Psychic rituals
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
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. |
This page is suggested to be split. Reason: Individual ritual pages with this as a general mechanical summary might be better given density of information and unique uses for each ritual. Pages can then be filled out and detail added there (Stub tag new pages as needed). |
Psychic rituals are rituals like those in Ideology DLC but with the psychic side of Royalty DLC. They are performed at an Psychic ritual spot and can be improved with stuff like void sculptures and shard beacons and Apparel like ritual masks and ceremonial hoods.[Verify] They allow to psychically induce an insane Archotech machine-god who can distort reality.
Mechanics[edit]
Each ritual requires one pawn to be the Invoker, with up to four or six additional colonists able to participate as Chanters, depending on the ritual. All rituals except for Void Provocation also require either Bioferrite or a Shard which is consumed at the completion of the ritual, and rituals targeting a specific pawn require the pawn to able to walk or be carried to the ritual site, though they do not need to be conscious. Pawns with 0% Psychic sensitivity such as Ghouls, psychically deaf pawns and psychically dead pawns, cannot be a participant nor the target of a ritual.
Children may participate in rituals in any position as long as they are not babies. The only exception is the Chronophagy ritual, where they cannot be the Invoker.
Slaves and temporary pawns such as refugees and guests may also participate in rituals so long as they meet the requirements for psychic sensitivity and age.
The quality of any ritual is based on the following factors.
-The Psychic sensitivity of the Invoker. An Invoker with 100% Sensitivity will grant a +12% bonus, this increases proportionally up to a maximum of +25% at 281%[282%?] sensitivity.[Penalty?] The Psychic Sensitivity of any Chanters do not affect the outcome.
-The number of Chanters. filling all spots (whether there are four or six) grants a +20% bonus, with each pawn contributing an equal portion of the bonus.
-The number and Quality of any nearby Void Sculptures, up to six sculptures. Normal and Good give +2% each, Excellent and Masterwork gives +3% each and legendary gives +5%.
-The number of nearby Shard Beacons. Each beacon provides an +8% bonus, to a max of +32% at four Beacons.
-Psychic ritual quality offset from the Psychic Ritual Precept. Invokers and Chanters with Exalted Psychic Rituals will increase the quality by +10% * (Number of pawns with precept/Number of pawns participating), while pawns with the Disapproved precept will reduce it by −10% * (Number of pawns with precept/Number of pawns participating)
List of rituals[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: PsychicRitualRoles.xml defines valid states for targets of rituals. |
Ritual | Ritual Effect | Ritual Duration | Ritual Cooldown | Ritual Cost | Required Research |
---|---|---|---|---|---|
Void provocation |
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.
|
5,000 ticks (2 in-game hours) | 300,000 ticks (5 in-game days) | None | |
Draw animals |
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
|
10,000 ticks (4 in-game hours) | 600,000 ticks (10 in-game days) | 10 Bioferrite | |
Draw shamblers |
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.
|
5,000 ticks (2 in-game hours) | 300,000 ticks (5 in-game days) | 20 Bioferrite | |
Chronophagy |
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.
|
10,000 ticks (4 in-game hours) | 300,000 ticks (5 in-game days) | 20 Bioferrite | |
Psychophagy |
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 becomes psychically dead and suffers from Psychic Shock.
|
10,000 ticks (4 in-game hours) | 300,000 ticks (5 in-game days) | 20 Bioferrite | |
Skip abduction |
Abduct a random hostile person from anywhere in the world, prioritizing those nearby. The process causes the target to fall into a "short" coma.
|
5,000 ticks (2 in-game hours) | 600,000 ticks (10 in-game days) | 60 Bioferrite | |
Draw fleshbeasts |
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.
|
5,000 ticks (2 in-game hours) | 300,000 ticks (5 in-game days) | 50 Bioferrite | |
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.
|
15,000 ticks (6 in-game hours) | 2,700,000 ticks (3 quadrums) | 75 Bioferrite | |
Imbue death refusal |
Perform a psychic ritual which grants death refusal to an individual, allowing them to self-resurrect once after dying.
|
15,000 ticks (6 in-game hours) | 900,000 ticks (15 in-game days) | 1 Shard | |
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.
|
10,000 ticks (4 in-game hours) | 300,000 ticks (5 in-game days) | 1 Shard | |
Pleasure pulse |
Perform a psychic ritual that makes everyone in the region happier but reduces their desire to work.
|
10,000 ticks (4 in-game hours) | 300,000 ticks (5 in-game days) | 30 Bioferrite | |
Neurosis pulse |
Perform a psychic ritual that makes everyone in the region work faster but become more irritable.
|
10,000 ticks (4 in-game hours) | 300,000 ticks (5 in-game days) | 30 Bioferrite | |
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.
|
5,000 ticks (2 in-game hours) | 1,500,000 ticks (25 in-game days) | 70 Bioferrite | |
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.
|
15,000 ticks (6 in-game hours) | 1,200,000 ticks (20 in-game days) | 1 Shard |
NPC rituals[edit]
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
Analysis[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: offensive and defence uses- e.g. fleshbeasts are good for killing sieges and also for killing pirate bases as the ritual circle is free and instant to.build. |
Intentionally bad rituals[edit]
Some psychic rituals have effects from low qualities that can be valuable. For example, a low quality Draw animals has a very high likelihood of drawing manhunters. Like normal manhunters, these animals will then proceed to attack any raiders on the map, essentially acting as a substitute psychic animal pulser for the cost of 10 bioferrite. Similarly, low numbers of shamblers or fleshbeasts might be preferable when attempting to safely capture them. Shamblers hordes will frequently have a single member carrying a Shard, which is likewise easier to get hold of from a smaller group. As many stats (noticeably Global Work Speed) are lowered for human pawns under the age of 18, not having the best possible Chronophagy ritual to prevent the Invoker from becoming too young might be preferable as well. Finally, ritual quality only increases the number of defenders[Detail needed] for a pit gate but does not affect the loot inside the pit itself - as such, of the gate is generated for looting and not for using the fleshbeasts it spawns, then a lower quality is best.
As such it can be beneficial to have two psychic ritual sites - one with as many of the buffs as possible, and another with no buffs at all, and selecting which site to use depending on the desired outcome. This can be taken further by an invoker with low, but non-zero psychic sensitivity. A psychically deaf pawn equipped with a single item of prestige armor has one the smallest non-zero psychic sensitivities with absolutely minimal equipment.
Chronophagy analysis[edit]
Age | Ailment |
---|---|
20 | Artery Blockage |
23 | Carcinoma |
34 | Alzheimer's |
41 | Bad Back |
49 | Cataracts, Hearing Loss |
51 | Frail |
69 | Dementia |
There are numerous benefits to not allowing colonists to grow old. The older a pawn is, the higher their chance to develop chronic ailments, and the lower their Immunity Gain Speed and Fertility. Pawns closer in age have an easier time forming romances, and pawns between 18 and 25 and with partners similar in age to themselves are most likely to engage in lovin'. The transhumanist ideology includes a need for age reversal after pawns reach age 25.
In general, keeping pawns under the age of 41 protects them from the majority of chronic ailments, although keeping them under 34 also protects from Alzheimer's. Carcinomas can be treated without needing to resort to Healer mech serum or bionic replacements.
Conversely, there are downsides to allowing pawns to become younger than 18 through the use of Chronophagy. Age 13 pawns have numerous statistics lower than a fully grown pawn, notably a Global Work Speed of .83, a move speed of 0.95x, and a higher risk of Overdose and Addiction from reduced body size. Pawns under 16 cannot have children of their own.
For most colonies, Chronophagy will transfer at minimum 4 years of age if the invoker has no psychic sensitivity adjustments and a psychic ritual spot with no void sculptures or shard beacons. At 100% ritual quality, Chronophagy will transfer 25 years of age.
Chronophagy has a 5 day cooldown, allowing for 12 uses per in-game year, assuming that the colony can also provide a sufficient number of prisoners and produce the required 20 bioferrite per ritual. If bioferrite is in surplus, then Skip Abductions can to provide easy access to prisoners. Not all prisoners will survive numerous Chronophagy rituals especially if they are still suffering from Dark Psychic Shock from skip abduction or already at an old age, but younger prisoners can easily be the target of 2 or more Chronophagy rituals before expiring. Most colonies should find it trivial to keep their members between the ages of 18 and 40, or between 18 and 25 if Transhumanist. A 30 member transhumanist colony can reasonably hit the 7 year range for their pawns by carefully timing rituals so that only 4-5 colonists will require a Chronophagy in any given year.