyfocus is gained for the killing blow, even on friendlies, so finishing off downed hostiles and even slaughtering colony animals will grant psyfocus as long as the weapon is held in hand whilst doing so.  Animal age and body size do not affect this rate either.  This can be used to turn excess colony animals, especially from rapidly-breeding animals such as chickens, geese, and ducks into massive psyfocus gain, which can then be leveraged for high-psyfocus-cost utility psycasts such as [[Psycasts#Special_psycasts|Word of Inspiration]] or [[Psycasts#Special_psycasts|Word of Trust]].&lt;br /&gt;
&lt;br /&gt;
Note that &amp;quot;day&amp;quot; in the context of &amp;quot;psyfocus per day of meditation&amp;quot; is a full 24-hours, so even with a pawn meditating for 100% of their waking time, they'll generally only get around 2/3rds of this gain per in-game day.&lt;br /&gt;
&lt;br /&gt;
Pawns in a caravan will also regenerate psyfocus while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
A pawn's target psyfocus level can be set using with gizmo on the toolbar while they are selected. The pawn will attempt to maintain that psyfocus level by meditating any time it drops below that value and the pawn is [[Menus#Schedule|scheduled]] for &amp;quot;'''Anything'''&amp;quot;. Meditation performed as recreation, scheduled or not, or by the pawn being scheduled for &amp;quot;'''Meditation'''&amp;quot; will also increase psyfocus, but will not necessarily stop when the target psyfocus level is exceeded. This can be used to ensure a psycaster maintains psyfocus without strictly scheduling their day with &amp;quot;'''Work'''&amp;quot; and without them taking constant breaks to maintain their psyfocus as it deceases during the day. The psyfocus target can be set to a minimum threshold below 100%, as low as 0%, and then some time can be set for meditation specifically. This meditation time will put them over the target, giving them a buffer before they will stop working and go meditate. If this buffer is greater than 7.5% (the maximum dissipation rate per day, when psyfocus is &amp;gt;50%) and the meditation time allocated is sufficient to gain this amount, the pawn will never stop working during its &amp;quot;'''Anything'''&amp;quot; times to meditate. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Meditation Focus !! Focus Type !! Base Strength !! Psyfocus/Hour&amp;lt;br&amp;gt;@ Base|| Max Strength !! Psyfocus/Hour&amp;lt;br&amp;gt;@ Max&lt;br /&gt;
|- &lt;br /&gt;
! [[Anima tree]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +28%&lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +36% &lt;br /&gt;
| {{#expr: (0.5+0.36)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
| +42% &lt;br /&gt;
| {{#expr: (0.5+0.42)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Small nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Large nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Grave]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| +6%&lt;br /&gt;
| {{#expr: (0.5+0.6)/0.24 round 1}}% &lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarcophagus]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Small sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Terror sculpture]] {{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +15% &lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +18%&lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Walls]]&lt;br /&gt;
| [[Psycasts#Minimal|Minimal]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +22% &lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Brazier]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darklight brazier]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Campfire]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +12%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}}% &lt;br /&gt;
| +28% &lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Torch lamp]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Fungus darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each pawn has one or more meditiation types. Each type allows the pawn to use different objects as a focus. A pawn with multiple types can use any type available to them.&lt;br /&gt;
&lt;br /&gt;
==== Natural ====&lt;br /&gt;
Required: Tribal Childhood [[Backstories]], including the Tribe Child{{Check Tag|Check Name}} childhood story that [[Children]] {{BiotechIcon}} raised in a [[New Tribe]] colony. Note that as of [[Version/1.3.3117|1.3.3117]], player created backstories do not gain the natural meditation focus even when found on tribal pawns or the backstory is tribal themed. It is unclear if this is intended or a bug. &lt;br /&gt;
The following backstories are affected: Accursed Child, Sole Survivor (n.b. '''not''' the generic backstory of the same name), Forest Child. &lt;br /&gt;
Additionally the following childhood backstories can be found on pawns that spawn as tribals, but also don't grant the focus: Mad Scientist, Youth Delinquent, Killer, Game Fanatic, Dusty Farm Hand, Ranger Child.&lt;br /&gt;
&lt;br /&gt;
Natural meditation is available to tribal pawns. Natural meditation objects and shrines are most effective when nothing is built nearby - buildings or furniture within 35 tiles will reduce their effectiveness.&lt;br /&gt;
&lt;br /&gt;
'''[[Anima tree]]:'''&lt;br /&gt;
[[File:Anima tree.png|64px|left|link=Anima tree]]&lt;br /&gt;
Anima trees have a base meditation focus strength of 28%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, while each small or large natural shrine within 10 tiles increases it by 1%. Up to 4 buildings can affect the tree, for a maximum bonus of +8% for 4 animus stones. Its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 36% for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. Also note that unlike other natural buildings, meditating at the anima tree also produces anima grass for additional psylink levels for pawns with the natural focus. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -15%&lt;br /&gt;
| -30%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
[[File:AnimusStone.png|64px|left|link=Animus stone]]&lt;br /&gt;
Animus stones have a base meditation focus strength of 34%. Each animus stone up to a total of additional 4 stones within 10 tiles of an animus stone increases the meditation effectiveness by 2%, for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 42% for a Animus stone with no artificial buildings within 35 tiles and surrounded by 4 additional animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
[[File:Small nature shrine.png|64px|left|link=Small nature shrine]]&lt;br /&gt;
Small nature shrines have a base meditation focus strength of 22%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 30% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -6%&lt;br /&gt;
| -12%&lt;br /&gt;
| -22%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
[[File:Large nature shrine.png|64px|left|link=Large nature shrine]]&lt;br /&gt;
Large nature shrines have a base meditation focus strength of 30%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Morbid ====&lt;br /&gt;
Required: [[Psychopath]], [[Bloodlust]], [[Cannibal]], [[Masochist]], [[Jealous]], [[Undergrounder]], [[Tortured artist]]&lt;br /&gt;
&lt;br /&gt;
Morbid meditation is used by pawns with the appropriate traits and requires graves or sarcophagi. Filled graves or sarcophagi are more effective and bodies with a relationship to the meditator are more effective than strangers.&lt;br /&gt;
&lt;br /&gt;
'''[[Grave]]:'''&lt;br /&gt;
[[File:GraveFull.png|64px|left|link=Grave]]&lt;br /&gt;
Graves have a base Meditation Focus Strength of 6%. This increases by 10% if the grave is full, and a further 10% if the grave is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional graves or sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary grave has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 34% for a grave occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
[[File:Sarcophagus.png|64px|left|link=Sarcophagus]]&lt;br /&gt;
Sarcophagi have a base Meditation Focus Strength of 10%. This increases by 10% if the sarcophagus is full, and a further 10% if the sarcophagus is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional Graves or Sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary sarcophagus has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a sarcophagus occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Artistic ====&lt;br /&gt;
Incompatible: Ascetic, Tribal Childhood Backstory&lt;br /&gt;
&lt;br /&gt;
Artistic focus is the default focus for non-tribal pawns. It uses artwork as a focus, with higher quality art being most effective.&lt;br /&gt;
&lt;br /&gt;
'''[[Small sculpture]]/[[Large sculpture]]/[[Grand sculpture]]/[[Terror sculpture]] {{IdeologyIcon}}:'''&lt;br /&gt;
[[File:Sculpture small bust a.png|64px|left|link=Sculptures]]&lt;br /&gt;
All sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that dependent on their [[quality]]. Higher quality sculptures have higher strengths, up to a maximum of 28% at legendary quality. Up to 8 additional sculpture of normal quality or better within 10 tiles will each increase this strength by a value dependent on its quality. 8 additional sculptures of masterwork or better can the maximum bonus of 16%. Note, as the focus sculpture's quality has a significantly larger effect than that of the supporting sculpture, it is always better to have the best quality sculpture as the focus.  &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
[[File:Largestele.png|64px|left|link=Large stele]]&lt;br /&gt;
Large steles have a base Meditation Focus Strength of 15%. It appears that no other modifiers exist for steles as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
[[File:Grandstele.png|64px|left|link=Grand stele]]&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of 18%. It appears that no other modifiers exist for steles as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Minimal ====&lt;br /&gt;
Required: Ascetic&lt;br /&gt;
&lt;br /&gt;
Ascetics can meditate with nothing- all they need is a wall. This has the advantage of being practically free and it has a reasonable base effectiveness. However, this cannot be increased; if an ascetic pawn has multiple methods they should optimise and use them instead.&lt;br /&gt;
&lt;br /&gt;
'''[[Wall]]:'''&lt;br /&gt;
[[File:Wall wall.png|64px|left|link=Wall]]&lt;br /&gt;
Walls have a base Meditation Focus Strength of 22%. It appears that no other modifiers exist for wall as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flame ====&lt;br /&gt;
Required: Pyromaniac&lt;br /&gt;
&lt;br /&gt;
Pyromaniacs can use fire to meditate. All fires must be lit to add focus. While it requires upkeep, this is a cheap and effective method of meditation- the main drawback being the Pyromaniac.&lt;br /&gt;
&lt;br /&gt;
'''[[Brazier]]:'''&lt;br /&gt;
[[File:Brazier.png|64px|left|link=Brazier]]&lt;br /&gt;
Braziers have a base Meditation Focus Strength of 0% in their unlit state. This increases by 15% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 31% for a lit brazier surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
[[File:Campfire.png|64px|left|link=Campfire]]&lt;br /&gt;
Campfires have a base Meditation Focus Strength of 0% in their unlit state. This increases by 12% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 28% for a lit campfire surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
[[File:Torch lamp.png|64px|left|link=Torch lamp]]&lt;br /&gt;
Torch lamps have a base Meditation Focus Strength of 0% in their unlit state. This increases by 10% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 1%, for a maximum bonus of 8%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 18% for a lit torch lamp surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
==== Dignified ====&lt;br /&gt;
Required: [[Title]]&lt;br /&gt;
&lt;br /&gt;
Dignified meditation is used by nobility. It requires a throne and its effectiveness is based on the throne room's quality.&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation throne]]/[[Grand meditation throne]]:'''&lt;br /&gt;
[[File:Throne_south.png|64px|left|link=Throne]]&lt;br /&gt;
Both thrones have identical meditation statistics and mechanics. They start with a meditation focus strength of 15%. If it is in a [[Room roles|throne room]] that meets the pawns [[Titles|requirements]], its focus strength is improved by 8%. Additionally its effectiveness is affected by room [[Room_stats#Levels_of_impressiveness|impressiveness]].&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. Also note, the room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will not make the cut off for the 4% increase. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Impressiveness Value&lt;br /&gt;
!0&lt;br /&gt;
!30&lt;br /&gt;
!60&lt;br /&gt;
!100&lt;br /&gt;
!170&lt;br /&gt;
|- &lt;br /&gt;
!Description at Value&lt;br /&gt;
|Awful&lt;br /&gt;
|Mediocre&lt;br /&gt;
|Slightly Impressive&lt;br /&gt;
|Very Impressive&lt;br /&gt;
|Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Psychic Sensitivity ===&lt;br /&gt;
In addition to its effects in calculating neural heat, psychic sensitivity is also important in how it effects targets.&lt;br /&gt;
The targets psychic sensitivity is important as it often acts as a modifier to the duration, and sometimes the magnitude, of the psychic effect. For example, a [[Traits|Psychically Hypersensitive]] (Sensitivity of 1.8) pawn will be affected by the Beserk psycast for 54 seconds instead of the normal 30, while a Psychically Dull (Sensitivity of 0.5) pawn would only be affected for 15 seconds, and a Psychically Deaf (Sensitivity of 0) pawn would be immune.&lt;br /&gt;
&lt;br /&gt;
=== Psycasting stat modifiers ===&lt;br /&gt;
{{Stub|section=1|reason=needs effective neural heat change like eltex items have (see their pages)}}&lt;br /&gt;
Psychic equipment can improve a psycaster's abilities by providing additional psychic sensitivity and/or by directly increasing the Heat recovery rate. &lt;br /&gt;
The following modifiers exist:&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
!&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Sensitivity Bonus&lt;br /&gt;
! Neural Heat Limit {{ref label|Neural Heat|C}}&lt;br /&gt;
! Recovery Rate Bonus&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Sight]]&lt;br /&gt;
| Capacity&lt;br /&gt;
| data-sort-value=&amp;quot;+50%&amp;quot; | +0 - 50%{{ref label|Sight|B}}&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 50/100 * 30 * 2.6666 round 0}}&amp;quot; | +0 - {{#expr: 50/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Hypersensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +80%&lt;br /&gt;
| +{{#expr: 80/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
!  style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Sensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Dull]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -50%&lt;br /&gt;
| -{{#expr: 50/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Deaf]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -100%&lt;br /&gt;
| -{{#expr: 100/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic foil helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| -90%&lt;br /&gt;
| -{{#expr: 90/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon helmet]]  &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract armor]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex shirt]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +10% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 10/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex vest]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.05&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex robe]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +20% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex helmet]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.066&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex skullcap]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +40% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.091&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] &lt;br /&gt;
| Weapon&lt;br /&gt;
| +50% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 50/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Hypersensitizer]] persona weapon {{ref label|Persona|A}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Sensitivity]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| +20%&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Quiet]] persona weapon {{ref label|Persona|A}}  &lt;br /&gt;
| Weapon&lt;br /&gt;
| -15%&lt;br /&gt;
| -{{#expr: 15/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Fog]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -30%&lt;br /&gt;
| -{{#expr: 30/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Neural Cooling]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 0.15&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic sensitizer]] &lt;br /&gt;
| Implant&lt;br /&gt;
| +25%&lt;br /&gt;
| +{{#expr: 25/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{IdeologyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Blindsight#Blind psysense: Strong|Blinded with blind psysense]]&lt;br /&gt;
| Condition&lt;br /&gt;
| +30%{{ref label|Stacking|D}}&lt;br /&gt;
| +{{#expr: 30/100 * 30 * 2.6666 round 0}}{{ref label|Stacking|D}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{BiotechIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Genes#Psychic bonding|Psychic bonding]]&lt;br /&gt;
| Gene&lt;br /&gt;
| data-sort-value=&amp;quot;+10%&amp;quot; | +5 - 10%{{ref label|Bonding|E}}&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 10/100 * 30 * 2.6666 round 0}}&amp;quot; | {{#expr: 5/100 * 30 * 2.6666 round 0}} - {{#expr: 10/100 * 30 * 2.6666 round 0}}{{ref label|Bonding|E}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{BiotechIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Genes#Psy-sensitive|Psy-sensitive]]&lt;br /&gt;
| Gene&lt;br /&gt;
| +20%&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.1&lt;br /&gt;
|-&lt;br /&gt;
! {{BiotechIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Genes#Super psy-sensitive|Super psy-sensitive]]&lt;br /&gt;
| Gene&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.2&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Persona|A}} Psychic sensitivity traits are mutually exclusive with each other, but not with Neural Cooling. Persona traits appear on the following weapons: [[Persona monosword]], [[Persona plasmasword]], and [[Persona zeushammer]]&lt;br /&gt;
:{{note|Sight|B}} [[Sight]] capacity provides is a 1% bonus for each percentage point ''below'' 50% sight. i.e. 20% Sight results in a bonus of +30% psychic sensitivity, while total blindness at 0% Sight provides +50% sensitivity.&lt;br /&gt;
:{{note|Neural Heat|C}} Neural heat limit increase from the increased psychic sensitivity, assuming psylink level 6.&lt;br /&gt;
:{{note|Stacking|D}} Note that this stacks with the +50% to psychic sensitivity provided just by being having Sight of 0%, for a total of +80% to sensitivity and a +64 to neural heat limit.&lt;br /&gt;
:{{note|Bonding|E}} When psychically bonded to a pawn, +10% to psychic sensitivity and +8 to neural heat limit while they are on the same map, otherwise +5% and +4.&lt;br /&gt;
:{{note|Quality|Q}} Value scales with [[Quality]]. 0.5x -&amp;gt; 0.66x -&amp;gt; 0.83x -&amp;gt; 1.00x -&amp;gt; 1.16x -&amp;gt; 1.32x -&amp;gt; 1.5x. Note that Normal quality is not 1.00x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus the maximum psychic sensitivity possible would be a psychically hypersensitive pawn, genetically modified with super psy-sensitivity, psychically bonded to a pawn on the same map, blinded and with the Blind psysense precept, with a legendary Eltex staff, vest, shirt, robe and skullcap and an implanted psychic sensitizer for a total value of {{Hover title|link=no|100%+80%+40%+10%+50%+30%+75%+60%+30%+23%+15%+25%|538%}} psychic sensitivity and a neural heat limit, assuming psylink level 6, of {{#expr: 538/100 * 30 * 2.6666 round 0}}.&lt;br /&gt;
&lt;br /&gt;
== Psycasts == &lt;br /&gt;
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below their psylink level. For example, to manifest Beckon, the psycaster would require psylink level 3. &lt;br /&gt;
&lt;br /&gt;
=== Regular psycasts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost&lt;br /&gt;
|- id=&amp;quot;Burden&amp;quot;&lt;br /&gt;
| [[File: Burden.png|64px]] || '''Burden''' || 1 || Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion''&lt;br /&gt;
* [[Moving]] capped at 40%&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Painblock&amp;quot;&lt;br /&gt;
| [[File: Painblock.png|64px]] || '''Painblock''' || 1 || Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. || ''Psychically-induced pain insensitivity.'' &lt;br /&gt;
* Target [[Pain]] Factor x10% &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 120s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Stun&amp;quot;&lt;br /&gt;
| [[File: Stun.png|64px]] ||'''Stun''' || 1 || Momentarily disrupt motor function in the target's brain, preventing any movement. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Stuns the target&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 12&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 3s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
*&lt;br /&gt;
|- id=&amp;quot;Chunk skip&amp;quot;&lt;br /&gt;
| [[File: ChunkSkip.png|64px]] || '''Chunk skip'''|| 1 || Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
&lt;br /&gt;
|| Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
|| 14&lt;br /&gt;
|| 1s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Solar pinhole&amp;quot;&lt;br /&gt;
| [[File: SolarPinhole.png|64px]] || '''Solar pinhole''' || 1 || Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Lights up a {{#expr:{{Lit Radius|15|{{#expr:217+217+208}}}} round 2}} tile area around it.&lt;br /&gt;
* Creates heat at a rate of 10 heat per second (compared to the 21 heat per second of a [[heater]] or [[campfire]]), but only when the temperature is below 20°C.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 8%&lt;br /&gt;
*&lt;br /&gt;
|- id=&amp;quot;Blinding pulse&amp;quot;&lt;br /&gt;
| [[File: BlindingPulse.png|64px]] || '''Blinding Pulse''' || 2 || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.'' &lt;br /&gt;
* [[Sight]] * 0.5&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 20&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 30s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Waterskip&amp;quot;&lt;br /&gt;
|  [[File: Waterskip.png|64px]] || '''Waterskip''' || 2 || Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind.&lt;br /&gt;
|| 25&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 3x3 tiles&lt;br /&gt;
|| 1.5%&lt;br /&gt;
|- id=&amp;quot;Neural heat dump&amp;quot;&lt;br /&gt;
| [[File: NeuralHeatDump.png|64px]] || '''Neural Heat Dump''' || 2 || Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. || ''Psychically induced neural heat cleansing.'' &lt;br /&gt;
* Caster reduces their neural heat to 0 &lt;br /&gt;
* Selected allied target within line-of-sight and 25 tiles falls into coma. Target does not require psylink to receive neural heat.&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 0&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 1000s (1 day)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 0%&lt;br /&gt;
|- id=&amp;quot;Beckon&amp;quot;&lt;br /&gt;
| [[File: Beckon.png|64px]] || '''Beckon''' || 3 || Psychically command the target to approach the caster. || ''Psychically-induced.'' &lt;br /&gt;
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 20&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 8s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Chaos skip&amp;quot;&lt;br /&gt;
| [[File: ChaosSkip.png|64px]] || '''Chaos Skip''' || 3 || Teleport the target to a random position near where he started. || ''Psychically-induced.'' &lt;br /&gt;
* Target, pawn or item, is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* 1s Stun after teleporting&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 18&lt;br /&gt;
|| 0.25s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Vertigo pulse&amp;quot;&lt;br /&gt;
| [[File: VertigoPulse.png|64px]] || '''Vertigo Pulse''' || 3 || Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. || ''Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.'' &lt;br /&gt;
* Targets within the radius become dizzy and wander in a 3 tile radius from their initial position&lt;br /&gt;
* Living targets have a chance to vomit.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Smokepop&amp;quot;&lt;br /&gt;
| [[File: Smokepop.png|64px]] || '''Smokepop''' || 4 || Skip dust particles up from under the ground surface to form a [[Smoke|thick cloud]]. This reduces the accuracy of any shot fired through it, and prevents turrets from locking on entirely. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 7 tile diameter [[smoke]] cloud at the targeted location.&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Smoke dissipates in ~30 seconds&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Skip&amp;quot;&lt;br /&gt;
| [[File: Skip.png|64px]] ||'''Skip''' || 4 || Teleport the target to a desired position not too far from his starting point. || ''Psychically-induced.'' &lt;br /&gt;
* Target, pawn or item, is teleported to a selected tile visible to the target.&lt;br /&gt;
-15 Goodwill impact&lt;br /&gt;
|| 25&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target/Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Focus&amp;quot;&lt;br /&gt;
| [[File: Focus.png|64px]] || '''Focus''' || 4 || Psychically focus the target's mind, boosting their sight, hearing and moving capacities. || ''Psychically-induced mental focus, increasing sight, hearing and movement capactities.''{{Sic}}&lt;br /&gt;
* [[Sight]] * 1.3&lt;br /&gt;
* [[Hearing]] * 1.3&lt;br /&gt;
* [[Moving]]  *1.3&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 15&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Wallraise&amp;quot;&lt;br /&gt;
| [[File: Wallraise.png|64px]] ||'''Wallraise''' || 4 || Form a temporary wall by skipping rubble and soil up from deep under the ground. || ''A fragile wall made of rubble. It will collapse in time.' &lt;br /&gt;
* Creates a cross-shaped set of wall 3 blocks across and 3 blocks wide at the target location. Wall has 100 HP and lasts for 4 hours or {{ticks|10000}}.&lt;br /&gt;
** Walls cannot intersect other walls, but will shunt items out of the way.&lt;br /&gt;
|| 35&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Wall disappears after 4 hours.&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Berserk&amp;quot;&lt;br /&gt;
| [[File: Berserk.png|64px]] || '''Berserk'''  || 5 || Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Target goes [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -15 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 40&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Flashstorm&amp;quot;&lt;br /&gt;
| [[File: Flashstorm.png|64px]] || '''Flashstorm'''  || 5 || Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissapating. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a [[Weather|flashstorm]] at target location. &lt;br /&gt;
* -35 Goodwill impact.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 164s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| 14 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Invisibility&amp;quot;&lt;br /&gt;
| [[File: Invisibility.png|64px]] || '''Invisibility''' || 5 || Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. || ''Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.'' &lt;br /&gt;
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.&lt;br /&gt;
|| 45&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Berserk pulse&amp;quot;&lt;br /&gt;
| [[File: BerserkPulse.png|64px]] || '''Berserk Pulse''' || 6 ||  Generate an overwhelming rush of undirected rage in everyone near the target point. || ''Psychically-induced.'' &lt;br /&gt;
* All creatures within the radius go [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -75 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 10s&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 5x5 tiles&lt;br /&gt;
|| 6%&lt;br /&gt;
|- id=&amp;quot;Mass chaos skip&amp;quot;&lt;br /&gt;
| [[File: MassChaosSkip.png|64px]] || '''Mass Chaos Skip''' || 6 || Skip everyone near a target point to a random location nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* -5 Goodwill impact.&lt;br /&gt;
|| 40&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 17 tiles&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Skipshield&amp;quot;&lt;br /&gt;
| [[File: Skipshield.png|64px]] || '''Skipshield''' || 6 || Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. || ''Psychically-induced.'' &lt;br /&gt;
* Makes a 4.9-tile radius circle that cannot be shot through, into, or out of. See [[#Tactics|below]] for image. Does not {{Hover title|E.g. from mortars, orbital bombardment targeters, or aerodrone strikes or salvos|block non-ground-level projectiles}}.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 9 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Manhunter pulse&amp;quot;&lt;br /&gt;
| [[File: ManhunterPulse.png|64px]] || '''Manhunter pulse'''|| 6 || Drive nearby animals into a manhunting rage using a psychic pulse || ''Psychically-induced.'' &lt;br /&gt;
* All animals within the radius go [[Mental break#Manhunter|Manhunter]], attacking the nearest human regardless of previous affiliation. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* Makes faction hostile when used on animals of allied caravans&lt;br /&gt;
|| 50&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 35 tiles&lt;br /&gt;
|| 57 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special psycasts ===&lt;br /&gt;
&lt;br /&gt;
Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level (Title) !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost&lt;br /&gt;
|- id=&amp;quot;Word of trust&amp;quot;&lt;br /&gt;
|  [[File: WordOfTrust.png|64px]]||'''Word of Trust''' || 1 || Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's resistance, but cannot recruit him. || ''Psychically induced.''&lt;br /&gt;
* Resistance amount scales with target's [[Psychic Sensitivity]]. Base effect is to reduce resistance by 20.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 60%&lt;br /&gt;
|- id=&amp;quot;Word of joy&amp;quot;&lt;br /&gt;
| [[File: WordOfJoy.png|64px]]|| '''Word of Joy'''|| 2 || Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.|| ''The affected pawn gains the Joybuzz status, providing 30 joy at the cost of -20% consciousness for 7 days.''&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -25 Faction Relations when used on allies.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 40%&lt;br /&gt;
|- id=&amp;quot;Word of love&amp;quot;&lt;br /&gt;
| [[File: WordOfLove.png|64px]] || '''Word of Love''' || 3 || Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another. || ''Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup.'' &lt;br /&gt;
* Greatly increases relations between target(s), nearly guaranteeing a relationship forms if recursively casted on two pawns.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| 8000s (8 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 50%&lt;br /&gt;
|- id=&amp;quot;Word of serenity&amp;quot;&lt;br /&gt;
| [[File: WordOfSerenity.png|64px]]||'''Word of Serenity'''|| 4 || Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.|| Instantly ends any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break; [[Social#Social_Fights|social fights]] and [[Mental break#Minor break|minor breaks]] cost 30% psyfocus, [[Mental break#Major break|major breaks]] cost 50%, and [[Mental break#Extreme break|extreme breaks]] cost 70%.&lt;br /&gt;
* Coma duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 250s (6 hours)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 30-70%&lt;br /&gt;
|- id=&amp;quot;Word of inspiration&amp;quot;&lt;br /&gt;
| [[File: WordOfInspiration.png|64px]] || '''Word of Inspiration'''|| 5 || Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.|| Targeted pawn will receive a random [[inspiration]] based upon their passions and skills.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;Inspiration lasts its normal duration&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 80%&lt;br /&gt;
|- id=&amp;quot;Farskip&amp;quot;&lt;br /&gt;
| [[File: Farskip.png|64px]] || '''Farskip'''|| 5 || Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.&lt;br /&gt;
|| Stuns for between 3 and 10 seconds; teleports allies within 5 tiles to distant colonist on map; if used while in caravan, whole caravan will be teleported (unusable if overburdened)&lt;br /&gt;
|| 0&lt;br /&gt;
|| 5s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| 5 tile radius&lt;br /&gt;
|| 70%&lt;br /&gt;
|- id=&amp;quot;Neuroquake&amp;quot;&lt;br /&gt;
| [[File: Neuroquake.png|64px]] || '''Neuroquake'''|| 6 || Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature in range but outside of the safe, inner, circle will be driven violently insane. Casting this takes 12 seconds of meditation, and afterwards, the caster will go into a five-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.&lt;br /&gt;
|| &lt;br /&gt;
* Causes berserk mental state in a 60-tile radius, outside of 5 tile safe radius. &lt;br /&gt;
* -12 mood for all pawns present&lt;br /&gt;
* -10 Faction Relations  for all factions, no matter the distance you are from their bases.&lt;br /&gt;
* -75 Faction Relations if berserk affects allies.&lt;br /&gt;
* Caster put in coma for 5 days.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 12s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;5 day coma&lt;br /&gt;
|| User&lt;br /&gt;
|| 60 tile radius&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
[[File:Skip  shield radius.jpg|thumb|right|175px|Radius of the skipshield with unshielded area denoted in red, partially shielded areas in gold (see Note left).&amp;lt;br&amp;gt; Note that despite the shield visually extending beyond the tiles, it does not protect them.]]&lt;br /&gt;
Psycasts can be used to great tactical advantage- provided that you can get in range of the enemy to use them.&lt;br /&gt;
*'''Skipshield''' is most obvious to use to cover your own pawns, allowing melee pawns to close, or giving a respite from attacks. If used for this purpose, keep in mind that it doesn't just stop shots going into the shield, but also from going out the other side. This creates a &amp;quot;shadow&amp;quot; - an expanding cone of area on the opposite side of the shield to the shooter where they can't hit. As the psycast can be positioned whereever you like, unlike the [[low-shield pack]], a single shield can effectively cover a greater area with clever position. Also consider that it prevents firing out of as well. This can allow you to &amp;quot;switch off&amp;quot; any pawn's ranged attacks, even if you couldn't cover all of your pawns with a single or even multiple casts. This is especially useful when a [[doomsday rocket launcher]]-armed [[raider]] drop-pods into the middle of your pawns.  &lt;br /&gt;
** The radius of the shield is not blocked by walls. Therefore it can be cast on the inside of a fortification and prevent attacks from the outside doing damage to the walls. This is exceedingly useful for protecting against [[termite]]s and other breach raids for a short period to prevent breaches, or buy time.  &lt;br /&gt;
** '''Note:''' Pawns on the tiles shown in [[gold tile|gold]] in the image to the right are shielded from attacks directly targeted at them however, due to a bug, they can still be hit by attacks aimed at other nearby pawns that miss. &lt;br /&gt;
*'''Solar pinhole''' can be used to warm rooms during a cold snap if you don't have enough heaters. Since solar pinholes are relatively inexpensive psyfocus-wise, multiple can be casted if needed.&lt;br /&gt;
**Use it when mining deep underground to avoid the darkness work speed penalty.&lt;br /&gt;
*'''Burden''' slows the target down.&lt;br /&gt;
**Very useful for getting one or two more shots on melee attackers before they close the distance. Effective for this reason with a [[killbox]] setup as well.&lt;br /&gt;
**Useful for hunters in case of revenge.&lt;br /&gt;
*'''Farskip''' Can be used from the World map. Can't be used while forming a Caravan but can be used if you Draft after you've collected all your gear.&lt;br /&gt;
*'''Painblock''' blocks pain, with an effect similar to [[go-juice]].&lt;br /&gt;
*'''Stun''' stuns the target for a few seconds.&lt;br /&gt;
**Best used to support a melee attacker against another.&lt;br /&gt;
**Help melee attackers close the distance to shooters.&lt;br /&gt;
**Peel melee attackers off ranged.&lt;br /&gt;
*'''Chunk skip''' skips 5 nearby rock or steel slag chunks to a 5x5 target area in a random pattern.&lt;br /&gt;
**Can be used to create some [[cover]] if fighting on open terrain where natural cover is sparse or is in inconvenient locations. The chunks can be quickly rearranged with a stockpile. &lt;br /&gt;
**Sometimes can be used to steal cover from enemies, provided that your psycaster can target the desired chunks. This ability tends to skip chunks closest to the psycaster, so this might only be possible if they are a melee fighter and can get close to enemy positions.&lt;br /&gt;
**Can be used outside of combat to quickly relocate chunks around your base right to the [[stonecutter's table]] or [[electric smelter]]. This can speed up production if a worker has to walk a sizable distance each time to get a new chunk.&lt;br /&gt;
**A situational use would be to place chunks behind walls or in open doorways, therefore possibly preventing enemies from using superior 75% cover and forcing them to use chunks as inferior cover or to move to a different spot. This is unreliable due to the random pattern in which chunks are skipped to the target area, as well as the fact that pawns are not immediately forced to move if a chunk is placed on them - they are only prevented from standing on that tile again if they move.&lt;br /&gt;
*'''Blinding Pulse''' reduces the Sight of enemies and thus their accuracy, giving you the upper hand in combat. Especially useful against clustered ranged tribals. Using this against melee fighters is useful as well, reducing their hit chance.&lt;br /&gt;
*'''Neural heat dump''' is good for burst-casting expensive combat psycasts such as berserk pulse, if you're willing to pay the price of putting a pawn out of action. Pacifists are a good choice if you don't need them to pull fallen allies out of battle.&lt;br /&gt;
**The side effect, putting a pawn into a coma for a day, can also be useful to save a pawn from getting mauled by animal revenge, to prevent a sick pawn from having a mental break while they are in bed, and in various other situations.&lt;br /&gt;
*'''Beckon'''&lt;br /&gt;
**Can force enemies into melee range for engagement, or simply pull them out of cover into the open so your ranged attackers can destroy them.&lt;br /&gt;
**Great for peeling enemy melee off a vulnerable friendly.&lt;br /&gt;
**Can also be useful to pull an enemy ranged out of an ancient danger.&lt;br /&gt;
*'''Chaos Skip'''&lt;br /&gt;
**Use on enemies that already entered melee range to force them to break distance in a random direction. Be careful of skipping them into your base.&lt;br /&gt;
*'''Vertigo Pulse''' will force a group of enemies out of cover for a few seconds while preventing them from firing at your own pawns while they vomit uncontrollably. &lt;br /&gt;
*'''Smokepop''' is essentially a better version of the [[smoke launcher]].&lt;br /&gt;
*'''Skip''' is a versatile tool that can be used to manipulate allies, enemies, inanimate objects and the self alike.&lt;br /&gt;
**Teleport allied fighters into position quickly, especially melee fighters. &lt;br /&gt;
**Skip long-ranged enemies into range.&lt;br /&gt;
**Keep enemy melee fighters away from allies.&lt;br /&gt;
**Using skip on an ally harms your faction relations, even when used for benevolent purposes. To get around this when rescuing allies, have a colonist rescue the ally and then skip the colonist. This will not give a penalty.&lt;br /&gt;
**Teleport a raider near a [[Mechanoid_cluster|mechanoid cluster]] to make them fight each other.&lt;br /&gt;
**Can be used on self to quickly escape danger or to urgently move to a location.&lt;br /&gt;
**Move downed pawns, allies or enemies, out of danger to safely rescue or capture them.&lt;br /&gt;
**Teleport [[chemfuel]] away just before it blows up.&lt;br /&gt;
**Steal supplies from [[Raider#Siege|Sieges]].&lt;br /&gt;
***Sieges will continuously receive supplies of [[Packaged_survival_meal|Packaged survival meals]] and [[Mortar_shell|Mortar shells]] as they are removed from the siege, but they won't receive additional [[component|components]]. Stealing components before [[Mortar|Mortars]] are built will halt the siege and it potentially allows the unlimited theft of additional supplies.&lt;br /&gt;
**Safely capture bleeding fleeing enemies by repeatedly skipping them away from the map's edge until they colapse from blood loss.&lt;br /&gt;
*'''Focus''' is good for buffing allies prior to a battle, improving a doctor by giving them boosted tend [[Medical_Tend_Quality|quality]] and [[Medical_Tend_Speed|speed]] (but not [[Medical Surgery Success Chance|success chance]] or [[Medical Operation Speed|speed]] of a surgery, as the bonus from Sight for these caps at 100%).&lt;br /&gt;
*'''Wallraise''' creates a wall of rocks in a cross shape.&lt;br /&gt;
**Creates impromptu cover for your shooters to shelter behind.&lt;br /&gt;
**Use to create LOS blocker against rocket launchers that are about to fire. If you are quick you can even block the rockets mid-flight (note the 1.0s casting time, however).&lt;br /&gt;
**Blocking access to doors.&lt;br /&gt;
**Temporarily plug gaps made in animal pens during raider attacks (best used by positioning a rock wall adjacent to the gap, not directly in it, so that the pen is enclosed while still leaving the gap itself accessible for rebuilding).&lt;br /&gt;
**Protecting [[Unstable power cell]]s while in mech clusters from mortar fire, gunfire, and secondary explosions.&lt;br /&gt;
**Casting Wallraise on fire will extinguish it and prevent it from spreading again, although it's strictly worst than Waterskip in that regard.&lt;br /&gt;
**Walling in vulnerable pawns far from the base (requires two)&lt;br /&gt;
*'''Berserk''' forces an enemy to attack nearby targets indiscriminately, including their allies.&lt;br /&gt;
**Have enemies aggro on each other while your ranged fighters pick them off.&lt;br /&gt;
**Cause friendly fire as enemies fire at the berserker.&lt;br /&gt;
**Offers an alternative way to hunt dangerous animals like [[Thrumbo]]s.  Note that once animals have begun fighting each other, they will continue fighting until one of the two is downed or dies, even after Berserk has expired.  Damage incurred from each other also will not cause them to go manhunter.&lt;br /&gt;
**Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.&lt;br /&gt;
*'''Invisibility''' makes enemies unable to target your allies.&lt;br /&gt;
**It is not broken on attacking making it a good choice for close-ranged attackers. &lt;br /&gt;
***Can be used to protect a single [[Defense_tactics#Melee_blocking|melee blocker]] against medium and large enemies, but won't block small enemies.&lt;br /&gt;
**Self-cast to allow your psycaster to safely get within range.&lt;br /&gt;
**Cast on snipers to aggro sieges or mech clusters.&lt;br /&gt;
**Cast on wielders of [[Doomsday rocket launcher|doomsday rocket launchers]] and the like to give them time to fire.&lt;br /&gt;
*'''Berserk Pulse''' is similar to Berserk but affects an area.&lt;br /&gt;
**It causes a dangerous increase in neural heat on all but the most well-equipped of psycasters, but is capable of defeating entire raids using only this psycast. Only the best psycasters can use this twice in a row, unless they have neural heat dump (or are willing to risk heat overflow).&lt;br /&gt;
**Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.&lt;br /&gt;
**Works through walls! The target cell must be within line-of-sight (but can be cast on the wall itself), but the effect also applies to targets in range on the other side of the wall.  This can be used to great effect by funneling enemies into a U-shaped pathway around another (unconnected or blocked-by-door) hallway with your caster in it.  Berserk Pulse can be targeted at the end of the hallway your pawn is in and hit 13 cells in the U-shaped hallway surrounding it.  Since enemies do not have collision with each other until they enter combat, this can potentially catch a very large number of hostiles in the area.  Best use is alternating sandbags or stone chunks in that section of the U-shaped hallway to slow down the invading army specifically at that point, causing them to bunch up even more.&lt;br /&gt;
*'''Mass Chaos Skip''' skips all units in the area randomly, friend or foe, as well as briefly stunning them on arrival at their new location.&lt;br /&gt;
**Skip multiple enemies out of cover at once, exposing them to gunfire. &lt;br /&gt;
**Only skips things to a location within line of sight of their starting position.  However, it does not require line of sight from the caster to a pawn to initiate the skip (ie. it'll skip a pawn that's on the other side of a wall, but they'll still be on the other side of that wall afterwards).&lt;br /&gt;
**Note that &amp;quot;line of sight&amp;quot; operates based on actual sight mechanics (ie. the ability to see an area for the purposes of shooting it, using psycasts, etc), _not_ being able to path to it.  Buildings that do not permit pathing but do permit being shot over/through will not block Chaos Skip.&lt;br /&gt;
**Be careful: you may accidentally skip the enemies behind or even right next to your pawns.  The brief stun when the target arrives at the new location can permit time to react, however.&lt;br /&gt;
*'''Manhunter Pulse''' causes all animals in a large targeted area to become manhunter. &lt;br /&gt;
**Can be used to defend against raiders, or act as an offensive weapons on raids on enemy bases.&lt;br /&gt;
**If you also have a pawn with the Wallraise psycast, you can stack all colonists into the gap between two wall raises. The resulting carnage is entertaining.&lt;br /&gt;
*'''Flashstorm''' [[lightning]] strikes can be targeted down to a specific tile by roofing the entire area of effect except for the single tile that is targeted. Lightning will still strike at the same rate, but will only strike that unroofed tile. Multiple flash storms can be stacked on top of each other with the number and frequency of strikes stacking directly&lt;br /&gt;
** Without roofs, these are wildly inaccurate and only should be used: A) In a killbox with a single unroofed tile, or B) against massive stacks of tribals.&lt;br /&gt;
** Note that there is a substantial delay (60-180 seconds, at random on each cast) before the first strike, after which the ability lasts a fixed duration (164s).&lt;br /&gt;
*'''Neuroquake''' is a hail-mary-style psycast that is good against a large raid, provided you can protect your psycaster long enough. It is advised to limit all of your pawns, including animals, to the 5 tile radius around the caster, and lock all doors. Reducing psychic sensitivity to reduce coma time no longer is an option in 1.3, as the neuroquake coma no longer scales with a pawns psychic sensitivity.  1.3 also reduced the range from the entire map to a 60-tile radius around the caster.&lt;br /&gt;
*'''Word of Serenity''' will not prevent the a [[Traits#Tortured artist|Tortured Artist]] pawn from gaining an [[inspiration]] when used to end a [[mental break]], allowing relatively risk-free [[Quality|Legendary]] farming. It can also end [[Social#Social_Fights|social fights]] early by casting it on either combatant, at a cost of 30 psyfocus.&lt;br /&gt;
*'''Word of Inspiration''' can be used to great effect when combined with a [[persona weapon]] with the [[Persona weapon#Kill-focused|Kill-focused trait]].&lt;br /&gt;
** Since this trait counts it as a &amp;quot;kill&amp;quot; when the bonded pawn slaughters an animal with the weapon equipped and held, rapidly-breeding animals such as geese, chickens, and ducks (which lay an egg every 1.6, 2.0, and 3.5 days, respectively) can be turned directly into inspirations by hatching the eggs, then slaughtering the chicks, at a ratio of 4 animal slaughters per inspiration.&lt;br /&gt;
** This means that that, after a warm-up period while the first eggs incubate, each female goose (provided they have a male to fertilize the eggs) is worth 0.15625 inspirations per day.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
*[[Royalty DLC]] Initial Release - Introduced.&lt;br /&gt;
* [[Version/1.1.2559|1.1.2559]] - Burden range 25-&amp;gt;30. Stun entropy cost 10-&amp;gt;12. Stun range 25-&amp;gt;20.&lt;br /&gt;
* [[Version/1.1.2571|1.1.2571]] - Major Rebalance to several psycasts.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Overhaul to some mechanics. Empire no longer gets angry at psycast use, removed psychic hangover, added meditation mechanics, added new psychic abilities.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Desired psyfocus level now configurable  and pawns will meditate enough to maintain it without needing scheduling. Reduce psyfocus decay rates 0.5% at each level. Wall, Grave, Sarcophagus, Animus stone, Sculptures and Nature Shrine psyfocus gain increased. &lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Solar Pinhole, Chunk Skip, Farskip, Neuroquake and Word of Trust/Joy/Inspiration/Love/Serenity added. Meditation focus objects now enhanced by objects placed nearby. Added visual effect for wallraise rocks expiring.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Bullet Shield renamed to Skipshield, prevent Farskip when caravan is overweight. Neural heat overload no longer causes psylink degradation or any other permanent damage.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Neuroquake rebalance:  Neuroquake lists duration in the casting warning. Coma duration increased from 3 days -&amp;gt; 5 and no longer scales with psychic sensitivity. The negative moodlet to friendly bystanders applies whether they are conscious or not and is increased from -10 to -12. Casting warmup decreased from 125s -&amp;gt; 12s. Berserk radius decreased from entire map -&amp;gt; 60 tiles.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Word of serenity now works on catatonic breakdown.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Tribal [[children]] {{BiotechIcon}} who grow up in a colony don't get the 'natural' meditation focus type.&lt;br /&gt;
&lt;br /&gt;
[[Category: Royalty]]&lt;/div&gt;</summary>
		<author><name>Fyaun</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X8xu0y1yl9cxsc3o&amp;topic_postId=x905n1f07oc36gqs&amp;topic_revId=x905ppneeibgf0p0&amp;action=single-view</id>
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		<updated>2022-12-18T11:40:13Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Fyaun&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Fyaun (page does not exist)&quot;&gt;&lt;bdi&gt;Fyaun&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Fyaun&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Fyaun&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Fyaun&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Fyaun&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:X8xu0y1yl9cxsc3o&amp;amp;topic_showPostId=x905n1f07oc36gqs#flow-post-x905n1f07oc36gqs&quot;&gt;post&lt;/a&gt; on &quot;Psycasts&quot;&lt;/span&gt;</summary>
		<author><name>Fyaun</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X8xu0y1yl9cxsc3o&amp;topic_postId=x905n1f07oc36gqs&amp;topic_revId=x905n1f07oc36gqs&amp;action=single-view</id>
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		<updated>2022-12-18T11:38:53Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Fyaun&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Fyaun (page does not exist)&quot;&gt;&lt;bdi&gt;Fyaun&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Fyaun&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Fyaun&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Fyaun&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Fyaun&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:X8xu0y1yl9cxsc3o&amp;amp;topic_showPostId=x905n1f07oc36gqs#flow-post-x905n1f07oc36gqs&quot;&gt;commented&lt;/a&gt; on &quot;Psycasts&quot; (&lt;em&gt;Wow it was really late and I messed up... first I wrote the summary of what I tested, but forgot to actually make the edits, so the summa...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Fyaun</name></author>
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	<entry>
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		<title>Psycasts</title>
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		<updated>2022-12-16T03:47:30Z</updated>

		<summary type="html">&lt;p&gt;Fyaun: /* Regular psycasts */ see prev commit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
'''Psycasts''' are psychic powers available to pawns with psylink levels, added by the [[Royalty (DLC)| Royalty DLC]].&lt;br /&gt;
==Lore==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
An organic connection to a larger psychic field. This allows a person to use specific psychic powers that they have learned to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use [[psylink neuroformer]] devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with [[Anima tree|psychically-connected lifeforms]]. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to [[archotech]]s and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
To use psycasts, a pawn must first have a Psylink level equal or greater than the level of the chosen psycast. A pawn may have up to 6 levels of psylink, and these levels can be gained through several different methods:&lt;br /&gt;
#  Acquire a [[Psylink neuroformer]] through [[Quests|questing]]&lt;br /&gt;
#  Gain Royalty [[Titles]] by accepting [[Titles#Honor|Honor]] as a quest reward.&lt;br /&gt;
#  Pawns can meditate at an [[Anima tree]] to grow anima grass. Once 20 grass has a grown, a ritual can be performed, consuming the grass and granting one Psylink level to a pawn with the [[Psycasts#Natural|&amp;quot;Natural&amp;quot;]] Meditation focus type&lt;br /&gt;
#  Pawns who get blinded through a Satisfying or Spectacular [[Rituals|Blinding Ceremony]] have a chance to get a psylink level, even if the pawns in question have a different [[Ideoligion]] without the [[Blindsight]] meme. The ceremony can be performed again if the pawns [[Bionic_eye|get]] [[Biosculpter_pod#Bioregeneration|their]] [[Healer_mech_serum|sight]] [[Resurrector_mech_serum|back]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
A random psycast of the new level will be learned when gaining a new level of Psylink - i.e. a random level 1 psycast is gained when a pawn gains their first level, a level 2 psycast is learned when gaining their second, etc. &lt;br /&gt;
&lt;br /&gt;
Further psycasts can be gained by using a [[Psytrainer]] which grants the specific psycast mentioned in their name. Additional psycasts are available for purchase from traders, with Empire bases and traders having the most, and tribals having the least. A psycaster can learn any number of psycasts through psytrainers, up to and including every psycast in the game and limited only by the availability of psytrainers themselves.&lt;br /&gt;
'''N.b.''' if using a psytrainer for a level higher than the current psylink level of the user, the learned psycast will replaced the one usually gained for that level when that level is acheived. Given using the psytrainer after gaining that level either grants an additional power or does not work and thus does not consume the psytrainer, it is always best to only use psytrainers '''after''' the required psylink level has been achieved.&lt;br /&gt;
&lt;br /&gt;
Also note, if a Psylink neuroformer or Anima ritual has been used to gain a psylink level above what is given for the current title, additional titles will not grant psylinks beyond what they normally do for that title. So if a neuroformer has been used to gain psylink level 1, and then the title of Yeoman is gained and bestowed, the pawn will still only have psylink level 1. This means using neuroformers or rituals on pawns that will gain titles is ultimately a waste, or vice versa.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A psycaster's effectiveness is controlled by three primary factors: their Neural Heat Limit, their available Psyfocus and the [[Psychic Sensitivity]] of their target.&lt;br /&gt;
=== Neural Heat === &lt;br /&gt;
{{Quote|Despite being called &amp;quot;heat&amp;quot;, neural heat is not a measure of temperature. It refers to a type of chaotic psychic energy in the mind which is built up when using psychic powers and dissipates over the course of a few seconds or minutes. If neural heat is pushed past normal limits, it may cause temporary psychic breakdown and unconsciousness due to psychic shock. These conditions don't cause permanent damage.|Neural heat description}}&lt;br /&gt;
==== Neural Heat Limit ====&lt;br /&gt;
[[File:Neural Heat Unlimited.png|frame|right|Neural Heat Limiter Off]]&lt;br /&gt;
[[File:Neural Heat limited.png|frame|right|Neural Heat Limiter On]]&lt;br /&gt;
A psycaster's neural heat limit is the primary limitation to how many psycasts they can perform in a given period of time. Each psycast gives the caster a certain amount of neural heat. As long as a pawn stays within their neural heat limit, they'll suffer no ill effects. By default, a pawn will not use a psycast if the neural heat gain would cause them to exceed their limit. This will be represented by the psycast's icon being greyed out on the UI. A pawn can be instructed to ignore their normal heat limit by clicking on the &amp;quot;Neural Heat Limiter&amp;quot;, but exceeding the limit can cause [[Psycasts#Psychic Breakdown|psychic breakdown]]. &lt;br /&gt;
&lt;br /&gt;
The neural heat limit is affected by both the psycaster's psychic sensitivity and psylink level. A pawn with a level 1 Psylink and 100% psychic sensitivity will have a neural heat limit of 30.&lt;br /&gt;
&lt;br /&gt;
The equation for a pawn's neural heat limit is:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = 30 * Psychic Sensitivity * (0.66... + (0.33... * Psylink level)&lt;br /&gt;
|}&lt;br /&gt;
or simpler:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = (2 + Psylink level) * 10 * Psychic Sensitivity&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Assuming 100% psychic sensitivity, this in the following: &lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Psylink Level !! Limit&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 1)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 2)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 3)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 4)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 5)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 6)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The in-game meter for neural heat is rounded to the nearest integer, but in-game behavior suggests that the actual decimal value of heat is tracked by the game, as psycasts may sometimes say they have insufficient heat limit to cast even when the spare heat displayed on the pawn's neural heat meter exactly equals the casting cost.&lt;br /&gt;
&lt;br /&gt;
==== Neural Heat Recovery Rate ====&lt;br /&gt;
Heat naturally decreases over time, with faster rates provided by additional levels of psylink. Unlike the neural heat limit, it is not affected by the pawn's [[psychic sensitivity]]. The default rate of reduction for a pawn without a psylink or with a level 1 psylink is 0.54/s. Every additional psylink level increases the rate by 12.5%.  In addition, the [[pain]] currently felt by the psycasting pawn ''adds'' an additional increase in rate proportional to the primary rate multiplied by three times the pain percentage e.g. at 100% pain, the psycaster will recover neural heat at 400% of their normal rate.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Offsets to this value, such as from [[eltex]] items, occur to the base recovery rate and are thus subject to the multiplier from the psylink level and pain level. i.e. a normal [[quality]] [[eltex skullcap]] will improve a Psylink Level 1 Psycaster's recovery rate by 0.091/s but increase the rate of a Psylink Level 6 Psycaster's by 0.148/s.&lt;br /&gt;
&lt;br /&gt;
The resulting value follows the equation, assuming at least 1 level of psylink.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Recovery Rate = ((0.54+Gear Offsets)*(0.875 + 0.125*Psylink level)) * (1+3*Pain percentage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Psylink Level !! Multiplier !! Base rate&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 1.000x&lt;br /&gt;
| {{#expr: 0.54*1}}00/s &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1.125x&lt;br /&gt;
| {{#expr: 0.54*1.125}}/s &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 1.250x&lt;br /&gt;
| {{#expr: 0.54*1.250}}0/s &lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 1.375x&lt;br /&gt;
| {{#expr: 0.54*1.375}}/s &lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| 1.500x&lt;br /&gt;
| {{#expr: 0.54*1.500}}00/s &lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| 1.625x&lt;br /&gt;
| {{#expr: 0.54*1.6250}}/s &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Psychic breakdown ====&lt;br /&gt;
{{Rewrite|section=1|reason = Should be replicated or transcluded on to the [[ailments]] page, but bears discussion}}&lt;br /&gt;
{{Quote|Deep psychic destabilization of the mind. Psychic breakdown last for days, causing mental disturbances of various kinds. It resolves itself with time.|Psychic breakdown description}}&lt;br /&gt;
A pawn can be instructed to exceed their neural heat limit clicking the icon next to the neural heat gauge to disable the limit.  Exceeding the pawn's neural heat limit can cause an effect called Psychic Breakdown.  The severity of the Psychic breakdown has elements of randomness to it, but will generally be more severe the farther past the neural heat limit a pawn goes, and the longer they are past their heat limit.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Heat level !! Heat Range !! Breakdown gain&lt;br /&gt;
|-&lt;br /&gt;
! Safe&lt;br /&gt;
| 0% - 99%    || -&lt;br /&gt;
|-&lt;br /&gt;
! Overloaded&lt;br /&gt;
| 100% - 132% || +2 Breakdown severity, MTB 2 hours&lt;br /&gt;
|-&lt;br /&gt;
! Very overloaded&lt;br /&gt;
| 133% - 165% || +4 Breakdown severity, MTB 2 hours&lt;br /&gt;
|-&lt;br /&gt;
! Extreme&lt;br /&gt;
| 166% - 199% || +6 Breakdown severity, MTB 2 hours&lt;br /&gt;
|-&lt;br /&gt;
! Overwhelming&lt;br /&gt;
| 200%+       || +8 Breakdown severity, MTB 2 hours. [[Psychic shock]] (10% max [[Consciousness]] for {{ticks|7500}})&lt;br /&gt;
|}&lt;br /&gt;
For example, this means that if a pawn is consistently kept at 170% of the neural heat limit, they will, on average, increase the severity of their psychic breakdown by +4 every 2 hours. Note that this is only an average value over time.&lt;br /&gt;
&lt;br /&gt;
In addition, if a pawn reaches twice their normal neural heat limit, they'll immediately be incapacitated by [[psychic shock]] for 3 in-game hours, in addition to the effects of any psychic breakdown that may develop.&lt;br /&gt;
&lt;br /&gt;
Psychic breakdowns come in 3 levels of severity:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Severity Range !! [[Consciousness]] !! [[Mood#Situation_Special|Mood]] !! [[Mental breaks]]&lt;br /&gt;
|-&lt;br /&gt;
!Minor &lt;br /&gt;
|  0 - 4  || -25%                     || -6  || Minor [[mental break]], MTB 5 days&lt;br /&gt;
|-&lt;br /&gt;
!Major &lt;br /&gt;
|  5 - 10 || -50%                     || -12 || Minor or Major [[mental break]], MTB 5 days&lt;br /&gt;
|-&lt;br /&gt;
!Total&lt;br /&gt;
| 10 - 15 || 10% max (Unconciousness) || -18 || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Psychic breakdowns last a variable number of days, depending on the severity. Severity decreases at a rate of 1 per day. Thus, minor breakdowns last from 1-5 days, major breakdowns last from 6-10 days, and total breakdowns last from 11-15 days. &lt;br /&gt;
&lt;br /&gt;
Because the severity and duration of the psychic breakdown, as well as the chances of it in the first place, depend on how long and by how much your pawn has exceeded their heat limit using [[#Psycasting stat modifiers|equipment that improves psychic sensitivity or neural heat loss]] can help minimize or even avoid psychic breakdowns even if you have to turn off the neural heat limit during combat.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{Stub|section=1|reason=Order of operations for calculating meditation gain with base, focus, wakeup, and psymeditative persona weapon - wakeup and psymed are additive with each other, but are they additive or mutiplicative with the others}}&lt;br /&gt;
{{quote|Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychics, but has no other consequences. Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation|In-game Description}}&lt;br /&gt;
&lt;br /&gt;
In addition to the neural heat increase, each psycast also removes an amount of psyfocus. Every psycaster has a maximum psyfocus amount of 100% and all psyfocus costs are the same for every caster.&lt;br /&gt;
Unlike neural heat, if the psycaster has insufficient psyfocus for the psycast, it cannot be cast. There is no way to exceed this limit.&lt;br /&gt;
&lt;br /&gt;
Level 3-6 psycasts also require the user to have a minimum level of psyfocus stored in order to be useable, independent of their actual psyfocus cost. Psycasters need at least 25% psyfocus to use level 3-4 psycasts and at least 50% psyfocus to use level 5-6 psycasts.&lt;br /&gt;
&lt;br /&gt;
With a few exceptions, psyfocus can only be gained by through meditation and degrades a small amount per day relative to the amount of psyfocus the psycaster currently has. Below 25% psyfocus, the psyfocus falls at 3.5% per day, between 25 and 50%, psyfocus falls 5.5% per day, and above 50% it falls at 7.5% per day.&lt;br /&gt;
&lt;br /&gt;
By default, a pawn gains 50% psyfocus per day of meditation. Meditation foci further improve these rates by their listed strength. So an Artistic-focused psycaster meditating to 9 legendary sculptures (+44%) would gain 94% psyfocus per day of meditation. Other sources of psy-focus include:&lt;br /&gt;
&lt;br /&gt;
*Using [[Go-juice]] instantly gives 15% psyfocus when taken by psycasters.&lt;br /&gt;
*Using [[Wake-up]] increases the psyfocus gain from meditation by 20% per day for the duration of the effect.&lt;br /&gt;
*Certain [[Ideoligion#Rituals|ritual]]s {{IdeologyIcon}} grant full psyfocus to all participants when completed with sufficient quality.&lt;br /&gt;
*The Psy-meditative [[Persona_traits|persona trait]] grants an additional +10% psyfocus gain per day of meditation while the weapon is held in hand.&lt;br /&gt;
*The Kill-focused [[Persona_traits|persona trait]] grant an instant +20% psyfocus on killing an enemy. Note that psyfocus is gained for the killing blow, even on friendlies, so finishing off downed hostiles and even slaughtering colony animals will grant psyfocus as long as the weapon is held in hand whilst doing so.  Animal age and body size do not affect this rate either.  This can be used to turn excess colony animals, especially from rapidly-breeding animals such as chickens, geese, and ducks into massive psyfocus gain, which can then be leveraged for high-psyfocus-cost utility psycasts such as [[Psycasts#Special_psycasts|Word of Inspiration]] or [[Psycasts#Special_psycasts|Word of Trust]].&lt;br /&gt;
&lt;br /&gt;
Note that &amp;quot;day&amp;quot; in the context of &amp;quot;psyfocus per day of meditation&amp;quot; is a full 24-hours, so even with a pawn meditating for 100% of their waking time, they'll generally only get around 2/3rds of this gain per in-game day.&lt;br /&gt;
&lt;br /&gt;
Pawns in a caravan will also regenerate psyfocus while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
A pawn's target psyfocus level can be set using with gizmo on the toolbar while they are selected. The pawn will attempt to maintain that psyfocus level by meditating any time it drops below that value and the pawn is [[Menus#Schedule|scheduled]] for &amp;quot;'''Anything'''&amp;quot;. Meditation performed as recreation, scheduled or not, or by the pawn being scheduled for &amp;quot;'''Meditation'''&amp;quot; will also increase psyfocus, but will not necessarily stop when the target psyfocus level is exceeded. This can be used to ensure a psycaster maintains psyfocus without strictly scheduling their day with &amp;quot;'''Work'''&amp;quot; and without them taking constant breaks to maintain their psyfocus as it deceases during the day. The psyfocus target can be set to a minimum threshold below 100%, as low as 0%, and then some time can be set for meditation specifically. This meditation time will put them over the target, giving them a buffer before they will stop working and go meditate. If this buffer is greater than 7.5% (the maximum dissipation rate per day, when psyfocus is &amp;gt;50%) and the meditation time allocated is sufficient to gain this amount, the pawn will never stop working during its &amp;quot;'''Anything'''&amp;quot; times to meditate. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Meditation Focus !! Focus Type !! Base Strength !! Psyfocus/Hour&amp;lt;br&amp;gt;@ Base|| Max Strength !! Psyfocus/Hour&amp;lt;br&amp;gt;@ Max&lt;br /&gt;
|- &lt;br /&gt;
! [[Anima tree]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +28%&lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +36% &lt;br /&gt;
| {{#expr: (0.5+0.36)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
| +42% &lt;br /&gt;
| {{#expr: (0.5+0.42)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Small nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Large nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Grave]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| +6%&lt;br /&gt;
| {{#expr: (0.5+0.6)/0.24 round 1}}% &lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarcophagus]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Small sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Terror sculpture]] {{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +15% &lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +18%&lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Walls]]&lt;br /&gt;
| [[Psycasts#Minimal|Minimal]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +22% &lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Brazier]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darklight brazier]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Campfire]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +12%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}}% &lt;br /&gt;
| +28% &lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Torch lamp]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Fungus darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each pawn has one or more meditiation types. Each type allows the pawn to use different objects as a focus. A pawn with multiple types can use any type available to them.&lt;br /&gt;
&lt;br /&gt;
==== Natural ====&lt;br /&gt;
Required: Tribal Childhood [[Backstories]], including the Tribe Child{{Check Tag|Check Name}} childhood story that [[Children]] {{BiotechIcon}} raised in a [[New Tribe]] colony. Note that as of [[Version/1.3.3117|1.3.3117]], player created backstories do not gain the natural meditation focus even when found on tribal pawns or the backstory is tribal themed. It is unclear if this is intended or a bug. &lt;br /&gt;
The following backstories are affected: Accursed Child, Sole Survivor (n.b. '''not''' the generic backstory of the same name), Forest Child. &lt;br /&gt;
Additionally the following childhood backstories can be found on pawns that spawn as tribals, but also don't grant the focus: Mad Scientist, Youth Delinquent, Killer, Game Fanatic, Dusty Farm Hand, Ranger Child.&lt;br /&gt;
&lt;br /&gt;
Natural meditation is available to tribal pawns. Natural meditation objects and shrines are most effective when nothing is built nearby - buildings or furniture within 35 tiles will reduce their effectiveness.&lt;br /&gt;
&lt;br /&gt;
'''[[Anima tree]]:'''&lt;br /&gt;
[[File:Anima tree.png|64px|left|link=Anima tree]]&lt;br /&gt;
Anima trees have a base meditation focus strength of 28%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, while each small or large natural shrine within 10 tiles increases it by 1%. Up to 4 buildings can affect the tree, for a maximum bonus of +8% for 4 animus stones. Its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 36% for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. Also note that unlike other natural buildings, meditating at the anima tree also produces anima grass for additional psylink levels for pawns with the natural focus. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -15%&lt;br /&gt;
| -30%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
[[File:AnimusStone.png|64px|left|link=Animus stone]]&lt;br /&gt;
Animus stones have a base meditation focus strength of 34%. Each animus stone up to a total of additional 4 stones within 10 tiles of an animus stone increases the meditation effectiveness by 2%, for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 42% for a Animus stone with no artificial buildings within 35 tiles and surrounded by 4 additional animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
[[File:Small nature shrine.png|64px|left|link=Small nature shrine]]&lt;br /&gt;
Small nature shrines have a base meditation focus strength of 22%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 30% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -6%&lt;br /&gt;
| -12%&lt;br /&gt;
| -22%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
[[File:Large nature shrine.png|64px|left|link=Large nature shrine]]&lt;br /&gt;
Large nature shrines have a base meditation focus strength of 30%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Morbid ====&lt;br /&gt;
Required: [[Psychopath]], [[Bloodlust]], [[Cannibal]], [[Masochist]], [[Jealous]], [[Undergrounder]], [[Tortured artist]]&lt;br /&gt;
&lt;br /&gt;
Morbid meditation is used by pawns with the appropriate traits and requires graves or sarcophagi. Filled graves or sarcophagi are more effective and bodies with a relationship to the meditator are more effective than strangers.&lt;br /&gt;
&lt;br /&gt;
'''[[Grave]]:'''&lt;br /&gt;
[[File:GraveFull.png|64px|left|link=Grave]]&lt;br /&gt;
Graves have a base Meditation Focus Strength of 6%. This increases by 10% if the grave is full, and a further 10% if the grave is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional graves or sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary grave has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 34% for a grave occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
[[File:Sarcophagus.png|64px|left|link=Sarcophagus]]&lt;br /&gt;
Sarcophagi have a base Meditation Focus Strength of 10%. This increases by 10% if the sarcophagus is full, and a further 10% if the sarcophagus is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional Graves or Sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary sarcophagus has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a sarcophagus occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Artistic ====&lt;br /&gt;
Incompatible: Ascetic, Tribal Childhood Backstory&lt;br /&gt;
&lt;br /&gt;
Artistic focus is the default focus for non-tribal pawns. It uses artwork as a focus, with higher quality art being most effective.&lt;br /&gt;
&lt;br /&gt;
'''[[Small sculpture]]/[[Large sculpture]]/[[Grand sculpture]]/[[Terror sculpture]] {{IdeologyIcon}}:'''&lt;br /&gt;
[[File:Sculpture small bust a.png|64px|left|link=Sculptures]]&lt;br /&gt;
All sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that dependent on their [[quality]]. Higher quality sculptures have higher strengths, up to a maximum of 28% at legendary quality. Up to 8 additional sculpture of normal quality or better within 10 tiles will each increase this strength by a value dependent on its quality. 8 additional sculptures of masterwork or better can the maximum bonus of 16%. Note, as the focus sculpture's quality has a significantly larger effect than that of the supporting sculpture, it is always better to have the best quality sculpture as the focus.  &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
[[File:Largestele.png|64px|left|link=Large stele]]&lt;br /&gt;
Large steles have a base Meditation Focus Strength of 15%. It appears that no other modifiers exist for steles as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
[[File:Grandstele.png|64px|left|link=Grand stele]]&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of 18%. It appears that no other modifiers exist for steles as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Minimal ====&lt;br /&gt;
Required: Ascetic&lt;br /&gt;
&lt;br /&gt;
Ascetics can meditate with nothing- all they need is a wall. This has the advantage of being practically free and it has a reasonable base effectiveness. However, this cannot be increased; if an ascetic pawn has multiple methods they should optimise and use them instead.&lt;br /&gt;
&lt;br /&gt;
'''[[Wall]]:'''&lt;br /&gt;
[[File:Wall wall.png|64px|left|link=Wall]]&lt;br /&gt;
Walls have a base Meditation Focus Strength of 22%. It appears that no other modifiers exist for wall as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flame ====&lt;br /&gt;
Required: Pyromaniac&lt;br /&gt;
&lt;br /&gt;
Pyromaniacs can use fire to meditate. All fires must be lit to add focus. While it requires upkeep, this is a cheap and effective method of meditation- the main drawback being the Pyromaniac.&lt;br /&gt;
&lt;br /&gt;
'''[[Brazier]]:'''&lt;br /&gt;
[[File:Brazier.png|64px|left|link=Brazier]]&lt;br /&gt;
Braziers have a base Meditation Focus Strength of 0% in their unlit state. This increases by 15% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 31% for a lit brazier surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
[[File:Campfire.png|64px|left|link=Campfire]]&lt;br /&gt;
Campfires have a base Meditation Focus Strength of 0% in their unlit state. This increases by 12% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 28% for a lit campfire surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
[[File:Torch lamp.png|64px|left|link=Torch lamp]]&lt;br /&gt;
Torch lamps have a base Meditation Focus Strength of 0% in their unlit state. This increases by 10% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 1%, for a maximum bonus of 8%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 18% for a lit torch lamp surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
==== Dignified ====&lt;br /&gt;
Required: [[Title]]&lt;br /&gt;
&lt;br /&gt;
Dignified meditation is used by nobility. It requires a throne and its effectiveness is based on the throne room's quality.&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation throne]]/[[Grand meditation throne]]:'''&lt;br /&gt;
[[File:Throne_south.png|64px|left|link=Throne]]&lt;br /&gt;
Both thrones have identical meditation statistics and mechanics. They start with a meditation focus strength of 15%. If it is in a [[Room roles|throne room]] that meets the pawns [[Titles|requirements]], its focus strength is improved by 8%. Additionally its effectiveness is affected by room [[Room_stats#Levels_of_impressiveness|impressiveness]].&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. Also note, the room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will not make the cut off for the 4% increase. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Impressiveness Value&lt;br /&gt;
!0&lt;br /&gt;
!30&lt;br /&gt;
!60&lt;br /&gt;
!100&lt;br /&gt;
!170&lt;br /&gt;
|- &lt;br /&gt;
!Description at Value&lt;br /&gt;
|Awful&lt;br /&gt;
|Mediocre&lt;br /&gt;
|Slightly Impressive&lt;br /&gt;
|Very Impressive&lt;br /&gt;
|Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Psychic Sensitivity ===&lt;br /&gt;
In addition to its effects in calculating neural heat, psychic sensitivity is also important in how it effects targets.&lt;br /&gt;
The targets psychic sensitivity is important as it often acts as a modifier to the duration, and sometimes the magnitude, of the psychic effect. For example, a [[Traits|Psychically Hypersensitive]] (Sensitivity of 1.8) pawn will be affected by the Beserk psycast for 54 seconds instead of the normal 30, while a Psychically Dull (Sensitivity of 0.5) pawn would only be affected for 15 seconds, and a Psychically Deaf (Sensitivity of 0) pawn would be immune.&lt;br /&gt;
&lt;br /&gt;
=== Psycasting stat modifiers ===&lt;br /&gt;
{{Stub|section=1|reason=needs effective neural heat change like eltex items have (see their pages)}}&lt;br /&gt;
Psychic equipment can improve a psycaster's abilities by providing additional psychic sensitivity and/or by directly increasing the Heat recovery rate. &lt;br /&gt;
The following modifiers exist:&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
!&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Sensitivity Bonus&lt;br /&gt;
! Neural Heat Limit {{ref label|Neural Heat|C}}&lt;br /&gt;
! Recovery Rate Bonus&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Sight]]&lt;br /&gt;
| Capacity&lt;br /&gt;
| data-sort-value=&amp;quot;+50%&amp;quot; | +0 - 50%{{ref label|Sight|B}}&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 50/100 * 30 * 2.6666 round 0}}&amp;quot; | +0 - {{#expr: 50/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Hypersensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +80%&lt;br /&gt;
| +{{#expr: 80/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
!  style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Sensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Dull]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -50%&lt;br /&gt;
| -{{#expr: 50/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Deaf]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -100%&lt;br /&gt;
| -{{#expr: 100/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic foil helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| -90%&lt;br /&gt;
| -{{#expr: 90/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon helmet]]  &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract armor]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex shirt]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +10% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 10/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex vest]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.05&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex robe]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +20% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex helmet]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.066&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex skullcap]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +40% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.091&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] &lt;br /&gt;
| Weapon&lt;br /&gt;
| +50% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 50/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Hypersensitizer]] persona weapon {{ref label|Persona|A}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Sensitivity]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| +20%&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Quiet]] persona weapon {{ref label|Persona|A}}  &lt;br /&gt;
| Weapon&lt;br /&gt;
| -15%&lt;br /&gt;
| -{{#expr: 15/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Fog]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -30%&lt;br /&gt;
| -{{#expr: 30/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Neural Cooling]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 0.15&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic sensitizer]] &lt;br /&gt;
| Implant&lt;br /&gt;
| +25%&lt;br /&gt;
| +{{#expr: 25/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{IdeologyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Blindsight#Blind psysense: Strong|Blinded with blind psysense]]&lt;br /&gt;
| Condition&lt;br /&gt;
| +30%{{ref label|Stacking|D}}&lt;br /&gt;
| +{{#expr: 30/100 * 30 * 2.6666 round 0}}{{ref label|Stacking|D}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{BiotechIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Genes#Psychic bonding|Psychic bonding]]&lt;br /&gt;
| Gene&lt;br /&gt;
| data-sort-value=&amp;quot;+10%&amp;quot; | +5 - 10%{{ref label|Bonding|E}}&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 10/100 * 30 * 2.6666 round 0}}&amp;quot; | {{#expr: 5/100 * 30 * 2.6666 round 0}} - {{#expr: 10/100 * 30 * 2.6666 round 0}}{{ref label|Bonding|E}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{BiotechIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Genes#Psy-sensitive|Psy-sensitive]]&lt;br /&gt;
| Gene&lt;br /&gt;
| +20%&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.1&lt;br /&gt;
|-&lt;br /&gt;
! {{BiotechIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Genes#Super psy-sensitive|Super psy-sensitive]]&lt;br /&gt;
| Gene&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.2&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Persona|A}} Psychic sensitivity traits are mutually exclusive with each other, but not with Neural Cooling. Persona traits appear on the following weapons: [[Persona monosword]], [[Persona plasmasword]], and [[Persona zeushammer]]&lt;br /&gt;
:{{note|Sight|B}} [[Sight]] capacity provides is a 1% bonus for each percentage point ''below'' 50% sight. i.e. 20% Sight results in a bonus of +30% psychic sensitivity, while total blindness at 0% Sight provides +50% sensitivity.&lt;br /&gt;
:{{note|Neural Heat|C}} Neural heat limit increase from the increased psychic sensitivity, assuming psylink level 6.&lt;br /&gt;
:{{note|Stacking|D}} Note that this stacks with the +50% to psychic sensitivity provided just by being having Sight of 0%, for a total of +80% to sensitivity and a +64 to neural heat limit.&lt;br /&gt;
:{{note|Bonding|E}} When psychically bonded to a pawn, +10% to psychic sensitivity and +8 to neural heat limit while they are on the same map, otherwise +5% and +4.&lt;br /&gt;
:{{note|Quality|Q}} Value scales with [[Quality]]. 0.5x -&amp;gt; 0.66x -&amp;gt; 0.83x -&amp;gt; 1.00x -&amp;gt; 1.16x -&amp;gt; 1.32x -&amp;gt; 1.5x. Note that Normal quality is not 1.00x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus the maximum psychic sensitivity possible would be a psychically hypersensitive pawn, genetically modified with super psy-sensitivity, psychically bonded to a pawn on the same map, blinded and with the Blind psysense precept, with a legendary Eltex staff, vest, shirt, robe and skullcap and an implanted psychic sensitizer for a total value of {{Hover title|link=no|100%+80%+40%+10%+50%+30%+75%+60%+30%+23%+15%+25%|538%}} psychic sensitivity and a neural heat limit, assuming psylink level 6, of {{#expr: 538/100 * 30 * 2.6666 round 0}}.&lt;br /&gt;
&lt;br /&gt;
== Psycasts == &lt;br /&gt;
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below their psylink level. For example, to manifest Beckon, the psycaster would require psylink level 3. &lt;br /&gt;
&lt;br /&gt;
=== Regular psycasts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost&lt;br /&gt;
|- id=&amp;quot;Burden&amp;quot;&lt;br /&gt;
| [[File: Burden.png|64px]] || '''Burden''' || 1 || Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion''&lt;br /&gt;
* [[Moving]] capped at 40%&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Painblock&amp;quot;&lt;br /&gt;
| [[File: Painblock.png|64px]] || '''Painblock''' || 1 || Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. || ''Psychically-induced pain insensitivity.'' &lt;br /&gt;
* Target [[Pain]] Factor x10% &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 120s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Stun&amp;quot;&lt;br /&gt;
| [[File: Stun.png|64px]] ||'''Stun''' || 1 || Momentarily disrupt motor function in the target's brain, preventing any movement. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Stuns the target&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 12&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 3s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
*&lt;br /&gt;
|- id=&amp;quot;Chunk skip&amp;quot;&lt;br /&gt;
| [[File: ChunkSkip.png|64px]] || '''Chunk skip'''|| 1 || Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
&lt;br /&gt;
|| Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
|| 14&lt;br /&gt;
|| 1s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Solar pinhole&amp;quot;&lt;br /&gt;
| [[File: SolarPinhole.png|64px]] || '''Solar pinhole''' || 1 || Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Lights up a {{#expr:{{Lit Radius|15|{{#expr:217+217+208}}}} round 2}} tile area around it.&lt;br /&gt;
* Creates heat at a rate of 10 heat per second (compared to the 21 heat per second of a [[heater]] or [[campfire]]), but only when the temperature is below 20°C.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 8%&lt;br /&gt;
*&lt;br /&gt;
|- id=&amp;quot;Blinding pulse&amp;quot;&lt;br /&gt;
| [[File: BlindingPulse.png|64px]] || '''Blinding Pulse''' || 2 || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.'' &lt;br /&gt;
* [[Sight]] * 0.5&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 20&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 30s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Waterskip&amp;quot;&lt;br /&gt;
|  [[File: Waterskip.png|64px]] || '''Waterskip''' || 2 || Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind.&lt;br /&gt;
|| 25&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 3x3 tiles&lt;br /&gt;
|| 1.5%&lt;br /&gt;
|- id=&amp;quot;Neural heat dump&amp;quot;&lt;br /&gt;
| [[File: NeuralHeatDump.png|64px]] || '''Neural Heat Dump''' || 2 || Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. || ''Psychically induced neural heat cleansing.'' &lt;br /&gt;
* Caster reduces their neural heat to 0 &lt;br /&gt;
* Selected allied target within line-of-sight and 25 tiles falls into coma. Target does not require psylink to receive neural heat.&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 0&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 1000s (1 day)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 0%&lt;br /&gt;
|- id=&amp;quot;Beckon&amp;quot;&lt;br /&gt;
| [[File: Beckon.png|64px]] || '''Beckon''' || 3 || Psychically command the target to approach the caster. || ''Psychically-induced.'' &lt;br /&gt;
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 20&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 8s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Chaos skip&amp;quot;&lt;br /&gt;
| [[File: ChaosSkip.png|64px]] || '''Chaos Skip''' || 3 || Teleport the target to a random position near where he started. || ''Psychically-induced.'' &lt;br /&gt;
* Target, pawn or item, is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* 1s Stun after teleporting&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 18&lt;br /&gt;
|| 0.25s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Vertigo pulse&amp;quot;&lt;br /&gt;
| [[File: VertigoPulse.png|64px]] || '''Vertigo Pulse''' || 3 || Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. || ''Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.'' &lt;br /&gt;
* Targets within the radius become dizzy and wander in a 3 tile radius from their initial position&lt;br /&gt;
* Living targets have a chance to vomit.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Smokepop&amp;quot;&lt;br /&gt;
| [[File: Smokepop.png|64px]] || '''Smokepop''' || 4 || Skip dust particles up from under the ground surface to form a [[Smoke|thick cloud]]. This reduces the accuracy of any shot fired through it, and prevents turrets from locking on entirely. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 7 tile diameter [[smoke]] cloud at the targeted location.&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Smoke dissipates in ~30 seconds&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Skip&amp;quot;&lt;br /&gt;
| [[File: Skip.png|64px]] ||'''Skip''' || 4 || Teleport the target to a desired position not too far from his starting point. || ''Psychically-induced.'' &lt;br /&gt;
* Target, pawn or item, is teleported to a selected tile visible to the target.&lt;br /&gt;
-15 Goodwill impact&lt;br /&gt;
|| 25&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target/Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Focus&amp;quot;&lt;br /&gt;
| [[File: Focus.png|64px]] || '''Focus''' || 4 || Psychically focus the target's mind, boosting their sight, hearing and moving capacities. || ''Psychically-induced mental focus, increasing sight, hearing and movement capactities.''{{Sic}}&lt;br /&gt;
* [[Sight]] * 1.3&lt;br /&gt;
* [[Hearing]] * 1.3&lt;br /&gt;
* [[Moving]]  *1.3&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 15&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Wallraise&amp;quot;&lt;br /&gt;
| [[File: Wallraise.png|64px]] ||'''Wallraise''' || 4 || Form a temporary wall by skipping rubble and soil up from deep under the ground. || ''A fragile wall made of rubble. It will collapse in time.' &lt;br /&gt;
* Creates a cross-shaped set of wall 3 blocks across and 3 blocks wide at the target location. Wall has 100 HP and lasts for 4 hours or {{ticks|10000}}.&lt;br /&gt;
** Walls cannot intersect other walls, but will shunt items out of the way.&lt;br /&gt;
|| 35&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Wall disappears after 4 hours.&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Berserk&amp;quot;&lt;br /&gt;
| [[File: Berserk.png|64px]] || '''Berserk'''  || 5 || Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Target goes [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -15 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 40&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Flashstorm&amp;quot;&lt;br /&gt;
| [[File: Flashstorm.png|64px]] || '''Flashstorm'''  || 5 || Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissapating. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a [[Weather|flashstorm]] at target location. &lt;br /&gt;
* -35 Goodwill impact.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 164s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| 14 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Invisibility&amp;quot;&lt;br /&gt;
| [[File: Invisibility.png|64px]] || '''Invisibility''' || 5 || Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. || ''Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.'' &lt;br /&gt;
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.&lt;br /&gt;
|| 45&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Berserk pulse&amp;quot;&lt;br /&gt;
| [[File: BerserkPulse.png|64px]] || '''Berserk Pulse''' || 6 ||  Generate an overwhelming rush of undirected rage in everyone near the target point. || ''Psychically-induced.'' &lt;br /&gt;
* All creatures within the radius go [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -75 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 10s&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 5x5 tiles&lt;br /&gt;
|| 6%&lt;br /&gt;
|- id=&amp;quot;Mass chaos skip&amp;quot;&lt;br /&gt;
| [[File: MassChaosSkip.png|64px]] || '''Mass Chaos Skip''' || 6 || Skip everyone near a target point to a random location nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* -5 Goodwill impact.&lt;br /&gt;
|| 40&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 17 tiles&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Skipshield&amp;quot;&lt;br /&gt;
| [[File: Skipshield.png|64px]] || '''Skipshield''' || 6 || Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. || ''Psychically-induced.'' &lt;br /&gt;
* Makes a 4.9-tile radius circle that cannot be shot through, into, or out of. See [[#Tactics|below]] for image. Does not {{Hover title|E.g. from mortars, orbital bombardment targeters, or aerodrone strikes or salvos|block non-ground-level projectiles}}.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 9 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Manhunter pulse&amp;quot;&lt;br /&gt;
| [[File: ManhunterPulse.png|64px]] || '''Manhunter pulse'''|| 6 || Drive nearby animals into a manhunting rage using a psychic pulse || ''Psychically-induced.'' &lt;br /&gt;
* All animals within the radius go [[Mental break#Manhunter|Manhunter]], attacking the nearest human regardless of previous affiliation. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* Makes faction hostile when used on animals of allied caravans&lt;br /&gt;
|| 50&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 35 tiles&lt;br /&gt;
|| 57 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special psycasts ===&lt;br /&gt;
&lt;br /&gt;
Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level (Title) !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost&lt;br /&gt;
|- id=&amp;quot;Word of trust&amp;quot;&lt;br /&gt;
|  [[File: WordOfTrust.png|64px]]||'''Word of Trust''' || 1 || Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's resistance, but cannot recruit him. || ''Psychically induced.''&lt;br /&gt;
* Resistance amount scales with target's [[Psychic Sensitivity]]. Base effect is to reduce resistance by 20.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 60%&lt;br /&gt;
|- id=&amp;quot;Word of joy&amp;quot;&lt;br /&gt;
| [[File: WordOfJoy.png|64px]]|| '''Word of Joy'''|| 2 || Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.|| ''The affected pawn gains the Joybuzz status, providing 30 joy at the cost of -20% consciousness for 7 days.''&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -25 Faction Relations when used on allies.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 40%&lt;br /&gt;
|- id=&amp;quot;Word of love&amp;quot;&lt;br /&gt;
| [[File: WordOfLove.png|64px]] || '''Word of Love''' || 3 || Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another. || ''Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup.'' &lt;br /&gt;
* Greatly increases relations between target(s), nearly guaranteeing a relationship forms if recursively casted on two pawns.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| 8000s (8 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 50%&lt;br /&gt;
|- id=&amp;quot;Word of serenity&amp;quot;&lt;br /&gt;
| [[File: WordOfSerenity.png|64px]]||'''Word of Serenity'''|| 4 || Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.|| Instantly ends any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break; [[Social#Social_Fights|social fights]] and [[Mental break#Minor break|minor breaks]] cost 30% psyfocus, [[Mental break#Major break|major breaks]] cost 50%, and [[Mental break#Extreme break|extreme breaks]] cost 70%.&lt;br /&gt;
* Coma duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 250s (6 hours)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 30-70%&lt;br /&gt;
|- id=&amp;quot;Word of inspiration&amp;quot;&lt;br /&gt;
| [[File: WordOfInspiration.png|64px]] || '''Word of Inspiration'''|| 5 || Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.|| Targeted pawn will receive a random [[inspiration]] based upon their passions and skills.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;Inspiration lasts its normal duration&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 80%&lt;br /&gt;
|- id=&amp;quot;Farskip&amp;quot;&lt;br /&gt;
| [[File: Farskip.png|64px]] || '''Farskip'''|| 5 || Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.&lt;br /&gt;
|| Stuns for between 3 and 10 seconds; teleports allies within 5 tiles to distant colonist on map; if used while in caravan, whole caravan will be teleported (unusable if overburdened)&lt;br /&gt;
|| 0&lt;br /&gt;
|| 5s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| 5 tile radius&lt;br /&gt;
|| 70%&lt;br /&gt;
|- id=&amp;quot;Neuroquake&amp;quot;&lt;br /&gt;
| [[File: Neuroquake.png|64px]] || '''Neuroquake'''|| 6 || Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature in range but outside of the safe, inner, circle will be driven violently insane. Casting this takes 12 seconds of meditation, and afterwards, the caster will go into a five-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.&lt;br /&gt;
|| &lt;br /&gt;
* Causes berserk mental state in a 60-tile radius, outside of 5 tile safe radius. &lt;br /&gt;
* -12 mood for all pawns present&lt;br /&gt;
* -10 Faction Relations  for all factions, no matter the distance you are from their bases.&lt;br /&gt;
* -75 Faction Relations if berserk affects allies.&lt;br /&gt;
* Caster put in coma for 5 days.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 12s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;5 day coma&lt;br /&gt;
|| User&lt;br /&gt;
|| 60 tile radius&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
[[File:Skip  shield radius.jpg|thumb|right|175px|Radius of the skipshield with unshielded area denoted in red, partially shielded areas in gold (see Note left).&amp;lt;br&amp;gt; Note that despite the shield visually extending beyond the tiles, it does not protect them.]]&lt;br /&gt;
Psycasts can be used to great tactical advantage- provided that you can get in range of the enemy to use them.&lt;br /&gt;
*'''Skipshield''' is most obvious to use to cover your own pawns, allowing melee pawns to close, or giving a respite from attacks. If used for this purpose, keep in mind that it doesn't just stop shots going into the shield, but also from going out the other side. This creates a &amp;quot;shadow&amp;quot; - an expanding cone of area on the opposite side of the shield to the shooter where they can't hit. As the psycast can be positioned whereever you like, unlike the [[low-shield pack]], a single shield can effectively cover a greater area with clever position. Also consider that it prevents firing out of as well. This can allow you to &amp;quot;switch off&amp;quot; any pawn's ranged attacks, even if you couldn't cover all of your pawns with a single or even multiple casts. This is especially useful when a [[doomsday rocket launcher]]-armed [[raider]] drop-pods into the middle of your pawns.  &lt;br /&gt;
** The radius of the shield is not blocked by walls. Therefore it can be cast on the inside of a fortification and prevent attacks from the outside doing damage to the walls. This is exceedingly useful for protecting against [[termite]]s and other breach raids for a short period to prevent breaches, or buy time.  &lt;br /&gt;
** '''Note:''' Pawns on the tiles shown in [[gold tile|gold]] in the image to the right are shielded from attacks directly targeted at them however, due to a bug, they can still be hit by attacks aimed at other nearby pawns that miss. &lt;br /&gt;
*'''Solar pinhole''' can be used to warm rooms during a cold snap if you don't have enough heaters. Since solar pinholes are relatively inexpensive psyfocus-wise, multiple can be casted if needed.&lt;br /&gt;
**Use it when mining deep underground to avoid the darkness work speed penalty.&lt;br /&gt;
*'''Burden''' slows the target down.&lt;br /&gt;
**Very useful for getting one or two more shots on melee attackers before they close the distance. Effective for this reason with a [[killbox]] setup as well.&lt;br /&gt;
**Useful for hunters in case of revenge.&lt;br /&gt;
*'''Farskip''' Can be used from the World map. Can't be used while forming a Caravan but can be used if you Draft after you've collected all your gear.&lt;br /&gt;
*'''Painblock''' blocks pain, with an effect similar to [[go-juice]].&lt;br /&gt;
*'''Stun''' stuns the target for a few seconds.&lt;br /&gt;
**Best used to support a melee attacker against another.&lt;br /&gt;
**Help melee attackers close the distance to shooters.&lt;br /&gt;
**Peel melee attackers off ranged.&lt;br /&gt;
*'''Chunk skip''' skips 5 nearby rock or steel slag chunks to a 5x5 target area in a random pattern.&lt;br /&gt;
**Can be used to create some [[cover]] if fighting on open terrain where natural cover is sparse or is in inconvenient locations. The chunks can be quickly rearranged with a stockpile. &lt;br /&gt;
**Sometimes can be used to steal cover from enemies, provided that your psycaster can target the desired chunks. This ability tends to skip chunks closest to the psycaster, so this might only be possible if they are a melee fighter and can get close to enemy positions.&lt;br /&gt;
**Can be used outside of combat to quickly relocate chunks around your base right to the [[stonecutter's table]] or [[electric smelter]]. This can speed up production if a worker has to walk a sizable distance each time to get a new chunk.&lt;br /&gt;
**A situational use would be to place chunks behind walls or in open doorways, therefore possibly preventing enemies from using superior 75% cover and forcing them to use chunks as inferior cover or to move to a different spot. This is unreliable due to the random pattern in which chunks are skipped to the target area, as well as the fact that pawns are not immediately forced to move if a chunk is placed on them - they are only prevented from standing on that tile again if they move.&lt;br /&gt;
*'''Blinding Pulse''' reduces the Sight of enemies and thus their accuracy, giving you the upper hand in combat. Especially useful against clustered ranged tribals. Using this against melee fighters is useful as well, reducing their hit chance.&lt;br /&gt;
*'''Neural heat dump''' is good for burst-casting expensive combat psycasts such as berserk pulse, if you're willing to pay the price of putting a pawn out of action. Pacifists are a good choice if you don't need them to pull fallen allies out of battle.&lt;br /&gt;
**The side effect, putting a pawn into a coma for a day, can also be useful to save a pawn from getting mauled by animal revenge, to prevent a sick pawn from having a mental break while they are in bed, and in various other situations.&lt;br /&gt;
*'''Beckon'''&lt;br /&gt;
**Can force enemies into melee range for engagement, or simply pull them out of cover into the open so your ranged attackers can destroy them.&lt;br /&gt;
**Great for peeling enemy melee off a vulnerable friendly.&lt;br /&gt;
**Can also be useful to pull an enemy ranged out of an ancient danger.&lt;br /&gt;
*'''Chaos Skip'''&lt;br /&gt;
**Use on enemies that already entered melee range to force them to break distance in a random direction. Be careful of skipping them into your base.&lt;br /&gt;
*'''Vertigo Pulse''' will force a group of enemies out of cover for a few seconds while preventing them from firing at your own pawns while they vomit uncontrollably. &lt;br /&gt;
*'''Smokepop''' is essentially a better version of the [[smoke launcher]].&lt;br /&gt;
*'''Skip''' is a versatile tool that can be used to manipulate allies, enemies, inanimate objects and the self alike.&lt;br /&gt;
**Teleport allied fighters into position quickly, especially melee fighters. &lt;br /&gt;
**Skip long-ranged enemies into range.&lt;br /&gt;
**Keep enemy melee fighters away from allies.&lt;br /&gt;
**Using skip on an ally harms your faction relations, even when used for benevolent purposes. To get around this when rescuing allies, have a colonist rescue the ally and then skip the colonist. This will not give a penalty.&lt;br /&gt;
**Teleport a raider near a [[Mechanoid_cluster|mechanoid cluster]] to make them fight each other.&lt;br /&gt;
**Can be used on self to quickly escape danger or to urgently move to a location.&lt;br /&gt;
**Move downed pawns, allies or enemies, out of danger to safely rescue or capture them.&lt;br /&gt;
**Teleport [[chemfuel]] away just before it blows up.&lt;br /&gt;
**Steal supplies from [[Raider#Siege|Sieges]].&lt;br /&gt;
***Sieges will continuously receive supplies of [[Packaged_survival_meal|Packaged survival meals]] and [[Mortar_shell|Mortar shells]] as they are removed from the siege, but they won't receive additional [[component|components]]. Stealing components before [[Mortar|Mortars]] are built will halt the siege and it potentially allows the unlimited theft of additional supplies.&lt;br /&gt;
**Safely capture bleeding fleeing enemies by repeatedly skipping them away from the map's edge until they colapse from blood loss.&lt;br /&gt;
*'''Focus''' is good for buffing allies prior to a battle, improving a doctor by giving them boosted tend [[Medical_Tend_Quality|quality]] and [[Medical_Tend_Speed|speed]] (but not [[Medical Surgery Success Chance|success chance]] or [[Medical Operation Speed|speed]] of a surgery, as the bonus from Sight for these caps at 100%).&lt;br /&gt;
*'''Wallraise''' creates a wall of rocks in a cross shape.&lt;br /&gt;
**Creates impromptu cover for your shooters to shelter behind.&lt;br /&gt;
**Use to create LOS blocker against rocket launchers that are about to fire. If you are quick you can even block the rockets mid-flight (note the 1.0s casting time, however).&lt;br /&gt;
**Blocking access to doors.&lt;br /&gt;
**Temporarily plug gaps made in animal pens during raider attacks (best used by positioning a rock wall adjacent to the gap, not directly in it, so that the pen is enclosed while still leaving the gap itself accessible for rebuilding).&lt;br /&gt;
**Protecting [[Unstable power cell]]s while in mech clusters from mortar fire, gunfire, and secondary explosions.&lt;br /&gt;
**Casting Wallraise on fire will extinguish it and prevent it from spreading again, although it's strictly worst than Waterskip in that regard.&lt;br /&gt;
**Walling in vulnerable pawns far from the base (requires two)&lt;br /&gt;
*'''Berserk''' forces an enemy to attack nearby targets indiscriminately, including their allies.&lt;br /&gt;
**Have enemies aggro on each other while your ranged fighters pick them off.&lt;br /&gt;
**Cause friendly fire as enemies fire at the berserker.&lt;br /&gt;
**Offers an alternative way to hunt dangerous animals like [[Thrumbo]]s.  Note that once animals have begun fighting each other, they will continue fighting until one of the two is downed or dies, even after Berserk has expired.  Damage incurred from each other also will not cause them to go manhunter.&lt;br /&gt;
**Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.&lt;br /&gt;
*'''Invisibility''' makes enemies unable to target your allies.&lt;br /&gt;
**It is not broken on attacking making it a good choice for close-ranged attackers. &lt;br /&gt;
***Can be used to protect a single [[Defense_tactics#Melee_blocking|melee blocker]] against medium and large enemies, but won't block small enemies.&lt;br /&gt;
**Self-cast to allow your psycaster to safely get within range.&lt;br /&gt;
**Cast on snipers to aggro sieges or mech clusters.&lt;br /&gt;
**Cast on wielders of [[Doomsday rocket launcher|doomsday rocket launchers]] and the like to give them time to fire.&lt;br /&gt;
*'''Berserk Pulse''' is similar to Berserk but affects an area.&lt;br /&gt;
**It causes a dangerous increase in neural heat on all but the most well-equipped of psycasters, but is capable of defeating entire raids using only this psycast. Only the best psycasters can use this twice in a row, unless they have neural heat dump (or are willing to risk heat overflow).&lt;br /&gt;
**Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.&lt;br /&gt;
**Works through walls! The target cell must be within line-of-sight (but can be cast on the wall itself), but the effect also applies to targets in range on the other side of the wall.  This can be used to great effect by funneling enemies into a U-shaped pathway around another (unconnected or blocked-by-door) hallway with your caster in it.  Berserk Pulse can be targeted at the end of the hallway your pawn is in and hit 13 cells in the U-shaped hallway surrounding it.  Since enemies do not have collision with each other until they enter combat, this can potentially catch a very large number of hostiles in the area.  Best use is alternating sandbags or stone chunks in that section of the U-shaped hallway to slow down the invading army specifically at that point, causing them to bunch up even more.&lt;br /&gt;
*'''Mass Chaos Skip''' skips all units in the area randomly, friend or foe, as well as briefly stunning them on arrival at their new location.&lt;br /&gt;
**Skip multiple enemies out of cover at once, exposing them to gunfire. &lt;br /&gt;
**Only skips things to a location within line of sight of their starting position.  However, it does not require line of sight from the caster to a pawn to initiate the skip (ie. it'll skip a pawn that's on the other side of a wall, but they'll still be on the other side of that wall afterwards).&lt;br /&gt;
**Note that &amp;quot;line of sight&amp;quot; operates based on actual sight mechanics (ie. the ability to see an area for the purposes of shooting it, using psycasts, etc), _not_ being able to path to it.  Buildings that do not permit pathing but do permit being shot over/through will not block Chaos Skip.&lt;br /&gt;
**Be careful: you may accidentally skip the enemies behind or even right next to your pawns.  The brief stun when the target arrives at the new location can permit time to react, however.&lt;br /&gt;
*'''Manhunter Pulse''' causes all animals in a large targeted area to become manhunter. &lt;br /&gt;
**Can be used to defend against raiders, or act as an offensive weapons on raids on enemy bases.&lt;br /&gt;
**If you also have a pawn with the Wallraise psycast, you can stack all colonists into the gap between two wall raises. The resulting carnage is entertaining.&lt;br /&gt;
*'''Flashstorm''' [[lightning]] strikes can be targeted down to a specific tile by roofing the entire area of effect except for the single tile that is targeted. Lightning will still strike at the same rate, but will only strike that unroofed tile. Multiple flash storms can be stacked on top of each other with the number and frequency of strikes stacking directly&lt;br /&gt;
** Without roofs, these are wildly inaccurate and only should be used: A) In a killbox with a single unroofed tile, or B) against massive stacks of tribals.&lt;br /&gt;
** Note that there is a substantial delay (60-180 seconds, at random on each cast) before the first strike, after which the ability lasts a fixed duration (164s).&lt;br /&gt;
*'''Neuroquake''' is a hail-mary-style psycast that is good against a large raid, provided you can protect your psycaster long enough. It is advised to limit all of your pawns, including animals, to the 5 tile radius around the caster, and lock all doors. Reducing psychic sensitivity to reduce coma time no longer is an option in 1.3, as the neuroquake coma no longer scales with a pawns psychic sensitivity.  1.3 also reduced the range from the entire map to a 60-tile radius around the caster.&lt;br /&gt;
*'''Word of Serenity''' will not prevent the a [[Traits#Tortured artist|Tortured Artist]] pawn from gaining an [[inspiration]] when used to end a [[mental break]], allowing relatively risk-free [[Quality|Legendary]] farming. It can also end [[Social#Social_Fights|social fights]] early by casting it on either combatant, at a cost of 30 psyfocus.&lt;br /&gt;
*'''Word of Inspiration''' can be used to great effect when combined with a [[persona weapon]] with the [[Persona weapon#Kill-focused|Kill-focused trait]].&lt;br /&gt;
** Since this trait counts it as a &amp;quot;kill&amp;quot; when the bonded pawn slaughters an animal with the weapon equipped and held, rapidly-breeding animals such as geese, chickens, and ducks (which lay an egg every 1.6, 2.0, and 3.5 days, respectively) can be turned directly into inspirations by hatching the eggs, then slaughtering the chicks, at a ratio of 4 animal slaughters per inspiration.&lt;br /&gt;
** This means that that, after a warm-up period while the first eggs incubate, each female goose (provided they have a male to fertilize the eggs) is worth 0.15625 inspirations per day.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
*[[Royalty DLC]] Initial Release - Introduced.&lt;br /&gt;
* [[Version/1.1.2559|1.1.2559]] - Burden range 25-&amp;gt;30. Stun entropy cost 10-&amp;gt;12. Stun range 25-&amp;gt;20.&lt;br /&gt;
* [[Version/1.1.2571|1.1.2571]] - Major Rebalance to several psycasts.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Overhaul to some mechanics. Empire no longer gets angry at psycast use, removed psychic hangover, added meditation mechanics, added new psychic abilities.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Desired psyfocus level now configurable  and pawns will meditate enough to maintain it without needing scheduling. Reduce psyfocus decay rates 0.5% at each level. Wall, Grave, Sarcophagus, Animus stone, Sculptures and Nature Shrine psyfocus gain increased. &lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Solar Pinhole, Chunk Skip, Farskip, Neuroquake and Word of Trust/Joy/Inspiration/Love/Serenity added. Meditation focus objects now enhanced by objects placed nearby. Added visual effect for wallraise rocks expiring.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Bullet Shield renamed to Skipshield, prevent Farskip when caravan is overweight. Neural heat overload no longer causes psylink degradation or any other permanent damage.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Neuroquake rebalance:  Neuroquake lists duration in the casting warning. Coma duration increased from 3 days -&amp;gt; 5 and no longer scales with psychic sensitivity. The negative moodlet to friendly bystanders applies whether they are conscious or not and is increased from -10 to -12. Casting warmup decreased from 125s -&amp;gt; 12s. Berserk radius decreased from entire map -&amp;gt; 60 tiles.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Word of serenity now works on catatonic breakdown.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Tribal [[children]] {{BiotechIcon}} who grow up in a colony don't get the 'natural' meditation focus type.&lt;br /&gt;
&lt;br /&gt;
[[Category: Royalty]]&lt;/div&gt;</summary>
		<author><name>Fyaun</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=122625</id>
		<title>Psycasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=122625"/>
		<updated>2022-12-16T02:47:44Z</updated>

		<summary type="html">&lt;p&gt;Fyaun: tested with target with psychic sensitizer. Effect was 0.38x sight for pawn with 125% sensitivity and 0.5x sight for pawn with 100% sensitivity. Duration was the same on both.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
'''Psycasts''' are psychic powers available to pawns with psylink levels, added by the [[Royalty (DLC)| Royalty DLC]].&lt;br /&gt;
==Lore==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
An organic connection to a larger psychic field. This allows a person to use specific psychic powers that they have learned to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use [[psylink neuroformer]] devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with [[Anima tree|psychically-connected lifeforms]]. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to [[archotech]]s and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
To use psycasts, a pawn must first have a Psylink level equal or greater than the level of the chosen psycast. A pawn may have up to 6 levels of psylink, and these levels can be gained through several different methods:&lt;br /&gt;
#  Acquire a [[Psylink neuroformer]] through [[Quests|questing]]&lt;br /&gt;
#  Gain Royalty [[Titles]] by accepting [[Titles#Honor|Honor]] as a quest reward.&lt;br /&gt;
#  Pawns can meditate at an [[Anima tree]] to grow anima grass. Once 20 grass has a grown, a ritual can be performed, consuming the grass and granting one Psylink level to a pawn with the [[Psycasts#Natural|&amp;quot;Natural&amp;quot;]] Meditation focus type&lt;br /&gt;
#  Pawns who get blinded through a Satisfying or Spectacular [[Rituals|Blinding Ceremony]] have a chance to get a psylink level, even if the pawns in question have a different [[Ideoligion]] without the [[Blindsight]] meme. The ceremony can be performed again if the pawns [[Bionic_eye|get]] [[Biosculpter_pod#Bioregeneration|their]] [[Healer_mech_serum|sight]] [[Resurrector_mech_serum|back]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
A random psycast of the new level will be learned when gaining a new level of Psylink - i.e. a random level 1 psycast is gained when a pawn gains their first level, a level 2 psycast is learned when gaining their second, etc. &lt;br /&gt;
&lt;br /&gt;
Further psycasts can be gained by using a [[Psytrainer]] which grants the specific psycast mentioned in their name. Additional psycasts are available for purchase from traders, with Empire bases and traders having the most, and tribals having the least. A psycaster can learn any number of psycasts through psytrainers, up to and including every psycast in the game and limited only by the availability of psytrainers themselves.&lt;br /&gt;
'''N.b.''' if using a psytrainer for a level higher than the current psylink level of the user, the learned psycast will replaced the one usually gained for that level when that level is acheived. Given using the psytrainer after gaining that level either grants an additional power or does not work and thus does not consume the psytrainer, it is always best to only use psytrainers '''after''' the required psylink level has been achieved.&lt;br /&gt;
&lt;br /&gt;
Also note, if a Psylink neuroformer or Anima ritual has been used to gain a psylink level above what is given for the current title, additional titles will not grant psylinks beyond what they normally do for that title. So if a neuroformer has been used to gain psylink level 1, and then the title of Yeoman is gained and bestowed, the pawn will still only have psylink level 1. This means using neuroformers or rituals on pawns that will gain titles is ultimately a waste, or vice versa.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A psycaster's effectiveness is controlled by three primary factors: their Neural Heat Limit, their available Psyfocus and the [[Psychic Sensitivity]] of their target.&lt;br /&gt;
=== Neural Heat === &lt;br /&gt;
{{Quote|Despite being called &amp;quot;heat&amp;quot;, neural heat is not a measure of temperature. It refers to a type of chaotic psychic energy in the mind which is built up when using psychic powers and dissipates over the course of a few seconds or minutes. If neural heat is pushed past normal limits, it may cause temporary psychic breakdown and unconsciousness due to psychic shock. These conditions don't cause permanent damage.|Neural heat description}}&lt;br /&gt;
==== Neural Heat Limit ====&lt;br /&gt;
[[File:Neural Heat Unlimited.png|frame|right|Neural Heat Limiter Off]]&lt;br /&gt;
[[File:Neural Heat limited.png|frame|right|Neural Heat Limiter On]]&lt;br /&gt;
A psycaster's neural heat limit is the primary limitation to how many psycasts they can perform in a given period of time. Each psycast gives the caster a certain amount of neural heat. As long as a pawn stays within their neural heat limit, they'll suffer no ill effects. By default, a pawn will not use a psycast if the neural heat gain would cause them to exceed their limit. This will be represented by the psycast's icon being greyed out on the UI. A pawn can be instructed to ignore their normal heat limit by clicking on the &amp;quot;Neural Heat Limiter&amp;quot;, but exceeding the limit can cause [[Psycasts#Psychic Breakdown|psychic breakdown]]. &lt;br /&gt;
&lt;br /&gt;
The neural heat limit is affected by both the psycaster's psychic sensitivity and psylink level. A pawn with a level 1 Psylink and 100% psychic sensitivity will have a neural heat limit of 30.&lt;br /&gt;
&lt;br /&gt;
The equation for a pawn's neural heat limit is:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = 30 * Psychic Sensitivity * (0.66... + (0.33... * Psylink level)&lt;br /&gt;
|}&lt;br /&gt;
or simpler:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = (2 + Psylink level) * 10 * Psychic Sensitivity&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Assuming 100% psychic sensitivity, this in the following: &lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Psylink Level !! Limit&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 1)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 2)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 3)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 4)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 5)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 6)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The in-game meter for neural heat is rounded to the nearest integer, but in-game behavior suggests that the actual decimal value of heat is tracked by the game, as psycasts may sometimes say they have insufficient heat limit to cast even when the spare heat displayed on the pawn's neural heat meter exactly equals the casting cost.&lt;br /&gt;
&lt;br /&gt;
==== Neural Heat Recovery Rate ====&lt;br /&gt;
Heat naturally decreases over time, with faster rates provided by additional levels of psylink. Unlike the neural heat limit, it is not affected by the pawn's [[psychic sensitivity]]. The default rate of reduction for a pawn without a psylink or with a level 1 psylink is 0.54/s. Every additional psylink level increases the rate by 12.5%.  In addition, the [[pain]] currently felt by the psycasting pawn ''adds'' an additional increase in rate proportional to the primary rate multiplied by three times the pain percentage e.g. at 100% pain, the psycaster will recover neural heat at 400% of their normal rate.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Offsets to this value, such as from [[eltex]] items, occur to the base recovery rate and are thus subject to the multiplier from the psylink level and pain level. i.e. a normal [[quality]] [[eltex skullcap]] will improve a Psylink Level 1 Psycaster's recovery rate by 0.091/s but increase the rate of a Psylink Level 6 Psycaster's by 0.148/s.&lt;br /&gt;
&lt;br /&gt;
The resulting value follows the equation, assuming at least 1 level of psylink.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Recovery Rate = ((0.54+Gear Offsets)*(0.875 + 0.125*Psylink level)) * (1+3*Pain percentage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Psylink Level !! Multiplier !! Base rate&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 1.000x&lt;br /&gt;
| {{#expr: 0.54*1}}00/s &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1.125x&lt;br /&gt;
| {{#expr: 0.54*1.125}}/s &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 1.250x&lt;br /&gt;
| {{#expr: 0.54*1.250}}0/s &lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 1.375x&lt;br /&gt;
| {{#expr: 0.54*1.375}}/s &lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| 1.500x&lt;br /&gt;
| {{#expr: 0.54*1.500}}00/s &lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| 1.625x&lt;br /&gt;
| {{#expr: 0.54*1.6250}}/s &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Psychic breakdown ====&lt;br /&gt;
{{Rewrite|section=1|reason = Should be replicated or transcluded on to the [[ailments]] page, but bears discussion}}&lt;br /&gt;
{{Quote|Deep psychic destabilization of the mind. Psychic breakdown last for days, causing mental disturbances of various kinds. It resolves itself with time.|Psychic breakdown description}}&lt;br /&gt;
A pawn can be instructed to exceed their neural heat limit clicking the icon next to the neural heat gauge to disable the limit.  Exceeding the pawn's neural heat limit can cause an effect called Psychic Breakdown.  The severity of the Psychic breakdown has elements of randomness to it, but will generally be more severe the farther past the neural heat limit a pawn goes, and the longer they are past their heat limit.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Heat level !! Heat Range !! Breakdown gain&lt;br /&gt;
|-&lt;br /&gt;
! Safe&lt;br /&gt;
| 0% - 99%    || -&lt;br /&gt;
|-&lt;br /&gt;
! Overloaded&lt;br /&gt;
| 100% - 132% || +2 Breakdown severity, MTB 2 hours&lt;br /&gt;
|-&lt;br /&gt;
! Very overloaded&lt;br /&gt;
| 133% - 165% || +4 Breakdown severity, MTB 2 hours&lt;br /&gt;
|-&lt;br /&gt;
! Extreme&lt;br /&gt;
| 166% - 199% || +6 Breakdown severity, MTB 2 hours&lt;br /&gt;
|-&lt;br /&gt;
! Overwhelming&lt;br /&gt;
| 200%+       || +8 Breakdown severity, MTB 2 hours. [[Psychic shock]] (10% max [[Consciousness]] for {{ticks|7500}})&lt;br /&gt;
|}&lt;br /&gt;
For example, this means that if a pawn is consistently kept at 170% of the neural heat limit, they will, on average, increase the severity of their psychic breakdown by +4 every 2 hours. Note that this is only an average value over time.&lt;br /&gt;
&lt;br /&gt;
In addition, if a pawn reaches twice their normal neural heat limit, they'll immediately be incapacitated by [[psychic shock]] for 3 in-game hours, in addition to the effects of any psychic breakdown that may develop.&lt;br /&gt;
&lt;br /&gt;
Psychic breakdowns come in 3 levels of severity:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Severity Range !! [[Consciousness]] !! [[Mood#Situation_Special|Mood]] !! [[Mental breaks]]&lt;br /&gt;
|-&lt;br /&gt;
!Minor &lt;br /&gt;
|  0 - 4  || -25%                     || -6  || Minor [[mental break]], MTB 5 days&lt;br /&gt;
|-&lt;br /&gt;
!Major &lt;br /&gt;
|  5 - 10 || -50%                     || -12 || Minor or Major [[mental break]], MTB 5 days&lt;br /&gt;
|-&lt;br /&gt;
!Total&lt;br /&gt;
| 10 - 15 || 10% max (Unconciousness) || -18 || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Psychic breakdowns last a variable number of days, depending on the severity. Severity decreases at a rate of 1 per day. Thus, minor breakdowns last from 1-5 days, major breakdowns last from 6-10 days, and total breakdowns last from 11-15 days. &lt;br /&gt;
&lt;br /&gt;
Because the severity and duration of the psychic breakdown, as well as the chances of it in the first place, depend on how long and by how much your pawn has exceeded their heat limit using [[#Psycasting stat modifiers|equipment that improves psychic sensitivity or neural heat loss]] can help minimize or even avoid psychic breakdowns even if you have to turn off the neural heat limit during combat.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{Stub|section=1|reason=Order of operations for calculating meditation gain with base, focus, wakeup, and psymeditative persona weapon - wakeup and psymed are additive with each other, but are they additive or mutiplicative with the others}}&lt;br /&gt;
{{quote|Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychics, but has no other consequences. Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation|In-game Description}}&lt;br /&gt;
&lt;br /&gt;
In addition to the neural heat increase, each psycast also removes an amount of psyfocus. Every psycaster has a maximum psyfocus amount of 100% and all psyfocus costs are the same for every caster.&lt;br /&gt;
Unlike neural heat, if the psycaster has insufficient psyfocus for the psycast, it cannot be cast. There is no way to exceed this limit.&lt;br /&gt;
&lt;br /&gt;
Level 3-6 psycasts also require the user to have a minimum level of psyfocus stored in order to be useable, independent of their actual psyfocus cost. Psycasters need at least 25% psyfocus to use level 3-4 psycasts and at least 50% psyfocus to use level 5-6 psycasts.&lt;br /&gt;
&lt;br /&gt;
With a few exceptions, psyfocus can only be gained by through meditation and degrades a small amount per day relative to the amount of psyfocus the psycaster currently has. Below 25% psyfocus, the psyfocus falls at 3.5% per day, between 25 and 50%, psyfocus falls 5.5% per day, and above 50% it falls at 7.5% per day.&lt;br /&gt;
&lt;br /&gt;
By default, a pawn gains 50% psyfocus per day of meditation. Meditation foci further improve these rates by their listed strength. So an Artistic-focused psycaster meditating to 9 legendary sculptures (+44%) would gain 94% psyfocus per day of meditation. Other sources of psy-focus include:&lt;br /&gt;
&lt;br /&gt;
*Using [[Go-juice]] instantly gives 15% psyfocus when taken by psycasters.&lt;br /&gt;
*Using [[Wake-up]] increases the psyfocus gain from meditation by 20% per day for the duration of the effect.&lt;br /&gt;
*Certain [[Ideoligion#Rituals|ritual]]s {{IdeologyIcon}} grant full psyfocus to all participants when completed with sufficient quality.&lt;br /&gt;
*The Psy-meditative [[Persona_traits|persona trait]] grants an additional +10% psyfocus gain per day of meditation while the weapon is held in hand.&lt;br /&gt;
*The Kill-focused [[Persona_traits|persona trait]] grant an instant +20% psyfocus on killing an enemy. Note that psyfocus is gained for the killing blow, even on friendlies, so finishing off downed hostiles and even slaughtering colony animals will grant psyfocus as long as the weapon is held in hand whilst doing so.  Animal age and body size do not affect this rate either.  This can be used to turn excess colony animals, especially from rapidly-breeding animals such as chickens, geese, and ducks into massive psyfocus gain, which can then be leveraged for high-psyfocus-cost utility psycasts such as [[Psycasts#Special_psycasts|Word of Inspiration]] or [[Psycasts#Special_psycasts|Word of Trust]].&lt;br /&gt;
&lt;br /&gt;
Note that &amp;quot;day&amp;quot; in the context of &amp;quot;psyfocus per day of meditation&amp;quot; is a full 24-hours, so even with a pawn meditating for 100% of their waking time, they'll generally only get around 2/3rds of this gain per in-game day.&lt;br /&gt;
&lt;br /&gt;
Pawns in a caravan will also regenerate psyfocus while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
A pawn's target psyfocus level can be set using with gizmo on the toolbar while they are selected. The pawn will attempt to maintain that psyfocus level by meditating any time it drops below that value and the pawn is [[Menus#Schedule|scheduled]] for &amp;quot;'''Anything'''&amp;quot;. Meditation performed as recreation, scheduled or not, or by the pawn being scheduled for &amp;quot;'''Meditation'''&amp;quot; will also increase psyfocus, but will not necessarily stop when the target psyfocus level is exceeded. This can be used to ensure a psycaster maintains psyfocus without strictly scheduling their day with &amp;quot;'''Work'''&amp;quot; and without them taking constant breaks to maintain their psyfocus as it deceases during the day. The psyfocus target can be set to a minimum threshold below 100%, as low as 0%, and then some time can be set for meditation specifically. This meditation time will put them over the target, giving them a buffer before they will stop working and go meditate. If this buffer is greater than 7.5% (the maximum dissipation rate per day, when psyfocus is &amp;gt;50%) and the meditation time allocated is sufficient to gain this amount, the pawn will never stop working during its &amp;quot;'''Anything'''&amp;quot; times to meditate. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Meditation Focus !! Focus Type !! Base Strength !! Psyfocus/Hour&amp;lt;br&amp;gt;@ Base|| Max Strength !! Psyfocus/Hour&amp;lt;br&amp;gt;@ Max&lt;br /&gt;
|- &lt;br /&gt;
! [[Anima tree]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +28%&lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +36% &lt;br /&gt;
| {{#expr: (0.5+0.36)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
| +42% &lt;br /&gt;
| {{#expr: (0.5+0.42)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Small nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Large nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Grave]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| +6%&lt;br /&gt;
| {{#expr: (0.5+0.6)/0.24 round 1}}% &lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarcophagus]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Small sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Terror sculpture]] {{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +15% &lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +18%&lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Walls]]&lt;br /&gt;
| [[Psycasts#Minimal|Minimal]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +22% &lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Brazier]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darklight brazier]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Campfire]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +12%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}}% &lt;br /&gt;
| +28% &lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Torch lamp]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Fungus darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each pawn has one or more meditiation types. Each type allows the pawn to use different objects as a focus. A pawn with multiple types can use any type available to them.&lt;br /&gt;
&lt;br /&gt;
==== Natural ====&lt;br /&gt;
Required: Tribal Childhood [[Backstories]], including the Tribe Child{{Check Tag|Check Name}} childhood story that [[Children]] {{BiotechIcon}} raised in a [[New Tribe]] colony. Note that as of [[Version/1.3.3117|1.3.3117]], player created backstories do not gain the natural meditation focus even when found on tribal pawns or the backstory is tribal themed. It is unclear if this is intended or a bug. &lt;br /&gt;
The following backstories are affected: Accursed Child, Sole Survivor (n.b. '''not''' the generic backstory of the same name), Forest Child. &lt;br /&gt;
Additionally the following childhood backstories can be found on pawns that spawn as tribals, but also don't grant the focus: Mad Scientist, Youth Delinquent, Killer, Game Fanatic, Dusty Farm Hand, Ranger Child.&lt;br /&gt;
&lt;br /&gt;
Natural meditation is available to tribal pawns. Natural meditation objects and shrines are most effective when nothing is built nearby - buildings or furniture within 35 tiles will reduce their effectiveness.&lt;br /&gt;
&lt;br /&gt;
'''[[Anima tree]]:'''&lt;br /&gt;
[[File:Anima tree.png|64px|left|link=Anima tree]]&lt;br /&gt;
Anima trees have a base meditation focus strength of 28%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, while each small or large natural shrine within 10 tiles increases it by 1%. Up to 4 buildings can affect the tree, for a maximum bonus of +8% for 4 animus stones. Its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 36% for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. Also note that unlike other natural buildings, meditating at the anima tree also produces anima grass for additional psylink levels for pawns with the natural focus. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -15%&lt;br /&gt;
| -30%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
[[File:AnimusStone.png|64px|left|link=Animus stone]]&lt;br /&gt;
Animus stones have a base meditation focus strength of 34%. Each animus stone up to a total of additional 4 stones within 10 tiles of an animus stone increases the meditation effectiveness by 2%, for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 42% for a Animus stone with no artificial buildings within 35 tiles and surrounded by 4 additional animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
[[File:Small nature shrine.png|64px|left|link=Small nature shrine]]&lt;br /&gt;
Small nature shrines have a base meditation focus strength of 22%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 30% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -6%&lt;br /&gt;
| -12%&lt;br /&gt;
| -22%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
[[File:Large nature shrine.png|64px|left|link=Large nature shrine]]&lt;br /&gt;
Large nature shrines have a base meditation focus strength of 30%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Morbid ====&lt;br /&gt;
Required: [[Psychopath]], [[Bloodlust]], [[Cannibal]], [[Masochist]], [[Jealous]], [[Undergrounder]], [[Tortured artist]]&lt;br /&gt;
&lt;br /&gt;
Morbid meditation is used by pawns with the appropriate traits and requires graves or sarcophagi. Filled graves or sarcophagi are more effective and bodies with a relationship to the meditator are more effective than strangers.&lt;br /&gt;
&lt;br /&gt;
'''[[Grave]]:'''&lt;br /&gt;
[[File:GraveFull.png|64px|left|link=Grave]]&lt;br /&gt;
Graves have a base Meditation Focus Strength of 6%. This increases by 10% if the grave is full, and a further 10% if the grave is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional graves or sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary grave has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 34% for a grave occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
[[File:Sarcophagus.png|64px|left|link=Sarcophagus]]&lt;br /&gt;
Sarcophagi have a base Meditation Focus Strength of 10%. This increases by 10% if the sarcophagus is full, and a further 10% if the sarcophagus is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional Graves or Sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary sarcophagus has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a sarcophagus occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Artistic ====&lt;br /&gt;
Incompatible: Ascetic, Tribal Childhood Backstory&lt;br /&gt;
&lt;br /&gt;
Artistic focus is the default focus for non-tribal pawns. It uses artwork as a focus, with higher quality art being most effective.&lt;br /&gt;
&lt;br /&gt;
'''[[Small sculpture]]/[[Large sculpture]]/[[Grand sculpture]]/[[Terror sculpture]] {{IdeologyIcon}}:'''&lt;br /&gt;
[[File:Sculpture small bust a.png|64px|left|link=Sculptures]]&lt;br /&gt;
All sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that dependent on their [[quality]]. Higher quality sculptures have higher strengths, up to a maximum of 28% at legendary quality. Up to 8 additional sculpture of normal quality or better within 10 tiles will each increase this strength by a value dependent on its quality. 8 additional sculptures of masterwork or better can the maximum bonus of 16%. Note, as the focus sculpture's quality has a significantly larger effect than that of the supporting sculpture, it is always better to have the best quality sculpture as the focus.  &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
[[File:Largestele.png|64px|left|link=Large stele]]&lt;br /&gt;
Large steles have a base Meditation Focus Strength of 15%. It appears that no other modifiers exist for steles as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
[[File:Grandstele.png|64px|left|link=Grand stele]]&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of 18%. It appears that no other modifiers exist for steles as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Minimal ====&lt;br /&gt;
Required: Ascetic&lt;br /&gt;
&lt;br /&gt;
Ascetics can meditate with nothing- all they need is a wall. This has the advantage of being practically free and it has a reasonable base effectiveness. However, this cannot be increased; if an ascetic pawn has multiple methods they should optimise and use them instead.&lt;br /&gt;
&lt;br /&gt;
'''[[Wall]]:'''&lt;br /&gt;
[[File:Wall wall.png|64px|left|link=Wall]]&lt;br /&gt;
Walls have a base Meditation Focus Strength of 22%. It appears that no other modifiers exist for wall as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flame ====&lt;br /&gt;
Required: Pyromaniac&lt;br /&gt;
&lt;br /&gt;
Pyromaniacs can use fire to meditate. All fires must be lit to add focus. While it requires upkeep, this is a cheap and effective method of meditation- the main drawback being the Pyromaniac.&lt;br /&gt;
&lt;br /&gt;
'''[[Brazier]]:'''&lt;br /&gt;
[[File:Brazier.png|64px|left|link=Brazier]]&lt;br /&gt;
Braziers have a base Meditation Focus Strength of 0% in their unlit state. This increases by 15% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 31% for a lit brazier surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
[[File:Campfire.png|64px|left|link=Campfire]]&lt;br /&gt;
Campfires have a base Meditation Focus Strength of 0% in their unlit state. This increases by 12% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 28% for a lit campfire surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
[[File:Torch lamp.png|64px|left|link=Torch lamp]]&lt;br /&gt;
Torch lamps have a base Meditation Focus Strength of 0% in their unlit state. This increases by 10% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 1%, for a maximum bonus of 8%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 18% for a lit torch lamp surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
==== Dignified ====&lt;br /&gt;
Required: [[Title]]&lt;br /&gt;
&lt;br /&gt;
Dignified meditation is used by nobility. It requires a throne and its effectiveness is based on the throne room's quality.&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation throne]]/[[Grand meditation throne]]:'''&lt;br /&gt;
[[File:Throne_south.png|64px|left|link=Throne]]&lt;br /&gt;
Both thrones have identical meditation statistics and mechanics. They start with a meditation focus strength of 15%. If it is in a [[Room roles|throne room]] that meets the pawns [[Titles|requirements]], its focus strength is improved by 8%. Additionally its effectiveness is affected by room [[Room_stats#Levels_of_impressiveness|impressiveness]].&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. Also note, the room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will not make the cut off for the 4% increase. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Impressiveness Value&lt;br /&gt;
!0&lt;br /&gt;
!30&lt;br /&gt;
!60&lt;br /&gt;
!100&lt;br /&gt;
!170&lt;br /&gt;
|- &lt;br /&gt;
!Description at Value&lt;br /&gt;
|Awful&lt;br /&gt;
|Mediocre&lt;br /&gt;
|Slightly Impressive&lt;br /&gt;
|Very Impressive&lt;br /&gt;
|Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Psychic Sensitivity ===&lt;br /&gt;
In addition to its effects in calculating neural heat, psychic sensitivity is also important in how it effects targets.&lt;br /&gt;
The targets psychic sensitivity is important as it often acts as a modifier to the duration, and sometimes the magnitude, of the psychic effect. For example, a [[Traits|Psychically Hypersensitive]] (Sensitivity of 1.8) pawn will be affected by the Beserk psycast for 54 seconds instead of the normal 30, while a Psychically Dull (Sensitivity of 0.5) pawn would only be affected for 15 seconds, and a Psychically Deaf (Sensitivity of 0) pawn would be immune.&lt;br /&gt;
&lt;br /&gt;
=== Psycasting stat modifiers ===&lt;br /&gt;
{{Stub|section=1|reason=needs effective neural heat change like eltex items have (see their pages)}}&lt;br /&gt;
Psychic equipment can improve a psycaster's abilities by providing additional psychic sensitivity and/or by directly increasing the Heat recovery rate. &lt;br /&gt;
The following modifiers exist:&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
!&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Sensitivity Bonus&lt;br /&gt;
! Neural Heat Limit {{ref label|Neural Heat|C}}&lt;br /&gt;
! Recovery Rate Bonus&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Sight]]&lt;br /&gt;
| Capacity&lt;br /&gt;
| data-sort-value=&amp;quot;+50%&amp;quot; | +0 - 50%{{ref label|Sight|B}}&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 50/100 * 30 * 2.6666 round 0}}&amp;quot; | +0 - {{#expr: 50/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Hypersensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +80%&lt;br /&gt;
| +{{#expr: 80/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
!  style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Sensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Dull]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -50%&lt;br /&gt;
| -{{#expr: 50/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Deaf]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -100%&lt;br /&gt;
| -{{#expr: 100/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic foil helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| -90%&lt;br /&gt;
| -{{#expr: 90/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon helmet]]  &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract armor]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex shirt]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +10% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 10/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex vest]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.05&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex robe]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +20% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex helmet]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.066&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex skullcap]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +40% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.091&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] &lt;br /&gt;
| Weapon&lt;br /&gt;
| +50% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 50/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Hypersensitizer]] persona weapon {{ref label|Persona|A}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Sensitivity]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| +20%&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Quiet]] persona weapon {{ref label|Persona|A}}  &lt;br /&gt;
| Weapon&lt;br /&gt;
| -15%&lt;br /&gt;
| -{{#expr: 15/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Fog]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -30%&lt;br /&gt;
| -{{#expr: 30/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Neural Cooling]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 0.15&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic sensitizer]] &lt;br /&gt;
| Implant&lt;br /&gt;
| +25%&lt;br /&gt;
| +{{#expr: 25/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{IdeologyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Blindsight#Blind psysense: Strong|Blinded with blind psysense]]&lt;br /&gt;
| Condition&lt;br /&gt;
| +30%{{ref label|Stacking|D}}&lt;br /&gt;
| +{{#expr: 30/100 * 30 * 2.6666 round 0}}{{ref label|Stacking|D}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{BiotechIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Genes#Psychic bonding|Psychic bonding]]&lt;br /&gt;
| Gene&lt;br /&gt;
| data-sort-value=&amp;quot;+10%&amp;quot; | +5 - 10%{{ref label|Bonding|E}}&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 10/100 * 30 * 2.6666 round 0}}&amp;quot; | {{#expr: 5/100 * 30 * 2.6666 round 0}} - {{#expr: 10/100 * 30 * 2.6666 round 0}}{{ref label|Bonding|E}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{BiotechIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Genes#Psy-sensitive|Psy-sensitive]]&lt;br /&gt;
| Gene&lt;br /&gt;
| +20%&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.1&lt;br /&gt;
|-&lt;br /&gt;
! {{BiotechIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Genes#Super psy-sensitive|Super psy-sensitive]]&lt;br /&gt;
| Gene&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.2&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Persona|A}} Psychic sensitivity traits are mutually exclusive with each other, but not with Neural Cooling. Persona traits appear on the following weapons: [[Persona monosword]], [[Persona plasmasword]], and [[Persona zeushammer]]&lt;br /&gt;
:{{note|Sight|B}} [[Sight]] capacity provides is a 1% bonus for each percentage point ''below'' 50% sight. i.e. 20% Sight results in a bonus of +30% psychic sensitivity, while total blindness at 0% Sight provides +50% sensitivity.&lt;br /&gt;
:{{note|Neural Heat|C}} Neural heat limit increase from the increased psychic sensitivity, assuming psylink level 6.&lt;br /&gt;
:{{note|Stacking|D}} Note that this stacks with the +50% to psychic sensitivity provided just by being having Sight of 0%, for a total of +80% to sensitivity and a +64 to neural heat limit.&lt;br /&gt;
:{{note|Bonding|E}} When psychically bonded to a pawn, +10% to psychic sensitivity and +8 to neural heat limit while they are on the same map, otherwise +5% and +4.&lt;br /&gt;
:{{note|Quality|Q}} Value scales with [[Quality]]. 0.5x -&amp;gt; 0.66x -&amp;gt; 0.83x -&amp;gt; 1.00x -&amp;gt; 1.16x -&amp;gt; 1.32x -&amp;gt; 1.5x. Note that Normal quality is not 1.00x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus the maximum psychic sensitivity possible would be a psychically hypersensitive pawn, genetically modified with super psy-sensitivity, psychically bonded to a pawn on the same map, blinded and with the Blind psysense precept, with a legendary Eltex staff, vest, shirt, robe and skullcap and an implanted psychic sensitizer for a total value of {{Hover title|link=no|100%+80%+40%+10%+50%+30%+75%+60%+30%+23%+15%+25%|538%}} psychic sensitivity and a neural heat limit, assuming psylink level 6, of {{#expr: 538/100 * 30 * 2.6666 round 0}}.&lt;br /&gt;
&lt;br /&gt;
== Psycasts == &lt;br /&gt;
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below their psylink level. For example, to manifest Beckon, the psycaster would require psylink level 3. &lt;br /&gt;
&lt;br /&gt;
=== Regular psycasts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost&lt;br /&gt;
|- id=&amp;quot;Burden&amp;quot;&lt;br /&gt;
| [[File: Burden.png|64px]] || '''Burden''' || 1 || Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion''&lt;br /&gt;
* [[Moving]] capped at 40%&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{Check Tag|Fact Check Needed|Not in game-files, needs in-game testing.}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{Check Tag|Fact Check Needed|Multiplier exists in game-files, needs in-game testing to confirm.}} &lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Painblock&amp;quot;&lt;br /&gt;
| [[File: Painblock.png|64px]] || '''Painblock''' || 1 || Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. || ''Psychically-induced pain insensitivity.'' &lt;br /&gt;
* Target [[Pain]] Factor x10% &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 120s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Stun&amp;quot;&lt;br /&gt;
| [[File: Stun.png|64px]] ||'''Stun''' || 1 || Momentarily disrupt motor function in the target's brain, preventing any movement. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Stuns the target&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 12&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 3s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
*&lt;br /&gt;
|- id=&amp;quot;Chunk skip&amp;quot;&lt;br /&gt;
| [[File: ChunkSkip.png|64px]] || '''Chunk skip'''|| 1 || Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
&lt;br /&gt;
|| Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
|| 14&lt;br /&gt;
|| 1s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Solar pinhole&amp;quot;&lt;br /&gt;
| [[File: SolarPinhole.png|64px]] || '''Solar pinhole''' || 1 || Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Lights up a {{#expr:{{Lit Radius|15|{{#expr:217+217+208}}}} round 2}} tile area around it.&lt;br /&gt;
* Creates heat at a rate of 10 heat per second (compared to the 21 heat per second of a [[heater]] or [[campfire]]), but only when the temperature is below 20°C.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 8%&lt;br /&gt;
*&lt;br /&gt;
|- id=&amp;quot;Blinding pulse&amp;quot;&lt;br /&gt;
| [[File: BlindingPulse.png|64px]] || '''Blinding Pulse''' || 2 || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.'' &lt;br /&gt;
* [[Sight]] * 0.5&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 20&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 30s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Waterskip&amp;quot;&lt;br /&gt;
|  [[File: Waterskip.png|64px]] || '''Waterskip''' || 2 || Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind.&lt;br /&gt;
|| 25&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 3x3 tiles&lt;br /&gt;
|| 1.5%&lt;br /&gt;
|- id=&amp;quot;Neural heat dump&amp;quot;&lt;br /&gt;
| [[File: NeuralHeatDump.png|64px]] || '''Neural Heat Dump''' || 2 || Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. || ''Psychically induced neural heat cleansing.'' &lt;br /&gt;
* Caster reduces their neural heat to 0 &lt;br /&gt;
* Selected allied target within line-of-sight and 25 tiles falls into coma. Target does not require psylink to receive neural heat.&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 0&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 1000s (1 day)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 0%&lt;br /&gt;
|- id=&amp;quot;Beckon&amp;quot;&lt;br /&gt;
| [[File: Beckon.png|64px]] || '''Beckon''' || 3 || Psychically command the target to approach the caster. || ''Psychically-induced.'' &lt;br /&gt;
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 20&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 8s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Chaos skip&amp;quot;&lt;br /&gt;
| [[File: ChaosSkip.png|64px]] || '''Chaos Skip''' || 3 || Teleport the target to a random position near where he started. || ''Psychically-induced.'' &lt;br /&gt;
* Target, pawn or item, is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* 1s Stun after teleporting&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 18&lt;br /&gt;
|| 0.25s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Vertigo pulse&amp;quot;&lt;br /&gt;
| [[File: VertigoPulse.png|64px]] || '''Vertigo Pulse''' || 3 || Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. || ''Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.'' &lt;br /&gt;
* Targets within the radius become dizzy and wander in a 3 tile radius from their initial position&lt;br /&gt;
* Living targets have a chance to vomit.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Smokepop&amp;quot;&lt;br /&gt;
| [[File: Smokepop.png|64px]] || '''Smokepop''' || 4 || Skip dust particles up from under the ground surface to form a [[Smoke|thick cloud]]. This reduces the accuracy of any shot fired through it, and prevents turrets from locking on entirely. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 7 tile diameter [[smoke]] cloud at the targeted location.&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Smoke dissipates in ~30 seconds&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Skip&amp;quot;&lt;br /&gt;
| [[File: Skip.png|64px]] ||'''Skip''' || 4 || Teleport the target to a desired position not too far from his starting point. || ''Psychically-induced.'' &lt;br /&gt;
* Target, pawn or item, is teleported to a selected tile visible to the target.&lt;br /&gt;
-15 Goodwill impact&lt;br /&gt;
|| 25&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target/Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Focus&amp;quot;&lt;br /&gt;
| [[File: Focus.png|64px]] || '''Focus''' || 4 || Psychically focus the target's mind, boosting their sight, hearing and moving capacities. || ''Psychically-induced mental focus, increasing sight, hearing and movement capactities.''{{Sic}}&lt;br /&gt;
* [[Sight]] * 1.3&lt;br /&gt;
* [[Hearing]] * 1.3&lt;br /&gt;
* [[Moving]]  *1.3&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 15&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Wallraise&amp;quot;&lt;br /&gt;
| [[File: Wallraise.png|64px]] ||'''Wallraise''' || 4 || Form a temporary wall by skipping rubble and soil up from deep under the ground. || ''A fragile wall made of rubble. It will collapse in time.' &lt;br /&gt;
* Creates a cross-shaped set of wall 3 blocks across and 3 blocks wide at the target location. Wall has 100 HP and lasts for 4 hours or {{ticks|10000}}.&lt;br /&gt;
** Walls cannot intersect other walls, but will shunt items out of the way.&lt;br /&gt;
|| 35&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Wall disappears after 4 hours.&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Berserk&amp;quot;&lt;br /&gt;
| [[File: Berserk.png|64px]] || '''Berserk'''  || 5 || Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Target goes [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -15 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 40&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Flashstorm&amp;quot;&lt;br /&gt;
| [[File: Flashstorm.png|64px]] || '''Flashstorm'''  || 5 || Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissapating. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a [[Weather|flashstorm]] at target location. &lt;br /&gt;
* -35 Goodwill impact.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 164s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| 14 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Invisibility&amp;quot;&lt;br /&gt;
| [[File: Invisibility.png|64px]] || '''Invisibility''' || 5 || Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. || ''Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.'' &lt;br /&gt;
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.&lt;br /&gt;
|| 45&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Berserk pulse&amp;quot;&lt;br /&gt;
| [[File: BerserkPulse.png|64px]] || '''Berserk Pulse''' || 6 ||  Generate an overwhelming rush of undirected rage in everyone near the target point. || ''Psychically-induced.'' &lt;br /&gt;
* All creatures within the radius go [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -75 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 10s&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 5x5 tiles&lt;br /&gt;
|| 6%&lt;br /&gt;
|- id=&amp;quot;Mass chaos skip&amp;quot;&lt;br /&gt;
| [[File: MassChaosSkip.png|64px]] || '''Mass Chaos Skip''' || 6 || Skip everyone near a target point to a random location nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* -5 Goodwill impact.&lt;br /&gt;
|| 40&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 17 tiles&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Skipshield&amp;quot;&lt;br /&gt;
| [[File: Skipshield.png|64px]] || '''Skipshield''' || 6 || Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. || ''Psychically-induced.'' &lt;br /&gt;
* Makes a 4.9-tile radius circle that cannot be shot through, into, or out of. See [[#Tactics|below]] for image. Does not {{Hover title|E.g. from mortars, orbital bombardment targeters, or aerodrone strikes or salvos|block non-ground-level projectiles}}.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 9 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Manhunter pulse&amp;quot;&lt;br /&gt;
| [[File: ManhunterPulse.png|64px]] || '''Manhunter pulse'''|| 6 || Drive nearby animals into a manhunting rage using a psychic pulse || ''Psychically-induced.'' &lt;br /&gt;
* All animals within the radius go [[Mental break#Manhunter|Manhunter]], attacking the nearest human regardless of previous affiliation. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* Makes faction hostile when used on animals of allied caravans&lt;br /&gt;
|| 50&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 35 tiles&lt;br /&gt;
|| 57 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special psycasts ===&lt;br /&gt;
&lt;br /&gt;
Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level (Title) !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost&lt;br /&gt;
|- id=&amp;quot;Word of trust&amp;quot;&lt;br /&gt;
|  [[File: WordOfTrust.png|64px]]||'''Word of Trust''' || 1 || Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's resistance, but cannot recruit him. || ''Psychically induced.''&lt;br /&gt;
* Resistance amount scales with target's [[Psychic Sensitivity]]. Base effect is to reduce resistance by 20.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 60%&lt;br /&gt;
|- id=&amp;quot;Word of joy&amp;quot;&lt;br /&gt;
| [[File: WordOfJoy.png|64px]]|| '''Word of Joy'''|| 2 || Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.|| ''The affected pawn gains the Joybuzz status, providing 30 joy at the cost of -20% consciousness for 7 days.''&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -25 Faction Relations when used on allies.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 40%&lt;br /&gt;
|- id=&amp;quot;Word of love&amp;quot;&lt;br /&gt;
| [[File: WordOfLove.png|64px]] || '''Word of Love''' || 3 || Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another. || ''Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup.'' &lt;br /&gt;
* Greatly increases relations between target(s), nearly guaranteeing a relationship forms if recursively casted on two pawns.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| 8000s (8 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 50%&lt;br /&gt;
|- id=&amp;quot;Word of serenity&amp;quot;&lt;br /&gt;
| [[File: WordOfSerenity.png|64px]]||'''Word of Serenity'''|| 4 || Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.|| Instantly ends any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break; [[Social#Social_Fights|social fights]] and [[Mental break#Minor break|minor breaks]] cost 30% psyfocus, [[Mental break#Major break|major breaks]] cost 50%, and [[Mental break#Extreme break|extreme breaks]] cost 70%.&lt;br /&gt;
* Coma duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 250s (6 hours)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 30-70%&lt;br /&gt;
|- id=&amp;quot;Word of inspiration&amp;quot;&lt;br /&gt;
| [[File: WordOfInspiration.png|64px]] || '''Word of Inspiration'''|| 5 || Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.|| Targeted pawn will receive a random [[inspiration]] based upon their passions and skills.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;Inspiration lasts its normal duration&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 80%&lt;br /&gt;
|- id=&amp;quot;Farskip&amp;quot;&lt;br /&gt;
| [[File: Farskip.png|64px]] || '''Farskip'''|| 5 || Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.&lt;br /&gt;
|| Stuns for between 3 and 10 seconds; teleports allies within 5 tiles to distant colonist on map; if used while in caravan, whole caravan will be teleported (unusable if overburdened)&lt;br /&gt;
|| 0&lt;br /&gt;
|| 5s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| 5 tile radius&lt;br /&gt;
|| 70%&lt;br /&gt;
|- id=&amp;quot;Neuroquake&amp;quot;&lt;br /&gt;
| [[File: Neuroquake.png|64px]] || '''Neuroquake'''|| 6 || Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature in range but outside of the safe, inner, circle will be driven violently insane. Casting this takes 12 seconds of meditation, and afterwards, the caster will go into a five-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.&lt;br /&gt;
|| &lt;br /&gt;
* Causes berserk mental state in a 60-tile radius, outside of 5 tile safe radius. &lt;br /&gt;
* -12 mood for all pawns present&lt;br /&gt;
* -10 Faction Relations  for all factions, no matter the distance you are from their bases.&lt;br /&gt;
* -75 Faction Relations if berserk affects allies.&lt;br /&gt;
* Caster put in coma for 5 days.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 12s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;5 day coma&lt;br /&gt;
|| User&lt;br /&gt;
|| 60 tile radius&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
[[File:Skip  shield radius.jpg|thumb|right|175px|Radius of the skipshield with unshielded area denoted in red, partially shielded areas in gold (see Note left).&amp;lt;br&amp;gt; Note that despite the shield visually extending beyond the tiles, it does not protect them.]]&lt;br /&gt;
Psycasts can be used to great tactical advantage- provided that you can get in range of the enemy to use them.&lt;br /&gt;
*'''Skipshield''' is most obvious to use to cover your own pawns, allowing melee pawns to close, or giving a respite from attacks. If used for this purpose, keep in mind that it doesn't just stop shots going into the shield, but also from going out the other side. This creates a &amp;quot;shadow&amp;quot; - an expanding cone of area on the opposite side of the shield to the shooter where they can't hit. As the psycast can be positioned whereever you like, unlike the [[low-shield pack]], a single shield can effectively cover a greater area with clever position. Also consider that it prevents firing out of as well. This can allow you to &amp;quot;switch off&amp;quot; any pawn's ranged attacks, even if you couldn't cover all of your pawns with a single or even multiple casts. This is especially useful when a [[doomsday rocket launcher]]-armed [[raider]] drop-pods into the middle of your pawns.  &lt;br /&gt;
** The radius of the shield is not blocked by walls. Therefore it can be cast on the inside of a fortification and prevent attacks from the outside doing damage to the walls. This is exceedingly useful for protecting against [[termite]]s and other breach raids for a short period to prevent breaches, or buy time.  &lt;br /&gt;
** '''Note:''' Pawns on the tiles shown in [[gold tile|gold]] in the image to the right are shielded from attacks directly targeted at them however, due to a bug, they can still be hit by attacks aimed at other nearby pawns that miss. &lt;br /&gt;
*'''Solar pinhole''' can be used to warm rooms during a cold snap if you don't have enough heaters. Since solar pinholes are relatively inexpensive psyfocus-wise, multiple can be casted if needed.&lt;br /&gt;
**Use it when mining deep underground to avoid the darkness work speed penalty.&lt;br /&gt;
*'''Burden''' slows the target down.&lt;br /&gt;
**Very useful for getting one or two more shots on melee attackers before they close the distance. Effective for this reason with a [[killbox]] setup as well.&lt;br /&gt;
**Useful for hunters in case of revenge.&lt;br /&gt;
*'''Farskip''' Can be used from the World map. Can't be used while forming a Caravan but can be used if you Draft after you've collected all your gear.&lt;br /&gt;
*'''Painblock''' blocks pain, with an effect similar to [[go-juice]].&lt;br /&gt;
*'''Stun''' stuns the target for a few seconds.&lt;br /&gt;
**Best used to support a melee attacker against another.&lt;br /&gt;
**Help melee attackers close the distance to shooters.&lt;br /&gt;
**Peel melee attackers off ranged.&lt;br /&gt;
*'''Chunk skip''' skips 5 nearby rock or steel slag chunks to a 5x5 target area in a random pattern.&lt;br /&gt;
**Can be used to create some [[cover]] if fighting on open terrain where natural cover is sparse or is in inconvenient locations. The chunks can be quickly rearranged with a stockpile. &lt;br /&gt;
**Sometimes can be used to steal cover from enemies, provided that your psycaster can target the desired chunks. This ability tends to skip chunks closest to the psycaster, so this might only be possible if they are a melee fighter and can get close to enemy positions.&lt;br /&gt;
**Can be used outside of combat to quickly relocate chunks around your base right to the [[stonecutter's table]] or [[electric smelter]]. This can speed up production if a worker has to walk a sizable distance each time to get a new chunk.&lt;br /&gt;
**A situational use would be to place chunks behind walls or in open doorways, therefore possibly preventing enemies from using superior 75% cover and forcing them to use chunks as inferior cover or to move to a different spot. This is unreliable due to the random pattern in which chunks are skipped to the target area, as well as the fact that pawns are not immediately forced to move if a chunk is placed on them - they are only prevented from standing on that tile again if they move.&lt;br /&gt;
*'''Blinding Pulse''' reduces the Sight of enemies and thus their accuracy, giving you the upper hand in combat. Especially useful against clustered ranged tribals. Using this against melee fighters is useful as well, reducing their hit chance.&lt;br /&gt;
*'''Neural heat dump''' is good for burst-casting expensive combat psycasts such as berserk pulse, if you're willing to pay the price of putting a pawn out of action. Pacifists are a good choice if you don't need them to pull fallen allies out of battle.&lt;br /&gt;
**The side effect, putting a pawn into a coma for a day, can also be useful to save a pawn from getting mauled by animal revenge, to prevent a sick pawn from having a mental break while they are in bed, and in various other situations.&lt;br /&gt;
*'''Beckon'''&lt;br /&gt;
**Can force enemies into melee range for engagement, or simply pull them out of cover into the open so your ranged attackers can destroy them.&lt;br /&gt;
**Great for peeling enemy melee off a vulnerable friendly.&lt;br /&gt;
**Can also be useful to pull an enemy ranged out of an ancient danger.&lt;br /&gt;
*'''Chaos Skip'''&lt;br /&gt;
**Use on enemies that already entered melee range to force them to break distance in a random direction. Be careful of skipping them into your base.&lt;br /&gt;
*'''Vertigo Pulse''' will force a group of enemies out of cover for a few seconds while preventing them from firing at your own pawns while they vomit uncontrollably. &lt;br /&gt;
*'''Smokepop''' is essentially a better version of the [[smoke launcher]].&lt;br /&gt;
*'''Skip''' is a versatile tool that can be used to manipulate allies, enemies, inanimate objects and the self alike.&lt;br /&gt;
**Teleport allied fighters into position quickly, especially melee fighters. &lt;br /&gt;
**Skip long-ranged enemies into range.&lt;br /&gt;
**Keep enemy melee fighters away from allies.&lt;br /&gt;
**Using skip on an ally harms your faction relations, even when used for benevolent purposes. To get around this when rescuing allies, have a colonist rescue the ally and then skip the colonist. This will not give a penalty.&lt;br /&gt;
**Teleport a raider near a [[Mechanoid_cluster|mechanoid cluster]] to make them fight each other.&lt;br /&gt;
**Can be used on self to quickly escape danger or to urgently move to a location.&lt;br /&gt;
**Move downed pawns, allies or enemies, out of danger to safely rescue or capture them.&lt;br /&gt;
**Teleport [[chemfuel]] away just before it blows up.&lt;br /&gt;
**Steal supplies from [[Raider#Siege|Sieges]].&lt;br /&gt;
***Sieges will continuously receive supplies of [[Packaged_survival_meal|Packaged survival meals]] and [[Mortar_shell|Mortar shells]] as they are removed from the siege, but they won't receive additional [[component|components]]. Stealing components before [[Mortar|Mortars]] are built will halt the siege and it potentially allows the unlimited theft of additional supplies.&lt;br /&gt;
**Safely capture bleeding fleeing enemies by repeatedly skipping them away from the map's edge until they colapse from blood loss.&lt;br /&gt;
*'''Focus''' is good for buffing allies prior to a battle, improving a doctor by giving them boosted tend [[Medical_Tend_Quality|quality]] and [[Medical_Tend_Speed|speed]] (but not [[Medical Surgery Success Chance|success chance]] or [[Medical Operation Speed|speed]] of a surgery, as the bonus from Sight for these caps at 100%).&lt;br /&gt;
*'''Wallraise''' creates a wall of rocks in a cross shape.&lt;br /&gt;
**Creates impromptu cover for your shooters to shelter behind.&lt;br /&gt;
**Use to create LOS blocker against rocket launchers that are about to fire. If you are quick you can even block the rockets mid-flight (note the 1.0s casting time, however).&lt;br /&gt;
**Blocking access to doors.&lt;br /&gt;
**Temporarily plug gaps made in animal pens during raider attacks (best used by positioning a rock wall adjacent to the gap, not directly in it, so that the pen is enclosed while still leaving the gap itself accessible for rebuilding).&lt;br /&gt;
**Protecting [[Unstable power cell]]s while in mech clusters from mortar fire, gunfire, and secondary explosions.&lt;br /&gt;
**Casting Wallraise on fire will extinguish it and prevent it from spreading again, although it's strictly worst than Waterskip in that regard.&lt;br /&gt;
**Walling in vulnerable pawns far from the base (requires two)&lt;br /&gt;
*'''Berserk''' forces an enemy to attack nearby targets indiscriminately, including their allies.&lt;br /&gt;
**Have enemies aggro on each other while your ranged fighters pick them off.&lt;br /&gt;
**Cause friendly fire as enemies fire at the berserker.&lt;br /&gt;
**Offers an alternative way to hunt dangerous animals like [[Thrumbo]]s.  Note that once animals have begun fighting each other, they will continue fighting until one of the two is downed or dies, even after Berserk has expired.  Damage incurred from each other also will not cause them to go manhunter.&lt;br /&gt;
**Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.&lt;br /&gt;
*'''Invisibility''' makes enemies unable to target your allies.&lt;br /&gt;
**It is not broken on attacking making it a good choice for close-ranged attackers. &lt;br /&gt;
***Can be used to protect a single [[Defense_tactics#Melee_blocking|melee blocker]] against medium and large enemies, but won't block small enemies.&lt;br /&gt;
**Self-cast to allow your psycaster to safely get within range.&lt;br /&gt;
**Cast on snipers to aggro sieges or mech clusters.&lt;br /&gt;
**Cast on wielders of [[Doomsday rocket launcher|doomsday rocket launchers]] and the like to give them time to fire.&lt;br /&gt;
*'''Berserk Pulse''' is similar to Berserk but affects an area.&lt;br /&gt;
**It causes a dangerous increase in neural heat on all but the most well-equipped of psycasters, but is capable of defeating entire raids using only this psycast. Only the best psycasters can use this twice in a row, unless they have neural heat dump (or are willing to risk heat overflow).&lt;br /&gt;
**Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.&lt;br /&gt;
**Works through walls! The target cell must be within line-of-sight (but can be cast on the wall itself), but the effect also applies to targets in range on the other side of the wall.  This can be used to great effect by funneling enemies into a U-shaped pathway around another (unconnected or blocked-by-door) hallway with your caster in it.  Berserk Pulse can be targeted at the end of the hallway your pawn is in and hit 13 cells in the U-shaped hallway surrounding it.  Since enemies do not have collision with each other until they enter combat, this can potentially catch a very large number of hostiles in the area.  Best use is alternating sandbags or stone chunks in that section of the U-shaped hallway to slow down the invading army specifically at that point, causing them to bunch up even more.&lt;br /&gt;
*'''Mass Chaos Skip''' skips all units in the area randomly, friend or foe, as well as briefly stunning them on arrival at their new location.&lt;br /&gt;
**Skip multiple enemies out of cover at once, exposing them to gunfire. &lt;br /&gt;
**Only skips things to a location within line of sight of their starting position.  However, it does not require line of sight from the caster to a pawn to initiate the skip (ie. it'll skip a pawn that's on the other side of a wall, but they'll still be on the other side of that wall afterwards).&lt;br /&gt;
**Note that &amp;quot;line of sight&amp;quot; operates based on actual sight mechanics (ie. the ability to see an area for the purposes of shooting it, using psycasts, etc), _not_ being able to path to it.  Buildings that do not permit pathing but do permit being shot over/through will not block Chaos Skip.&lt;br /&gt;
**Be careful: you may accidentally skip the enemies behind or even right next to your pawns.  The brief stun when the target arrives at the new location can permit time to react, however.&lt;br /&gt;
*'''Manhunter Pulse''' causes all animals in a large targeted area to become manhunter. &lt;br /&gt;
**Can be used to defend against raiders, or act as an offensive weapons on raids on enemy bases.&lt;br /&gt;
**If you also have a pawn with the Wallraise psycast, you can stack all colonists into the gap between two wall raises. The resulting carnage is entertaining.&lt;br /&gt;
*'''Flashstorm''' [[lightning]] strikes can be targeted down to a specific tile by roofing the entire area of effect except for the single tile that is targeted. Lightning will still strike at the same rate, but will only strike that unroofed tile. Multiple flash storms can be stacked on top of each other with the number and frequency of strikes stacking directly&lt;br /&gt;
** Without roofs, these are wildly inaccurate and only should be used: A) In a killbox with a single unroofed tile, or B) against massive stacks of tribals.&lt;br /&gt;
** Note that there is a substantial delay (60-180 seconds, at random on each cast) before the first strike, after which the ability lasts a fixed duration (164s).&lt;br /&gt;
*'''Neuroquake''' is a hail-mary-style psycast that is good against a large raid, provided you can protect your psycaster long enough. It is advised to limit all of your pawns, including animals, to the 5 tile radius around the caster, and lock all doors. Reducing psychic sensitivity to reduce coma time no longer is an option in 1.3, as the neuroquake coma no longer scales with a pawns psychic sensitivity.  1.3 also reduced the range from the entire map to a 60-tile radius around the caster.&lt;br /&gt;
*'''Word of Serenity''' will not prevent the a [[Traits#Tortured artist|Tortured Artist]] pawn from gaining an [[inspiration]] when used to end a [[mental break]], allowing relatively risk-free [[Quality|Legendary]] farming. It can also end [[Social#Social_Fights|social fights]] early by casting it on either combatant, at a cost of 30 psyfocus.&lt;br /&gt;
*'''Word of Inspiration''' can be used to great effect when combined with a [[persona weapon]] with the [[Persona weapon#Kill-focused|Kill-focused trait]].&lt;br /&gt;
** Since this trait counts it as a &amp;quot;kill&amp;quot; when the bonded pawn slaughters an animal with the weapon equipped and held, rapidly-breeding animals such as geese, chickens, and ducks (which lay an egg every 1.6, 2.0, and 3.5 days, respectively) can be turned directly into inspirations by hatching the eggs, then slaughtering the chicks, at a ratio of 4 animal slaughters per inspiration.&lt;br /&gt;
** This means that that, after a warm-up period while the first eggs incubate, each female goose (provided they have a male to fertilize the eggs) is worth 0.15625 inspirations per day.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
*[[Royalty DLC]] Initial Release - Introduced.&lt;br /&gt;
* [[Version/1.1.2559|1.1.2559]] - Burden range 25-&amp;gt;30. Stun entropy cost 10-&amp;gt;12. Stun range 25-&amp;gt;20.&lt;br /&gt;
* [[Version/1.1.2571|1.1.2571]] - Major Rebalance to several psycasts.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Overhaul to some mechanics. Empire no longer gets angry at psycast use, removed psychic hangover, added meditation mechanics, added new psychic abilities.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Desired psyfocus level now configurable  and pawns will meditate enough to maintain it without needing scheduling. Reduce psyfocus decay rates 0.5% at each level. Wall, Grave, Sarcophagus, Animus stone, Sculptures and Nature Shrine psyfocus gain increased. &lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Solar Pinhole, Chunk Skip, Farskip, Neuroquake and Word of Trust/Joy/Inspiration/Love/Serenity added. Meditation focus objects now enhanced by objects placed nearby. Added visual effect for wallraise rocks expiring.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Bullet Shield renamed to Skipshield, prevent Farskip when caravan is overweight. Neural heat overload no longer causes psylink degradation or any other permanent damage.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Neuroquake rebalance:  Neuroquake lists duration in the casting warning. Coma duration increased from 3 days -&amp;gt; 5 and no longer scales with psychic sensitivity. The negative moodlet to friendly bystanders applies whether they are conscious or not and is increased from -10 to -12. Casting warmup decreased from 125s -&amp;gt; 12s. Berserk radius decreased from entire map -&amp;gt; 60 tiles.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Word of serenity now works on catatonic breakdown.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Tribal [[children]] {{BiotechIcon}} who grow up in a colony don't get the 'natural' meditation focus type.&lt;br /&gt;
&lt;br /&gt;
[[Category: Royalty]]&lt;/div&gt;</summary>
		<author><name>Fyaun</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Plate_armor&amp;diff=122624</id>
		<title>Plate armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Plate_armor&amp;diff=122624"/>
		<updated>2022-12-16T02:14:12Z</updated>

		<summary type="html">&lt;p&gt;Fyaun: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main&lt;br /&gt;
| name = Plate armor&lt;br /&gt;
| image = Plate_armor.png&lt;br /&gt;
| description = Overlapping solid plates of armor covering the entire body from neck to feet.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| hp = 290&lt;br /&gt;
| production facility 1 = Fueled smithy&lt;br /&gt;
| production facility 2 = Electric smithy&lt;br /&gt;
| research = Plate armor&lt;br /&gt;
| work to make = 38000&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 170&lt;br /&gt;
| stuff tags = Metallic, Woody&lt;br /&gt;
| insulationheatfactor = 0.0&lt;br /&gt;
| insulationcoldfactor = 1.0&lt;br /&gt;
| armorsharpfactor= 0.73&lt;br /&gt;
| armorbluntfactor= 0.73&lt;br /&gt;
| armorheatfactor= 0.73&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 7&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
| layer = Middle, Outer&lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tags = MedievalMilitary&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq, RewardStandardQualitySuper&lt;br /&gt;
}}&lt;br /&gt;
'''Plate armor''' is a type of [[apparel]] ([[armor]]) that functions as low-tech full body armor. It can be crafted out of various materials.&lt;br /&gt;
&lt;br /&gt;
It has a heavy [[move speed]] penalty of -0.8 {{CS}} when worn. As such, it may be wise to leave it in a stockpile until entering combat.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Plate armor can be crafted at a [[{{P|Production Facility 1}}]] or [[{{P|Production Facility 2}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
It can also be found on the following [[Raider#Humanlike|raider]] kinds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Raider Kind !! Chance !! Average Quality !! Health&lt;br /&gt;
|-&lt;br /&gt;
| [[Tribals#Archer chief|Archer chief]] || 100% || Normal || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tribals#Berserker chief|Berserker chief]] || 100% || Normal || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Champion|Champion]] {{RoyaltyIcon}} || 100% || Normal || 70-100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Compared to other forms of armor, plate is tied with the much more protective [[cataphract armor]]{{RoyaltyIcon}} for most severe movement penalty, at -0.8c/s. Plate also tends to be cheaper to make in terms of materials, but has less base durability. This can be mitigated by making it with more durable materials, such as plasteel. Note that Legendary Steel Plate armor is equivalent to Normal Cataphract armor at 1/3 of the market value, while Legendary Plasteel Plate armor is equivalent to Excellent Cataphract while costing 40 less plasteel to produce. With a [[Ideoligion#Roles|Production Specialist]]{{IdeologyIcon}} and a [[Genies|Genie]]{{BiotechIcon}} (or anyone with the Great Crafting gene) these can be acquired at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
A set of Steel plate armor ({{icon Small|steel||170}}) is cheaper than a full set of flak armor, including [[Flak vest|vest]], [[Flak jacket|jacket]] and [[Flak pants|pants]] ({{icon Small|steel||190}} + {{icon Small|cloth||110}} + {{icon Small|component||3}}). It has much lower sharp protection than a flak vest, but covers the arms and legs. It doesn't last as long as flak, having only 290 hp compared to flak's 600 hp. Its movement penalty is heavier at -0.8c/s compared to -0.36/s for the whole flak set.&lt;br /&gt;
&lt;br /&gt;
A set of Plasteel plate armor is slightly cheaper than a set of [[marine armor]], but is inferior against all damage types, especially sharp damage. One advantage of the Plasteel plate armor is that, having 810 hp, it lasts much longer than the marine armor, which only has 340 hp. Its movement penalty is heavier at -0.8c/s compared to -0.4/s for marine armor.&lt;br /&gt;
{{Apparel Material Table}}&lt;br /&gt;
&lt;br /&gt;
== Protection Charts ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Sharp Armor !! Blunt Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
|set1name= Steel Plate armor (Sharp)       | set1armor1= {{#expr:{{P|Armor Factor - Sharp}}*{{Q|Steel|Armor - Sharp Factor}}*100}}&lt;br /&gt;
|set2name= Flak Armor Set [Torso] (Sharp)  | set2armor1= {{Q|Flak jacket|Armor - Sharp}} | set2armor2= {{Q|Flak vest|Armor - Sharp}}&lt;br /&gt;
&amp;lt;!-- Comment this --&amp;gt;&lt;br /&gt;
|set3name= Flak Armor Set [Limbs] (Sharp)  | set3armor1= {{Q|Flak jacket|Armor - Sharp}}&lt;br /&gt;
&amp;lt;!-- Uncomment this&lt;br /&gt;
|set3name= Flak Armor Set [Arms] (Sharp)   &amp;lt;th&amp;gt; set3armor1= {{Q|Flak jacket|Armor - Sharp}}&lt;br /&gt;
|set4name= Flak Armor Set [Legs] (Sharp)   &amp;lt;th&amp;gt; set4armor1= {{Q|Flak pants|Armor - Sharp}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{Q|Flak jacket|Armor - Sharp}} | {{Q|Flak pants|Armor - Sharp}}||Uncomment the above code, as the armor values of flak pants and jacket have become uneven}}&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
|set1name= Steel Plate armor (Blunt)       | set1armor1= {{#expr:{{P|Armor Factor - Blunt}}*{{Q|Steel|Armor - Blunt Factor}}*100}}&lt;br /&gt;
|set2name= Flak Armor Set [Torso] (Blunt)  | set2armor1= {{Q|Flak jacket|Armor - Blunt}} | set2armor2= {{Q|Flak vest|Armor - Blunt}}&lt;br /&gt;
&amp;lt;!-- Comment this --&amp;gt;&lt;br /&gt;
|set3name= Flak Armor Set [Limbs] (Blunt)  | set3armor1= {{Q|Flak jacket|Armor - Blunt}}&lt;br /&gt;
&amp;lt;!-- Uncomment this&lt;br /&gt;
|set3name= Flak Armor Set [Arms] (Blunt)   &amp;lt;th&amp;gt; set3armor1= {{Q|Flak jacket|Armor - Blunt}}&lt;br /&gt;
|set4name= Flak Armor Set [Legs] (Blunt)   &amp;lt;th&amp;gt; set4armor1= {{Q|Flak pants|Armor - Blunt}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{Q|Flak jacket|Armor - Blunt}} | {{Q|Flak pants|Armor - Blunt}}||Uncomment the above code, as the armor values of flak pants and jacket have become uneven}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Sharp Armor !! Blunt Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
|set1name= Plasteel Plate armor (Sharp)       | set1armor1= {{#expr:{{P|Armor Factor - Sharp}}*{{Q|Plasteel|Armor - Sharp Factor}}*100}}&lt;br /&gt;
|set2name= Marine armor (Sharp)               | set2armor1= {{Q|Marine armor|Armor - Sharp}}&lt;br /&gt;
}}&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
|set1name= Plasteel Plate armor (Blunt)       | set1armor1= {{#expr:{{P|Armor Factor - Blunt}}*{{Q|Plasteel|Armor - Blunt Factor}}*100}}&lt;br /&gt;
|set2name= Marine armor (Blunt)               | set2armor1= {{Q|Marine armor|Armor - Blunt}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Every set of plate armor found on an [[Empire#Champion|Imperial Champion]] will be white.&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Can now be [[Electric smelter|smelted]], except wooden plate armor which is now burnable.&lt;br /&gt;
&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>Fyaun</name></author>
	</entry>
</feed>