Difference between revisions of "Psychic rituals"
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'''Psychic rituals''' are rituals like those in [[Ideology (DLC)|Ideology DLC]] but with the « psychic » side of [[Royalty (DLC)|Royalty DLC]]. They are performed at an [[Psychic ritual spot]] and can be improved with stuff like [[Void sculpture|Void sculptures]] and [[Shard beacon|Shard beacons]] and [[Apparel|apparel]] like [[Ritual mask|ritual masks]] and [[Ceremonial hood|ceremonial hoods]]. They allow to psychically induce an insane [[Archotech]] machine-god who can distort reality. | '''Psychic rituals''' are rituals like those in [[Ideology (DLC)|Ideology DLC]] but with the « psychic » side of [[Royalty (DLC)|Royalty DLC]]. They are performed at an [[Psychic ritual spot]] and can be improved with stuff like [[Void sculpture|Void sculptures]] and [[Shard beacon|Shard beacons]] and [[Apparel|apparel]] like [[Ritual mask|ritual masks]] and [[Ceremonial hood|ceremonial hoods]]. They allow to psychically induce an insane [[Archotech]] machine-god who can distort reality. | ||
+ | |||
+ | == Mechanics == | ||
+ | |||
+ | Each ritual requires one pawn to be the Invoker, with up to four or six additional colonists able to participate as Chanters, depending on the ritual. All rituals except for Void Provocation also require either [[Bioferrite]] or a [[Shard]] which is consumed at the completion of the ritual, and rituals targeting a specific pawn require the pawn to able to walk or be carried to the ritual site, though they do not need to be conscious. [[Ghoul]]s, Psychically Deaf pawns and [[Psychically Dead]] pawns cannot be a participant '''nor''' the target of a ritual. | ||
+ | |||
+ | [[Children]]{{BiotechIcon}} may participate in rituals in any position as long as they are not babies. The only exception is the Chronophagy ritual, where they cannot be the Invoker. | ||
+ | |||
+ | The quality of any ritual is based on the following factors. | ||
+ | |||
+ | -The [[Psychic sensitivity]] of the Invoker. An Invoker with 100% Sensitivity will grant a {{+|12%}} bonus, this increases proportionally up to a maximum of {{+|25%}} at 281%{{Check Tag|282%?|Conflicting reports}} sensitivity. The Psychic Sensitivity of any Chanters do not affect the outcome. | ||
+ | |||
+ | -The number of Chanters. filling all spots (whether there are four or six) grants a {{+|20%}} bonus, with each pawn contributing an equal portion of the bonus. | ||
+ | |||
+ | -The number '''and''' [[Quality]] of any nearby [[Void sculpture|Void Sculptures]], up to six sculptures. Normal and Good give {{+|2%}} each, Excellent and Masterwork gives {{+|3%}} each and legendary gives {{+|5%}}. | ||
+ | |||
+ | -The number of nearby [[Shard beacon|Shard Beacons]]. Each beacon provides an {{+|8%}} bonus, to a max of {{+|32%}} at four Beacons. | ||
+ | |||
+ | -Psychic ritual quality offset from the Psychic Ritual [[Precept]]{{IdeologyIcon}}. Invokers and Chanters with Exalted Psychic Rituals will increase the quality by {{+|10%}} * (Number of pawns with precept/Number of pawns participating), while pawns with the Disapproved precept will reduce it by {{--|10%}} * (Number of pawns with precept/Number of pawns participating) | ||
== List of rituals == | == List of rituals == | ||
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---- | ---- | ||
* Quality increases the number of years transferred | * Quality increases the number of years transferred | ||
+ | * Cannot reduce the Invoker's age below 13. | ||
+ | * Has a chance at removing one{{Check Tag|?|or more?}} of the Invoker's scars and any age-related illnesses. | ||
+ | * Target can gain age-related illnesses, with a chance of dying outright if aged beyond their Life expectancy. | ||
| {{Ticks/gametime|10000}} | | {{Ticks/gametime|10000}} | ||
| {{Ticks/gametime|300000}} | | {{Ticks/gametime|300000}} | ||
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| ''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.'' | | ''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 | |
| {{Ticks/gametime|5000}} | | {{Ticks/gametime|5000}} | ||
| {{Ticks/gametime|300000}} | | {{Ticks/gametime|300000}} | ||
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| ''Perform a psychic ritual which grants death refusal to an individual, allowing them to self-resurrect once after dying. '' | | ''Perform a psychic ritual which grants death refusal to an individual, allowing them to self-resurrect once after dying. '' | ||
---- | ---- | ||
− | + | *Quality reduces the skill loss that the target suffers from the ritual. | |
| - | | - | ||
| - | | - | ||
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| ''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. '' | | ''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. | |
| {{Ticks/gametime|10000}} | | {{Ticks/gametime|10000}} | ||
| {{Ticks/gametime|300000}} | | {{Ticks/gametime|300000}} |
Revision as of 23:31, 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. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Missing information. |
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.
Mechanics
Each ritual requires one pawn to be the Invoker, with up to four or six additional colonists able to participate as Chanters, depending on the ritual. All rituals except for Void Provocation also require either Bioferrite or a Shard which is consumed at the completion of the ritual, and rituals targeting a specific pawn require the pawn to able to walk or be carried to the ritual site, though they do not need to be conscious. Ghouls, Psychically Deaf pawns and Psychically Dead pawns cannot be a participant nor the target of a ritual.
Children may participate in rituals in any position as long as they are not babies. The only exception is the Chronophagy ritual, where they cannot be the Invoker.
The quality of any ritual is based on the following factors.
-The Psychic sensitivity of the Invoker. An Invoker with 100% Sensitivity will grant a +12% bonus, this increases proportionally up to a maximum of +25% at 281%[282%?] sensitivity. The Psychic Sensitivity of any Chanters do not affect the outcome.
-The number of Chanters. filling all spots (whether there are four or six) grants a +20% bonus, with each pawn contributing an equal portion of the bonus.
-The number and Quality of any nearby Void Sculptures, up to six sculptures. Normal and Good give +2% each, Excellent and Masterwork gives +3% each and legendary gives +5%.
-The number of nearby Shard Beacons. Each beacon provides an +8% bonus, to a max of +32% at four Beacons.
-Psychic ritual quality offset from the Psychic Ritual Precept. Invokers and Chanters with Exalted Psychic Rituals will increase the quality by +10% * (Number of pawns with precept/Number of pawns participating), while pawns with the Disapproved precept will reduce it by −10% * (Number of pawns with precept/Number of pawns participating)
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) | None | |
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.
|
10,000 ticks (4 in-game hours) | 300,000 ticks (5 in-game days) | 20 Bioferrite | |
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.
|
10,000 ticks (4 in-game hours) | 300,000 ticks (5 in-game days) | 20 Bioferrite | |
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.
|
5,000 ticks (2 in-game hours) | 600,000 ticks (10 in-game days) | 60 Bioferrite | |
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.
|
5,000 ticks (2 in-game hours) | 300,000 ticks (5 in-game days) | 50 Bioferrite | |
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) | 75 Bioferrite | |
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.
|
10,000 ticks (4 in-game hours) | 300,000 ticks (5 in-game days) | 1 Shard | |
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.
|
15,000 ticks (6 in-game hours) | 1,200,000 ticks (20 in-game days) | 1 Shard |
NPC rituals
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Needs table same as above, but with their unique versions. Ensure parity with upper table, but lower priority than getting the main table finalized. |
NPCs have their own similar, but mechanically unique psychic rituals