Philophagy

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Philophagy

Philophagy

Psychically draw experiences from the victim's mind and transfer them to the invoker, targeting the victim's highest skill. The target will suffer brain damage, causing them to fall into a coma for several days.

Base Stats

Type
Psychic ritual

Creation

Required Research
Philophagy
Ritual Duration
10,000 ticks (2.78 mins)
Ritual Cooldown
300,000 ticks (83.33 mins)
Resources to make
Shard 1

Philophagy is a psychic ritual that transfers skill experience from the target's highest skill to the invoker.

Acquisition[edit]

The philophagy psychic ritual can be performed once every 300,000 ticks (5 in-game days) at a psychic ritual spot at the cost of Shard 1 Shard, once the Philophagy research project has been completed. Note that this research requires dark study to unlock. The ritual takes 10,000 ticks (4 in-game hours) to complete.

Summary[edit]

  • Transfer a percentage of the total experience of the victim's best skill to the invoker.
    • The victim's skill with the highest total XP is selected. If multiple skills are tied, the skill in which the invoker has the highest total XP is selected.
    • Base level of skill is taken into account, before modifiers from aptitude genesContent added by the Biotech DLC or inhumanized.
    • Both the victim and the invoker must be capable of a skill in order for it to be eligible.
  • Inflict psychic damage to the brain, ranging from 3 to 5 damage in total.
    • This damage can kill the victim, and the victim is considered to have been executed if they're a prisoner.
  • The victim will go into a dark psychic shock for 1 to 2 days. They'll also gain the drained my skills thought against the invoker for 20 days.
  • The percentage of experience transferred is dependent on the ritual's quality - the higher the quality the higher the percentage.
    • At 100% quality, 80% of the victim's XP is transferred over.
  • Applies a −3 / −6 / −10 guilt thought for participants.[Thought Template] This thought is nullified by the Psychopath traits, being Inhumanized, as well as Psychic rituals: Exalted precept.Content added by the Ideology DLC
Percentage of XP transferred

Analysis[edit]

Philophagy is relatively niche since it costs a shard, only improves 1 skill at a time, and requires a sacrifical pawn that has a high level in the desired skill. Recuriting the pawn directly would keep 100% of the skill experience, and the cases where a pawn is outright unrecruitable is rare as brainwipe is able to remove resistance and unwavering loyalty.

Still, philophagy can be useful as recruiting the victim can be unideal for a number of reasons. The most obvious use of the ritual is to transfer skill XP from an undesirable yet skilled pawn (e.g, poor traits or creepjoiner downsides) into a more useful pawn. For instance, stacking skill XP onto an industrious pawn would allow tasks to be done faster than an average pawn. ChildrenContent added by the Biotech DLC are good recipents as a properly raised child will often have good traits, but they don't start with any skill levels. Similarly, a slow learner or slow studyContent added by the Biotech DLC pawn who is otherwise desirable can be a great recipient. Even if the philophagy victim would be a decent colonist, recruiting more colonists has its downsides. A higher colonist count will increase raid points and make it harder to recruit further colonists, so it can be more efficient (and computer-friendly) to transfer skills instead.

Furthermore, it can be beneficial to stack skill XP onto a single pawn. For example, three colonists with Crafting 9 isn't necessarily better than one colonist with Crafting 15, as having Crafting 15 would create higher quality items. It is also possible to create pawns good at every skill, as philophagy does not care about passions or Global Learning Factor.[Verify] Doing this is particularly valuable for corrupted obelisk duplication.

It is not necessary to use prisoners as victims for this ritual. One strategy is to level up a slaveContent added by the Ideology DLC or sacrificial colonist who has a passion in a desirable skill, either by using a skilltrainer or by having them continuously train the skill, then transfer the XP over to a desired recipient.

Overall, chronophagy will rarely be an immediate priority of a shard, but it should be considered once the colony has a decent supply of shards and suitable victims to steal XP from.

Experience table[edit]

The following table assumes 100% quality, no fractional skill levels before transfer, the recipient is skill 0, and no effect from Global Learning Factor or passions. Fractional levels represent progress from current level to the next.

Donor Recipient
Level Experience Experience Level
0 0 0 0
1 1000 800 0.8
2 3000 2400 1.7
3 6000 4800 2.6
4 10000 8000 3.5
5 15000 12000 4.4
6 21000 16800 5.3
7 28000 22400 6.2
8 36000 28800 7.1
9 45000 36000 8
10 55000 44000 8.89
11 67000 53600 9.86
12 81000 64800 10.82
13 97000 77600 11.76
14 115000 92000 12.69
15 135000 108000 13.61
16 157000 125600 14.53
17 181000 144800 15.45
18 207000 165600 16.36
19 235000 188000 17.27
20 265000 212000 18.18

Version history[edit]