Difference between revisions of "Blood rain"
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{{Stub|reason=General but also is MDF a mult or an offset? to the stat}} | {{Stub|reason=General but also is MDF a mult or an offset? to the stat}} | ||
{{About|the event|the [[psychic ritual]] that can cause the event|Blood rain (ritual)}} | {{About|the event|the [[psychic ritual]] that can cause the event|Blood rain (ritual)}} | ||
− | Blood rain is a Major Threat in anomaly that induces the blood rage effect on pawns and animals. Blood rage increases melee damage. It can cause animals to go manhunter or pawns to have a violent breakdown. Blood Rage is affected by Psychic Sensitivity. | + | Blood rain is a Major Threat in anomaly that induces the blood rage effect on pawns and animals. Blood rage increases melee damage. It can cause animals to go manhunter or pawns to have a violent breakdown. Blood Rage is affected by [[Psychic Sensitivity]].{{Check Tag|How?|As in severity gain per unit time or?}} |
The Blood Rain event lasts between 8 and 36 hours. | The Blood Rain event lasts between 8 and 36 hours. |
Revision as of 13:42, 5 July 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: General but also is MDF a mult or an offset? to the stat. |
Blood rain is a Major Threat in anomaly that induces the blood rage effect on pawns and animals. Blood rage increases melee damage. It can cause animals to go manhunter or pawns to have a violent breakdown. Blood Rage is affected by Psychic Sensitivity.[How?]
The Blood Rain event lasts between 8 and 36 hours.
- Blood rage (very mild): Melee damage factor 100% (0-5% severity)
- Blood rage (mild): melee damage factor 110%
-6 Mood on colonists.
- Blood rage (moderate): Melee damage factor 125%
-12 Mood on colonists
- Blood rage (severe): melee damage factor 138%
-18 Mood on colonists
- Blood rage (extreme): melee damage factor 150%
-24 Mood on colonists
At 100% severity human's go into a Berserk state.
This event can be fired as a major threat or triggered by rituals. It is a great way to deal with enemies animals can become hostile to, such as mechanoids, as animals follow their usual rules of not attacking through doors unless they see them used. This means your pawns can simply hide from them inside, whereas they will attack many raids.