Difference between revisions of "Inhumanized"

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m (Lets move the spoiler tag to the top - even its presence in the end-game is a spoiler, so lets give maximum warning. Other minor stuff)
m (grammar + clarification of humanity breaks)
 
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===Inhumanization: Required===
 
===Inhumanization: Required===
 
{{Ideology|section=1}}
 
{{Ideology|section=1}}
Pawns who are part of an [[ideoligion]] with the [[Ideoligion#Inhumanizing|Inhumanizing: Required]] precept and who are not inhumanized have access to the [[Mental_break#Humanity_break|humanity break]] mental break. All mood-based mental breaks for non-inhumanized pawns are replaced with the humanity break, which instantly inhumanizes them. Inhumanized pawns can't use the humanity break. With the Inhumanizing: Required precept, pawns who aren't inhumanized have the {{Thought|desc=I'm ashamed of my humanity. I want to embrace the void but I fear it.|label=Human shame|value=-8|stack=1}} moodlet. Pawns who are inhumanized have the {{Thought|desc=The vibrations of reality pulse into me and soothe everything.|label=Void pleasure|value=+8|stack=1}} moodlet instead.<br/>
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Pawns who are part of an [[ideoligion]] with the [[Ideoligion#Inhumanizing|Inhumanizing: Required]] precept and who are not inhumanized have access to the [[Mental_break#Humanity_break|humanity break]] mental break. The first mood-based mental break of non-inhumanized pawns is replaced with the humanity break, which instantly inhumanizes them. Inhumanized pawns can't use the humanity break, whether they became inhumanized before or after they joined your colony. With the Inhumanizing: Required precept, pawns who aren't inhumanized have the {{Thought|desc=I'm ashamed of my humanity. I want to embrace the void but I fear it.|label=Human shame|value=-8|stack=1}} moodlet. Pawns who are inhumanized have the {{Thought|desc=The vibrations of reality pulse into me and soothe everything.|label=Void pleasure|value=+8|stack=1}} moodlet instead.<br/>
 
In a sense, this precept is a protection from mental breaks, as all pawns who aren't inhumanized can't use any mental breaks other than humanity break. Pawns who are already inhumanized have a {{+|8}} mood and don't care about a lot of things that normal pawns do, making them harder to break as well.
 
In a sense, this precept is a protection from mental breaks, as all pawns who aren't inhumanized can't use any mental breaks other than humanity break. Pawns who are already inhumanized have a {{+|8}} mood and don't care about a lot of things that normal pawns do, making them harder to break as well.
  
 
== Effects ==
 
== Effects ==
* Pain {{Good|-50%}}
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{{Stub|section=1|reason=Void focus?}}
* Unable to form social relationships
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* [[Pain]]: {{Good|-50%}}. Note that this is an offset, not a multiplier.
* {{Good|-16.0C}} Minimum comfortable temperature  
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* Nullifies all opinions of others.
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* {{Good|{{Temperature|-16||delta}}}} [[Minimum comfortable temperature]]
 
* {{Bad|-12}} Animals skill
 
* {{Bad|-12}} Animals skill
 
* {{Bad|-12}} Artistic skill
 
* {{Bad|-12}} Artistic skill
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* Disables the need for beauty
 
* Disables the need for beauty
 
* Disables the need for outdoors
 
* Disables the need for outdoors
* Nullifying a large amount of [[thoughts]]
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* Nullifies a large number of [[thoughts]]
 
* Permanent {{Thought|desc=The vibrations of reality pulse into me and soothe everything.|label=Void pleasure|value=+8|stack=1}}
 
* Permanent {{Thought|desc=The vibrations of reality pulse into me and soothe everything.|label=Void pleasure|value=+8|stack=1}}
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* Enables void [[Psyfocus#Meditation|meditation focus]].
 
It is possible to remove the hediff with the Brainwipe [[psychic ritual]].
 
It is possible to remove the hediff with the Brainwipe [[psychic ritual]].
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== Analyis ==
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{{Stub|section=1|reason=Worthy of analysis given the effects it has on colony function and wehther you want it on every pawn, any at all, when to get it, etc.}}
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== Version history ==
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* [[Anomaly DLC]] Release - Added.
  
 
[[Category: Game mechanics]]
 
[[Category: Game mechanics]]

Latest revision as of 03:18, 2 July 2024

The inhumanized hediff removes both the upsides and downsides of comfort, social relationships, beauty, and outdoors, while also providing a permanent mood buff, decreasing pain, and decreasing skill in animals, art, and social.

Ways to become inhumanized[edit]

Pawns from the Horax cult can spawn already inhumanized but all other pawns must acquire it elsewhere.

Anomaly ending[edit]

When you finish the Anomaly ending, you can choose between two different endings. If you choose the embrace the void ending, a pawn of your choosing becomes inhumanized, among other things.

Inhumanization: Required[edit]

Pawns who are part of an ideoligion with the Inhumanizing: Required precept and who are not inhumanized have access to the humanity break mental break. The first mood-based mental break of non-inhumanized pawns is replaced with the humanity break, which instantly inhumanizes them. Inhumanized pawns can't use the humanity break, whether they became inhumanized before or after they joined your colony. With the Inhumanizing: Required precept, pawns who aren't inhumanized have the −8 Human shame mood moodlet. Pawns who are inhumanized have the +8 Void pleasure mood moodlet instead.
In a sense, this precept is a protection from mental breaks, as all pawns who aren't inhumanized can't use any mental breaks other than humanity break. Pawns who are already inhumanized have a +8 mood and don't care about a lot of things that normal pawns do, making them harder to break as well.

Effects[edit]

  • Pain: −50%. Note that this is an offset, not a multiplier.
  • Nullifies all opinions of others.
  • −16 °C (−28.8 °F) Minimum comfortable temperature
  • −12 Animals skill
  • −12 Artistic skill
  • −12 Social skill
  • Disables the need for beauty
  • Disables the need for outdoors
  • Nullifies a large number of thoughts
  • Permanent +8 Void pleasure mood
  • Enables void meditation focus.

It is possible to remove the hediff with the Brainwipe psychic ritual.

Analyis[edit]

Version history[edit]