Difference between revisions of "Persona weapon"
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Cost analysis of persona weapons power vs downside needed. I.e. when is it worth it | Cost analysis of persona weapons power vs downside needed. I.e. when is it worth it | ||
+50% hunger rate | +50% hunger rate | ||
− | ===Neural cooling=== | + | === Neural cooling === |
Practical comparison with [[Eltex staff]] and general practicality of the rate increase needed. | Practical comparison with [[Eltex staff]] and general practicality of the rate increase needed. | ||
− | +15% Neural Heat Recovery Rate | + | |
+ | +15% Neural Heat Recovery Rate, only applies while weapon is held. | ||
+ | |||
===Freewielder=== | ===Freewielder=== | ||
Basic explaination of what it is incompatible with, why its good. | Basic explaination of what it is incompatible with, why its good. |
Revision as of 21:36, 3 April 2021
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
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Persona weapons are ultra tech weapons that contain a persona - a psychically capable, artificially intelligent personality similar to that in an AI persona core. This persona forms a psychic bond with the weapon's wielder and grants or inflicts certain traits based on the personality of the intelligence. This bond is usually both exclusive of other persona weapons and permanent, lasting until either the wielder dies or the weapon is destroyed. The exception is weapons with the Freewielder trait, which form no permanent bond and do not prevent the use of other persona weapons. Additionally, the bond is broken at the moment of death rather than the state of being dead. The bond remains broken if the wielder is resurrected, though they can relink with the weapon if no-one else has.
In addition to the traits the weapons provide, they also improve the combat capabilities of the weapons compared to the baseline versions. The wielder and weapon synchronize their reflexes and attack with frightening speed, accuracy, and creativity. Statistically, this is not represented by an improvement to base damage, but instead by a decreased cooldown time between attacks of between 20 and 30%, increasing DPS by a similar margin. As the baseline weapons are already incredibly dangerous, this places the persona weapons as the best melee weapons on offer.
There are currently three types of persona weapons, each a variant of another ultra tech melee weapon:
- Persona plasmasword, the persona variant of the plasmasword
- Persona monosword, the persona variant of the monosword
- Persona zeushammer, the persona variant of the zeushammer
Construction of persona weapons is beyond the capabilities of the colony, and is a secret known only by the Empire.
Names
Each persona weapon has a randomly generated name in addition to their regular weapon name. For example, a given persona monosword might be styled as "Ragarmar, persona monosword (Legendary)". These names are randomly generated so repeats are possible even in the same playthough, however the number of potential combinations make this possibility small.
There are 6 possible combinations for name creation, in 3 major formats
Noun-verber
The name is given the structure of Noun-verber, where the noun and noun form of verb are randomly selected from the following list and combined.
Part | Word | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Noun | Oath- | Promise- | Death- | Pain- | Blood- | Doom- | Murder- | Justice- | Fear- | Chaos- | Terror- | War- | Order- | Silence- | Debt- |
Verber | -keeper | -bringer | -sender | -giver | -maker | -crusher | -breaker | -smasher | -bender | -knower | -doer |
Examples:
- Oathmaker
- Warbringer
- Doomknower
Syllable assembly
The name is assembled out of three types of syllable, Beginning Syllables, Middle Syllables and End Syllables, in one of three different structures. Either:
- Beginning Syllable + End Syllable
- Beginning Syllable + Middle Syllable + End Syllable
- Beginning Syllable + Middle Syllable + Middle Syllable + End Syllable
The syllable options are as follows:
Type | Syllable | |||||||
---|---|---|---|---|---|---|---|---|
Beginning | Vi- | Na- | Lo- | Ra- | To- | Ger- | Xan- | Kel- |
Middle | -ser- | -gar- | -lor- | -ven- | -zan- | -xal- | ||
End | -ys | -or | -ar | -sum | -dor | -mar | -gur |
Examples include:
- Toor (To-or)
- Ragarmar (Ra-gar-mar)
- Viservendor (Vi-ser-ven-dor)
Person names
The name is randomly selected from a large list of names also used by pawns. They are not listed due to length.
Animal names
The name is randomly selected from a large list of names also used by bonded animals. This includes 214 female names, 235 male names, and 1538 unisex names for a total of 1,987 unique name options. They are not listed due to length.
Examples include:
- Belladonna
- Romulus
- Zephyr
Persona traits
Persona weapons have individual traits to reflect their individual personalities. Each weapon will have one or two traits. Some traits are good, some are bad, some are just different. Traits affect the weapon's market value, so a weapon with a negative trait will be cheaper. The traits are:
Trait name | Description | Effects | Value | Exclusivity | Commonality |
---|---|---|---|---|---|
Psychic hypersensitizer | This weapon amplifies the wielder's psychic sensitivity by 40%. This only applies while the weapon is held. |
|
0 | Other Psychic Sensitivity Modifiers | 0.75 |
Psychic sensitizer | This weapon amplifies the wielder's psychic sensitivity by 20%. This only applies while the weapon is held. |
|
0 | Other Psychic Sensitivity Modifiers | 0.75 |
Psychic quiet | This weapon suppresses the wielder's psychic sensitivity by 15%. This only applies while the weapon is held. |
|
0 | Other Psychic Sensitivity Modifiers | 0.75 |
Psychic fog | This weapon suppresses the wielder's psychic sensitivity by 30%. This only applies while the weapon is held. |
|
0 | Other Psychic Sensitivity Modifiers | 0.75 |
Kind thoughts | This weapon's persona is kind and supportive. It whispers kind thoughts to whoever it is bonded with, increasing their mood. |
|
+500 | Other Bonded Thought Traits Freewielder |
1 |
Calm thoughts | This weapon's persona is relaxed and steady. It whispers calming thoughts to whoever it is bonded with, increasing their mood. |
|
+300 | Other Bonded Thought Traits Freewielder |
1 |
Mad muttering | This weapon's persona is neurotic and unstable. It mutters mad thoughts to whoever it is bonded with, reducing their mood. |
|
-500 | Other Bonded Thought Traits Freewielder |
1 |
Mad wailing | This weapon's persona is highly disturbed and won't shut up about it. It wails mad notions to whoever it is bonded with, suppressing their mood. |
|
-1000 | Other Bonded Thought Traits Freewielder |
1 |
Kill-focused | This weapon's persona focuses on deaths. If the weapon kills someone, the wielder will instantly gain 20% psyfocus. |
|
+500 | Kill Thought Traits | 1 |
Kill-happy | This weapon's persona loves to kill. If this weapon kills someone, its joy will transmit psychically to the wielder, making them happier for a few days. | +500 | Other Kill Thought Traits | 1 | |
Kill-sorrow | This weapon's persona hates killing. If this weapon kills someone, its sorrow will transmit psychically to the wielder, reducing their mood for a few days. | -500 | Other Kill Thought Traits | 1 | |
Kill thirst | This weapon's persona find purpose in bloodshed. If it does not kill for 20 days, it will become angry and psychically complain to whoever is bonded to it. |
|
-700 | Kill Thought Traits Traits Freewielder |
1 |
Psy-meditative | This weapon's persona is naturally meditative and helps its wielder focus in psychic meditation. The wielder gains an extra 10% psyfocus per day of meditation, as long as the weapon is held. |
|
+500 | None | 1 |
Painless | This weapon's persona has some method of psychically disabling pain. The one holding the weapon will feel no pain of any kind. | Psychic Painlessness: Pain is disabled by the psychic influence of a wielded weapon.
|
+400 | None | 1 |
Fast mover | This weapon's persona has a sense of motion. It confers this onto the wielder, making them move 15% faster as long as the weapon is held. | Psychic Speed: Movement is sped up by the psychic influence of a wielded weapon.
|
+600 | None | 1 |
Hunger pangs | This weapon's persona loves food, and transmits that onto whoever bonds with it. The bonded person's hunger rate will be 50% higher. | Psychic Hunger: Hunger is increased by the psychic influence of a bonded weapon.
|
-600 | None | 1 |
Neural cooling | This weapon's persona has the ability to help dissipate the wielder's neural heat. The wielder's neural heat dissipation is improved by 0.15 per second. | Assisted neural cooling: Neural heat dissipation is improved by the psychic influence of a bonded weapon.
|
+500 | None | 1 |
Freewielder | This weapon's persona does not form bonds in the normal way. Anyone can pick it up and use it. |
|
0 | 1 | |
Jealous | This weapon's persona becomes angry when the bonded individual uses another weapon, thus reducing their mood. |
|
-600 | Freewielder | 1 |
Trait Analysis
Psychic hypersensitizer
Comparison with Eltex staff and general practicality of the psyfocus increase needed.
Stat | Increase |
---|---|
Psychic Sensitivity | +40% |
Neural Heat Limit | +32 |
Psychic sensitizer
Comparison with Eltex staff and general practicality of the psyfocus increase needed.
Stat | Increase |
---|---|
Psychic Sensitivity | +20% |
Neural Heat Limit | +16 |
Psychic Quiet
Pros and Cons with drones and psycasting needed
Stat | Increase |
---|---|
Psychic Sensitivity | -20% |
Neural Heat Limit | -16 |
Psychic fog
Pros and Cons with drones and psycasting needed
Stat | Increase |
---|---|
Psychic Sensitivity | -30% |
Neural Heat Limit | -24 |
Kind thoughts
Comparison with other mood sources needed.
+6 mood
Calm thoughts
Comparison with other mood sources needed.
+3 mood
Mad muttering
Comparison with other mood sources needed with additional attention to persona weapons power vs other options. I.e. when is it worth it
-3 mood
Mad wailing
Comparison with other mood sources needed with additional attention to persona weapons power vs other options. I.e. when is it worth it
-6 mood
Kill-focused
The wielder of a kill-focused persona weapon regains 20% of their psyfocus every time they kill another pawn with the weapon up to their normal maximum of 100%. Despite the description, this killed pawn does not have to be an enemy and the psyfocus will even be granted when executing downed enemies, killing wild animals and when slaughtering tamed animals.
A single kill is equivalent to over 5 hours of meditation with the best possible focus, or 10 hours without one. As psyfocus is one of the primary limiting factors for psycasters, this makes this trait incredibly powerful and easily a candidate for the best trait on offer.
The most obvious role is using the weapon in the thick of combat to keep up psycast support and it is very powerful doing so. It not only allows for more psycasting, it also allows the caster to be flexible with their casts and not have to worry about holding back for fear of not having focus when needed later. Pawns with high Psychic Sensitivity are especially ideal as wielders, as they can cast more before before exceeding their Neural Heat Limit and thus better exploit the additional focus. But the benefits aren't limited to only combat.
Simply by manually melee-hunting small animals such as squirrels and rats, psycasters can repeatedly cast Word of Inspiration to mass produce legendary items, Word of Trust to recruit large numbers of pawns quickly, or always have several Berserk Pulses ready to wreak havoc with raids. All this without having to dedicate much of a pawns life to meditation. This out-of-combat use means that even bad quality persona weapons with this trait are very valuable, as any weapon is sufficient to kill downed enemies or small animals. It also synergizes incredibly well with Freewielder, as a single weapon can then provide all the psyfocus needed for all the psycasters in the colony with some micromanagement. Melee hunting can be dangerous however - smaller, weaker animals are ideal to prevent injury to the wielder, but any animal works. Kill-focused plasmaswords may be better for this as being on fire will prevent the animal from attacking, however care should still be taken, especially with herd animals.
Kill-happy
Comparison with other mood sources needed.
+6 mood, 5 stack limit, 0.25 stack multiplier, lasts 3 days.
Kill-sorrow
Comparison with other mood sources needed with additional attention to persona weapons power vs other options. I.e. when is it worth it. Combare/balance with bloodlust.
-3 mood, 5 stack limit, 0.25 stack multiplier, lasts 3 days.
Kill thirst
Comparison with other mood sources needed with additional attention to persona weapons power vs other options. I.e. when is it worth it
Kill every 20 days or -4 mood
Psy-meditative
Practical comparison with base 50% rate and focus needed.
+10% psyfocus per time meditating
Painless
Basic effect description and pros and cons needed (see Painstopper) as well as comparions vs Painstopper/Painblock/Drugs
0x Pain multiplier
Fast mover
Detailed effects of moving, especially its effect on Melee Dodge Chance
+15% Moving
Hunger pangs
Cost analysis of persona weapons power vs downside needed. I.e. when is it worth it
+50% hunger rate
Neural cooling
Practical comparison with Eltex staff and general practicality of the rate increase needed.
+15% Neural Heat Recovery Rate, only applies while weapon is held.
Freewielder
Basic explaination of what it is incompatible with, why its good.
Does not bond
Jealous
Cost analysis of persona weapons power vs downside needed. I.e. when is it worth it
-15 mood
Version history
- Royalty DLC release - Added
- 1.1.2647 - Persona weapons no longer damage relations with the Empire when used without the necessary titles. Previously, a title of Knight or Dame was required.
- 1.2.2719 - Pawns can now only bond one persona weapon at a time (otherwise trait effects can stack in broken ways).