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Psychically commune with the void, attracting an entity which can be captured and studied. There’s a chance that the invoker will fall into a coma for several hours.
Causes an entity event to occur between 5,000 ticks (2 in-game hours) and 10,000 ticks (4 in-game hours)[Verify] after completion of the ritual.[Details]
Ritual quality dependent chance to fall into dark psychic shock[Verify hediff], being rendered unconscious for between 5,000 ticks (2 in-game hours) and 10,000 ticks (4 in-game hours)[Verify]
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
Causes a herd[Detail] of animals[Detail] to enter the map.[Detail]
Ritual quality dependent chance for drawn animals to be manhunters infected with scaria. The chance is per herd, not per individual member of the herd i.e. either all animals will be manhunters or none will be.
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.
Causes a ritual quality dependent total combat power of shamblers to enter the map. Note that the total combat power depends on both the number and types of shamblers that spawn, with higher total combat powers tending to more and more dangerous shamblers.[Verify][Details]
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.
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.
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.
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.
Perform a psychic ritual which grants death refusal to an individual, allowing them to self-resurrect once after dying.
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Philophagy
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.
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
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.
Quality decreases the duration of the induced coma
This section is a stub. You can help RimWorld Wiki by expanding it. Reason:Needs table same as above, but with their unique versions. Ensure parity with upper table, but lower priority than getting the main table finalized.
NPCs have their own similar, but mechanically unique psychic rituals