Difference between revisions of "Psychic rituals"

From RimWorld Wiki
Jump to navigation Jump to search
Line 26: Line 26:
 
! Ritual !! Ritual Effect !! Ritual Duration !! Ritual Cooldown !! Ritual Cost !! Required Research
 
! Ritual !! Ritual Effect !! Ritual Duration !! Ritual Cooldown !! Ritual Cost !! Required Research
 
|- id="Void provocation"
 
|- id="Void provocation"
! width=64px height=64px | [[Void provocation]]<br>[[File:Void provocation.png|64px|link=Void provocation|alt=Void provocation]]
+
! width=64px height=64px | [[Void provocation]]<br>{{Icon Small|Void provocation|64}}
| ''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.''
+
| ''{{Q|Void provocation|Description}}''
 
----
 
----
 
* Causes an entity event to occur between 2 to 4 hours, or {{Ticks/gametime|5000}} and {{Ticks/gametime|10000}}, after completion of the ritual. If possible, Void Provocation will cause an undiscovered entity to appear. If there are no possible undiscovered entities to be sent, a random already discovered but possible entity will be sent. See [[Events/Anomaly]]. Some entities require a minimum Monolith Level and some have other requirements.
 
* Causes an entity event to occur between 2 to 4 hours, or {{Ticks/gametime|5000}} and {{Ticks/gametime|10000}}, after completion of the ritual. If possible, Void Provocation will cause an undiscovered entity to appear. If there are no possible undiscovered entities to be sent, a random already discovered but possible entity will be sent. See [[Events/Anomaly]]. Some entities require a minimum Monolith Level and some have other requirements.
Line 42: Line 42:
 
| ''Void provocation''
 
| ''Void provocation''
 
|- id="Draw animals"
 
|- id="Draw animals"
! width=64px height=64px | [[Draw animals]]<br>[[File:Draw animals.png|64px|link=Draw animals|alt=Draw animals]]
+
! width=64px height=64px | [[Draw animals]]<br>{{Icon Small|Draw animals|64}}
| ''Create a psychic pulse which draws a distant herd of [[animal]]s 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''
+
| ''{{Q|Draw animals|Description}}''
 
----
 
----
 
* Causes a herd{{Check Tag|Detail|What constitutes a herd}} of animals{{Check Tag|Detail|What animals can be selected, does it depend on current biome?}} to enter the map.{{Check Tag|Detail}}
 
* Causes a herd{{Check Tag|Detail|What constitutes a herd}} of animals{{Check Tag|Detail|What animals can be selected, does it depend on current biome?}} to enter the map.{{Check Tag|Detail}}
Line 57: Line 57:
 
| ''Draw animals''
 
| ''Draw animals''
 
|- id="Draw shamblers"
 
|- id="Draw shamblers"
! width=64px height=64px | [[Draw shamblers]]<br>[[File:Draw shamblers.png|64px|link=Draw shamblers|alt=Draw shamblers]]
+
! width=64px height=64px | [[Draw shamblers]]<br>{{Icon Small|Draw shamblers|64}}
| ''Create a psychic pulse which will draw a distant horde of [[shambler|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. ''
+
| ''{{Q|Draw shamblers|Description}}''
 
----
 
----
 
* 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.{{Check Tag|Verify|Verify that non-base human shamblers can spawn from this}}{{Check Tag|Details|How exactly are shambler hordes costed}}
 
* 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.{{Check Tag|Verify|Verify that non-base human shamblers can spawn from this}}{{Check Tag|Details|How exactly are shambler hordes costed}}
Line 71: Line 71:
 
| ''Draw shamblers''
 
| ''Draw shamblers''
 
|- id="Chronophagy"
 
|- id="Chronophagy"
! width=64px height=64px | [[Chronophagy]]<br>[[File:Chronophagy.png|64px|link=Chronophagy|alt=Chronophagy]]
+
! width=64px height=64px | [[Chronophagy]]<br>{{Icon Small|Chronophagy|64}}
| ''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. ''
+
| ''{{Q|Chronophagy|Description}}''
 
----
 
----
 
* The biological age of the invoker is reduced by some number of years, while the target is biologically aged by the same number. The number of years transferred is dependent on the quality of the ritual, as described in the table below.  
 
* The biological age of the invoker is reduced by some number of years, while the target is biologically aged by the same number. The number of years transferred is dependent on the quality of the ritual, as described in the table below.  
Line 92: Line 92:
 
| ''Chronophagy''
 
| ''Chronophagy''
 
|- id="Psychophagy"
 
|- id="Psychophagy"
! width=64px height=64px | [[Psychophagy]]<br>[[File:Psychophagy.png|64px|link=Psychophagy|alt=Psychophagy]]
+
! width=64px height=64px | [[Psychophagy]]<br>{{Icon Small|Psychophagy|64}}
| ''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 becomes [[psychically dead]] and suffers from Psychic Shock. ''
+
| ''{{Q|Psychophagy|Description}}''
 
----
 
----
 
* 1 day gained per 1% ritual quality
 
* 1 day gained per 1% ritual quality
Line 107: Line 107:
 
| ''Psychophagy''
 
| ''Psychophagy''
 
|- id="Skip abduction"
 
|- id="Skip abduction"
! width=64px height=64px | [[Skip abduction]]<br>[[File:Skip abduction.png|64px|link=Skip abduction|alt=Skip abduction]]
+
! width=64px height=64px | [[Skip abduction]]<br>{{Icon Small|Skip abduction|64}}
| ''Abduct a random hostile person from anywhere in the world, prioritizing those nearby. The process causes the target to fall into a "short" coma.''
+
| ''{{Q|Skip abduction|Description}}''
 
----
 
----
 
* Teleports a random hostile humanlike pawn on the map to the ritual spot and renders them unconscious, this includes pawns that are berserk. Otherwise it will target a random pawn from any hostile faction and spawn them on the ritual spot unconscious.
 
* Teleports a random hostile humanlike pawn on the map to the ritual spot and renders them unconscious, this includes pawns that are berserk. Otherwise it will target a random pawn from any hostile faction and spawn them on the ritual spot unconscious.
Line 117: Line 117:
 
| ''Skip abduction''
 
| ''Skip abduction''
 
|- id="Draw fleshbeasts"
 
|- id="Draw fleshbeasts"
! width=64px height=64px | [[Draw fleshbeasts]]<br>[[File:Summon fleshbeasts.png|64px|link=Draw fleshbeasts|alt=Draw fleshbeasts]]
+
! width=64px height=64px | [[Draw fleshbeasts]]<br>{{Icon Small|Draw fleshbeasts|64}}
| ''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.''  
+
| ''{{Q|Draw fleshbeasts|Description}}''
 +
----
 
{| class="wikitable"
 
{| class="wikitable"
 
|+ Combat power by Quality
 
|+ Combat power by Quality
Line 131: Line 132:
 
| ''Summon fleshbeasts''
 
| ''Summon fleshbeasts''
 
|- id="Provoke pit gate"
 
|- id="Provoke pit gate"
! width=64px height=64px | [[Provoke pit gate]]<br>[[File:Provoke pit gate.png|64px|link=Provoke pit gate|alt=Provoke pit gate]]
+
! width=64px height=64px | [[Provoke pit gate]]<br>{{Icon Small|Provoke pit gate|64}}
| ''Perform a psychic ritual which causes underground [[fleshbeasts]] to open up a massive hole in the ground. The hole leads down to a [[Pit_gate|fleshbeast-infested cavern]] which can be explored for resources. ''
+
| ''{{Q|Provoke pit gate|Description}}''
 
----
 
----
 
* A higher-quality ritual will attract more fleshbeasts.
 
* A higher-quality ritual will attract more fleshbeasts.
Line 140: Line 141:
 
| ''Provoke [[pit gate]]''
 
| ''Provoke [[pit gate]]''
 
|- id="Imbue death refusal"
 
|- id="Imbue death refusal"
! width=64px height=64px | [[Imbue death refusal]]<br>[[File:Imbue death refusal.png|64px|link=Imbue death refusal|alt=Imbue death refusal]]
+
! width=64px height=64px | [[Imbue death refusal]]<br>{{Icon Small|Imbue death refusal|64}}
| ''Perform a psychic ritual which grants death refusal to an individual, allowing them to self-resurrect once after dying. ''
+
| ''{{Q|Imbue death refusal|Description}}''
 
----
 
----
 
*Quality reduces the skill loss that the target suffers from the ritual.
 
*Quality reduces the skill loss that the target suffers from the ritual.
Line 149: Line 150:
 
| ''Death refusal''
 
| ''Death refusal''
 
|- id="Philophagy"
 
|- id="Philophagy"
! width=64px height=64px | [[Philophagy]]<br>[[File:Philophagy.png|64px|link=Philophagy|alt=Philophagy]]
+
! width=64px height=64px | [[Philophagy]]<br>{{Icon Small|Philophagy|64}}
| ''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. ''
+
| ''{{Q|Philophagy|Description}}''
 
----
 
----
 
* Quality increases experience transferred.
 
* Quality increases experience transferred.
Line 160: Line 161:
 
| ''Philophagy''
 
| ''Philophagy''
 
|- id="Pleasure pulse"
 
|- id="Pleasure pulse"
! width=64px height=64px | [[Pleasure pulse]]<br>[[File:Pleasure pulse.png|64px|link=Pleasure pulse|alt=Pleasure pulse]]
+
! width=64px height=64px | [[Pleasure pulse]]<br>{{Icon Small|Pleasure pulse|64}}
| ''Perform a psychic ritual that makes everyone in the region happier but reduces their desire to work. ''
+
| ''{{Q|Pleasure pulse|Description}}''
 
----
 
----
 
* Effect duration ranges from 1 day at 0% ritual quality to 25 days at 100% quality.
 
* Effect duration ranges from 1 day at 0% ritual quality to 25 days at 100% quality.
Line 172: Line 173:
 
| ''Pleasure pulse''
 
| ''Pleasure pulse''
 
|- id="Neurosis pulse"
 
|- id="Neurosis pulse"
! width=64px height=64px | [[Neurosis pulse]]<br>[[File:Neurosis pulse.png|64px|link=Neurosis pulse|alt=Neurosis pulse]]
+
! width=64px height=64px | [[Neurosis pulse]]<br>{{Icon Small|Neurosis pulse|64}}
| ''Perform a psychic ritual that makes everyone in the region work faster but become more irritable.''  
+
| ''{{Q|Neurosis pulse|Description}}''
 
----
 
----
 
* Effect duration ranges from 1 day at 0% ritual quality to 25 days at 100% quality.
 
* Effect duration ranges from 1 day at 0% ritual quality to 25 days at 100% quality.

Revision as of 06:36, 25 February 2025

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.[Penalty?] 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 2 to 4 hours, or 5,000 ticks (2 in-game hours) and 10,000 ticks (4 in-game hours), after completion of the ritual. If possible, Void Provocation will cause an undiscovered entity to appear. If there are no possible undiscovered entities to be sent, a random already discovered but possible entity will be sent. See Events/Anomaly. Some entities require a minimum Monolith Level and some have other requirements.
  • Ritual quality dependent chance to fall into Dark psychic shock, 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 Void provocation
Draw animals
Draw animals
Create a psychic pulse which will draw a distant herd of animals into 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 animals
Draw shamblers
Draw shamblers
Create a psychic pulse which will draw a distant horde of animated corpses towards your local area. While they attack any humans that they see, they won't attack your colony directly. 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 Draw shamblers
Chronophagy
Chronophagy
Induce a distant archotech to transfer entropy from one person to another. This causes the target to age rapidly while the invoker becomes younger, potentially healing scarring or age-related illnesses. The target will suffer brain damage, causing them to fall into a coma for several days.
  • The biological age of the invoker is reduced by some number of years, while the target is biologically aged by the same number. The number of years transferred is dependent on the quality of the ritual, as described in the table below.
    • The ritual cannot reduce the Invoker's age below 13.
  • Has a chance[What chance?] to removing one[Verify] of the Invoker's scars. Additionally, if the invoker has an ailment that can be acquired through aging, and is rejuvenated to an age that is below the minimum age of the ailment, then the ailment will be cured. This occurs regardless of how the ailment was acquired. Note that the minimum age is not the first birthday that an ailment can occur.
    • For example, Alzheimer's has a minimum age of 33.6 years. If a pawn receives the ailment on their 34th birthday, they must be rejuvenated to the biological age of 33, the ailment will be removed.
    • Curable ailments and the ages required to remove them are as follows: Alzheimer's at 33 years, Bad back at 39 years, Cataract at 47 years, Carcinoma at 22 years, Dementia at 67 years, Frail at 49 years, Artery blockage at 19 years, Hearing loss at 47 years. Asthma has no minimum reception age, and therefore cannot be cured by chronophagy.
  • Target gain age-related ailments as if they had had each natural birthday, with the associated chances. See the pages of the relevant ailments for the chance to receive them each year.
    • Brain damage is inflicted in the form of a psychic burn, which is affected by the Incoming Damage Multiplier of the pawn.[How much?]
  • 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
Years transfered by Quality
10,000 ticks (4 in-game hours) 300,000 ticks (5 in-game days) Bioferrite 20 Bioferrite Chronophagy
Psychophagy
Psychophagy
Consume the psychic sensitivity of a target. The invoker will increase their psychic sensitivity for a period of time. The effect does not stack. The target will suffer brain damage, causing them to fall into a coma for several days.
  • 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,
    • applying a psychic scarring to the brain. [Verify]
  • Target becomes psychically dead, permanently setting their psychic sensitivity to 0%. This effectively prevents consequent usages of Psychophagy (or any phage rituals) on same pawn.
  • 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
Skip abduction
Skip abduction
Abduct a random hostile person from anywhere in the world, prioritizing those nearby. The ritual induces a dark archotech to warp space, teleporting a distant person to the center of the ritual circle. The process causes the target to fall into a short coma.
  • Teleports a random hostile humanlike pawn on the map to the ritual spot and renders them unconscious, this includes pawns that are berserk. Otherwise it will target a random pawn from any hostile faction and spawn them on the ritual spot unconscious.
  • 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 Skip abduction
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 your 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 Summon fleshbeasts
Provoke pit gate
Provoke pit gate
Use a psychic pulse to provoke underground fleshbeasts into opening a massive pit gate in the ground somewhere in the local area. The massive sinkhole will lead 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 Provoke pit gate
Imbue death refusal
Imbue death refusal
Link a target with a distant archotechnological engine that can bring them back from the dead in seconds. This process is not without side-effects.
  • 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 Death refusal
Philophagy
Philophagy
Psychically draw experiences from the victim's mind and transfer them to the invoker, targeting the victim's highest skill. The target will suffer brain damage, causing them to fall into a coma for several days.
  • 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 Philophagy
Pleasure pulse
Pleasure pulse
Emit an intense psychic pulse that makes any psychically sensitive individual in the region happier but reduces their desire to work. This will replace the effect of other active pulses.
  • Effect duration ranges from 1 day at 0% ritual quality to 25 days at 100% quality.
  • +12 Pleasure pulse mood, scaled by Psychic sensitivity of each pawn, up to +21.
  • Global Work Speed x 80%
  • Increases chance of lovin
10,000 ticks (4 in-game hours) 300,000 ticks (5 in-game days) Bioferrite 30 Bioferrite Pleasure pulse
Neurosis pulse
Neurosis pulse
Perform a psychic ritual that makes everyone in the region work faster but become more irritable.
  • Effect duration ranges from 1 day at 0% ritual quality to 25 days at 100% quality.
  • Mental break threshold +8%
  • Global work speed x 150%
  • Recreation fall rate x50%
  • −4 Neurosis pulse mood, scaled by Psychic sensitivity of each pawn, up to −7.
10,000 ticks (4 in-game hours) 300,000 ticks (5 in-game days) Bioferrite 30 Bioferrite Neurosis pulse
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.
  • Effect duration ranges from 3 hours at 0% ritual quality to 16 hours at 100% quality.
5,000 ticks (2 in-game hours) 1,500,000 ticks (25 in-game days) Bioferrite 70 Bioferrite Blood rain
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 Brainwipe

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. Shamblers hordes will frequently have a single 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. Finally, ritual quality only increases the number of defenders[Detail needed] for a pit gate but does not affect the loot inside the pit itself - as such, if the gate is generated for looting and not for using the fleshbeasts it spawns, then a lower quality is best.

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.

Offensive Use

Draw Shamblers is a ritual for raids you anticipate to happen, i.e through quests, toxic wastepack Content added by the Biotech DLC dumping, or Mechanoid bosses Content added by the Biotech DLC, it is important to have a fully sealed base with no colonists or tamed animals exposed to the outside. The raid now prioritizes the shambler horde which will usually overwhelm mech bosses including Diabolus Content added by the Biotech DLC due to shamblers ignoring being set on fire, netting free chips.

Note due to the inconsistency of where the horde spawns, the ritual will not be ideal for sieges or horax cultists unless they are provoked through other means, this is where draw fleshbeasts is most helpful as their spawn targets a enemy's location however they often have far less numbers combined with worse health and will most likely not deal with large raids on their own.

Version history