Difference between revisions of "Shard beacon"
Line 24: | Line 24: | ||
== Summary == | == Summary == | ||
− | [[File:Psychic ritual spot radii.jpg|thumb|left|The sterile tile radius denotes all valid placements for | + | [[File:Psychic ritual spot radii.jpg|thumb|left|The sterile tile radius denotes all valid placements for shard beacons, note that it is not the same as the displayed radius]] |
Each beacon within 10 tiles of a [[psychic ritual spot]] provides an {{+|8%}} bonus to ritual quality, up to a maximum of {{+|32%}} with the four closest beacons. Note that each beacon can affect multiple psychic ritual spots. | Each beacon within 10 tiles of a [[psychic ritual spot]] provides an {{+|8%}} bonus to ritual quality, up to a maximum of {{+|32%}} with the four closest beacons. Note that each beacon can affect multiple psychic ritual spots. | ||
Latest revision as of 01:23, 28 November 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Shard beacon
A shard of dark archotechnology mounted on a bioferrite pedestal. The shard, focused by the bioferrite, shapes nearby dark psychic flows. When placed near a psychic ritual spot, it improves the ritual quality.
A ritual can benefit from up to four shard beacons.
Base Stats
- Type
- Building – Anomaly (Buildings)
- Mass
- 10 kg
- HP
- 100
- Flammability
- 0%
Building
- Cover Effectiveness
- 15%
Creation
- Work To Make
- 1,000 ticks (16.67 secs)
Shard beacons are buildings added by the Anomaly DLC that improve the quality of psychic rituals.
Acquisition[edit]
Shard beacons can be constructed, each requiring 1 Shard, 30 Bioferrite and 1,000 ticks (16.67 secs) of work modified by the construction speed of the builder.
Summary[edit]
Each beacon within 10 tiles of a psychic ritual spot provides an +8% bonus to ritual quality, up to a maximum of +32% with the four closest beacons. Note that each beacon can affect multiple psychic ritual spots.
Analysis[edit]
Shard beacons represent a significant improvement to the efficacy of psychic rituals, making them much more efficient for a one-time investment.[Examples?] Any colony making frequent use of rituals should invest in beacons eventually.
The primary concern is the cost of a shard per beacon. Shards can be in short supply even when encountered regularly as they have a number of powerful uses. When to invest becomes a balancing act that depends on the focus of a colony - a colony using rituals as soon as they leave cooldown may build beacons as soon as they have infused a couple of ghouls, while less frequent users can stand to delay for other infrastructure especially if they have particularly psychically sensitive invokers to make up the short fall.
Version history[edit]
- Anomaly DLC Release - Added