Difference between revisions of "Inhumanized"
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===Inhumanization: Required=== | ===Inhumanization: Required=== | ||
{{Ideology|section=1}} | {{Ideology|section=1}} | ||
− | Pawns who are part of an [[ideoligion]] with the [[Ideoligion#Inhumanizing|Inhumanizing: Required]] precept and who are not inhumanized have access to the [[Mental_break#Humanity_break|humanity break]] mental break. The first mood-based mental break of non-inhumanized pawns | + | Pawns who are part of an [[ideoligion]] with the [[Ideoligion#Inhumanizing|Inhumanizing: Required]] precept and who are not inhumanized have access to the [[Mental_break#Humanity_break|humanity break]] mental break. The first mood-based mental break of non-inhumanized pawns is replaced with the humanity break, which instantly inhumanizes them. Inhumanized pawns can't use the humanity break, whether they became inhumanized before or after they joined your colony. With the Inhumanizing: Required precept, pawns who aren't inhumanized have the {{Thought|desc=I'm ashamed of my humanity. I want to embrace the void but I fear it.|label=Human shame|value=-8|stack=1}} moodlet. Pawns who are inhumanized have the {{Thought|desc=The vibrations of reality pulse into me and soothe everything.|label=Void pleasure|value=+8|stack=1}} moodlet instead.<br/> |
In a sense, this precept is a protection from mental breaks, as all pawns who aren't inhumanized can't use any mental breaks other than humanity break. Pawns who are already inhumanized have a {{+|8}} mood and don't care about a lot of things that normal pawns do, making them harder to break as well. | In a sense, this precept is a protection from mental breaks, as all pawns who aren't inhumanized can't use any mental breaks other than humanity break. Pawns who are already inhumanized have a {{+|8}} mood and don't care about a lot of things that normal pawns do, making them harder to break as well. | ||
Revision as of 03:18, 2 July 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. |
The inhumanized hediff removes both the upsides and downsides of comfort, social relationships, beauty, and outdoors, while also providing a permanent mood buff, decreasing pain, and decreasing skill in animals, art, and social.
Ways to become inhumanized
Pawns from the Horax cult can spawn already inhumanized but all other pawns must acquire it elsewhere.
Anomaly ending
When you finish the Anomaly ending, you can choose between two different endings. If you choose the embrace the void ending, a pawn of your choosing becomes inhumanized, among other things.
Inhumanization: Required
This section relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
Pawns who are part of an ideoligion with the Inhumanizing: Required precept and who are not inhumanized have access to the humanity break mental break. The first mood-based mental break of non-inhumanized pawns is replaced with the humanity break, which instantly inhumanizes them. Inhumanized pawns can't use the humanity break, whether they became inhumanized before or after they joined your colony. With the Inhumanizing: Required precept, pawns who aren't inhumanized have the −8 Human shame mood moodlet. Pawns who are inhumanized have the +8 Void pleasure mood moodlet instead.
In a sense, this precept is a protection from mental breaks, as all pawns who aren't inhumanized can't use any mental breaks other than humanity break. Pawns who are already inhumanized have a +8 mood and don't care about a lot of things that normal pawns do, making them harder to break as well.
Effects
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Void focus?. |
- Pain: −50%. Note that this is an offset, not a multiplier.
- Nullifies all opinions of others.
- −16 °C (−28.8 °F) Minimum comfortable temperature
- −12 Animals skill
- −12 Artistic skill
- −12 Social skill
- Disables the need for beauty
- Disables the need for outdoors
- Nullifies a large number of thoughts
- Permanent +8 Void pleasure mood
- Enables void meditation focus.
It is possible to remove the hediff with the Brainwipe psychic ritual.
Analyis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Worthy of analysis given the effects it has on colony function and wehther you want it on every pawn, any at all, when to get it, etc.. |
Version history
- Anomaly DLC Release - Added.