Skip abduction
| This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
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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)
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
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]
- Teleport a non-entity human pawn from a hostile faction to the psychic ritual spot.
- The game prioritizes which pawn to pick as follows:
- A random hostile pawn currently on the map where the ritual was done.
- If no such pawns exist, then the game will attempt to pick a pawn from the world pawn list.
- 8% chance to select a faction leader.
- If the game doesn't select a faction leader, then it may attempt to pick a random pawn from all currently existing, non-leader, world pawns. The chance that an attempt is successful is 2% × the number of valid targets,[Conditional or absolute?] up to a maximum of 40% at 20 targets or more. If this option is selected, one of the eligible pawns will be selected with each pawn having the same chance, even if there are more than 20. E.g. If between 1 and 20 such pawns exist, there is a 2% chance for any given pawn to be selected. If 40 exist, there is a 1% chance for a given pawn to be chosen.
- If all rolls fail, then the game creates a new pawn from a random visible hostile faction and select that instead.
- The abducted pawn will go into a dark psychic shock, with its duration shortened with higher ritual quality.
- At 100% quality, the pawn will only stay unconscious for 10 hours.
Analysis[edit]
| This article is a stub. You can help RimWorld Wiki by expanding it. Reason: General. |
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.
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.
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 archonexus
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]
- Anomaly DLC Release - Added.
