Blood rain (ritual)
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Blood rain
Cast a ritual which causes blood-like psychofluid to fall from the sky. The fluid will slowly drive exposed humans and animals into a berserk frenzy. Traits and psychic sensitivity modulate the effect.
Base Stats
- Type
- Psychic ritual
Creation
- Required Research
- Blood rain
- Ritual Duration
- 5,000 ticks (1.39 mins)
- Ritual Cooldown
- 1,500,000 ticks (416.67 mins)
Blood rain is a psychic ritual that causes the blood rain weather event to start, which inflicts slowly increasing melee damage factor buffs and mood penalties on those exposed to it, before finally driving them berserk.
Acquisition[edit]
The blood rain psychic ritual can be performed once every 1,500,000 ticks (25 in-game days) at a psychic ritual spot at the cost of
70 Bioferrite, once the Blood rain research project has been completed. Note that this research requires dark study to unlock. The ritual takes 5,000 ticks (2 in-game hours) to complete.
Summary[edit]
Causes the game condition effect "Blood rain frenzy", with the duration depending on the ritual quality. The effect ranges from 3 hours at 0% ritual quality to 16 hours at 100% quality.
Blood rain frenzy changes the weather to blood rain (naturally), and causes "Blood rage" in exposed humans and animals. The rate of blood rage gained is dependent on their psychic sensitivity. Blood rage buildup causes an increasing mood penalty and melee damage factor (to a max of +150% damage increase). At 100% severity, the affected pawn will go berserk (if human, until blood rage wears of) or manhunter (if animal, until sleeping). Blood rage fades rapidly when exposed pawns shelter indoors.
Mechanoids are immune to blood rain. Colony animals will retreat indoors and inside their barn on their own to avoid being exposed to blood rain.
Analysis[edit]
As of 1.6 Blood Rain is bugged due to incorrectly calculating ticks, rendering it impossible to cause any pawn to reach an enraged state. It would require a minimum of six blood rain's worth of exposure at the current rate for a chance to have an effect. A temporary fix is available here. This issue has already been patched on Unstable, and once it is pushed to the live version of the game, this note should be taken down.
The blood rain ritual is the single most expensive ritual in terms of bioferrite and requires enemies to have a prolonged exposure to the elements to have a useful effect. Regular "prepare and wait" raiders will not stay long enough to be berserked by blood rain. It will also affect colonists and animals on the map; even if colonists stay indoors, the animals can be dangerous. Still, despite these downsides, the bloodrain ritual has a few niches.
Blood rain is best used against sieges, and to a lesser extent mechanoid clusters
. Siegers will stay long enough for them and nearby animals to be berserked by the blood rain, likely defeating the raid before colonists need to fight them. As for mech clusters, while the mechanoids themselves are unaffected by blood rain, the ritual will turn nearby animals manhunters, who will attack non-sleeping mechs present. This is akin to activating a psychic animal pulser, but the animals get a damage boost. Compared to an intentionally failed draw animals ritual, Draw Animals scales with raid points but requires 5 days for animals to leave.
In addition, this ritual can be used pre-emptively, in order to enrage animals, when you know a raid is happening in advance, e.g., when accepting a quest, starting the ship reactor, or summoning a mechanitor boss
.
In any case, it is prudent to roof over the pens of any animals, and keep colonists indoors so they won't be affected by the blood rain nor attract the manhunter animals outside.
Version history[edit]
- Anomaly DLC Release - Added.
