Difference between revisions of "Psychic animal pulser"
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A psychic animal pulser is a single-use artifact, which can be used to drive all non-player-owned [[animals]] on the map into a [[manhunter]] rage. Animals belonging to the player are ''not'' affected. | A psychic animal pulser is a single-use artifact, which can be used to drive all non-player-owned [[animals]] on the map into a [[manhunter]] rage. Animals belonging to the player are ''not'' affected. | ||
− | It can be used by right-clicking the artifact and selecting 'Activate'. Animals will attack any [[human]]s and [[mechanoids]] they see, but will not attack closed doors unless they see an target pass through them. Even if this occurs, they will rapidly lose interest in | + | It can be used by right-clicking the artifact and selecting 'Activate'. Animals will attack any [[human]]s and [[mechanoids]] they see, but will not attack closed doors unless they see an target pass through them. Even if this occurs, they will rapidly lose interest in attacking the door. |
The effect lasts from several hours to up to 24 hours, dependent on the animal.{{Check Tag|Fact check|Is it not until they sleep?}} | The effect lasts from several hours to up to 24 hours, dependent on the animal.{{Check Tag|Fact check|Is it not until they sleep?}} | ||
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By enclosing all your colonists in a closed room with no doors, you can safely use this item to devastate enemies in animal-rich areas. Make sure that your colonists remain indoors for the pulser's duration. | By enclosing all your colonists in a closed room with no doors, you can safely use this item to devastate enemies in animal-rich areas. Make sure that your colonists remain indoors for the pulser's duration. | ||
− | In animal-rich biomes, you may use this | + | In animal-rich biomes, you may use this additional power to defeat raids. Animals alone can only take out raids until midgame (early-midgame on higher difficulties), but they can still force [[siege]]s to attack or soften up raids. |
− | The utility of the pulser depends heavily on what animals are present. If a herd of [[elephant]]s just arrived, it | + | The utility of the pulser depends heavily on what animals are present. If a herd of [[elephant]]s just arrived, it can be very potent. But if every animal larger than a [[squirrel]] has been hunted, it will not. This can depend on [[biome]]; it is obviously be of little use in the animal sparse Sea Ice biome. |
== Lore == | == Lore == |
Latest revision as of 09:24, 9 April 2023
Psychic animal pulser
A one-use broad-wave psychic effector. The psychic pulse fills lower minds with terrifying imagery, driving all animals in the region into a manhunting rage. Animals currently under your control will not be affected.
Base Stats
A psychic animal pulser is a single-use artifact, which can be used to drive all wild animals on the map into a manhunter rage, attacking every human or mechanoid they see, regardless of faction.
Acquisition[edit]
Psychic animal pulsers cannot be crafted. Instead they can only be obtained through trade with faction bases or exotic goods traders, as a reward from quests, or by finding them in ancient shrines.
Summary[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: What are the beserk state ending conditions, what effect does it have on faction relation? - there is a faction rep penalty defined etc.. |
A psychic animal pulser is a single-use artifact, which can be used to drive all non-player-owned animals on the map into a manhunter rage. Animals belonging to the player are not affected.
It can be used by right-clicking the artifact and selecting 'Activate'. Animals will attack any humans and mechanoids they see, but will not attack closed doors unless they see an target pass through them. Even if this occurs, they will rapidly lose interest in attacking the door.
The effect lasts from several hours to up to 24 hours, dependent on the animal.[Fact check]
Once it has been used once, the pulser disappears completely. It cannot be reloaded, nor can any resources be salvaged from it.
Analysis[edit]
By enclosing all your colonists in a closed room with no doors, you can safely use this item to devastate enemies in animal-rich areas. Make sure that your colonists remain indoors for the pulser's duration.
In animal-rich biomes, you may use this additional power to defeat raids. Animals alone can only take out raids until midgame (early-midgame on higher difficulties), but they can still force sieges to attack or soften up raids.
The utility of the pulser depends heavily on what animals are present. If a herd of elephants just arrived, it can be very potent. But if every animal larger than a squirrel has been hunted, it will not. This can depend on biome; it is obviously be of little use in the animal sparse Sea Ice biome.
Lore[edit]
Psychic effectors, like the psychic animal pulser, are mentioned in the Lore Primer. They are described as archotech in origin, with a completely unknown method of operation