Difference between revisions of "Psychic ritual siege"
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+ | A group of [[Horax cult]]ists arrive nearby and will attempt to use a [[psychic ritual]] to either abduct a colonist or spawn [[fleshbeasts]]. They may attempt to perform multiple rituals. | ||
This event is fired as a major threat, requires at least 200 [[Raid points]] and can be fired before interacting with the monolith. The event requires Anomaly DLC | This event is fired as a major threat, requires at least 200 [[Raid points]] and can be fired before interacting with the monolith. The event requires Anomaly DLC |
Latest revision as of 13:28, 28 September 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
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A group of Horax cultists arrive nearby and will attempt to use a psychic ritual to either abduct a colonist or spawn fleshbeasts. They may attempt to perform multiple rituals.
This event is fired as a major threat, requires at least 200 Raid points and can be fired before interacting with the monolith. The event requires Anomaly DLC
Summary[edit]
The cultists will choose a spot nearby to cast their ritual. Only the caster is required to perform the ritual and all other cultists will wander around and defend. Only damage or interruption to the caster will interrupt the ritual and cause the cultists to attack directly.
The cultists can perform either 4 abductions or 4 fleshbeast summons. After performing four rituals the cultists will attack like a standard raid. The cultists do not attempt to immediately kidnap those abducted with skip abduct. They will perform another ritual if they have not yet performed 4.