Inhumanized
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
The inhumanized hediff removes both the upsides and downsides of comfort, social relationships, beauty, and outdoors, while also providing a permanent mood buff, decreasing pain, and decreasing skill in animals, art, and social.
Ways to become inhumanized
Anomaly ending
Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
When you finish the Anomaly ending, you can choose between two different endings. If you choose the embrace the void ending, a pawn of your choosing becomes inhumanized, among other things.
Inhumanization: Required
Pawns who are part of an ideoligion with the Inhumanizing: Required precept and who are not inhumanized have access to the humanity break mental break. All mood-based mental breaks for non-inhumanized pawns are replaced with the humanity break, which instantly inhumanizes them. Inhumanized pawns can't use the humanity break. With the Inhumanizing: Required precept, pawns who aren't inhumanized have the −8 Human shame mood moodlet. Pawns who are inhumanized have the +8 Void pleasure mood moodlet instead.
In a sense, this precept is a protection from mental breaks, as all pawns who aren't inhumanized can't use any mental breaks other than humanity break. Pawns who are already inhumanized have a +8 mood and don't care about a lot of things that normal pawns do, making them harder to break as well.
Effects
- Pain −50%
- Unable to form social relationships
- −16.0C Minimum comfortable temperature
- −12 Animals skill
- −12 Artistic skill
- −12 Social skill
- Disables the need for beauty
- Disables the need for outdoors
- Nullifying a large amount of thoughts
- Permanent +8 Void pleasure mood
It is possible to remove the hediff with the Brainwipe psychic ritual.