Dark study
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Dark study is the primary method through which players can unlock the abilities in the Anomaly DLC for their colony. It is unlocked by investigating the "fallen monolith". Certain buildings and gear require dark study in order to be built.
Mechanics
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While regular research is a kind of stationary work, performed in a single room inside the colony, dark study must be done where the studied entity is located. Captured entities will be studied in their containment room, void monolith and obelisks can't be moved and must be studied right where they spawn, while anomaly items such as golden cube or unnatural corpse can be moved to wherever you want to study them.
Each anomaly entity gives either basic or advanced study points when studied, which go to the active basic or advanced study project. At first, the void monolith and all encountered entities will give basic study points. But eventually entities that give advanced study points will appear, and the monolith can also be attuned to give advanced points instead of basic points. These study points are not interchangeable, basic study project can not be progressed by studying entities that give advanced points, and vice versa. So care should be taken to ensure that both types of study points are available for studying. No dark study project can be progressed by researching on a research bench.
Unlike researching, studying speed is not determined by the researcher's intellectual skill, but by their studying efficiency, which can be improved by the voidsight serum. Studying speed also depend on the condition of the entity being studied. Captured entities give more study points if the containment strength is high, and obelisks give more points if their activity level is high. Different types of captured entities also give different amount and type of study points.
Study Projects
Basic projects
Name | Description | Base cost | Required Research | Entity Codex Requirement | Category | Required Entity Tier | Unlocks
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Bioferrite harvesting | Build bioferrite harvesters to generate bioferrite from captured entities contained in holding platforms. | 10 | Electricity | Bioferrite | Basic | ||
Bioferrite shaping | Shape and re-form bioferrite into useful tools, weapons, flooring, and more. | 20 | Bioferrite harvesting | Bioferrite | Basic | ||
Bioferrite weaponry | Create advanced weapons that use bioferrite as a fuel source. | 60 | Bioferrite shaping Precision rifling |
Bioferrite | Basic | ||
Void sculptures | Craft special void sculptures from bioferrite to enhance the quality of psychic rituals. | 25 | Bioferrite harvesting Void provocation |
Bioferrite | Basic | ||
Frenzy inducer | Build shard-powered structures that generate a frenetic psychic field to make anyone nearby move and work faster. However, the unstable emotional energy creates a tendency towards violence, irritating anyone nearby. | 60 | Sleep suppressor | Bioferrite | Basic | ||
Sleep suppressor | Build shard-powered structures that stimulate those nearby to prevent fatigue. The device will irritate anyone nearby. | 30 | Bioferrite harvesting Entity containment |
Bioferrite | Basic |
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Entity containment | Build holding platforms and inhibitors to better contain entities. | 10 | Electricity | Containment | Basic | ||
Electroharvester | Build a generator that draws electricity from contained entities. This process aggravates entities, making them harder to contain. | 30 | Entity containment | Containment | Basic | ||
Disruptor flares | Build bioferrite-based flare packs that reveal invisible creatures and light up an area. | 30 | Entity Containment Bioferrite Shaping |
Containment | Basic | ||
Proximity detector | Build a device that can detect invisible creatures. | 15 | Entity containment | Sightstealer | Containment | Basic |
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Void provocation | Build a psychic ritual spot and perform psychic rituals. Use the void provocation ritual to discover new entities. | 5 | None | Psychic ritual | Basic | ||
Draw animals | Perform a psychic ritual which will draw a herd of animals. | 20 | Void provocation | Psychic ritual | Basic | ||
Draw shamblers | Perform a psychic ritual which will draw a horde of animated corpses. While hostile, the corpses won't attack your colony directly. They can be captured for study. | 25 | Draw animals | Shambler | Psychic ritual | Basic | |
Chronophagy | Perform a psychic ritual that causes a target to age rapidly. The ritual invoker will become younger in the process. The target will suffer brain damage as a result, which may be lethal for elderly targets. | 30 | Psychophagy | Psychic ritual | Basic | ||
Psychophagy | Perform a psychic ritual which deadens a target's psychic sensitivity and temporarily boosts the ritual invoker's psychic sensitivity. The target will suffer brain damage as a side-effect. | 20 | Void provocation | Psychic ritual | Basic | ||
Skip abduction | Perform a psychic ritual that abducts a random hostile person from anywhere in the world, putting them in a short-term coma for capture. | 40 | Void provocation | Psychic ritual | Basic | ||
Summon fleshbeasts | Perform a psychic ritual which provokes fleshbeasts to emerge from the ground near enemies, attacking anyone nearby. | 30 | Draw animals | Fleshbeast | Psychic ritual | Basic |
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Bliss lobotomy | Perform a surgery that lobotomizes a person, making them happier while rendering them incapable of intellectual and skilled labor. | 25 | Bioferrite harvesting | Gorehulk | Misc | Basic | |
Ghoul infusion | Perform a surgery that infuses a living person with an archotech shard, transforming them into a terrifying ghoul. Ghouls are strong melee combatants but are incapable of doing work. Ghouls will go mad if they are not fed enough raw meat. | 30 | Bioferrite harvesting | Ghoul | Misc | Basic | |
Deadlife dust | Craft devices that produce clouds of microscopic archites. The archites can reanimate corpses to produce deadly shamblers that will only attack your enemies. | 60 | Bioferrite shaping | Death pall | Misc | Basic |
- A "The Anomaly" scenario starts with a single holding platform and proximity detector
Advanced projects
Name | Description | Base cost | Required Research | Entity Codex Requirement | Category | Required Entity Tier | Unlocks
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Bioferrite generator | Build power generators that burn bioferrite as a fuel. | 40 | Electroharvester | Bioferrite | Advanced | ||
Insanity weaponry | Restructure archotech shards into limited-use weapons that shock, manipulate, and destroy enemies using archotechnology. | 30 | Bioferrite shaping | Nociosphere | Bioferrite | Advanced | |
Mutation weaponry | Restructure archotech shards into limited-use weapons that twist living targets into terrifying creatures. | 35 | Bioferrite Shaping | Fleshmass nucleus | Bioferrite | Advanced | |
Atmospheric heater | Build bioferrite-powered heaters that produce enough heat to warm an entire region. | 60 | Bioferrite generator | Bioferrite | Advanced |
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Advanced psychic rituals | Perform advanced psychic rituals. | 15 | Void provocation | Psychic ritual | Advanced | ||
Provoke pit gate | 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. | 80 | Advanced psychic rituals | Dreadmeld | Psychic ritual | Advanced | |
Death refusal | Perform a psychic ritual which grants death refusal to an individual, allowing them to self-resurrect once after dying. | 30 | Advanced psychic rituals | Unnatural corpse | Psychic ritual | Advanced | |
Philophagy | Perform a psychic ritual that drains experience from a victim and gives it to the invoker. The process will dull the target's mind, weakening their skills and causing brain damage. | 30 | Chronophagy Advanced psychic rituals |
Psychic ritual | Advanced | ||
Pleasure pulse | Perform a psychic ritual that makes everyone in the region happier but reduces their desire to work. | 30 | Advanced psychic rituals | Golden cube | Psychic ritual | Advanced | |
Neurosis pulse | Perform a psychic ritual that makes everyone in the region work faster but become more irritable. | 40 | Advanced psychic rituals | Blood rain | Psychic ritual | Advanced | |
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. | 50 | Advanced psychic rituals | Blood rain | Psychic ritual | Advanced | |
Brainwipe | Perform a psychic ritual which erases much of a person's episodic memories. Traumatic events will be forgotten. Resistant prisoners will become easier to recruit. Allows recruiting unwaveringly loyal prisoners. | 40 | Philophagy | Revenant | Psychic ritual | Advanced |
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Serum synthesis | Build a serum lab to synthesize high-tech serums. Serums harness archotechnological power to bestow a temporary effect on the user. | 15 | Bioferrite shaping | Serums | Advanced | ||
Metalblood serum | Synthesize metalblood serums that make the user more resistant to damage. | 35 | Serum synthesis | Metalhorror | Serums | Advanced | |
Mind-numb serum | Synthesize a serum that stabilizes a person's mood, preventing mental breaks. | 35 | Serum synthesis | Serums | Advanced | ||
Juggernaut serum | Synthesize a serum which temporarily increases the user's strength and speed, and allows them to recover from injuries faster. However, it reduces their mood. | 35 | Serum synthesis | Chimera | Serums | Advanced | |
Ghoul enhancements | Craft bioferrite prosthetics to make ghouls stronger. | 40 | Ghoul infusion | Ghoul | Misc | Advanced | |
Ghoul resurrection | Synthesize a serum that can bring dead ghouls back to life. | 20 | Serum synthesis Ghoul enhancements |
Ghoul | Misc | Advanced | |
Revenant invisibility | Modify a revenant spine so that it can be implanted in a human, allowing them to become temporarily invisible. | 40 | Disruptor flares | Revenant | Misc | Advanced |
Void study
This section relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
The void study precept multiplies the amount of knowledge gained from studying by 50%, 75%, 125%, or 150%, depending on which level of the precept you have. For example, a sightstealer provides 1.7 basic study every 2 days, and with a 150% study rate, that would become 2.55 basic study every 2 days.
Analysis
As the speed of dark study is not affected by intellectual skill, it should not be assigned to you main researcher to let them focus on regular researching. The studying pawn should still have some intellectual skill to reduce the time spent studying.