Difference between revisions of "Psychic rituals"

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{{Anomaly}}
 
{{Anomaly}}
{{Spoiler}}
+
{{About|the group activities added by the [[Anomaly DLC]]|the individual abilities added by the [[Royalty DLC]]|Psycasts|other rituals such as those from the [[Ideology DLC]]|Rituals}}  
{{Stub|reason=Missing information}}
 
{{About|the group activities added by the [[Anomaly DLC]]|the individual abilities added by the [[Royalty DLC]]|Psycasts}}  
 
  
'''Psychic rituals''' are rituals like those in [[Ideology (DLC)|Ideology DLC]] but with the « psychic » side of [[Royalty (DLC)|Royalty DLC]]. They are performed at an [[Psychic ritual spot]] and can be improved with stuff like [[Void sculpture|Void sculptures]] and [[Shard beacon|Shard beacons]] and [[Apparel|apparel]] like [[Ritual mask|ritual masks]] and [[Ceremonial hood|ceremonial hoods]].{{Check Tag|Verify|What benefit from this apparelthat isn't just psy sense?}} They allow to psychically induce an insane [[Archotech]] machine-god who can distort reality.
+
'''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 sculpture]]s and [[shard beacon]]s and [[Apparel]] like [[ritual mask]]s and [[ceremonial hood]]s.{{Check Tag|Verify|What benefit from this apparel that isn't just psy sense?}} They allow to psychically induce an insane [[Archotech]] machine-god who can distort reality.
  
 
== Mechanics ==
 
== Mechanics ==
Line 14: Line 12:
  
 
The quality of any ritual is based on the following factors.
 
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%{{Check Tag|282%?|Conflicting reports}} sensitivity.{{Check Tag|Penalty?|Wb lower sensitivity?}} The Psychic Sensitivity of any Chanters do not affect the outcome.
-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%{{Check Tag|282%?|Conflicting reports}} sensitivity.{{Check Tag|Penalty?|Wb lower 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 sculpture|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 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 of nearby [[Shard beacon|Shard Beacons]]. Each beacon provides an {{+|8%}} bonus, to a max of {{+|32%}} at four Beacons.
 
+
* Psychic ritual quality offset from the Psychic Ritual [[Precept]]{{IdeologyIcon}}. 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)
-The number '''and''' [[Quality]] of any nearby [[Void sculpture|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 beacon|Shard Beacons]]. Each beacon provides an {{+|8%}} bonus, to a max of {{+|32%}} at four Beacons.
 
 
 
-Psychic ritual quality offset from the Psychic Ritual [[Precept]]{{IdeologyIcon}}. 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 ==
 
== List of rituals ==
 
{{Stub|section=1|reason=PsychicRitualRoles.xml defines valid states for targets of rituals}}
 
{{Stub|section=1|reason=PsychicRitualRoles.xml defines valid states for targets of rituals}}
{| class="wikitable"
+
{| {{STDT| sortable c_07 text-valign:top}}
 
|-
 
|-
 
! 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=|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.
+
Triggers an entity related event to occur, outside of the normal storyteller timing, but with a quality dependent chance to render the invoker comatose.
 +
| {{Ticks/gametime|{{Q|Void provocation|Ritual Duration}}}}
 +
| {{Ticks/gametime|{{Q|Void provocation|Ritual Cooldown}}}}
 +
| ''None''
 +
| [[Research#{{Q|Void provocation|Required Research}}|{{Q|Void provocation|Required Research}}]]<!--
  
* Ritual quality dependent chance to fall into [[Dark psychic shock]], being rendered unconscious for between {{Ticks/gametime|5000}} and {{Ticks/gametime|10000}}{{Check Tag|Verify}}
+
-->
{| class="wikitable"
 
|+ Dark psychic shock chance by Quality
 
|-
 
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Chance of psychic shock (%)|x=0,50,90,100|y=90,25,5,1}}
 
|}
 
| {{Ticks/gametime|5000}}
 
| {{Ticks/gametime|300000}}
 
| ''None''
 
 
|- id="Draw animals"
 
|- id="Draw animals"
! width=64px height=64px | Draw animals<br>[[File:Draw animals.png|64px|link=|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 of [[animals]] to enter the map, but with a quality dependent chance for the herd to be [[manhunter]]s infected with [[scaria]].
* Ritual quality dependent chance for drawn animals to be [[manhunter]]s 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.
+
| {{Ticks/gametime|{{Q|Draw animals|Ritual Duration}}}}
{| class="wikitable"
+
| {{Ticks/gametime|{{Q|Draw animals|Ritual Cooldown}}}}
|+ Manhunter chance by Quality
+
| {{Required Resources|Draw animals}}
|-
+
| [[Research#{{Q|Draw animals|Required Research}}|{{Q|Draw animals|Required Research}}]]<!--
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Chance of manhunters (%)|x=0,75,90,100|y=75,10,5,1}}
+
 
|}
+
-->
| {{Ticks/gametime|10000}}
 
| {{Ticks/gametime|600000}}
 
| {{Icon small|Bioferrite||10}} [[Bioferrite]]
 
 
|- id="Draw shamblers"
 
|- id="Draw shamblers"
! width=64px height=64px | Draw shamblers<br>[[File:Draw shamblers.png|64px|link=|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 horde of [[shambler]]s to enter the map, with the [[combat power]] of the horde being quality dependent.
{| class="wikitable"
+
| {{Ticks/gametime|{{Q|Draw shamblers|Ritual Duration}}}}
|+ Combat power by Quality
+
| {{Ticks/gametime|{{Q|Draw shamblers|Ritual Cooldown}}}}
|-
+
| {{Required Resources|Draw shamblers}}
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 100|y=200,2500}}
+
| [[Research#{{Q|Draw shamblers|Required Research}}|{{Q|Draw shamblers|Required Research}}]]<!--
|}
+
 
| {{Ticks/gametime|5000}}
+
-->
| {{Ticks/gametime|300000}}
 
| {{Icon small|Bioferrite||20}} [[Bioferrite]]
 
 
|- id="Chronophagy"
 
|- id="Chronophagy"
! width=64px height=64px | Chronophagy<br>[[File:Chronophagy.png|64px|link=|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.
+
De-ages, and removes some age related ailments from, the invoker while aging the target.
** The ritual cannot reduce the Invoker's age below 13.
+
| {{Ticks/gametime|{{Q|Chronophagy|Ritual Duration}}}}
* Has a chance{{Check Tag|What chance?}} to removing one{{Check Tag|Verify|or more?}} 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 one full year 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.
+
| {{Ticks/gametime|{{Q|Chronophagy|Ritual Cooldown}}}}
** 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 32, the ailment will be removed.
+
| {{Required Resources|Chronophagy}}
** Curable ailments and the ages required to remove them are as follows: [[Alzheimer's]] at 32 years, [[Bad back]] at 39 years, [[Cataract]] at 47 years, [[Carcinoma]] at 21 years, [[Dementia]] at 67 years, [[Frail]] at 49 years, [[Artery blockage]] at 19 years, [[Hearing loss]] at 47 years. It is currently unknown whether [[Asthma]], which has no minimum reception age, can be cured by chronophagy.{{Check Tag|Detail needed|Can it be cured?}}
+
| [[Research#{{Q|Chronophagy|Required Research}}|{{Q|Chronophagy|Required Research}}]]<!--
* 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. They also have a chance of dying outright if aged beyond their life expectancy.{{Check Tag|Detail needed|Is this just the brain damage mechanic or something else? If not then needs info on chance}}
+
 
** Brain damage is inflicted in the form of a psychic burn, which is affected by the [[Incoming Damage Multiplier]] of the pawn.{{Check Tag|How much?|How much damage is dealt, and if its not 100% consistent, how is the amount to inflict determined}}
+
-->
* Applies a {{--|3}} / {{--|6}} / {{--|10}} guilt thought for participants.{{Check Tag|Thought Template}} This thought is nullified by the [[Psychopath]] traits, being [[Inhumanized]], as well as [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}}  
 
{| class="wikitable"
 
|+ Years transfered by Quality
 
|-
 
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Years transferred (%)|x=0,100|y=1,25}}
 
|}
 
| {{Ticks/gametime|10000}}
 
| {{Ticks/gametime|300000}}
 
| {{Icon small|Bioferrite||20}} [[Bioferrite]]
 
 
|- id="Psychophagy"
 
|- id="Psychophagy"
! width=64px height=64px | Psychophagy<br>[[File:Psychophagy.png|64px|link=|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 gains the [[Psychically Dead]] trait and suffers from Psychic Shock. ''
+
| ''{{Q|Psychophagy|Description}}''
 
----
 
----
* 1 day gained per 1% ritual quality
+
Provides a buff to the invoker's [[psychic sensitivity]] with a quality dependent duration, at the cost of rendering the target permanently [[psychically dead]].
* Grants 50% psychic sensitivity to the invoker for the duration of the effect.
+
| {{Ticks/gametime|{{Q|Psychophagy|Ritual Duration}}}}
* Has a chance of:
+
| {{Ticks/gametime|{{Q|Psychophagy|Ritual Cooldown}}}}
** liquefying targets brain, killing them in the process,
+
| {{Required Resources|Psychophagy}}
** applying a psychic scarring to the brain. {{Check Tag|Verify|Scar always applied if target survives? Different levels of scar (in small sample size its always 1-1.2hp / 2% pain)}} 
+
| [[Research#{{Q|Psychophagy|Required Research}}|{{Q|Psychophagy|Required Research}}]]<!--
* Target becomes [[psychically dead]], permanently {{Check Tag|Verify|curable?}} 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.{{Check Tag|Thought Template}} This thought is nullified by the [[Psychopath]] traits, being [[Inhumanized]], as well as [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}}  
+
-->
| {{Ticks/gametime|10000}}
 
| {{Ticks/gametime|300000}}
 
| {{Icon small|Bioferrite||20}} [[Bioferrite]]
 
 
|- id="Skip abduction"
 
|- id="Skip abduction"
! width=64px height=64px | Skip abduction<br>[[File:Skip abduction.png|64px|link=|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}}''
 
----
 
----
* Base coma duration of 30 days decreased by 1 day per 2.5% ritual quality
+
Skips a random, comatose hostile pawn to the [[psychic ritual spot]].
| {{Ticks/gametime|5000}}
+
| {{Ticks/gametime|{{Q|Skip abduction|Ritual Duration}}}}
| {{Ticks/gametime|600000}}
+
| {{Ticks/gametime|{{Q|Skip abduction|Ritual Cooldown}}}}
| {{Icon small|Bioferrite||60}} [[Bioferrite]]
+
| {{Required Resources|Skip abduction}}
 +
| [[Research#{{Q|Skip abduction|Required Research}}|{{Q|Skip abduction|Required Research}}]]<!--
 +
 
 +
-->
 
|- id="Draw fleshbeasts"
 
|- id="Draw fleshbeasts"
! width=64px height=64px | Draw fleshbeasts<br>[[File:Summon fleshbeasts.png|64px|link=|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"
 
|+ Combat power by Quality
 
|-
 
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 70, 90, 100|y=200, 600, 1200, 2400}}
 
|}
 
 
----
 
----
* Increases number of fleshbeasts summoned
+
Causes a horde of [[fleshbeasts]] to enter the map, with the [[combat power]] of the horde being quality dependent.
| {{Ticks/gametime|5000}}
+
| {{Ticks/gametime|{{Q|Draw fleshbeasts|Ritual Duration}}}}
| {{Ticks/gametime|300000}}
+
| {{Ticks/gametime|{{Q|Draw fleshbeasts|Ritual Cooldown}}}}
| {{Icon small|Bioferrite||50}} [[Bioferrite]]
+
| {{Required Resources|Draw fleshbeasts}}
 +
| [[Research#{{Q|Draw fleshbeasts|Required Research}}|{{Q|Draw fleshbeasts|Required Research}}]]<!--
 +
 
 +
-->
 
|- id="Provoke pit gate"
 
|- id="Provoke pit gate"
! width=64px height=64px | Provoke pit gate<br>[[File:Provoke pit gate.png|64px|link=|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.
+
Causes a pit gate to form on the map, with the [[combat power]] of the defending [[fleshbeasts]] being quality dependent.{{Check Tag|Verify|Verify quality effect - replicate on provoke pit gate page as well}}
| {{Ticks/gametime|15000}}
+
| {{Ticks/gametime|{{Q|Provoke pit gate|Ritual Duration}}}}
| {{Ticks/gametime|2700000}}
+
| {{Ticks/gametime|{{Q|Provoke pit gate|Ritual Cooldown}}}}
| {{Icon small|Bioferrite||75}} [[Bioferrite]]
+
| {{Required Resources|Provoke pit gate}}
 +
| [[Research#{{Q|Provoke pit gate|Required Research}}|{{Q|Provoke pit gate|Required Research}}]]<!--
 +
 
 +
-->
 
|- id="Imbue death refusal"
 
|- id="Imbue death refusal"
! width=64px height=64px | Imbue death refusal<br>[[File:Imbue death refusal.png|64px|link=|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.
+
Grants the target charges{{Check Tag|How many?}} of the [[death refusal]] ability, allowing them to resurrect from [[death]], at the cost of reducing their [[skills]] by a quality dependent amount.
| {{Ticks/gametime|15000}}
+
| {{Ticks/gametime|{{Q|Imbue death refusal|Ritual Duration}}}}
| {{Ticks/gametime|900000}}
+
| {{Ticks/gametime|{{Q|Imbue death refusal|Ritual Cooldown}}}}
| {{Icon small|Shard||1}} [[Shard]]
+
| {{Required Resources|Imbue death refusal}}
 +
| [[Research#{{Q|Imbue death refusal|Required Research}}|{{Q|Imbue death refusal|Required Research}}]]<!--
 +
 
 +
-->
 
|- id="Philophagy"
 
|- id="Philophagy"
! width=64px height=64px | Philophagy<br>[[File:Philophagy.png|64px|link=|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.
+
Transfers a quality dependent amount of [[skill]] experience from the target's highest skill to the invoker.
* Base level of skill is taken into account, before modifiers from aptitude [[genes]].{{BiotechIcon}}
+
| {{Ticks/gametime|{{Q|Philophagy|Ritual Duration}}}}
* Applies a {{--|3}} / {{--|6}} / {{--|10}} guilt thought for participants.{{Check Tag|Thought Template}} This thought is nullified by the [[Psychopath]] traits, being [[Inhumanized]], as well as [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}}  
+
| {{Ticks/gametime|{{Q|Philophagy|Ritual Cooldown}}}}
| {{Ticks/gametime|10000}}
+
| {{Required Resources|Philophagy}}
| {{Ticks/gametime|300000}}
+
| [[Research#{{Q|Philophagy|Required Research}}|{{Q|Philophagy|Required Research}}]]<!--
| {{Icon small|Shard||1}} [[Shard]]
+
 
 +
-->
 
|- id="Pleasure pulse"
 
|- id="Pleasure pulse"
! width=64px height=64px | Pleasure pulse<br>[[File:Pleasure pulse.png|64px|link=|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.
+
Improves the [[mood]] and libido of pawns on the map at the cost of slowing their [[global work speed]], with duration of the effect dependent on quality.
* {{Thought|desc=My body ripples with joy. The world is a soft and fuzzy place.|label=Pleasure pulse|value=+12|stack=1}}, scaled by [[Psychic sensitivity]] of each pawn, up to {{+|21}}.
+
| {{Ticks/gametime|{{Q|Pleasure pulse|Ritual Duration}}}}
* [[Global Work Speed]] x 80%
+
| {{Ticks/gametime|{{Q|Pleasure pulse|Ritual Cooldown}}}}
* Increases chance of lovin
+
| {{Required Resources|Pleasure pulse}}
| {{Ticks/gametime|10000}}
+
| [[Research#{{Q|Pleasure pulse|Required Research}}|{{Q|Pleasure pulse|Required Research}}]]<!--
| {{Ticks/gametime|300000}}
+
 
| {{Icon small|Bioferrite||30}} [[Bioferrite]]
+
-->
 
|- id="Neurosis pulse"
 
|- id="Neurosis pulse"
! width=64px height=64px | Neurosis pulse<br>[[File:Neurosis pulse.png|64px|link=|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.
+
Improves [[global work speed]] and reduces [[recreation]] loss of pawns on the map at the cost of their [[mood]] and [[mental break threshold]], with duration of the effect dependent on quality.
* Mental break threshold +8%
+
| {{Ticks/gametime|{{Q|Neurosis pulse|Ritual Duration}}}}
* [[Global work speed]] x 150%
+
| {{Ticks/gametime|{{Q|Neurosis pulse|Ritual Cooldown}}}}
* Recreation fall rate x50%
+
| {{Required Resources|Neurosis pulse}}
* {{Thought|desc=Leave me alone! I have work to do!|label=Neurosis pulse|value=-4|stack=1}}, scaled by [[Psychic sensitivity]] of each pawn, up to {{--|7}}.
+
| [[Research#{{Q|Neurosis pulse|Required Research}}|{{Q|Neurosis pulse|Required Research}}]]<!--
| {{Ticks/gametime|10000}}
+
 
| {{Ticks/gametime|300000}}
+
-->
| {{Icon small|Bioferrite||30}} [[Bioferrite]]
 
 
|- id="Blood rain"
 
|- id="Blood rain"
! width=64px height=64px | Blood rain<br>[[File:Psychic ritual - Blood rain.png|64px|link=|alt=Blood rain]]
+
! width=64px height=64px | [[Blood rain (ritual)|Blood rain]]<br>{{Icon Small|Blood rain (ritual)|64}}
| ''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.''
+
| ''{{Q|Blood rain (ritual)|Description}}''
 
----
 
----
* Effect duration ranges from 3 hours at 0% ritual quality to 16 hours at 100% quality.
+
Causes the [[blood rain]] weather event, which inflicts slowly increasing [[melee damage factor]] buffs and [[mood]] penalties on those exposed to it before finally driving them berserk, for a quality dependent amount of time.
| {{Ticks/gametime|5000}}
+
| {{Ticks/gametime|{{Q|Blood rain (ritual)|Ritual Duration}}}}
| {{Ticks/gametime|1500000}}
+
| {{Ticks/gametime|{{Q|Blood rain (ritual)|Ritual Cooldown}}}}
| {{Icon small|Bioferrite||70}} [[Bioferrite]]
+
| {{Required Resources|Blood rain (ritual)}}
 +
| [[Research#{{Q|Blood rain (ritual)|Required Research}}|{{Q|Blood rain (ritual)|Required Research}}]]<!--
 +
 
 +
-->
 
|- id="Brainwipe"
 
|- id="Brainwipe"
! width=64px height=64px | Brainwipe<br>[[File:Brainwipe.png|64px|link=|alt=Brainwipe]]
+
! width=64px height=64px | [[Brainwipe]]<br>{{Icon Small|Brainwipe|64}}
| ''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.''
+
| ''{{Q|Brainwipe|Description}}''
 
----
 
----
* Removes:{{Check Tag|Detail|More/better explanations of what this means are needed}}
+
Eliminates a variety of [[thought]]s, and [[opinion]]s, reduces [[Resistance]], [[Will]],{{IdeologyIcon}} and [[Certainty]]{{IdeologyIcon}} to 0, and removes [[unwaveringly loyal]] and [[inhumanized]] at the cost of rendering the target comatose for a quality dependent amount of time.
** Timed [[thought]]s{{Check Tag|+ve & -ve?}}
+
| {{Ticks/gametime|{{Q|Brainwipe|Ritual Duration}}}}
** Timed [[opinion]]s{{Check Tag|+ve & -ve?}}
+
| {{Ticks/gametime|{{Q|Brainwipe|Ritual Cooldown}}}}
** [[Resistance]]
+
| {{Required Resources|Brainwipe}}
** [[Will]]{{IdeologyIcon}}
+
| [[Research#{{Q|Brainwipe|Required Research}}|{{Q|Brainwipe|Required Research}}]]
** [[Unwaveringly loyal|Unwavering loyalty ]]
 
** [[Certainty]]{{IdeologyIcon}}
 
** [[Inhumanized|Inhumanization]]
 
* Ritual quality shortens the induced coma, from 60 days at 0% quality to 1 day at 100%.
 
| {{Ticks/gametime|15000}}
 
| {{Ticks/gametime|1200000}}
 
| {{Icon small|Shard||1}} [[Shard]]
 
 
|}
 
|}
  
Line 209: Line 184:
 
{{Stub|section=1|reason= offensive and defence uses- e.g. fleshbeasts are good for killing sieges and also for killing pirate bases as the ritual circle is free and instant to.build}}
 
{{Stub|section=1|reason= offensive and defence uses- e.g. fleshbeasts are good for killing sieges and also for killing pirate bases as the ritual circle is free and instant to.build}}
 
=== Intentionally bad rituals ===
 
=== 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 {{Icon small|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{{Check Tag|Detail needed|Is this just the initial spawn, or is it the recurring spawn, and does it affect the beasts inside the pit or just the external defenders?}} for a pit gate but does not affect the loot inside the pit itself - as such, of the gate is generated for looting and not for using the fleshbeasts it spawns, then a lower quality is best.
+
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 {{Icon small|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{{Check Tag|Detail needed|Is this just the initial spawn, or is it the recurring spawn, and does it affect the beasts inside the pit or just the external defenders?}} 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 armor]]{{RoyaltyIcon}} has one the smallest non-zero psychic sensitivities with absolutely minimal equipment.
 
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 armor]]{{RoyaltyIcon}} has one the smallest non-zero psychic sensitivities with absolutely minimal equipment.
  
=== Chronophagy analysis===  
+
== Version history ==
{| class="wikitable" style="float:left; margin-left: 0px;"
+
* [[Anomaly DLC]] Release - Added.
|+ 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 [[Ailments#Chronic|chronic ailments]], and the lower their [[Immunity Gain Speed]] and [[Fertility]].{{BiotechIcon}} Pawns closer in age have an easier time forming [[romance]]s, and pawns between 18 and 25 and with partners similar in age to themselves are most likely to engage in [[lovin']]. The [[Ideoligion#Transhumanist|transhumanist]] ideology{{IdeologyIcon}} 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 [[Bionics|bionic]] replacements.
 
 
 
Conversely, there are downsides to allowing pawns to become younger than 18 through the use of Chronophagy. Age 13 pawns have numerous [[Children#Stats|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 [[Drugs#Addiction|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. <!--Ideally we'd get a nice table or graph of ritual quality to years transferred whipped together but I currently lack the motivation. Every 4% ritual quality = 1 year transferred. -->
 
  
Chronophagy has a 5 day cooldown, allowing for 12 uses per in-game year, assuming that the colony can also provide a sufficient number of prisoners and produce the required {{Icon small|bioferrite||20}} [[bioferrite]] per ritual. If bioferrite is im surplus, then Skip Abductions can to provide easy 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.
+
[[Category: Psychic rituals]]
 +
[[Category: Game mechanics]]

Latest revision as of 01:24, 16 March 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[edit]

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[edit]

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.

Triggers an entity related event to occur, outside of the normal storyteller timing, but with a quality dependent chance to render the invoker comatose.

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 of animals to enter the map, but with a quality dependent chance for the herd to be manhunters infected with scaria.

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 horde of shamblers to enter the map, with the combat power of the horde being quality dependent.

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.

De-ages, and removes some age related ailments from, the invoker while aging the target.

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.

Provides a buff to the invoker's psychic sensitivity with a quality dependent duration, at the cost of rendering the target permanently psychically dead.

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.

Skips a random, comatose hostile pawn to the psychic ritual spot.

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.

Causes a horde of fleshbeasts to enter the map, with the combat power of the horde being quality dependent.

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.

Causes a pit gate to form on the map, with the combat power of the defending fleshbeasts being quality dependent.[Verify]

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.

Grants the target charges[How many?] of the death refusal ability, allowing them to resurrect from death, at the cost of reducing their skills by a quality dependent amount.

15,000 ticks (6 in-game hours) 950,000 ticks (15.83 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.

Transfers a quality dependent amount of skill experience from the target's highest skill to the invoker.

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.

Improves the mood and libido of pawns on the map at the cost of slowing their global work speed, with duration of the effect dependent on quality.

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.

Improves global work speed and reduces recreation loss of pawns on the map at the cost of their mood and mental break threshold, with duration of the effect dependent on quality.

10,000 ticks (4 in-game hours) 300,000 ticks (5 in-game days) Bioferrite 30 Bioferrite Neurosis pulse
Blood rain
Blood rain (ritual)
Cast a ritual which causes blood-like psychofluid to fall from the sky. The fluid will slowly drive exposed humans and animals into a berserk frenzy. Traits and psychic sensitivity modulate the effect.

Causes the blood rain weather event, which inflicts slowly increasing melee damage factor buffs and mood penalties on those exposed to it before finally driving them berserk, for a quality dependent amount of time.

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 events will be forgotten. Prisoners will forget their allegiance and become easier to recruit, even if they were unwavering before. 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 poor quality.

Eliminates a variety of thoughts, and opinions, reduces Resistance, Will,Content added by the Ideology DLC and CertaintyContent added by the Ideology DLC to 0, and removes unwaveringly loyal and inhumanized at the cost of rendering the target comatose for a quality dependent amount of time.

15,000 ticks (6 in-game hours) 1,200,000 ticks (20 in-game days) Shard 1 Shard Brainwipe

NPC rituals[edit]

NPCs have their own similar, but mechanically unique psychic rituals

Analysis[edit]

Intentionally bad rituals[edit]

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.

Version history[edit]