Difference between revisions of "Psychic ritual siege"

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(Moved from Psychic Ritual Stage because Typo)
 
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A group of cultists arrive nearby and will attempt to use a Psychic Ritual to either abduct a colonist or spawn fleshbeasts. They may attempt to perform multiple rituals.
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A group of [[Horax cult]]ists arrive nearby and will attempt to use a [[psychic ritual]] to either abduct a colonist or spawn [[fleshbeasts]]. They may attempt to perform multiple rituals.
  
 
This event is fired as a major threat, requires at least 200 [[Raid points]] and can be fired before interacting with the monolith. The event requires Anomaly DLC
 
This event is fired as a major threat, requires at least 200 [[Raid points]] and can be fired before interacting with the monolith. The event requires Anomaly DLC

Revision as of 22:29, 9 July 2024

A group of Horax cultists arrive nearby and will attempt to use a psychic ritual to either abduct a colonist or spawn fleshbeasts. They may attempt to perform multiple rituals.

This event is fired as a major threat, requires at least 200 Raid points and can be fired before interacting with the monolith. The event requires Anomaly DLC

Summary

The cultists will choose a spot nearby to cast their ritual. Only the caster is required to perform the ritual and all other cultists will wander around and defend. Only damage or interruption to the caster will interrupt the ritual and cause the cultists to attack directly.

The cultists can perform either 4 abductions or 4 fleshbeast summons. After performing four rituals the cultists will attack like a standard raid. The cultists do not attempt to immediately kidnap those abducted with skip abduct. They will perform another ritual if they have not yet performed 4.