Difference between revisions of "Dark study"

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'''Dark study''' is the primary method through which players can unlock the abilities in the Anomaly DLC for their [[colony]]. It is unlocked by investigating the "fallen monolith". Certain [[buildings]] and [[gear]] require dark study in order to be built.
  
 +
== Mechanics ==
 
{{Stub|section=1|reason=This System has way more to it than just the projects itself}} <!-- may be a good idea to split basic and advanced into two tables --> <!-- potentially make serums their own as well? -->
 
{{Stub|section=1|reason=This System has way more to it than just the projects itself}} <!-- may be a good idea to split basic and advanced into two tables --> <!-- potentially make serums their own as well? -->
Void-related technologies are unlocked by pawns with the Dark Study job studying ([[Void_monolith|Void monoliths]], or [[Entities|entities]]). Anomaly Research Projects are a completely separate technology tree from the normal research tree. Most Anomaly Research Projects can be researched after encountering its associated entity and completing any prerequisite projects. One Basic and one Advanced research project can be studied simultaneously, and advanced research points gained with no project selected will benefit a basic project if one is selected.  Studying Anomaly objects  will produce research points depending on the type object studied. For example, studying a [[Gorehulk|Gorehulk]] might yield 0.30 basic research points, but studying a [[Revenant|Revenant]] might yield 0.45 advanced research points. For this reason, it is a good idea to have numerous entities in [[containment|containment]] in order to advance the Anomaly research tree.
+
While regular research is a kind of stationary work, performed in a single room inside the colony, dark study must be done where the studied entity is located. Captured entities will be studied in their containment room, [[void monolith]] and [[obelisk]]s can't be moved and must be studied right where they spawn, while anomaly items such as [[golden cube]] or [[unnatural corpse]] can be moved to wherever you want to study them.
 +
 
 +
Each anomaly entity gives either basic or advanced study points when studied, which go to the active basic or advanced study project. At first, the [[void monolith]] and all encountered entities will give basic study points. But eventually entities that give advanced study points will appear, and the monolith can also be attuned to give advanced points instead of basic points. These study points are not interchangeable, basic study project can not be progressed by studying entities that give advanced points, and vice versa. So care should be taken to ensure that both types of study points are available for studying. No dark study project can be progressed by researching on a research bench.
 +
 
 +
Unlike researching, studying speed is not determined by the researcher's intellectual skill, but by their studying efficiency, which can be improved by the [[voidsight serum]]. Studying speed also depend on the condition of the entity being studied. Captured entities give more study points if the containment strength is high, and obelisks give more points if their activity level is high. Different types of captured entities also give different amount and type of study points.
 +
 
 +
==Study Projects==
 +
===Basic projects===
 
{| {{STDT| sortable c_07 text-center}}
 
{| {{STDT| sortable c_07 text-center}}
 
! Name
 
! Name
Line 43: Line 59:
 
| Basic
 
| Basic
 
| style="text-align:left;" | {{#ask: [[Required Research::Bioferrite weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
| style="text-align:left;" | {{#ask: [[Required Research::Bioferrite weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
|- id="Bioferrite generator"
 
! Bioferrite generator {{AnomalyIcon}}
 
| Build power [[Generator|generators]] that burn [[Bioferrite|bioferrite]] as a fuel.
 
| 40
 
| [[#Electroharvester|Electroharvester]]
 
|
 
| Bioferrite
 
| Advanced
 
| style="text-align:left;" | {{#ask: [[Required Research::Bioferrite generator]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
  
 
|- id="Void sculptures"
 
|- id="Void sculptures"
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| Basic
 
| Basic
 
| style="text-align:left;" | {{#ask: [[Required Research::Void sculptures]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
| style="text-align:left;" | {{#ask: [[Required Research::Void sculptures]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
|- id="Insanity weaponry"
 
! Insanity weaponry {{AnomalyIcon}}
 
| Restructure [[Shard|archotech shards]] into limited-use weapons that shock, manipulate, and destroy enemies using [[Archotech|archotechnology]].
 
| 30
 
| [[#Bioferrite shaping|Bioferrite shaping]]
 
| [[Nociosphere]]
 
| Bioferrite
 
| Advanced
 
| style="text-align:left;" | {{#ask: [[Required Research::Insanity weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
|- id="Mutation weaponry"
 
! Mutation weaponry {{AnomalyIcon}}
 
| Restructure [[Shard|archotech shards]] into limited-use weapons that twist living targets into terrifying creatures.
 
| 35
 
| [[#Bioferrite shaping|Bioferrite Shaping]]
 
| [[Fleshmass nucleus]]
 
| Bioferrite
 
| Advanced
 
| style="text-align:left;" | {{#ask: [[Required Research::Mutation weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
|- id="Atmospheric heater"
 
! Atmospheric heater {{AnomalyIcon}}
 
| Build [[Bioferrite|bioferrite]]-powered [[Heater|heaters]] that produce enough heat to warm an entire region.
 
| 60
 
| [[#Bioferrite generator|Bioferrite generator]]
 
|
 
| Bioferrite
 
| Advanced
 
| style="text-align:left;" | {{#ask: [[Required Research::Atmospheric heater]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
  
 
|- id="Frenzy inducer"
 
|- id="Frenzy inducer"
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| Basic
 
| Basic
 
| style="text-align:left;" | {{#ask: [[Required Research::Summon Flashbeasts]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
| style="text-align:left;" | {{#ask: [[Required Research::Summon Flashbeasts]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 +
<!-- Misc -->
 +
 +
|- id="Bliss lobotomy"
 +
! Bliss lobotomy {{AnomalyIcon}}
 +
| Perform a [[Doctoring#Operations|surgery]] that lobotomizes a person, making them happier while rendering them incapable of intellectual and skilled labor.
 +
| 25
 +
| [[#Bioferrite harvesting|Bioferrite harvesting]]
 +
| [[Gorehulk]]
 +
| Misc
 +
| Basic
 +
| style="text-align:left;" | {{#ask: [[Required Research::Bliss lobotomy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 +
|- id="Ghoul infusion"
 +
! Ghoul infusion {{AnomalyIcon}}
 +
| Perform a [[Doctoring#Operations|surgery]] that infuses a living person with an [[Shard|archotech shard]], transforming them into a terrifying ghoul. [[Ghoul|Ghouls]] are strong melee combatants but are incapable of doing work. Ghouls will go mad if they are not fed enough raw meat.
 +
| 30
 +
| [[#Bioferrite harvesting|Bioferrite harvesting]]
 +
| [[Ghoul]]
 +
| Misc
 +
| Basic
 +
| style="text-align:left;" | {{#ask: [[Required Research::Ghoul infusion]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 +
|- id="Deadlife dust"
 +
! Deadlife dust {{AnomalyIcon}}
 +
| Craft devices that produce clouds of microscopic [[Archotech#Archotechnology|archites]]. The archites can reanimate corpses to produce deadly [[Shambler|shamblers]] that will only attack your enemies.
 +
| 60
 +
| [[#Bioferrite shaping|Bioferrite shaping]]
 +
| [[Death pall]]
 +
| Misc
 +
| Basic
 +
| style="text-align:left;" | {{#ask: [[Required Research::Deadlife dust]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 +
|}
 +
:{{Note label||Anomaly Research Points|A}} "The Anomaly" scenario starts with a single [[holding platform]] and [[proximity detector]]
 +
 +
===Advanced projects===
 +
{| {{STDT| sortable c_07 text-center}}
 +
! Name
 +
! Description
 +
! Base cost <!-- knowledgeCost-->
 +
! Required Research <!-- prerequisites -->
 +
! Entity Codex Requirement
 +
! Category <!-- There are 6 categories of research, but only 5 listed --> <!-- Basic and advanced psychic rituals have been merged as the tier column makes separation redundant with current layout -->
 +
! Required [[Entities|Entity]] Tier <!-- knowledgeCategory --> <!-- only 2(Basic, Advanced) of the 3(Basic, Advanced, Ultimate) tiers are involved in researching listed tech -->
 +
! width="250px" | Unlocks
 +
 +
<!-- Bioferrite content -->
 +
 +
|- id="Bioferrite generator"
 +
! Bioferrite generator {{AnomalyIcon}}
 +
| Build power [[Generator|generators]] that burn [[Bioferrite|bioferrite]] as a fuel.
 +
| 40
 +
| [[#Electroharvester|Electroharvester]]
 +
|
 +
| Bioferrite
 +
| Advanced
 +
| style="text-align:left;" | {{#ask: [[Required Research::Bioferrite generator]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 +
|- id="Insanity weaponry"
 +
! Insanity weaponry {{AnomalyIcon}}
 +
| Restructure [[Shard|archotech shards]] into limited-use weapons that shock, manipulate, and destroy enemies using [[Archotech|archotechnology]].
 +
| 30
 +
| [[#Bioferrite shaping|Bioferrite shaping]]
 +
| [[Nociosphere]]
 +
| Bioferrite
 +
| Advanced
 +
| style="text-align:left;" | {{#ask: [[Required Research::Insanity weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 +
|- id="Mutation weaponry"
 +
! Mutation weaponry {{AnomalyIcon}}
 +
| Restructure [[Shard|archotech shards]] into limited-use weapons that twist living targets into terrifying creatures.
 +
| 35
 +
| [[#Bioferrite shaping|Bioferrite Shaping]]
 +
| [[Fleshmass nucleus]]
 +
| Bioferrite
 +
| Advanced
 +
| style="text-align:left;" | {{#ask: [[Required Research::Mutation weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 +
|- id="Atmospheric heater"
 +
! Atmospheric heater {{AnomalyIcon}}
 +
| Build [[Bioferrite|bioferrite]]-powered [[Heater|heaters]] that produce enough heat to warm an entire region.
 +
| 60
 +
| [[#Bioferrite generator|Bioferrite generator]]
 +
|
 +
| Bioferrite
 +
| Advanced
 +
| style="text-align:left;" | {{#ask: [[Required Research::Atmospheric heater]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
 
<!-- Advanced psychic rituals -->
 
<!-- Advanced psychic rituals -->
Line 351: Line 415:
 
| Advanced
 
| Advanced
 
| style="text-align:left;" | {{#ask: [[Required Research::Juggernaut serum]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
| style="text-align:left;" | {{#ask: [[Required Research::Juggernaut serum]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
<!-- Misc -->
 
 
|- id="Bliss lobotomy"
 
! Bliss lobotomy {{AnomalyIcon}}
 
| Perform a [[Doctoring#Operations|surgery]] that lobotomizes a person, making them happier while rendering them incapable of intellectual and skilled labor.
 
| 25
 
| [[#Bioferrite harvesting|Bioferrite harvesting]]
 
| [[Gorehulk]]
 
| Misc
 
| Basic
 
| style="text-align:left;" | {{#ask: [[Required Research::Bliss lobotomy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
|- id="Ghoul infusion"
 
! Ghoul infusion {{AnomalyIcon}}
 
| Perform a [[Doctoring#Operations|surgery]] that infuses a living person with an [[Shard|archotech shard]], transforming them into a terrifying ghoul. [[Ghoul|Ghouls]] are strong melee combatants but are incapable of doing work. Ghouls will go mad if they are not fed enough raw meat.
 
| 30
 
| [[#Bioferrite harvesting|Bioferrite harvesting]]
 
| [[Ghoul]]
 
| Misc
 
| Basic
 
| style="text-align:left;" | {{#ask: [[Required Research::Ghoul infusion]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
  
 
|- id="Ghoul enhancements"
 
|- id="Ghoul enhancements"
Line 393: Line 435:
 
| Advanced
 
| Advanced
 
| style="text-align:left;" | {{#ask: [[Required Research::Ghoul resurrection]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
| style="text-align:left;" | {{#ask: [[Required Research::Ghoul resurrection]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
|- id="Deadlife dust"
 
! Deadlife dust {{AnomalyIcon}}
 
| Craft devices that produce clouds of microscopic [[Archotech#Archotechnology|archites]]. The archites can reanimate corpses to produce deadly [[Shambler|shamblers]] that will only attack your enemies.
 
| 60
 
| [[#Bioferrite shaping|Bioferrite shaping]]
 
| [[Death pall]]
 
| Misc
 
| Basic
 
| style="text-align:left;" | {{#ask: [[Required Research::Deadlife dust]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
  
 
|- id="Revenant invisibility"
 
|- id="Revenant invisibility"
Line 414: Line 446:
 
| style="text-align:left;" | {{#ask: [[Required Research::Revenant invisibility]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
| style="text-align:left;" | {{#ask: [[Required Research::Revenant invisibility]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
|}
 
|}
:{{Note label||Anomaly Research Points|A}} Progress towards anomaly research requires studying [[Entities|entities]], and is separate from normal research progress.
 
:{{Note label||Anomaly Research Points|B}} Basic and advanced techs require their respective entity tier to progress research.
 
:{{Note label||Anomaly Research Points|C}} "The Anomaly" scenario starts with a single [[holding platform]] and [[proximity detector]]
 
:{{Note label||Anomaly Research Points|D}} Anomaly research tree can be unlocked upon investigating a "fallen monolith"
 
  
 
== Void study ==
 
== Void study ==
 
{{Ideology|section=1}}
 
{{Ideology|section=1}}
 
The [[Ideoligion#Void_study|void study]] precept multiplies the amount of knowledge gained from studying by {{Bad|50%}}, {{Bad|75%}}, {{Good|125%}}, or {{Good|150%}}, depending on which level of the precept you have. For example, a [[sightstealer]] provides 1.7 basic study every 2 days, and with a 150% study rate, that would become 2.55 basic study every 2 days.
 
The [[Ideoligion#Void_study|void study]] precept multiplies the amount of knowledge gained from studying by {{Bad|50%}}, {{Bad|75%}}, {{Good|125%}}, or {{Good|150%}}, depending on which level of the precept you have. For example, a [[sightstealer]] provides 1.7 basic study every 2 days, and with a 150% study rate, that would become 2.55 basic study every 2 days.
 +
 +
== Analysis ==
 +
As the speed of dark study is not affected by intellectual skill, it should not be assigned to you main researcher to let them focus on regular researching. The studying pawn should still have some intellectual skill to reduce the time spent studying.

Latest revision as of 04:41, 21 December 2024

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Dark study is the primary method through which players can unlock the abilities in the Anomaly DLC for their colony. It is unlocked by investigating the "fallen monolith". Certain buildings and gear require dark study in order to be built.

Mechanics[edit]

While regular research is a kind of stationary work, performed in a single room inside the colony, dark study must be done where the studied entity is located. Captured entities will be studied in their containment room, void monolith and obelisks can't be moved and must be studied right where they spawn, while anomaly items such as golden cube or unnatural corpse can be moved to wherever you want to study them.

Each anomaly entity gives either basic or advanced study points when studied, which go to the active basic or advanced study project. At first, the void monolith and all encountered entities will give basic study points. But eventually entities that give advanced study points will appear, and the monolith can also be attuned to give advanced points instead of basic points. These study points are not interchangeable, basic study project can not be progressed by studying entities that give advanced points, and vice versa. So care should be taken to ensure that both types of study points are available for studying. No dark study project can be progressed by researching on a research bench.

Unlike researching, studying speed is not determined by the researcher's intellectual skill, but by their studying efficiency, which can be improved by the voidsight serum. Studying speed also depend on the condition of the entity being studied. Captured entities give more study points if the containment strength is high, and obelisks give more points if their activity level is high. Different types of captured entities also give different amount and type of study points.

Study Projects[edit]

Basic projects[edit]

Name Description Base cost Required Research Entity Codex Requirement Category Required Entity Tier Unlocks


Bioferrite harvesting Content added by the Anomaly DLC Build bioferrite harvesters to generate bioferrite from captured entities contained in holding platforms. 10 Electricity Bioferrite Basic
Bioferrite shaping Content added by the Anomaly DLC Shape and re-form bioferrite into useful tools, weapons, flooring, and more. 20 Bioferrite harvesting Bioferrite Basic
Bioferrite weaponry Content added by the Anomaly DLC Create advanced weapons that use bioferrite as a fuel source. 60 Bioferrite shaping
Precision rifling
Bioferrite Basic
Void sculptures Content added by the Anomaly DLC Craft special void sculptures from bioferrite to enhance the quality of psychic rituals. 25 Bioferrite harvesting
Void provocation
Bioferrite Basic
Frenzy inducer Content added by the Anomaly DLC Build shard-powered structures that generate a frenetic psychic field to make anyone nearby move and work faster. However, the unstable emotional energy creates a tendency towards violence, irritating anyone nearby. 60 Sleep suppressor Bioferrite Basic
Sleep suppressor Content added by the Anomaly DLC Build shard-powered structures that stimulate those nearby to prevent fatigue. The device will irritate anyone nearby. 30 Bioferrite harvesting
Entity containment
Bioferrite Basic


Entity containment Content added by the Anomaly DLC Build holding platforms and inhibitors to better contain entities. 10 Electricity Containment Basic
Electroharvester Content added by the Anomaly DLC Build a generator that draws electricity from contained entities. This process aggravates entities, making them harder to contain. 30 Entity containment Containment Basic
Disruptor flares Content added by the Anomaly DLC Build bioferrite-based flare packs that reveal invisible creatures and light up an area. 30 Entity Containment
Bioferrite Shaping
Containment Basic
Proximity detector Content added by the Anomaly DLC Build a device that can detect invisible creatures. 15 Entity containment Sightstealer Containment Basic


Void provocation Content added by the Anomaly DLC Build a psychic ritual spot and perform psychic rituals. Use the void provocation ritual to discover new entities. 5 None Psychic ritual Basic
Draw animals Content added by the Anomaly DLC Perform a psychic ritual which will draw a herd of animals. 20 Void provocation Psychic ritual Basic
Draw shamblers Content added by the Anomaly DLC Perform a psychic ritual which will draw a horde of animated corpses. While hostile, the corpses won't attack your colony directly. They can be captured for study. 25 Draw animals Shambler Psychic ritual Basic
Chronophagy Content added by the Anomaly DLC Perform a psychic ritual that causes a target to age rapidly. The ritual invoker will become younger in the process. The target will suffer brain damage as a result, which may be lethal for elderly targets. 30 Psychophagy Psychic ritual Basic
Psychophagy Content added by the Anomaly DLC Perform a psychic ritual which deadens a target's psychic sensitivity and temporarily boosts the ritual invoker's psychic sensitivity. The target will suffer brain damage as a side-effect. 20 Void provocation Psychic ritual Basic
Skip abduction Content added by the Anomaly DLC Perform a psychic ritual that abducts a random hostile person from anywhere in the world, putting them in a short-term coma for capture. 40 Void provocation Psychic ritual Basic
Summon fleshbeasts Content added by the Anomaly DLC Perform a psychic ritual which provokes fleshbeasts to emerge from the ground near enemies, attacking anyone nearby. 30 Draw animals Fleshbeast Psychic ritual Basic


Bliss lobotomy Content added by the Anomaly DLC Perform a surgery that lobotomizes a person, making them happier while rendering them incapable of intellectual and skilled labor. 25 Bioferrite harvesting Gorehulk Misc Basic
Ghoul infusion Content added by the Anomaly DLC Perform a surgery that infuses a living person with an archotech shard, transforming them into a terrifying ghoul. Ghouls are strong melee combatants but are incapable of doing work. Ghouls will go mad if they are not fed enough raw meat. 30 Bioferrite harvesting Ghoul Misc Basic
Deadlife dust Content added by the Anomaly DLC Craft devices that produce clouds of microscopic archites. The archites can reanimate corpses to produce deadly shamblers that will only attack your enemies. 60 Bioferrite shaping Death pall Misc Basic
A "The Anomaly" scenario starts with a single holding platform and proximity detector

Advanced projects[edit]

Name Description Base cost Required Research Entity Codex Requirement Category Required Entity Tier Unlocks


Bioferrite generator Content added by the Anomaly DLC Build power generators that burn bioferrite as a fuel. 40 Electroharvester Bioferrite Advanced
Insanity weaponry Content added by the Anomaly DLC Restructure archotech shards into limited-use weapons that shock, manipulate, and destroy enemies using archotechnology. 30 Bioferrite shaping Nociosphere Bioferrite Advanced
Mutation weaponry Content added by the Anomaly DLC Restructure archotech shards into limited-use weapons that twist living targets into terrifying creatures. 35 Bioferrite Shaping Fleshmass nucleus Bioferrite Advanced
Atmospheric heater Content added by the Anomaly DLC Build bioferrite-powered heaters that produce enough heat to warm an entire region. 60 Bioferrite generator Bioferrite Advanced


Advanced psychic rituals Content added by the Anomaly DLC Perform advanced psychic rituals. 15 Void provocation Psychic ritual Advanced
Provoke pit gate Content added by the Anomaly DLC 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. 80 Advanced psychic rituals Dreadmeld Psychic ritual Advanced
Death refusal Content added by the Anomaly DLC Perform a psychic ritual which grants death refusal to an individual, allowing them to self-resurrect once after dying. 30 Advanced psychic rituals Unnatural corpse Psychic ritual Advanced
Philophagy Content added by the Anomaly DLC Perform a psychic ritual that drains experience from a victim and gives it to the invoker. The process will dull the target's mind, weakening their skills and causing brain damage. 30 Chronophagy
Advanced psychic rituals
Psychic ritual Advanced
Pleasure pulse Content added by the Anomaly DLC Perform a psychic ritual that makes everyone in the region happier but reduces their desire to work. 30 Advanced psychic rituals Golden cube Psychic ritual Advanced
Neurosis pulse Content added by the Anomaly DLC Perform a psychic ritual that makes everyone in the region work faster but become more irritable. 40 Advanced psychic rituals Blood rain Psychic ritual Advanced
Blood rain Content added by the Anomaly DLC 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. 50 Advanced psychic rituals Blood rain Psychic ritual Advanced
Brainwipe Content added by the Anomaly DLC Perform a psychic ritual which erases much of a person's episodic memories. Traumatic events will be forgotten. Resistant prisoners will become easier to recruit. Allows recruiting unwaveringly loyal prisoners. 40 Philophagy Revenant Psychic ritual Advanced


Serum synthesis Content added by the Anomaly DLC Build a serum lab to synthesize high-tech serums. Serums harness archotechnological power to bestow a temporary effect on the user. 15 Bioferrite shaping Serums Advanced
Metalblood serum Content added by the Anomaly DLC Synthesize metalblood serums that make the user more resistant to damage. 35 Serum synthesis Metalhorror Serums Advanced
Mind-numb serum Content added by the Anomaly DLC Synthesize a serum that stabilizes a person's mood, preventing mental breaks. 35 Serum synthesis Serums Advanced
Juggernaut serum Content added by the Anomaly DLC Synthesize a serum which temporarily increases the user's strength and speed, and allows them to recover from injuries faster. However, it reduces their mood. 35 Serum synthesis Chimera Serums Advanced
Ghoul enhancements Content added by the Anomaly DLC Craft bioferrite prosthetics to make ghouls stronger. 40 Ghoul infusion Ghoul Misc Advanced
Ghoul resurrection Content added by the Anomaly DLC Synthesize a serum that can bring dead ghouls back to life. 20 Serum synthesis
Ghoul enhancements
Ghoul Misc Advanced
Revenant invisibility Content added by the Anomaly DLC Modify a revenant spine so that it can be implanted in a human, allowing them to become temporarily invisible. 40 Disruptor flares Revenant Misc Advanced

Void study[edit]

The void study precept multiplies the amount of knowledge gained from studying by 50%, 75%, 125%, or 150%, depending on which level of the precept you have. For example, a sightstealer provides 1.7 basic study every 2 days, and with a 150% study rate, that would become 2.55 basic study every 2 days.

Analysis[edit]

As the speed of dark study is not affected by intellectual skill, it should not be assigned to you main researcher to let them focus on regular researching. The studying pawn should still have some intellectual skill to reduce the time spent studying.