Psychic rituals are rituals like those in Ideology DLC but with the « psychic » side of Royalty DLC. They are performed at an Psychic ritual spot and can be improved with stuff like Void sculptures and Shard beacons and apparel like ritual masks and ceremonial hoods. They allow to psychically induce an insane Archotech machine-god who can distort reality.
List of rituals
Ritual |
Ritual Duration |
Ritual Cooldown |
Ritual Cost |
Ritual Effect |
Ritual Quality Effect
|
Void provocation
|
5000 ticks (2 hours) |
300000 ticks (5 days) |
- |
Psychically commune with the void to summon an Entity. This may cause the invoker to suffer from Psychic Shock |
Base 90% chance of Psychic Shock coma reduced by 1.5% per 1% increase in ritual quality
|
Draw animals
|
10000 ticks (2 hours) |
600000 ticks (10 days) |
Bioferrite x 10 |
Create a psychic pulse which draws a distant herd of animals to the local area. You can then hunt or make use of them as you choose. If not done correctly, this may attract scaria-infected manhunters |
Base 75% chance to summon manhunters decreased by 1% per 1% ritual quality
|
Draw shamblers
|
5000 ticks (2 hours) |
300000 ticks (5 days) |
Bioferrite x 20 |
Create a psychic pulse which will draw a distant horde of animated corpses to your area. While they attack any human they see, they will not directly attack your colony. You can capture them for study. |
Increases number of shamblers summoned.
|
Chronophagy
|
10000 ticks (4 hours) |
300000 ticks (5 days) |
Bioferrite x 20 |
Induce a distant archotech to transfer entropy from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock. |
Increases the number of years transferred
|
Psychophagy
|
10000 ticks (4 hours) |
300000 ticks (5 days) |
Bioferrite x 20 |
Consume the psychic sensitivity of a target. This will cause the invoker's psychic sensitivity to be increased for several days, and for the target gains the Psychically Dead trait and suffers from Psychic Shock. |
1 day gained per 1% ritual quality
|
Skip abduction
|
5000 ticks (2 hours) |
600000 ticks (10 days) |
Bioferrite x 60 |
Abduct a random hostile person from anywhere in the world, prioritizing those nearby. The process causes the target to fall into a "short" coma. |
Base coma duration of 30 days decreased by 1 day per 2.5% ritual quality
|
Summon fleshbeasts
|
5000 ticks (2 hours) |
300000 ticks (5 days) |
Bioferrite x 50 |
Create a psychic pulse which will draw fleshbeasts to dig upwards and emerge near your enemies. They will attack anyone they find, including enemies and allies. The fleshbeasts can be captured and studied, or butchered for twisted meat. |
Increases number of fleshbeasts summoned
|
Provoke pit gate
|
15000 ticks (6 hours) |
2700000 ticks (45 days) |
Bioferrite x 75 |
Perform a psychic ritual which causes underground fleshbeasts to open up a massive hole in the ground. The hole leads down to a fleshbeast-infested cavern which can be explored for resources. |
|
Imbue death refusal
|
- |
- |
- |
Perform a psychic ritual which grants death refusal to an individual, allowing them to self-resurrect once after dying. |
|
Philophagy
|
10000 ticks (4 hours) |
300000 ticks (5 days) |
Shard x 1 |
Psychically draw experiences from the victim's mind, and transfer them to the invoker, targeting the victim's highest Skill. This will increase the invoker's experience in the same skill, and for the target to lose an equal amount. Target will also suffer Psychic Shock. |
Increases experience transferred
|
Pleasure pulse
|
- |
- |
- |
Perform a psychic ritual that makes everyone in the region happier but reduces their desire to work. |
|
Neurosis pulse
|
- |
- |
- |
Perform a psychic ritual that makes everyone in the region work faster but become more irritable. |
|
Blood rain
|
- |
- |
- |
Perform a psychic ritual which causes blood-like psychofluid to fall from the sky. Anyone caught outside will soon be driven into a berserk rage. |
|
Brainwipe
|
15000 ticks (6 hours) |
1200000 ticks (20 days) |
Shard x 1 |
Erase a person's memories. Traumatic memories will be forgotten. Prisoners will forget their allegiances and become easier to recruit, even if they were unwavering. Inhumanized individuals will forget their connection to the void. Unfortunately, the disruptive effect of the ritual will induce a coma that could last a long time, especially if the ritual is of low quality. |
Decreases the duration of the induced coma
|