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The following modifiers exist:
 
The following modifiers exist:
 
{{Psychic Sensitivity Factor Table}}
 
{{Psychic Sensitivity Factor Table}}
Thus the maximum psychic sensitivity possible would be a psychically hypersensitive pawn, genetically modified with the deathrest gene, super psy-sensitivity, having deathrested with four psychofluid pumps, is psychically bonded to a pawn on the same map, blinded and with the Blind psysense precept, with a legendary Eltex staff, vest, shirt, robe and skullcap and an implanted psychic sensitizer for a total value of {{Hover title|link=no|<!--Base-->100%<!--Psychofluid pump-->+100%<!--Psychically Hypersensitive-->+80%<!--Eltex staff-->+75%<!--Eltex skullcap-->+60%<!--Sight-->+50%<!--Super psy-sensitive-->+40% <!--Eltex robe-->+30%<!--Blinded with blind psysense-->+30%<!--Psychic sensitizer-->+25% <!--Eltex vest-->+23%<!--Eltex shirt-->+15%<!--Psychic bonding-->+10%|{{#vardefineecho:maxPsySense|{{#expr:<!--Base-->100<!--Psychofluid pump-->+100<!--Psychically Hypersensitive-->+80<!--Eltex staff-->+75<!--Eltex skullcap-->+60<!--Sight-->+50<!--Super psy-sensitive-->+40<!--Eltex robe-->+30<!--Blinded with blind psysense-->+30<!--Psychic sensitizer-->+25<!--Eltex vest-->+23<!--Eltex shirt-->+15<!--Psychic bonding-->+10}}}}%}} psychic sensitivity and a neural heat limit, assuming psylink level 6, of {{#expr: {{#var:maxPsySense}}/100 * 30 * 2.6666 round 0}}. With Anomaly DLC, the multiplicative bioferrite make them mucher better than eltex gears, a pawn with bioferrite mask, plate armor, slave collar and weapon, under voidsight, void touched and psychophage can get to 2131%. Note that blindness is not compatible with void touched.
+
Thus the maximum psychic sensitivity possible would be a psychically hypersensitive pawn, genetically modified with the deathrest gene, super psy-sensitivity, having deathrested with four psychofluid pumps, is psychically bonded to a pawn on the same map, blinded and with the Blind psysense precept, with a legendary Eltex staff, vest, shirt, robe and skullcap and an implanted psychic sensitizer for a total value of {{Hover title|link=no|<!--Base-->100%<!--Psychofluid pump-->+100%<!--Psychically Hypersensitive-->+80%<!--Eltex staff-->+75%<!--Eltex skullcap-->+60%<!--Sight-->+50%<!--Super psy-sensitive-->+40% <!--Eltex robe-->+30%<!--Blinded with blind psysense-->+30%<!--Psychic sensitizer-->+25% <!--Eltex vest-->+23%<!--Eltex shirt-->+15%<!--Psychic bonding-->+10%|{{#vardefineecho:maxPsySense|{{#expr:<!--Base-->100<!--Psychofluid pump-->+100<!--Psychically Hypersensitive-->+80<!--Eltex staff-->+75<!--Eltex skullcap-->+60<!--Sight-->+50<!--Super psy-sensitive-->+40<!--Eltex robe-->+30<!--Blinded with blind psysense-->+30<!--Psychic sensitizer-->+25<!--Eltex vest-->+23<!--Eltex shirt-->+15<!--Psychic bonding-->+10}}}}%}} psychic sensitivity and a neural heat limit, assuming psylink level 6, of {{#expr: {{#var:maxPsySense}}/100 * 30 * 2.6666 round 0}}.
  
 
== Psycasts ==  
 
== Psycasts ==  
{{Recode|section=1|reason=Once the detail is on the individual psycast pages, this table should be automated - note: Effects will likely have to stay manual - once recoded, add directive to see invidivual pages}}
+
{{Recode|section=1|reason=Once the detail is on the individual psycast pages, this table should be automated - note: Effects will likely have to stay manual}}
 
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below their psylink level. For example, to manifest Beckon, the psycaster would require psylink level 3.  
 
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below their psylink level. For example, to manifest Beckon, the psycaster would require psylink level 3.  
  
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! Name !! Level !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost
 
! Name !! Level !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost
 
|- id="Burden"
 
|- id="Burden"
! [[Burden]]<br>[[File:Burden.png|64px]]  
+
! '''Burden'''<br>[[File:Burden.png|64px]]  
 
| 1 || Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion''
 
| 1 || Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion''
 
* [[Moving]] capped at 40%
 
* [[Moving]] capped at 40%
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| 1%
 
| 1%
 
|- id="Painblock"
 
|- id="Painblock"
! [[Painblock]]<br>[[File:Painblock.png|64px]]  
+
! '''Painblock'''<br>[[File:Painblock.png|64px]]  
 
| 1 || Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. || ''Psychically-induced pain insensitivity.''  
 
| 1 || Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. || ''Psychically-induced pain insensitivity.''  
 
* Target [[Pain]] Factor x10%  
 
* Target [[Pain]] Factor x10%  
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| 2%
 
| 2%
 
|- id="Stun"
 
|- id="Stun"
! [[Stun]]<br>[[File:Stun.png|64px]]  
+
! '''Stun'''<br>[[File:Stun.png|64px]]  
 
| 1 || Momentarily disrupt motor function in the target's brain, preventing any movement. ||  
 
| 1 || Momentarily disrupt motor function in the target's brain, preventing any movement. ||  
 
* Stuns the target
 
* Stuns the target
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*
 
*
 
|- id="Chunk skip"
 
|- id="Chunk skip"
! [[Chunk skip]]<br>[[File:ChunkSkip.png|64px]]  
+
! '''Chunk skip'''<br>[[File:ChunkSkip.png|64px]]  
 
| 1 || Skip the closest 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.
 
| 1 || Skip the closest 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.
 
| Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.
 
| Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.
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| 4%
 
| 4%
 
|- id="Solar pinhole"
 
|- id="Solar pinhole"
! [[Solar pinhole]]<br>[[File:SolarPinhole.png|64px]]  
+
! '''Solar pinhole'''<br>[[File:SolarPinhole.png|64px]]  
 
| 1 || Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. ||  
 
| 1 || Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. ||  
 
* Lights up a {{#expr:{{Lit Radius|15|{{#expr:217+217+208}}}} round 2}} tile area around it.
 
* Lights up a {{#expr:{{Lit Radius|15|{{#expr:217+217+208}}}} round 2}} tile area around it.
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*
 
*
 
|- id="Blinding pulse"
 
|- id="Blinding pulse"
! [[Blinding pulse]]<br>[[File:BlindingPulse.png|64px]]  
+
! '''Blinding Pulse'''<br>[[File:BlindingPulse.png|64px]]  
 
| 2 || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.''  
 
| 2 || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.''  
 
* [[Sight]] * 0.5
 
* [[Sight]] * 0.5
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| 1%
 
| 1%
 
|- id="Waterskip"
 
|- id="Waterskip"
! [[Waterskip]]<br>[[File:Waterskip.png|64px]]  
+
! '''Waterskip'''<br>[[File:Waterskip.png|64px]]  
 
| 2 || Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers ||
 
| 2 || Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers ||
 
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind.
 
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind.
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| 1.5%
 
| 1.5%
 
|- id="Neural heat dump"
 
|- id="Neural heat dump"
! [[Neural heat dump]]<br>[[File:NeuralHeatDump.png|64px]]  
+
! '''Neural Heat Dump'''<br>[[File:NeuralHeatDump.png|64px]]  
 
| 2 || Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. || ''Psychically induced neural heat cleansing.''  
 
| 2 || Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. || ''Psychically induced neural heat cleansing.''  
 
* Caster reduces their neural heat to 0  
 
* Caster reduces their neural heat to 0  
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| 0%
 
| 0%
 
|- id="Beckon"
 
|- id="Beckon"
! [[Beckon]]<br>[[File:Beckon.png|64px]]  
+
! '''Beckon'''<br>[[File:Beckon.png|64px]]  
 
| 3 || Psychically command the target to approach the caster. ||  
 
| 3 || Psychically command the target to approach the caster. ||  
 
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck.  
 
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck.  
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| 1%
 
| 1%
 
|- id="Chaos skip"
 
|- id="Chaos skip"
! [[Chaos skip]]<br>[[File: ChaosSkip.png|64px]]  
+
! '''Chaos Skip'''<br>[[File: ChaosSkip.png|64px]]  
 
| 3 || Teleport the target to a random position near where it started. Objects above a certain size cannot be teleported. ||  
 
| 3 || Teleport the target to a random position near where it started. Objects above a certain size cannot be teleported. ||  
 
* Target, pawn or item, is teleported to a random tile between 7 and 25 tiles away from its starting location
 
* Target, pawn or item, is teleported to a random tile between 7 and 25 tiles away from its starting location
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| 2%
 
| 2%
 
|- id="Vertigo pulse"
 
|- id="Vertigo pulse"
! [[Vertigo pulse]]<br>[[File:VertigoPulse.png|64px]]  
+
! '''Vertigo Pulse'''<br>[[File:VertigoPulse.png|64px]]  
 
| 3 || Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. || ''Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.''  
 
| 3 || Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. || ''Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.''  
 
* Targets within the radius become dizzy and wander in a 3 tile radius from their initial position
 
* Targets within the radius become dizzy and wander in a 3 tile radius from their initial position
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| 2%
 
| 2%
 
|- id="Smokepop"
 
|- id="Smokepop"
! [[Smokepop]]<br>[[File:Smokepop.png|64px]]  
+
! '''Smokepop'''<br>[[File:Smokepop.png|64px]]  
 
| 4 || Skip dust particles up from under the ground surface to form a [[Smoke|thick cloud]]. This reduces the accuracy of any shot fired through it, and prevents turrets from locking on entirely. ||  
 
| 4 || Skip dust particles up from under the ground surface to form a [[Smoke|thick cloud]]. This reduces the accuracy of any shot fired through it, and prevents turrets from locking on entirely. ||  
 
* Creates a 7 tile diameter [[smoke]] cloud at the targeted location.
 
* Creates a 7 tile diameter [[smoke]] cloud at the targeted location.
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| 2%
 
| 2%
 
|- id="Skip"
 
|- id="Skip"
! [[Skip]]<br>[[File:Skip.png|64px]]  
+
! '''Skip'''<br>[[File:Skip.png|64px]]  
 
| 4 || Teleport the target to a desired position not too far from his starting point. Objects which are too large cannot be teleported. ||  
 
| 4 || Teleport the target to a desired position not too far from his starting point. Objects which are too large cannot be teleported. ||  
 
* Target, pawn or item, is teleported to a selected tile visible to the target.
 
* Target, pawn or item, is teleported to a selected tile visible to the target.
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| 2%
 
| 2%
 
|- id="Focus"
 
|- id="Focus"
! [[Focus]]<br>[[File:Focus.png|64px]]  
+
! '''Focus'''<br>[[File:Focus.png|64px]]  
 
| 4 || Psychically focus the target's mind, boosting their sight, hearing and moving capacities. || ''Psychically-induced mental focus, increasing sight, hearing and movement capacities.''
 
| 4 || Psychically focus the target's mind, boosting their sight, hearing and moving capacities. || ''Psychically-induced mental focus, increasing sight, hearing and movement capacities.''
 
* [[Sight]]: {{Good|x1.3}}
 
* [[Sight]]: {{Good|x1.3}}
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| 3%
 
| 3%
 
|- id="Wallraise"
 
|- id="Wallraise"
! [[Wallraise]]<br>[[File:Wallraise.png|64px]]  
+
! '''Wallraise'''<br>[[File:Wallraise.png|64px]]  
 
| 4 || Form a temporary wall by skipping rubble and soil up from deep under the ground. || ''A fragile wall made of rubble. It will collapse in time.'  
 
| 4 || Form a temporary wall by skipping rubble and soil up from deep under the ground. || ''A fragile wall made of rubble. It will collapse in time.'  
 
* Creates a cross-shaped set of wall 3 blocks across and 3 blocks wide at the target location. Wall has 100 HP and lasts for 4 hours or {{ticks|10000}}.
 
* Creates a cross-shaped set of wall 3 blocks across and 3 blocks wide at the target location. Wall has 100 HP and lasts for 4 hours or {{ticks|10000}}.
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| 2%
 
| 2%
 
|- id="Berserk"
 
|- id="Berserk"
! [[Berserk]]<br>[[File:Berserk.png|64px]]  
+
! '''Berserk'''<br>[[File:Berserk.png|64px]]  
 
| 5 || Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. ||  
 
| 5 || Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. ||  
 
* Target goes [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation.  
 
* Target goes [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation.  
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| 4%
 
| 4%
 
|- id="Flashstorm"
 
|- id="Flashstorm"
! [[Flashstorm]]<br>[[File:Flashstorm.png|64px]]  
+
! '''Flashstorm'''<br>[[File:Flashstorm.png|64px]]  
 
| 5 || Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissipating. ||  
 
| 5 || Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissipating. ||  
 
* Creates a [[Weather|flashstorm]] at target location.  
 
* Creates a [[Weather|flashstorm]] at target location.  
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| 4%
 
| 4%
 
|- id="Invisibility"
 
|- id="Invisibility"
! [[Invisibility]]<br>[[File:Invisibility.png|64px]]  
+
! '''Invisibility'''<br>[[File:Invisibility.png|64px]]  
 
| 5 || Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. || ''Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.''  
 
| 5 || Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. || ''Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.''  
 
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.
 
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.
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| 6%
 
| 6%
 
|- id="Mass chaos skip"
 
|- id="Mass chaos skip"
! [[Mass chaos skip]]<br>[[File:MassChaosSkip.png|64px]]  
+
! '''Mass Chaos Skip'''<br>[[File:MassChaosSkip.png|64px]]  
 
| 6 || Skip everyone in an area to random positions nearby. Objects which are too large cannot be teleported. ||
 
| 6 || Skip everyone in an area to random positions nearby. Objects which are too large cannot be teleported. ||
 
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location
 
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location
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| 3%
 
| 3%
 
|- id="Skipshield"
 
|- id="Skipshield"
! [[Skipshield]]<br>[[File:Skipshield.png|64px]]  
+
! '''Skipshield'''<br>[[File:Skipshield.png|64px]]  
 
| 6 || Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. ||  
 
| 6 || Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. ||  
 
* Makes a 4.9-tile radius circle that cannot be shot through, into, or out of. See [[#Tactics|below]] for image. Does not {{Hover title|E.g. from mortars, orbital bombardment targeters, or aerodrone strikes or salvos|block non-ground-level projectiles}}.
 
* Makes a 4.9-tile radius circle that cannot be shot through, into, or out of. See [[#Tactics|below]] for image. Does not {{Hover title|E.g. from mortars, orbital bombardment targeters, or aerodrone strikes or salvos|block non-ground-level projectiles}}.
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| 4%
 
| 4%
 
|- id="Manhunter pulse"
 
|- id="Manhunter pulse"
! [[Manhunter pulse]]<br>[[File: ManhunterPulse.png|64px]]  
+
! '''Manhunter pulse'''<br>[[File: ManhunterPulse.png|64px]]  
 
| 6 || Drive nearby animals into a manhunting rage using a psychic pulse ||  
 
| 6 || Drive nearby animals into a manhunting rage using a psychic pulse ||  
 
* All animals within the radius go [[Mental break#Manhunter|Manhunter]], attacking the nearest human regardless of previous affiliation.  
 
* All animals within the radius go [[Mental break#Manhunter|Manhunter]], attacking the nearest human regardless of previous affiliation.  
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! Name !! Level !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost
 
! Name !! Level !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost
 
|- id="Word of trust"
 
|- id="Word of trust"
! [[Word of trust]]<br>[[File:WordOfTrust.png|64px]]  
+
! '''Word of Trust'''<br>[[File:WordOfTrust.png|64px]]  
 
| 1 || Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's resistance, but cannot recruit him. ||  
 
| 1 || Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's resistance, but cannot recruit him. ||  
 
* Reduces Resistance of target prisoner by {{---|20}}, scaled by target's [[Psychic Sensitivity]].
 
* Reduces Resistance of target prisoner by {{---|20}}, scaled by target's [[Psychic Sensitivity]].
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| 60%
 
| 60%
 
|- id="Word of joy"
 
|- id="Word of joy"
! [[Word of joy]]<br>[[File:WordOfJoy.png|64px]]
+
! '''Word of Joy'''<br>[[File:WordOfJoy.png|64px]]
 
| 2 || Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.|| ''The affected pawn gains the Joybuzz status, providing 30 joy at the cost of -20% consciousness for 7 days.''
 
| 2 || Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.|| ''The affected pawn gains the Joybuzz status, providing 30 joy at the cost of -20% consciousness for 7 days.''
 
* Duration scales with target's [[Psychic Sensitivity]]
 
* Duration scales with target's [[Psychic Sensitivity]]
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| 40%
 
| 40%
 
|- id="Word of love"
 
|- id="Word of love"
! [[Word of love]]<br>[[File: WordOfLove.png|64px]]  
+
! '''Word of Love'''<br>[[File: WordOfLove.png|64px]]  
 
| 3 || Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another. || ''Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup.''  
 
| 3 || Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another. || ''Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup.''  
 
* Greatly increases relations between target(s), nearly guaranteeing a relationship forms if recursively cast on two pawns.
 
* Greatly increases relations between target(s), nearly guaranteeing a relationship forms if recursively cast on two pawns.
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| 50%
 
| 50%
 
|- id="Word of serenity"
 
|- id="Word of serenity"
! [[Word of serenity]]<br>[[File:WordOfSerenity.png|64px]]  
+
! '''Word of Serenity'''<br>[[File:WordOfSerenity.png|64px]]  
 
| 4 || Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.|| Instantly ends any mental break by forcing the target into a 6 hour [[psychic coma]]. The psyfocus cost depends on the level of the mental break; [[Social#Social_Fights|social fights]] and [[Mental break#Minor break|minor breaks]] cost 30% psyfocus, [[Mental break#Major break|major breaks]] cost 50%, and [[Mental break#Extreme break|extreme breaks]] cost 70%.
 
| 4 || Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.|| Instantly ends any mental break by forcing the target into a 6 hour [[psychic coma]]. The psyfocus cost depends on the level of the mental break; [[Social#Social_Fights|social fights]] and [[Mental break#Minor break|minor breaks]] cost 30% psyfocus, [[Mental break#Major break|major breaks]] cost 50%, and [[Mental break#Extreme break|extreme breaks]] cost 70%.
 
* Coma duration scales with target's [[Psychic Sensitivity]]
 
* Coma duration scales with target's [[Psychic Sensitivity]]
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| 30-70%
 
| 30-70%
 
|- id="Word of inspiration"
 
|- id="Word of inspiration"
! [[Word of inspiration]]<br>[[File:WordOfInspiration.png|64px]]  
+
! '''Word of Inspiration'''<br>[[File:WordOfInspiration.png|64px]]  
 
| 5 || Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.|| Targeted pawn will receive a random [[inspiration]] based upon their passions and skills.
 
| 5 || Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.|| Targeted pawn will receive a random [[inspiration]] based upon their passions and skills.
 
| 0
 
| 0
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| 80%
 
| 80%
 
|- id="Farskip"
 
|- id="Farskip"
! [[Farskip]]<br>[[File:Farskip.png|64px]]  
+
! '''Farskip'''<br>[[File:Farskip.png|64px]]  
 
| 5 || Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.
 
| 5 || Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.
 
| Stuns for between 3 and 10 seconds; teleports allies within 5 tiles to distant colonist on map; also teleports tamed animals within 5 tiles if not cast on a colony map; if used while in caravan, whole caravan will be teleported (unusable if overburdened)
 
| Stuns for between 3 and 10 seconds; teleports allies within 5 tiles to distant colonist on map; also teleports tamed animals within 5 tiles if not cast on a colony map; if used while in caravan, whole caravan will be teleported (unusable if overburdened)
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| 70%
 
| 70%
 
|- id="Neuroquake"
 
|- id="Neuroquake"
! [[Neuroquake]]<br>[[File:Neuroquake.png|64px]]  
+
! '''Neuroquake'''<br>[[File:Neuroquake.png|64px]]  
 
| 6 || Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature in range but outside of the safe, inner, circle will be driven violently insane. Casting this takes 12 seconds of meditation, and afterwards, the caster will go into a five-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.
 
| 6 || Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature in range but outside of the safe, inner, circle will be driven violently insane. Casting this takes 12 seconds of meditation, and afterwards, the caster will go into a five-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.
 
||  
 
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|-
 
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|}
 
|}
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== Tactics ==
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Psycasts can be used to great tactical advantage- provided that you can get in range of the enemy to use them.
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* '''Solar pinhole''' can be used to warm rooms during a cold snap if you don't have enough heaters. Since solar pinholes are relatively inexpensive psyfocus-wise, multiple can be cast if needed.
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** Use it when mining deep underground to avoid the darkness work speed penalty.
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* '''Farskip''' Can be used from the World map. Can't be used while forming a Caravan but can be used if you Draft after you've collected all your gear.
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* '''Painblock''' blocks pain, with an effect similar to [[go-juice]].
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* '''Stun''' stuns the target for a few seconds.
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** Best used to support a melee attacker against another.
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** Help melee attackers close the distance to shooters.
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** Peel melee attackers off ranged.
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* '''Chunk skip''' skips 5 nearby rock or steel slag chunks to a 5x5 target area in a random pattern.
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** Can be used to create some [[cover]] if fighting on open terrain where natural cover is sparse or is in inconvenient locations. The chunks can be quickly rearranged with a stockpile.
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** Sometimes can be used to steal cover from enemies, provided that your psycaster can target the desired chunks. This ability tends to skip chunks closest to the psycaster, so this might only be possible if they are a melee fighter and can get close to enemy positions.
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** Can be used outside of combat to quickly relocate chunks around your base right to the [[stonecutter's table]] or [[electric smelter]]. This can speed up production if a worker has to walk a sizable distance each time to get a new chunk.
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** A situational use would be to place chunks behind walls or in open doorways, therefore possibly preventing enemies from using superior 75% cover and forcing them to use chunks as inferior cover or to move to a different spot. This is unreliable due to the random pattern in which chunks are skipped to the target area, as well as the fact that pawns are not immediately forced to move if a chunk is placed on them - they are only prevented from standing on that tile again if they move.
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* '''Blinding Pulse''' reduces the Sight of enemies and thus their accuracy, giving you the upper hand in combat. Especially useful against clustered ranged tribals. Using this against melee fighters is useful as well, reducing their hit chance.
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* '''Neural heat dump''' is good for burst-casting expensive combat psycasts such as berserk pulse, if you're willing to pay the price of putting a pawn out of action. Pacifists are a good choice if you don't need them to pull fallen allies out of battle.
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** The side effect, putting a pawn into a coma for a day, can also be useful to save a pawn from getting mauled by animal revenge, to prevent a sick pawn from having a mental break while they are in bed, and in various other situations.{{Check Tag|Mental break?|Can it be used on pawns who are already having a break? Including the violent ones? Do they get catharsis?}}
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* '''Beckon'''
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** Can force enemies into melee range for engagement, or simply pull them out of cover into the open so your ranged attackers can destroy them.
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** Can delay a particularly dangerous enemy, such as a [[doomsday rocket launcher]] user, from firing until a countermeasure can be deployed (e.g. melee closing, ranged move into position, your own weapon fires, a skipshield can be placed etc.)
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** Great for peeling enemy melee off a vulnerable friendly.
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** Can also be useful to pull a ranged enemy out of an [[ancient danger]] without using the more expensive skip psycast.
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*'''Chaos Skip'''
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** Use on enemies that already entered melee range to force them to break distance in a random direction. Be careful of skipping them into your base.
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*'''Vertigo Pulse''' will force a group of enemies out of cover for a few seconds while preventing them from firing at your own pawns while they vomit uncontrollably.
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*'''Smokepop''' is essentially a better version of the [[smoke launcher]].
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*'''Skip''' is a versatile tool that can be used to manipulate allies, enemies, inanimate objects and the self alike.
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** Teleport allied fighters into position quickly, especially melee fighters.
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** Skip long-ranged enemies into range.
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** Keep enemy melee fighters away from allies.
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** Using skip on an ally harms your faction relations, even when used for benevolent purposes. To get around this when rescuing allies, have a colonist rescue the ally and then skip the colonist. This will not give a penalty.
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** Teleport a raider near a [[Mechanoid_cluster|mechanoid cluster]] to make them fight each other.
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** Can be used on self to quickly escape danger or to urgently move to a location.
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** Move downed pawns, allies or enemies, out of danger to safely rescue or capture them.
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** Teleport [[chemfuel]] away just before it blows up.
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** Steal supplies from [[Raider#Siege|Sieges]].
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*** Sieges will continuously receive supplies of [[Packaged_survival_meal|Packaged survival meals]] and [[Mortar_shell|Mortar shells]] as they are removed from the siege, but they won't receive additional [[component|components]]. Stealing components before [[Mortar|Mortars]] are built will halt the siege and it potentially allows the unlimited theft of additional supplies.
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** Safely capture bleeding fleeing enemies by repeatedly skipping them away from the map's edge until they collapse from blood loss.
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* '''Focus''' is good for buffing allies prior to a battle, improving a doctor by giving them boosted tend [[Medical_Tend_Quality|quality]] and [[Medical_Tend_Speed|speed]] (but not [[Medical Surgery Success Chance|success chance]] or [[Medical Operation Speed|speed]] of a surgery, as the bonus from Sight for these caps at 100%).
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* '''Berserk''' forces an enemy to attack nearby targets indiscriminately, including their allies.
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** Have enemies aggro on each other while your ranged fighters pick them off.
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** Cause friendly fire as enemies fire at the berserker.
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** Offers an alternative way to hunt dangerous animals like [[Thrumbo]]s.  Note that once animals have begun fighting each other, they will continue fighting until one of the two is downed or dies, even after Berserk has expired.  Damage incurred from each other also will not cause them to go manhunter.
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** Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.
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* '''Invisibility''' makes enemies unable to target your allies.
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** It is not broken on attacking making it a good choice for close-ranged attackers.
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*** Can be used to protect a single [[Defense_tactics#Melee_blocking|melee blocker]] against medium and large enemies, but won't block small enemies.
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** Self-cast to allow your psycaster to safely get within range.
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** Cast on snipers to aggro sieges or mech clusters.
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** Cast on wielders of [[Doomsday rocket launcher|doomsday rocket launchers]] and the like to give them time to fire.
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* '''Mass Chaos Skip''' skips all units in the area randomly, friend or foe, as well as briefly stunning them on arrival at their new location.
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** Skip multiple enemies out of cover at once, exposing them to gunfire.
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** Only skips things to a location within line of sight of their starting position.  However, it does not require line of sight from the caster to a pawn to initiate the skip (ie. it'll skip a pawn that's on the other side of a wall, but they'll still be on the other side of that wall afterwards).
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** Note that "line of sight" operates based on actual sight mechanics (ie. the ability to see an area for the purposes of shooting it, using psycasts, etc), _not_ being able to path to it.  Buildings that do not permit pathing but do permit being shot over/through will not block Chaos Skip.
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** Be careful: you may accidentally skip the enemies behind or even right next to your pawns.  The brief stun when the target arrives at the new location can permit time to react, however.
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* '''Manhunter Pulse''' causes all animals in a large targeted area to become manhunter.
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** Can be used to defend against raiders, or act as an offensive weapons on raids on enemy bases.
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** If you also have a pawn with the Wallraise psycast, you can stack all colonists into the gap between two wall raises. The resulting carnage is entertaining.
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* '''Flashstorm''' [[lightning]] strikes can be targeted down to a specific tile by roofing the entire area of effect except for the single tile that is targeted. Lightning will still strike at the same rate, but will only strike that unroofed tile. Multiple flash storms can be stacked on top of each other with the number and frequency of strikes stacking directly
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** Without roofs, these are wildly inaccurate and only should be used: A) In a killbox with a single unroofed tile, or B) against massive stacks of tribals.
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** Note that there is a substantial delay (60-180 seconds, at random on each cast) before the first strike, after which the ability lasts a fixed duration (164s).
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*'''Neuroquake''' is a hail-mary-style psycast that is good against a large raid, provided you can protect your psycaster long enough. It is advised to limit all of your pawns, including animals, to the 5 tile radius around the caster, and lock all doors. Reducing psychic sensitivity to reduce coma time no longer is an option in 1.3, as the neuroquake coma no longer scales with a pawns psychic sensitivity.  1.3 also reduced the range from the entire map to a 60-tile radius around the caster.
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* '''Word of Serenity''' will not prevent a [[Traits#Tortured artist|Tortured Artist]] pawn from gaining an [[inspiration]] when used to end a [[mental break]], allowing relatively risk-free [[Quality|Legendary]] farming. It can also end [[Social#Social_Fights|social fights]] early by casting it on either combatant, at a cost of 30 psyfocus.
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* '''Word of Inspiration''' can be used to great effect when combined with a [[persona weapon]] with the [[Persona weapon#Kill-focused|Kill-focused trait]].
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** Since this trait counts it as a "kill" when the bonded pawn slaughters an animal with the weapon equipped and held, rapidly-breeding animals such as geese, chickens, and ducks (which lay an egg every 1.6, 2.0, and 3.5 days, respectively) can be turned directly into inspirations by hatching the eggs, then slaughtering the chicks, at a ratio of 4 animal slaughters per inspiration.
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** This means that that, after a warm-up period while the first eggs incubate, each female goose (provided they have a male to fertilize the eggs) is worth 0.15625 inspirations per day.
  
 
== Version history ==
 
== Version history ==
Line 730: Line 800:
 
* [[Version/1.2.2753|1.2.2753]] - Neural heat overload no longer causes psylink degradation or any other permanent damage.
 
* [[Version/1.2.2753|1.2.2753]] - Neural heat overload no longer causes psylink degradation or any other permanent damage.
 
* [[Version/1.4.3555|1.4.3555]] - Fix: Tribal [[children]] {{BiotechIcon}} who grow up in a colony don't get the 'natural' meditation focus type.
 
* [[Version/1.4.3555|1.4.3555]] - Fix: Tribal [[children]] {{BiotechIcon}} who grow up in a colony don't get the 'natural' meditation focus type.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Typo in chunk skip description - "''Skip the 5 chunks [...]''" -> "''Skip the closest 5 chunks [...]''". Fix: Solar Pinhole cannot be created over non-edifice buildings.
 
* Between [[Version/1.2.3005|1.2.3005]] and [[Version/1.4.3641|1.4.3641]] - Psylink description changed from ''"An organic connection to a larger psychic field. This allows a person to use specific psychic powers that they have learned to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use psylink neuroformer devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with psychically-connected lifeforms. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism."'' -> ''"An organic connection to a larger psychic field. This allows a person to psychically induce a distant archotech superintelligence to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use psylink neuroformer devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with the legendary anima tree. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism."''
 
* Between [[Version/1.2.3005|1.2.3005]] and [[Version/1.4.3641|1.4.3641]] - Psylink description changed from ''"An organic connection to a larger psychic field. This allows a person to use specific psychic powers that they have learned to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use psylink neuroformer devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with psychically-connected lifeforms. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism."'' -> ''"An organic connection to a larger psychic field. This allows a person to psychically induce a distant archotech superintelligence to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use psylink neuroformer devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with the legendary anima tree. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism."''
  

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