Difference between revisions of "Shard beacon"
Line 25: | Line 25: | ||
== Summary == | == Summary == | ||
{{Image wanted|section =1|reason = Image of all valid placements, in the standard style}} | {{Image wanted|section =1|reason = Image of all valid placements, in the standard style}} | ||
− | Each beacon within 10 tiles of a [[psychic ritual spot]] | + | 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 == | == Analysis == |
Revision as of 01:17, 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
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
This section could use some more or updated images. You can help RimWorld Wiki by uploading images to make this section better. Note: Image of all valid placements, in the standard style. |
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
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
- Anomaly DLC Release - Added