Difference between revisions of "Psychic animal pulser"

From RimWorld Wiki
Jump to navigation Jump to search
m (Fixed typo)
 
(8 intermediate revisions by 4 users not shown)
Line 1: Line 1:
 
{{infobox main|
 
{{infobox main|
|name = Psychic animal pulser
+
| name = Psychic animal pulser
|image  = Psychic animal pulser.png|Psychic animal pulser
+
| image  = Psychic animal pulser.png|Psychic animal pulser
|description = 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.
+
| description = 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.
|type = Artifact
+
| type = Artifact
|marketvalue = 700
+
| tech level = Archotech
|hp = 80
+
| marketvalue = 700
|flammability = 0
+
| hp = 80
|mass base = 0.5
+
| flammability = 0
 +
| mass base = 0.5
 
}}
 
}}
 
{{Info|A '''psychic animal pulser''' is a single-use artifact, which can be used to drive all wild [[animals]] on the map into a [[Mental break#Manhunter|manhunter]] rage, attacking every [[human]] or [[mechanoid]] they see, regardless of faction.}}
 
{{Info|A '''psychic animal pulser''' is a single-use artifact, which can be used to drive all wild [[animals]] on the map into a [[Mental break#Manhunter|manhunter]] rage, attacking every [[human]] or [[mechanoid]] they see, regardless of faction.}}
Line 15: Line 16:
  
 
== Summary ==
 
== Summary ==
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. Only wild animals are affected. Animals belonging to any faction, including the players, are not affected.{{Check Tag|Fact check|This is what the page said, however there is a faction rep penalty defined - does it affect NPC animals}}
+
{{Stub|section=1|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 [[human]]s 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.
+
It can be used by right-clicking the artifact and selecting 'Activate'. Animals will attack any [[human]]s 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 attacking the door.
  
 
The effect lasts from several hours to up to 24 hours, dependent on the animal.{{Check Tag|Fact check|Is it not until they sleep?}}
 
The effect lasts from several hours to up to 24 hours, dependent on the animal.{{Check Tag|Fact check|Is it not until they sleep?}}
Line 24: Line 26:
  
 
== Analysis ==
 
== Analysis ==
By enclosing all your colonists in a closed room with no doors, you can safely use this item to devastate enemy outposts that are in animal-rich areas.
+
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 for additional power to defeat raids, though be aware that the mad animals are just as likely to target your colonists as well. 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, even after this point it is often useful to soften or disrupt enemies before employing the primary defensive strategy.
+
In animal-rich biomes, you may use this additional power to defeat raids. Animals alone can only take out raids until midgame (early-midgame on higher difficulties), but they can still force [[siege]]s to attack or soften up raids.
  
The utility of the pulser depends heavily on the [[biome]] it is used in, it will obviously be of little on Sea Ice where few animals are found, but can be very effective in temperate biomes. Additionally, it is important to check and consider the animals that are present before use - if a herd of [[elephant]]s just arrived it will be very potent but if every animals larger than a [[squirrel]] has been hunted for food it doesn't matter what biome it used in.  
+
The utility of the pulser depends heavily on what animals are present. If a herd of [[elephant]]s just arrived, it can be very potent. But if every animal larger than a [[squirrel]] has been hunted, it will not. This can depend on [[biome]]; it is obviously be of little use in the animal sparse Sea Ice biome.
  
 
== Lore ==
 
== Lore ==

Latest revision as of 09:24, 9 April 2023

Psychic animal pulser

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

Type
Artifact
Tech Level
Archotech
Market Value
700 Silver
Mass
0.5 kg
HP
80
Flammability
0%

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[edit]

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[edit]

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 attacking 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[edit]

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. Animals alone can only take out raids until midgame (early-midgame on higher difficulties), but they can still force sieges to attack or soften up raids.

The utility of the pulser depends heavily on what animals are present. If a herd of elephants just arrived, it can be very potent. But if every animal larger than a squirrel has been hunted, it will not. This can depend on biome; it is obviously be of little use in the animal sparse Sea Ice biome.

Lore[edit]

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

Version history[edit]

  • 0.12.906 - Added
  • 1.1ish - received new visual and sound effects on use
  • 1.1.2562 - Now only affects non-player animals.