Difference between revisions of "Psychic soothe pulser"
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The psychic soothe pulser's bonus can be stacked up to 3 times. The second pulse will add an additional +11, and the third will add +9, for a total mood bonus of +35. | The psychic soothe pulser's bonus can be stacked up to 3 times. The second pulse will add an additional +11, and the third will add +9, for a total mood bonus of +35. | ||
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+ | The mood bonus a specific pawn will receive is modified by their [[Psychic Sensitivity]]. | ||
== Analysis == | == Analysis == |
Revision as of 13:16, 14 May 2022
Psychic soothe pulser
A one-use broad-wave psychic effector. The psychic pulse induces self-satisfying perceptual distortions, giving a temporary mood boost to everyone in the region.
Base Stats
- Type
- Artifact
- Mass
- 0.5 kg
- HP
- 80
- Flammability
- 0%
A psychic sooth pulser is a single-use artifact which gives a "Strange feeling" thought with a +15 mood buff and 24 hour duration to every colonist on the map when activated.
Acquisition
Psychic soothe pulsers cannot be crafted. Instead they can only be obtained through trade with faction bases or exotic goods traders, as a reward from quests, or by finding them in ancient shrines.
Summary
A psychic soothe pulser is a single-use artifact which gives a "Strange feeling" thought with a +15 mood buff to every pawn on the map when activated, including prisoners and raiders. The mood buff lasts for 24 hours. Note that pawns entering the map after activation are not affected. It can be activated by selecting a colonist, right-clicking the artifact, and selecting 'Activate'
Once it has been used once, the pulser disappears completely. It cannot be reloaded, nor can any resources be salvaged from it.
The psychic soothe pulser's bonus can be stacked up to 3 times. The second pulse will add an additional +11, and the third will add +9, for a total mood bonus of +35.
The mood bonus a specific pawn will receive is modified by their Psychic Sensitivity.
Analysis
Psychic soothe pulsers can be used to counteract negative moods that are affecting the entire colony, most notably psychic drones. A single pulser can completely nullify the effects of a low psychic drone and still have a +3 net effect on mood. Higher levels of drone will be reduced in intensity as well. Whilst doing so is expensive, it's possible to turn an extreme psychic drone's -40 effect on mood into a paltry -5 by activating 3 pulsers at the same time for the maximum soothe effect. By the time a colony is being affected by such extreme psychic events, it is likely in a position where it can afford to purchase multiple pulsers in preparation for such events.
Aside from this scenario, psychic soothe pulsers are useful for any situation where a large number of colonists are suffering from a poor mood.
Lore
Psychic effectors, like the psychic soothe pulser, are mentioned in the Lore Primer. They are described as archotech in origin, with a completely unknown method of operation
Version history
- 0.12.906 - Added
- 1.1 - received new visual and sound effects on use.