Skip abduction

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Skip abduction

Skip abduction

Abduct a random hostile person from anywhere in the world, prioritizing those nearby. The ritual induces a dark archotech to warp space, teleporting a distant person to the center of the ritual circle. The process causes the target to fall into a short coma.

Base Stats

Type
Psychic ritual

Creation

Required Research
Skip abduction
Ritual Duration
5,000 ticks (1.39 mins)
Ritual Cooldown
600,000 ticks (166.67 mins)
Resources to make
Bioferrite 60

Skip abduction is a psychic ritual that skips a random hostile pawn to the psychic ritual spot.

Acquisition[edit]

The skip abduction psychic ritual can be performed once every 600,000 ticks (10 in-game days) at a psychic ritual spot at the cost of Bioferrite 60 Bioferrite, once the Skip abduction 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]

Upon completion, this ritual teleports a non-entity human pawn from a hostile non-hidden faction to the psychic ritual spot. There is a version of this ritual available for the colony, and another for the horax cult:

Colony version[edit]

An invoker is required to perform the ritual. Additionally, up to 4 chanters can be selected to participate in the ritual. The invoker's psychic sensitivity directly adds to the quality of the ritual, and each chanter adds 5% to the ritual quality regardless of their psychic sensitivity. Prisoners cannot participate in the ritual, but slavesContent added by the Ideology DLC can. Up to 4 shard beacons can be placed around the ritual spot, each increasing the quality of the ritual by 8%. Up to 6 void sculptures can be placed around the ritual spot, each increasing the quality of the ritual by a quality-dependent amount.

Upon a successful ritual, a pawn will be abducted according to the following criteria:

  1. If there is any valid hostile pawn on the map, then the ritual will abduct one of them at random.
  2. If there is any valid hostile faction leader in the world, there is a 8% chance one of them is abducted.
  3. If there is any valid hostile non-leader world pawn, there is a 2% chance per world pawn for one of them to be abducted. This is capped at 40%.
  4. Otherwise, a new random pawn from an hostile faction is created and abducted.

The abducted pawn will go into a dark psychic shock, with its duration shortened with higher ritual quality.

  • At 0% quality, the pawn will stay unconscious for 30 days.
  • At 50% quality, the pawn will only stay unconscious for 10 days.
  • At 100% quality, the pawn will only stay unconscious for 10 hours.
Psychic coma duration

Horax version[edit]

Horax cult members have a chance of performing a skip abduction ritual when raiding the colony. This ritual takes 10,000 ticks (2.78 mins), twice the duration of a player skip abduction ritual. The ritual will abduct a random colonist or slave of the colony if it succeeds. Pawns that already have dark psychic shock are excluded from being abducted. The abducted pawn will gain dark psychic shock for 30,000 ticks (8.33 mins).

Analysis[edit]

Skip abduction is a slow but very reliable method to get new prisoners into your colony. It is available very early into the game, though its high ritual cost makes it more useful for established colonies with a consistent source of bioferrite and have a low chance of gaining new recruits from random events. It is less useful for abducting hostile pawn on the current map, as the pawns performing the ritual could be better used defending the colony.

With a 10 days cooldown and no ways to select which pawn to kidnap, skip abduction is not very reliable for getting new colonists into your colony. They may not have the trait that you want, or they may be unwavering loyal, the latter of which however can be bypassed with brainwipe. However, if you have enough bioferrite generation to support doing this ritual consistently, then this is a decent way to search for new recruits, especially in the late game where it is much harder to get new ones. Other than the temporary induced coma, the victim pawn will not suffer any long term damage, making it safer and cheaper compared to using psychic shock lance or shard shock lance against a raider, at the cost of not being able to choose which pawn you get. Do note that, because the pawn abducted is only chosen when the ritual finishes, it is possible to save-scum to obtain an acceptable pawn.

Because the game can choose a pawn from the world pawn list, pawns that were banished, released from prison, kidnapped, or even pawns that were left behind after each archonexusContent added by the Ideology DLC quest part can be kidnapped back into your colony. You'll still have to recruit them like normal prisoners, regardless of whether they were your colonists or not.

Version history[edit]