Difference between revisions of "Psychic rituals"
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(First one at near final quality) |
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{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
− | ! Ritual !! Ritual | + | ! 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>[[File:Void provocation.png|64px|link=|alt=Void provocation]] | ||
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| ''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'' | | ''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'' | ||
---- | ---- | ||
− | | | + | * 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}} |
+ | * 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. | ||
+ | {| class="wikitable" | ||
+ | |+ Manhunter chance by Quality | ||
+ | |- | ||
+ | ! {{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|10000}} | ||
| {{Ticks/gametime|600000}} | | {{Ticks/gametime|600000}} | ||
− | | [[Bioferrite]] | + | | {{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>[[File:Draw shamblers.png|64px|link=|alt=Draw shamblers]] | ||
| ''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. '' | | ''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. '' | ||
---- | ---- | ||
− | + | * 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}} | |
+ | {| class="wikitable" | ||
+ | |+ Combat power by Quality | ||
+ | |- | ||
+ | ! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 100|y=200,2500}} | ||
+ | |} | ||
| {{Ticks/gametime|5000}} | | {{Ticks/gametime|5000}} | ||
| {{Ticks/gametime|300000}} | | {{Ticks/gametime|300000}} | ||
− | | [[Bioferrite]] | + | | {{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>[[File:Chronophagy.png|64px|link=|alt=Chronophagy]] |
Revision as of 08:22, 25 April 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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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. They allow to psychically induce an insane Archotech machine-god who can distort reality.
List of rituals
Ritual | Ritual Effect | Ritual Duration | Ritual Cooldown | Ritual Cost | Required Research |
---|---|---|---|---|---|
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.
|
5,000 ticks (2 in-game hours) | 300,000 ticks (5 in-game days) | - | |
Draw animals |
Create a psychic pulse which draws a distant herd of animals 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
|
10,000 ticks (4 in-game hours) | 600,000 ticks (10 in-game days) | 10 Bioferrite | |
Draw shamblers |
Create a psychic pulse which will draw a distant horde of 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.
|
5,000 ticks (2 in-game hours) | 300,000 ticks (5 in-game days) | 20 Bioferrite | |
Chronophagy |
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.
|
Increases the number of years transferred | 10,000 ticks (4 in-game hours) | 300,000 ticks (5 in-game days) | Bioferrite x 20 |
Psychophagy |
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.
|
1 day gained per 1% ritual quality | 10,000 ticks (4 in-game hours) | 300,000 ticks (5 in-game days) | Bioferrite x 20 |
Skip abduction |
Abduct a random hostile person from anywhere in the world, prioritizing those nearby. The process causes the target to fall into a "short" coma.
|
Base coma duration of 30 days decreased by 1 day per 2.5% ritual quality | 5,000 ticks (2 in-game hours) | 600,000 ticks (10 in-game days) | Bioferrite x 60 |
Summon fleshbeasts |
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.
|
Increases number of fleshbeasts summoned | 5,000 ticks (2 in-game hours) | 300,000 ticks (5 in-game days) | Bioferrite x 50 |
Provoke pit gate |
Perform a psychic ritual which causes underground fleshbeasts to open up a massive hole in the ground. The hole leads down to a fleshbeast-infested cavern which can be explored for resources.
|
15,000 ticks (6 in-game hours) | 2,700,000 ticks (3 quadrums) | Bioferrite x 75 | |
Imbue death refusal |
Perform a psychic ritual which grants death refusal to an individual, allowing them to self-resurrect once after dying.
|
- | - | - | |
Philophagy |
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.
|
Increases experience transferred. | 10,000 ticks (4 in-game hours) | 300,000 ticks (5 in-game days) | Shard x 1 |
Pleasure pulse |
Perform a psychic ritual that makes everyone in the region happier but reduces their desire to work.
|
- | - | - | |
Neurosis pulse |
Perform a psychic ritual that makes everyone in the region work faster but become more irritable.
|
- | - | - | |
Blood rain |
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.
|
- | - | - | |
Brainwipe |
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.
|
Decreases the duration of the induced coma | 15,000 ticks (6 in-game hours) | 1,200,000 ticks (20 in-game days) | Shard x 1 |