Difference between revisions of "Blood rain"

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{{Anomaly}}
 
{{Anomaly}}
{{Stub|reason=General but also is MDF a mult or an offset?  Add to the stat page. Also severity gain and loss rate and time until table (see need pages for example), interlinking make Raids project into.major threat project and include?}}
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{{Stub|reason=General but also is MDF a mult or an offset?  Add to the stat page. Also severity gain and loss rate and time until table (see need pages for example), interlinking make Raids project into.major threat project and include? Occurrence/Summary/Analysis/Versionhistory subheadings}}
 
{{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 hediff on pawns and animals. Blood rage increases melee damage but decreases mood and can cause animals to go manhunter or pawns to go berserk. Blood Rage is affected by [[Psychic Sensitivity]].{{Check Tag|How?|As in severity gain per unit time or?}}
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'''Blood rain''' is a [[weather]]-like{{Check Tag|Like?|Is it actually mechanically weather?}} Major Threat added by the [[Anomaly DLC]] that induces the blood rage hediff on pawns and animals.  
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Blood rage increases melee damage but decreases mood and can cause animals to go manhunter or pawns to go berserk. 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.

Latest revision as of 07:17, 9 December 2024

Blood rain is a weather-like[Like?] Major Threat added by the Anomaly DLC that induces the blood rage hediff on pawns and animals. Blood rage increases melee damage but decreases mood and can cause animals to go manhunter or pawns to go berserk. Blood Rage is affected by Psychic Sensitivity.[How?]

The Blood Rain event lasts between 8 and 36 hours.

Severity 5%<
Very mild
5%>
Mild
40%>
Moderate
60%>
Severe
80%>
Extreme
Melee Damage Factor - 110% 125% 137.5% 150%
Mood Impact - −6 −12 −18 −24

At 100% severity the pawn goes into a Berserk state and won't fall asleep until they are no longer exposed to blood rain.

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.