Void touched

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Void touched is a special condition acquired from touching the Void node after embracing the void. A Void touched pawn receives the following buffs:

  • The pawn's rest and comfort needs are disabled.
  • ×200% Psychic sensitivity.
  • ×200% Study efficiency.
  • The pawn gains a healing factor of 100 hp/day, similarly to that of a ghoul, including the ability to heal scars and regenerate missing body parts. This also stacks with ghoul's regeneration, resulting in a factor of 200 hp/day if this pawn is turned into ghoul.

Additionally, embracing the void will grant the inhumanized hediff, grants four charges of death refusal and five charges of a special ability "Void terror," and gives a +14 "Embraced the void" moodlet for 60 days.

Because the Void node can only be interacted with once, it is not possible for multiple pawns to gain Void touched through traditional methods, though there are ways around this. Once obtained, Void touched can not be removed, not even through a Brainwipe. Erasing the colonist's mind may still be worthwhile if one wishes to avoid the consequences of inhumanization, though this will also erase the significant mood bonus in the process.

Void terror[edit]

Void terror.png casting time 0.5s cooldown 3 hrs Psychically induce terrifying hallucinations, causing a person to flee in terror

For a baseline overview - It lasts ~8 hours and forces the pawn to run around and is treated like a Mental State (called Terrifying Hallucinations) rather than a hediff. It's not broken by damage, but like pawns on a normal mental break they will seek out food if starving, and if exhausted will eventually go to sleep which will end the mental break... which can result in a raider sleeping on your tile. It's considered a "Harmful ability" when used on allies, and costs 25 goodwill before modifiers from Natural goodwill. You regain 1 charge every 3 hours up to a maximum of 5. Anyone affected actively flees any human within a (~13?) tile radius at maximum speed, but doesn't seem to care about any other type of pawn. Doesn't care about psychic sensitivity (tested on a 0% Deaf pawn). Can't be cast on pawns that are already under mental breaks including the "Terrifying Hallucinations" that this ability causes. Can't be used on anything other than a regular human(Tested Ghouls, Gorehulks, Mechs, Wild and Tamed animals). Can't be used on babies or Downed humans.

Analysis[edit]

Void touched is a very powerful condition for a pawn to have. The extreme healing factor makes them extremely difficult to kill, and it's much harder to wear them down over the course of a long fight. Even if the Void touched pawn does die, it can resurrect itself up to four times. As such, these pawns should be strongly considered as a frontline fighter to draw fire away from more vulnerable pawns. Additionally, the ×200% Psychic sensitivity multiplier provides incredible support during combat, especially for pawns who are already sensitive, though one should be careful not to let your pawn suffer psychic attacks in return, as they will be extremely vulnerable.

Because the pawn no longer needs to sleep or experience comfort, they can work for much longer periods of time, while avoiding the consciousness penalty of a Circadian half-cycler. Content added by the Royalty DLC

As a void touched pawn will grow back bodyparts, use of the DeathlessContent added by the Biotech DLC gene and duplication from a Corrupted obelisk can provide the colony with a renewable source of organs that are normally lethal to remove, such as hearts and livers.

Although the ×200% Study efficiency bonus is significant, it is actually the least useful of the bonuses by far, mostly due to the fact that a colony which has managed to awaken the Void Monolith has likely already researched all Anomaly projects. This does, however, remain helpful for restudying entities which leave the map and then must be restudied upon their return, such as the Nociosphere.

Version history[edit]