Psychic ritual spot

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Revision as of 23:03, 20 April 2024 by Haloren (talk | contribs) (Added table detailing ritual names and info, leaving space for details to be added on advanced rituals. Rituals should likely have further analysis done for quality effects/durations, and descriptions polished to meet wiki standards. Unsure if this should)
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Psychic ritual spot

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A spot for performing psychic rituals. Rituals can only be cast if the area around the ritual spot is unobstructed.

Base Stats

Type
Building???????
Flammability
0%

Building

Size
3 × 3
Minifiable
False
Placeable
True
Passability
standable
Terrain Affordance
Light

Creation

Work To Make
ticks (0 secs)

A Psychic ritual spot is a building added by the Anomaly DLC. It allows the player's colonists to commune with the void for psychic rituals. It is unlocked via the Void Provocation dark research.

Acquisition

Psychic ritual spots do not require a colonist to construct or deconstruct, nor is there a cost, build time, or skill requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player. On top of the spot itself, the surrounding tiles must also be free of any structures that would obstruct pawns or prevent them from standing there to place, and the ritual spot itself will not be usable if such obstructions are placed afterwards.

Summary

The Psychic ritual spot is used in preforming all Psychic Rituals, which are unlocked from Anomaly research. Each ritual requires one pawn to be the Invoker, with up to four or six additional colonists able to participate as Chanters, depending on the ritual. All rituals except for Void Provocation also require either Bioferrite or a Shard which is consumed at the completion of the ritual, and rituals targeting a specific pawn require the pawn to able to walk or be carried to the ritual site, though they do not need to be conscious. Ghouls and Psychically Deaf pawns can not be a participant nor the target of a ritual.

ChildrenContent added by the Biotech DLC may participate in rituals in any position as long as they are not babies. The only exception is the Chronophagy ritual, where they cannot be the Invoker.

The quality of any ritual is based on the following factors.

-The Psychic sensitivity of the Invoker. An Invoker with 100% Sensitivity will grant a +12% bonus, caps at 25 % at 281 sensitivity.

-The number of Chanters. filling all spots (whether there are four or six) grants a 20% bonus, with each pawn contributing an equal portion of the bonus.

-The number and Quality of any nearby Void Sculptures, up to six sculptures. Normal and Good give +2% each, Excellent and Masterwork gives 3% each and legendary gives 5%.

-The number of nearby Shard Beacons. Each beacon provides an +8% bonus, to a max of 32% at four Beacons.

-Psychic ritual quality offset from the Psychic Ritual PreceptContent added by the Ideology DLC. Invokers and Chanters with Exalted Psychic Rituals will increase the quality by +10% * (Number of pawns participating/Number of pawns with precept), while pawns with the Disapproved precept will reduce it by -10% * (Number of pawns participating/Number of pawns with precept)

Psychic Rituals

Ritual Ritual Duration Ritual Cooldown Ritual Cost Ritual Effect Ritual Quality Effect
Void Provocation 5000 ticks (2 hours) 300000 ticks (5 days) - Psychically commune with the void to summon an Entity. This may cause the invoker to suffer from Psychic Shock Base 90% chance of Psychic Shock coma reduced by 1.5% per 1% increase in ritual quality
Psychophagy 10000 ticks (4 hours) 300000 ticks (5 days) Bioferrite x 20 Consume the psychic sensitivity of a target. This will cause the invoker's psychic sensitivity to be increased for several days, and for the target suffers from Psychic Shock. 1 day gained per 1% ritual quality
Chronophagy 10000 ticks (4 hours) 300000 ticks (5 days) Bioferrite x 20 Induce a distant archotech to transfer entropy from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock. Increases the number of years transferred
Philophagy 10000 ticks (4 hours) 300000 ticks (5 days) Shard x 1 Psychically draw experiences from the victim's mind, and transfer them to the invoker, targeting the victim's highest Skill. This will increase the invoker's experience in the same skill, and for the target to lose an equal amount. Target will also suffer Psychic Shock. Increases experience transferred
Brainwipe 15000 ticks (6 hours) 1200000 ticks (20 days) Shard x 1 Erase a person's memories. Traumatic memories will be forgotten. Prisoners will forget their allegiances and become easier to recruit, even if they were unwavering. Inhumanized individuals will forget their connection to the void. Unfortunately, the disruptive effect of the ritual will induce a coma that could last a long time, especially if the ritual is of low quality. Decreases the duration of the induced coma
Skip Abduction 5000 ticks (2 hours) 600000 ticks (10 days) Bioferrite x 60 Abduct a random hostile person from anywhere in the world, prioritizing those nearby. The process causes the target to fall into a "short" coma. Base coma duration of 30 days decreased by 1 day per 2.5% ritual quality
Draw Animals 10000 ticks (2 hours) 600000 ticks (10 days) Bioferrite x 10 Create a psychic pulse which draws a distant herd of animals to the local area. You can then hunt or make use of them as you choose. If not done correctly, this may attract scaria-infected manhunters Base 75% chance to summon manhunters decreased by 1% per 1% ritual quality
Summon Fleshbeasts 5000 ticks (2 hours) 300000 ticks (5 days) Bioferrite x 50 Create a psychic pulse which will draw fleshbeasts to dig upwards and emerge near your enemies. They will attack anyone they find, including enemies and allies. The fleshbeasts can be captured and studied, or butchered for twisted meat. Increases number of fleshbeasts summoned
Draw Shamblers 5000 ticks (2 hours) 300000 ticks (5 days) Bioferrite x 20 Create a psychic pulse which will draw a distant horde of animated corpses (shambler) to your area. While they attack any human they see, they will not directly attack your colony. You can capture them for study. Increases number of shamblers summoned.
Blood Rain - - - -
Neurosis Pulse - - - -
Pleasure Pulse - - - -
Provoke Pit Gate - - - -

Analysis

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Version history