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A psychic soothe pulser is a single-use artifact that can be activated by selecting a colonist, right-clicking the artifact, and selecting 'Activate'
 
A psychic soothe pulser is a single-use artifact that can be activated by selecting a colonist, right-clicking the artifact, and selecting 'Activate'
  
The pulser gives the "''Strange feeling''" thought with a {{+|15}} [[mood]] buff to every [[human]] pawn on the map upon activation, including prisoners and raiders. The size of the mood bonus is scaled directly proportionally to each pawn's [[Psychic Sensitivity]] - a [[Psychically hypersensitive|hypersensitive pawn]] will receive a {{+|27}} while a [[psychically deaf]] pawn will receive no buff at all. If the psychic sensitivity of the pawn changes while the thought is still present, the mood buff will change with it.  
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The pulser gives the "''Strange feeling''" thought with a {{+|15}} [[mood]] buff to every [[human]] pawn on the map upon activation, including prisoners and raiders. The size of the mood bonus is scaled directly proportionally to each pawn's [[Psychic Sensitivity]] - a [[Traits#Psychic hypersensitivity|hypersensitive pawn]] will receive a {{+|27}} while a [[psychically deaf]] pawn will receive no buff at all. If the psychic sensitivity of the pawn changes while the thought is still present, the mood buff will change with it.  
  
 
The psychic soothe pulser's bonus can be stacked up to 3 times. The second pulse will add an additional {{+|11}} before psychic sensitivity effects, and the third will add {{+|9}}, for a total mood bonus of {{+|35}}.
 
The psychic soothe pulser's bonus can be stacked up to 3 times. The second pulse will add an additional {{+|11}} before psychic sensitivity effects, and the third will add {{+|9}}, for a total mood bonus of {{+|35}}.
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Psychic soothe pulsers can be also be used to counteract [[psychic drone]]s. A single pulser can completely nullify the effects of a low psychic drone and still have a {{+|3}} net effect on mood. Higher levels of drone will be reduced in intensity as well. Whilst doing so is expensive, it's possible to turn an extreme psychic drone's {{--|40}} effect on mood into a paltry {{--|5}} by activating 3 pulsers at the same time for the maximum soothe effect. By the time a colony is being affected by such extreme psychic events, it is likely in a position where it can afford to purchase multiple pulsers in preparation for such events.
 
Psychic soothe pulsers can be also be used to counteract [[psychic drone]]s. A single pulser can completely nullify the effects of a low psychic drone and still have a {{+|3}} net effect on mood. Higher levels of drone will be reduced in intensity as well. Whilst doing so is expensive, it's possible to turn an extreme psychic drone's {{--|40}} effect on mood into a paltry {{--|5}} by activating 3 pulsers at the same time for the maximum soothe effect. By the time a colony is being affected by such extreme psychic events, it is likely in a position where it can afford to purchase multiple pulsers in preparation for such events.
  
If possible, gather/save a few soothe pulsers for the [[ship launch]] or [[endings#Royal Ascent|royal ascent]]{{RoyaltyIcon}} [[endings]]. Not only are back-to-back raids quickly damaging to mood, but pawns often need to work to repair defenses when their needs are at their lowest.
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If possible, gather/save a few soothe pulsers for the [[ship launch]] or [[royal ascent]]{{RoyaltyIcon}} [[endings]] - back-to-back raids will be quickly damaging to mood.
  
 
== Lore ==
 
== Lore ==

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