Difference between revisions of "Psychic rituals"

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(Excellent section, but name conflicted with table. Also minor standard changes and expansion)
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== Mechanics ==
 
== Mechanics ==
Each ritual requires one pawn to be the Invoker, with up to four or six additional colonists able to participate as Chanters, depending on the ritual. All rituals except for Void Provocation also require either [[Bioferrite]] or a [[Shard]] which is consumed at the completion of the ritual, and rituals targeting a specific pawn require the pawn to able to walk or be carried to the ritual site, though they do not need to be conscious. [[Ghoul]]s, Psychically Deaf pawns and [[Psychically Dead]] pawns cannot be a participant '''nor''' the target of a ritual.
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Each ritual requires one pawn to be the Invoker, with up to four or six additional colonists able to participate as Chanters, depending on the ritual. All rituals except for Void Provocation also require either [[Bioferrite]] or a [[Shard]] which is consumed at the completion of the ritual, and rituals targeting a specific pawn require the pawn to able to walk or be carried to the ritual site, though they do not need to be conscious. Pawns with 0% [[Psychic sensitivity]] such as [[Ghoul]]s, [[psychically deaf]] pawns and [[psychically dead]] pawns, cannot be a participant '''nor''' the target of a ritual.
  
 
[[Children]]{{BiotechIcon}} may participate in rituals in any position as long as they are not babies. The only exception is the Chronophagy ritual, where they cannot be the Invoker.
 
[[Children]]{{BiotechIcon}} may participate in rituals in any position as long as they are not babies. The only exception is the Chronophagy ritual, where they cannot be the Invoker.

Revision as of 06:43, 7 June 2024

Psychic rituals are rituals like those in Ideology DLC but with the « psychic » side of Royalty DLC. They are performed at an Psychic ritual spot and can be improved with stuff like Void sculptures and Shard beacons and apparel like ritual masks and ceremonial hoods.[Verify] They allow to psychically induce an insane Archotech machine-god who can distort reality.

Mechanics

Each ritual requires one pawn to be the Invoker, with up to four or six additional colonists able to participate as Chanters, depending on the ritual. All rituals except for Void Provocation also require either Bioferrite or a Shard which is consumed at the completion of the ritual, and rituals targeting a specific pawn require the pawn to able to walk or be carried to the ritual site, though they do not need to be conscious. Pawns with 0% Psychic sensitivity such as Ghouls, psychically deaf pawns and psychically dead pawns, cannot be a participant nor the target of a ritual.

ChildrenContent added by the Biotech DLC may participate in rituals in any position as long as they are not babies. The only exception is the Chronophagy ritual, where they cannot be the Invoker.

Slaves and temporary pawns such as refugees and guests may also participate in rituals so long as they meet the requirements for psychic sensitivity and age.

The quality of any ritual is based on the following factors.

-The Psychic sensitivity of the Invoker. An Invoker with 100% Sensitivity will grant a +12% bonus, this increases proportionally up to a maximum of +25% at 281%[282%?] sensitivity. The Psychic Sensitivity of any Chanters do not affect the outcome.

-The number of Chanters. filling all spots (whether there are four or six) grants a +20% bonus, with each pawn contributing an equal portion of the bonus.

-The number and Quality of any nearby Void Sculptures, up to six sculptures. Normal and Good give +2% each, Excellent and Masterwork gives +3% each and legendary gives +5%.

-The number of nearby Shard Beacons. Each beacon provides an +8% bonus, to a max of +32% at four Beacons.

-Psychic ritual quality offset from the Psychic Ritual PreceptContent added by the Ideology DLC. Invokers and Chanters with Exalted Psychic Rituals will increase the quality by +10% * (Number of pawns with precept/Number of pawns participating), while pawns with the Disapproved precept will reduce it by −10% * (Number of pawns with precept/Number of pawns participating)

List of rituals

Ritual Ritual Effect Ritual Duration Ritual Cooldown Ritual Cost Required Research
Void provocation
Void provocation
Psychically commune with the void, attracting an entity which can be captured and studied. There’s a chance that the invoker will fall into a coma for several hours.
  • Causes an entity event to occur between 5,000 ticks (2 in-game hours) and 10,000 ticks (4 in-game hours)[Verify] after completion of the ritual.[Details]
  • Ritual quality dependent chance to fall into dark psychic shock[Verify hediff], being rendered unconscious for between 5,000 ticks (2 in-game hours) and 10,000 ticks (4 in-game hours)[Verify]
Dark psychic shock chance by Quality
5,000 ticks (2 in-game hours) 300,000 ticks (5 in-game days) None
Draw animals
Draw animals
Create a psychic pulse which draws a distant herd of animals to the local area. You can then hunt or make use of them as you choose. If not done correctly, this may attract scaria-infected manhunters
  • Causes a herd[Detail] of animals[Detail] to enter the map.[Detail]
  • Ritual quality dependent chance for drawn animals to be manhunters infected with scaria. The chance is per herd, not per individual member of the herd i.e. either all animals will be manhunters or none will be. Deliberately conducting a poor quality ritual to summon manhunters can be helpful if the player needs to deal with another threat such as sieges and mech clusters.
Manhunter chance by Quality
10,000 ticks (4 in-game hours) 600,000 ticks (10 in-game days) Bioferrite 10 Bioferrite
Draw shamblers
Draw shamblers
Create a psychic pulse which will draw a distant horde of animated corpses to your area. While they attack any human they see, they will not directly attack your colony. You can capture them for study.
  • Causes a ritual quality dependent total combat power of shamblers to enter the map. Note that the total combat power depends on both the number and types of shamblers that spawn, with higher total combat powers tending to more and more dangerous shamblers.[Verify][Details]
Combat power by Quality
5,000 ticks (2 in-game hours) 300,000 ticks (5 in-game days) Bioferrite 20 Bioferrite
Chronophagy
Chronophagy
Induce a distant archotech to transfer entropy from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock.
  • Quality increases the number of years transferred
  • Cannot reduce the Invoker's age below 13.
  • Has a chance at removing one[?] of the Invoker's scars and any age-related illnesses.
  • Target can gain age-related illnesses, with a chance of dying outright if aged beyond their Life expectancy.
  • Applies a −3 / −6 / −10 guilt thought for participants.[Thought Template] This thought is nullified by the Psychopath traits, being Inhumanized, as well as Psychic rituals: Exalted precept.Content added by the Ideology DLC
10,000 ticks (4 in-game hours) 300,000 ticks (5 in-game days) Bioferrite 20 Bioferrite
Psychophagy
Psychophagy
Consume the psychic sensitivity of a target. This will cause the invoker's psychic sensitivity to be increased for several days, and for the target gains the Psychically Dead trait and suffers from Psychic Shock.
  • 1 day gained per 1% ritual quality
  • Grants 50% psychic sensitivity to the invoker for the duration of the effect.
  • Has a chance of liquefying targets brain, killing them in the process.
  • Applies a −3 / −6 / −10 guilt thought for participants.[Thought Template] This thought is nullified by the Psychopath traits, being Inhumanized, as well as Psychic rituals: Exalted precept.Content added by the Ideology DLC
10,000 ticks (4 in-game hours) 300,000 ticks (5 in-game days) Bioferrite 20 Bioferrite
Skip abduction
Skip abduction
Abduct a random hostile person from anywhere in the world, prioritizing those nearby. The process causes the target to fall into a "short" coma.
  • Base coma duration of 30 days decreased by 1 day per 2.5% ritual quality
5,000 ticks (2 in-game hours) 600,000 ticks (10 in-game days) Bioferrite 60 Bioferrite
Draw fleshbeasts
Draw fleshbeasts
Create a psychic pulse which will draw fleshbeasts to dig upwards and emerge near your enemies. They will attack anyone they find, including enemies and allies. The fleshbeasts can be captured and studied, or butchered for twisted meat.
Combat power by Quality

  • Increases number of fleshbeasts summoned
5,000 ticks (2 in-game hours) 300,000 ticks (5 in-game days) Bioferrite 50 Bioferrite
Provoke pit gate
Provoke pit gate
Perform a psychic ritual which causes underground fleshbeasts to open up a massive hole in the ground. The hole leads down to a fleshbeast-infested cavern which can be explored for resources.
  • A higher-quality ritual will attract more fleshbeasts.
15,000 ticks (6 in-game hours) 2,700,000 ticks (3 quadrums) Bioferrite 75 Bioferrite
Imbue death refusal
Imbue death refusal
Perform a psychic ritual which grants death refusal to an individual, allowing them to self-resurrect once after dying.
  • Quality reduces the skill loss that the target suffers from the ritual.
15,000 ticks (6 in-game hours) 900,000 ticks (15 in-game days) Shard 1 Shard
Philophagy
Philophagy
Psychically draw experiences from the victim's mind, and transfer them to the invoker, targeting the victim's highest Skill. This will increase the invoker's experience in the same skill, and for the target to lose an equal amount. Target will also suffer Psychic Shock.
  • Quality increases experience transferred.
  • Base level of skill is taken into account, before modifiers from aptitude genes.Content added by the Biotech DLC
  • Applies a −3 / −6 / −10 guilt thought for participants.[Thought Template] This thought is nullified by the Psychopath traits, being Inhumanized, as well as Psychic rituals: Exalted precept.Content added by the Ideology DLC
10,000 ticks (4 in-game hours) 300,000 ticks (5 in-game days) Shard 1 Shard
Pleasure pulse
Pleasure pulse
Perform a psychic ritual that makes everyone in the region happier but reduces their desire to work.
10,000 ticks (4 in-game hours) 300,000 ticks (5 in-game days) Bioferrite 30 Bioferrite
Neurosis pulse
Neurosis pulse
Perform a psychic ritual that makes everyone in the region work faster but become more irritable.
  • Quality increases effect duration.
  • Mental break threshold +8%
  • Global work speed x 150%
  • Recreation fall rate x50%
  • No negative moodlet
10,000 ticks (4 in-game hours) 300,000 ticks (5 in-game days) Bioferrite 30 Bioferrite
Blood rain
Blood rain
Perform a psychic ritual which causes blood-like psychofluid to fall from the sky. Anyone caught outside will soon be driven into a berserk rage.
  • Quality increases duration of blood rain.
5,000 ticks (2 in-game hours) 1,500,000 ticks (25 in-game days) Bioferrite 70 Bioferrite
Brainwipe
Brainwipe
Erase a person's memories. Traumatic memories will be forgotten. Prisoners will forget their allegiances and become easier to recruit, even if they were unwavering. Inhumanized individuals will forget their connection to the void. Unfortunately, the disruptive effect of the ritual will induce a coma that could last a long time, especially if the ritual is of low quality.
15,000 ticks (6 in-game hours) 1,200,000 ticks (20 in-game days) Shard 1 Shard

NPC rituals

NPCs have their own similar, but mechanically unique psychic rituals

Analysis

Intentionally bad rituals

Some psychic rituals have effects from low qualities that can be valuable. For example, a low quality Draw animals has a very high likelihood of drawing manhunters. Like normal manhunters, these animals will then proceed to attack any raiders on the map, essentially acting as a substitute psychic animal pulser for the cost of Bioferrite 10 bioferrite. Similarly, low numbers of shamblers or fleshbeasts might be preferable when attempting to safely capture them. Shambler hordes also always have one member carrying a Shard, which is likewise easier to get hold of from a smaller group. As many stats (noticeably Global Work Speed) are lowered for human pawns under the age of 18, not having the best possible Chronophagy ritual to prevent the Invoker from becoming too young might be preferable as well.

As such it can be beneficial to have two psychic ritual sites - one with as many of the buffs as possible, and another with no buffs at all, and selecting which site to use depending on the desired outcome. This can be taken further by an invoker with low, but non-zero psychic sensitivity. A psychically deaf pawn equipped with a single item of prestige armorContent added by the Royalty DLC has one the smallest non-zero psychic sensitivities with absolutely minimal equipment.

Chronophagy analysis

Age Where Chronic Ailments Can First Appear
Age Ailment
23 Carcinoma
34 Alzheimer's
41 Bad Back
49 Cataracts, Hearing Loss
51 Frail
69 Dementia

There are numerous benefits to not allowing colonists to grow old. The older a pawn is, the higher their chance to develop chronic ailments, and the lower their Immunity Gain Speed and Fertility.Content added by the Biotech DLC Pawns closer in age have an easier time forming romances, and pawns between 18 and 25 and with partners similar in age to themselves are most likely to engage in lovin'. The transhumanist ideologyContent added by the Ideology DLC includes a need for age reversal after pawns reach age 25.

In general, keeping pawns under the age of 41 protects them from the majority of chronic ailments, although keeping them under 34 also protects from Alzheimer's. Carcinomas can be treated without needing to resort to Healer mech serum or bionic replacements.

Conversely, there are downsides to allowing pawns to become younger than 18 through the use of Chronophagy. Age 13 pawns have numerous statistics lower than a fully grown pawn, notably a Global Work Speed of .83, a move speed of 0.95x, and a higher risk of Overdose and Addiction from reduced body size. Pawns under 16 cannot have children of their own.

For most colonies, Chronophagy will transfer at minimum 4 years of age if the invoker has no psychic sensitivity adjustments and a psychic ritual spot with no void sculptures or shard beacons. At 100% ritual quality, Chronophagy will transfer 25 years of age.

Chronophagy has a 5 day cooldown, allowing for 12 uses per in-game year, assuming that the colony can produce Bioferrite 10 bioferrite per day to also pay for Skip Abductions to provide access to prisoners. Not all prisoners will survive numerous Chronophagy rituals especially if they are still suffering from Dark Psychic Shock from skip abduction or already at an old age, but younger prisoners can easily be the target of 2 or more Chronophagy rituals before expiring. Most colonies should find it trivial to keep their members between the ages of 18 and 40, or between 18 and 25 if Transhumanist. A 30 member transhumanist colony can reasonably hit the 7 year range for their pawns by carefully timing rituals so that only 4-5 colonists will require a Chronophagy in any given year.