Difference between revisions of "Psychic animal pulser"
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By enclosing all your colonists in a closed room with no doors, you can safely use this item to devastate enemies in animal-rich areas. Make sure that your colonists remain indoors for the pulser's duration. | By enclosing all your colonists in a closed room with no doors, you can safely use this item to devastate enemies in animal-rich areas. Make sure that your colonists remain indoors for the pulser's duration. | ||
− | In animal-rich biomes, you may use this | + | In animal-rich biomes, you may use this additional power to defeat raids. This can only be relied on exclusively until midgame (or early-midgame on higher difficulties), after which enemies will be too numerous for wildlife to take care of alone. However, they can still soften enemies, or force a [[siege]] to attack. |
The utility of the pulser depends heavily on what animals are present. If a herd of [[elephant]]s just arrived, it'll be very potent. But if every animal larger than a [[squirrel]] has been hunted, it won't. This can depend on [[biome]]; it will obviously be of little use in the animal spare Sea Ice biome. | The utility of the pulser depends heavily on what animals are present. If a herd of [[elephant]]s just arrived, it'll be very potent. But if every animal larger than a [[squirrel]] has been hunted, it won't. This can depend on [[biome]]; it will obviously be of little use in the animal spare Sea Ice biome. |
Revision as of 17:01, 25 November 2022
Psychic animal pulser
A one-use broad-wave psychic effector. The psychic pulse fills lower minds with terrifying imagery, driving all animals in the region into a manhunting rage. Animals currently under your control will not be affected.
Base Stats
A psychic animal pulser is a single-use artifact, which can be used to drive all wild animals on the map into a manhunter rage, attacking every human or mechanoid they see, regardless of faction.
Acquisition
Psychic animal 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
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: What are the beserk state ending conditions, what effect does it have on faction relation? - there is a faction rep penalty defined etc.. |
A psychic animal pulser is a single-use artifact, which can be used to drive all non-player-owned animals on the map into a manhunter rage. Animals belonging to the player are not affected.
It can be used by right-clicking the artifact and selecting 'Activate'. Animals will attack any humans and mechanoids they see, but will not attack closed doors unless they see an target pass through them. Even if this occurs, they will rapidly lose interest in attack the door.
The effect lasts from several hours to up to 24 hours, dependent on the animal.[Fact check]
Once it has been used once, the pulser disappears completely. It cannot be reloaded, nor can any resources be salvaged from it.
Analysis
By enclosing all your colonists in a closed room with no doors, you can safely use this item to devastate enemies in animal-rich areas. Make sure that your colonists remain indoors for the pulser's duration.
In animal-rich biomes, you may use this additional power to defeat raids. This can only be relied on exclusively until midgame (or early-midgame on higher difficulties), after which enemies will be too numerous for wildlife to take care of alone. However, they can still soften enemies, or force a siege to attack.
The utility of the pulser depends heavily on what animals are present. If a herd of elephants just arrived, it'll be very potent. But if every animal larger than a squirrel has been hunted, it won't. This can depend on biome; it will obviously be of little use in the animal spare Sea Ice biome.
Lore
Psychic effectors, like the psychic animal pulser, are mentioned in the Lore Primer. They are described as archotech in origin, with a completely unknown method of operation