Difference between revisions of "Psycasts"
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| '''Burden''' || 1 (Yeoman)|| Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion'' | | '''Burden''' || 1 (Yeoman)|| Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion'' | ||
− | * [[Moving|Maximum movement speed]] capped at 40% x Targets [[Psychic | + | * [[Moving|Maximum movement speed]] capped at 40% x Targets [[Psychic Sensitivity]] |
* -15 Faction Relations when used on allies | * -15 Faction Relations when used on allies | ||
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| '''Blinding Pulse''' || 2 (Esquire) || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.'' | | '''Blinding Pulse''' || 2 (Esquire) || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.'' | ||
− | * [[Sight]] * 0.5 x Target's [[Psychic | + | * [[Sight]] * 0.5 x Target's [[Psychic Sensitivity]] |
* -15 Faction Relations when used on allies | * -15 Faction Relations when used on allies | ||
|| 20 | || 20 |
Revision as of 15:21, 4 March 2020
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Psycast are psychic powers available to pawns with Psychic amplifiers, added by the Royalty DLC.
Acquisition
The first psycast is gained when using a Psychic amplifier. Further psycasts can be gained by using ?Item name?
Mechanics
A psycaster's effectiveness is controlled by two primary factors: their Psychic entropy and the Psychic Sensitivity of their target.
A psycaster's psychic entropy limit is the primary limitation to how many psycasts they can perform in a given period of time. Each psycast gives the caster a certain amount of entropy. The more they exert themselves, the closer they get to their limit and the more powerful the debuff they receive while recovering. Should they exceed the limit (by disabling the limiter) there is even a risk of permanent damage. While the default psychic entropy limit is 30 it modified by a number of factors including psychic sensitivity, the number of psychic amplifiers. The resulting value follows the equation
Psychic Entropy Limit = 30 * Psychic Sensitivity * (0.66... + (0.33...*Number of Psychic Amplifiers)) |
Entropy naturally decreases over time, with faster rates provided by additional psychic amplifiers. The default rate of 5 every 30 seconds with no amplifiers (though this will only be seen when using Entropic Link as otherwise they cannot generate entropy). The first amplifier improves the rate by 4, to 9 per 30 seconds. Each additional amplifier improves it by an additional 0.5 to a limit of 11.5 at six amplifiers.
Psychic equipment such as Psyfocus shirt,vest, robe, helmet, and staff improve a psycasters abilities by providing additional psychic sensitivity and directly increasing the Entropy recovery rate.
The targets psychic sensitivity is important as well, with it acting as a modifier to the duration, and sometimes the magnitude, of the psychic effect. For example, a Psychically Hypersensitive (Sensitivity of 1.8) pawn will be affected by the Beserk psycast for 58 seconds instead of the normal 30, while a Psychically Dull (Sensitivity of 0.5) pawn would only be affected for 15 seconds, and a Psychically Deaf (Sensitivity of 0) pawn would be immune.
Psycasts
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below the number of psychic amplifiers they have implanted. For example, to manifest Beckon, the psycaster would require 3 psychic amplifiers.
Psycasts performed by a pawn without the required title have a chance to incur the wrath of the Empire. This chance is determined by ? and causes the effect ?.
Name | Level (Title) | Description | Effects | Entropy Gain | Casting Time | Duration | Range | Area of Effect |
---|---|---|---|---|---|---|---|---|
Burden | 1 (Yeoman) | Slow the target for a short time by suppressing motor activity in the brain | Psychically-induced difficulty in locomotion
|
8 | 0.25s | 30s | 30 tiles | Target |
Painblock | 1 (Yeoman) | Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them | Psychically-induced pain insensitivity.
|
10 | 0.25s | 30s | 25 tiles | Target |
Stun | 1 (Yeoman) | Momentarily disrupt motor function in target's [sic] brain, preventing any movement. |
Psychically-induced.
|
12 | 0.25s | 3s | 20 tiles | Target
|
Blinding Pulse | 2 (Esquire) | Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. | Psychically-induced partial blindness.
|
20 | 1s | 30s | 25 tiles | 5 tiles |
Entropy Link | 2 (Esquire) | Form a psychic link between caster and target, so that gain and loss of psychic entropy is shared between both equally. The link lasts for some time, but will break if the the two move far apart. | A psychic link with another individual. Gain or loss of psychic entropy incurred by one will be shared equally between both.
|
10 | 1s | 60s | 3.9 tiles | Target |
Beckon | 3 (Knight/Dame) | Psychically command the target to approach the caster. | Psychically-induced.
|
20 | 0.25s | 10s | 25 tiles | Target |
Chaos Skip | 3 (Knight/Dame) | Teleport the target to a random position near where he started. | Psychically-induced.
|
18 | 0.25s | Instantaneous | 25 tiles | Target |
Vertigo Pulse | 3 (Knight/Dame) | Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. | Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.
|
25 | 1s | 20s | 25 tiles | 5 tiles |
Smokepop | 4 (Praetor) | Skip dust particles up from under the ground surface to form a thick cloud. This reduces the accuracy of any shot fired through it, and preventing [sic] turrets from locking on entirely. | Psychically-induced.
|
35 | 1s | Instantaneous, Smoke dissipates in 30? seconds | 25 tiles | Tile |
Skip | 4 (Praetor) | Teleport the target to a desired position not too far from his starting point. | Psychically-induced.
|
25 | 0.25s | Instantaneous | 25 tiles | Target/Tile |
Focus | 4 (Praetor) | Psychically focus the target's mind, boosting their sight, hearing and moving capacities. | Psychically-induced mental focus, increasing sight, hearing and movement capactities.[sic] | 15 | 0.25s | 60s | 25 tiles | Target |
Wallraise | 4 (Praetor) | Form a temporary wall by skipping rubble and soil up from deep under the ground. | Psychically-induced.
|
25 | 1s | Instantaneous, Wall disappears after ? seconds | 25 tiles | Tile |
Berserk | 5 (Baron/Baroness) | Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. | Psychically-induced.
|
35 | 0.25s | 30s | 25 tiles | Target |
Invisibility | 5 (Baron/Baroness) | Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. | Psychically-induced invisibility. This actually affects others nearby, making their brains unable to percieve [sic] the sight of this individual, even if the eyes are unaffected.
|
30 | 1s | 15s | 10 tiles | Target |
Berserk Pulse | 6 (Count/Countess) | Generate an overwhelming rush of undirected rage in everyone near the target point. | Psychically-induced.
|
60 | 1s | 60s | 25 tiles | 3 tiles |
Mass Chaos Skip | 6 (Count/Countess) | Skip everyone near a target point to a random location nearby. | Psychically-induced.
|
40 | 1s | Instantaneous | 25 tiles | 8 tiles |
Manhunter pulse | 6 (Count/Countess) | Drive nearby animals into a manhunting rage using a psychic pulse | Psychically-induced.
|
40 | 1s | 60s | 25 tiles | 30 tiles |