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Psycasts - RimWorld Wiki

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Psycasts Last updated 11 days ago

This article relates to content added by Royalty (DLC).


(DLC). Please note that it will not be present
without the DLC enabled.

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Psycasts are psychic powers available to pawns with psylink levels, added by the Royalty DLC.
DLC.

Contents
Lore
Acquisition
Mechanics
Neural Heat
Neural Heat Limit
Neural Heat Recovery Rate
Psychic breakdown

Psyfocus
Meditation
Alternative psyfocus

Psychic Sensitivity
Psycasting stat modifiers

Psycasts
Regular psycasts
Special psycasts

Tactics
Version history

Lore
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.
tree. As a physical phenomenon in the

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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.

Acquisition
To use psycasts, a pawn must first have a Psylink level equal to or greater than the level of the chosen psycast. A pawn may have up to 6
levels of psylink, and these levels can be gained through several different methods:

1. Acquire a Psylink neuroformer through questing


2. Gain Royalty Titles by accepting Honor as a quest reward.
3. Pawns can meditate at an Anima tree to grow anima grass. Once 20 grass has grown, a ritual can be performed, consuming the grass
and granting one Psylink level to a pawn with the Natural Meditation focus type
4. Pawns who get blinded through a Satisfying or Spectacular Blinding Ceremony have a chance to get a psylink level, even if the
pawns in question have a different Ideoligion without the Blindsight meme. The ceremony can be performed again if the pawns regain
their sight through any means including a bionic eye,
eye, healer or resurrector mech serum,
serum, or biosculpter pod.
pod. Note that pawns with pro-
Blindness ideoligions at the time of their biosculpting will not have their eyes repaired.

A random psycast of the new level will be learned when gaining a new level of Psylink - i.e. a random level 1 psycast is gained when a pawn
gains their first level, a level 2 psycast is learned when gaining their second, etc.

Further psycasts can be gained by using a Psytrainer which grants the specific psycast mentioned in their name. Additional psycasts are
available for purchase from traders, with Empire bases and traders having the most, and tribals having the least. A psycaster can learn any
number of psycasts through psytrainers, up to and including every psycast in the game, and limited only by the availability of psytrainers
themselves.

Note: If using a psytrainer for a level higher than the current psylink level of the user, the learned psycast will replaced the one usually
gained for that level when that level is achieved. Given using the psytrainer after gaining that level either grants an additional power or
does not work and thus does not consume the psytrainer, it is always best to only use psytrainers after the required psylink level has been
achieved.

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Also note, if a Psylink neuroformer or Anima ritual has been used to gain a psylink level above what is given for the current title, additional
titles will not grant psylinks beyond what they normally do for that title. So if a neuroformer has been used to gain psylink level 1, and then
the title of Yeoman is gained and bestowed, the pawn will still only have psylink level 1. This means using neuroformers or rituals on pawns
that will gain titles is ultimately a waste, or vice versa.

Mechanics
A psycaster's effectiveness is controlled by three primary factors: their Neural Heat Limit, their available Psyfocus and the Psychic
Sensitivity of their target.

Neural Heat
Despite being called "heat", neural heat is not a measure of temperature. It refers to a type of chaotic psychic energy in the
mind which is built up when using psychic powers and dissipates over the course of a few seconds or minutes. If neural heat
is pushed past normal limits, it may cause temporary psychic breakdown and unconsciousness due to psychic shock. These
conditions don't cause permanent damage.
— Neural heat description

Neural Heat Limit

A psycaster's neural heat limit is the primary limitation to how many psycasts they can perform in a given period of
time. Each psycast gives the caster a certain amount of neural heat. As long as a pawn stays within their neural heat
Neural Heat
limit, they'll suffer no ill effects. By default, a pawn will not use a psycast if the neural heat gain would cause them to
Limiter Off
exceed their limit. This will be represented by the psycast's icon being greyed out on the UI. A pawn can be instructed to
ignore their normal heat limit by clicking on the "Neural Heat Limiter", but exceeding the limit can cause psychic
breakdown..
breakdown

The neural heat limit is affected by both the psycaster's psychic sensitivity and psylink level. A pawn with a level 1
Psylink and 100% psychic sensitivity will have a neural heat limit of 30. Neural Heat
Limiter On
The equation for a pawn's neural heat limit is:

Neural Heat Limit = 30 * Psychic Sensitivity * (0.66... + (0.33... * Psylink level))

or simpler:

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Neural Heat Limit = (2 + Psylink level) * 10 * Psychic Sensitivity

Assuming 100% psychic sensitivity, this in the following:

Psylink Level Limit

1 30

2 40

3 50

4 60

5 70

6 80

The in-game meter for neural heat is rounded to the nearest integer, but in-game behavior suggests that the actual decimal value of heat is
tracked by the game, as psycasts may sometimes say they have insufficient heat limit to cast even when the spare heat displayed on the
pawn's neural heat meter exactly equals the casting cost.

Neural Heat Recovery Rate

Heat naturally decreases over time, with faster rates provided by additional levels of psylink. Unlike the neural heat limit, it is not affected
by the pawn's psychic sensitivity.
sensitivity. The default rate of reduction for a pawn without a psylink or with a level 1 psylink is 0.54/s. Every
additional psylink level increases the rate by 12.5%. In addition, the pain currently felt by the psycasting pawn adds an additional increase
in rate proportional to the primary rate multiplied by three times the pain percentage e.g. at 100% pain, the psycaster will recover neural
heat at 400% of their normal rate.

Note: Offsets to this value, such as from eltex items, occur to the base recovery rate and are thus subject to the multiplier from the psylink
level and pain level. i.e. a normal quality eltex skullcap will improve a Psylink Level 1 Psycaster's recovery rate by 0.091/s but increase the
rate of a Psylink Level 6 Psycaster's by 0.148/s.

The resulting value follows the equation, assuming at least 1 level of psylink.

Neural Heat Recovery Rate = ((0.54+Gear Offsets)*(0.875 + 0.125*Psylink level)) * (1+3*Pain percentage)

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Psylink Level Multiplier Base rate

1 1.000x 0.5400/s

2 1.125x 0.6075/s

3 1.250x 0.6750/s

4 1.375x 0.7425/s

5 1.500x 0.8100/s

6 1.625x 0.8775/s

Psychic breakdown
This section is suggested to be rewritten
rewritten.. Reason: Should be replicated or transcluded on to the
ailments page, but bears discussion. You can help the RimWorld Wiki by improving (https://rim
worldwiki.com/index.php?title=Psycasts&action=edit) it.

Deep psychic destabilization of the mind. Psychic breakdown last for days, causing mental disturbances of various kinds. It
resolves itself with time.

— Psychic breakdown description

A pawn can be instructed to exceed their neural heat limit clicking the icon next to the neural heat gauge to disable the limit. Exceeding the
pawn's neural heat limit can cause an effect called Psychic Breakdown. The severity of the Psychic breakdown has elements of randomness
to it, but will generally be more severe the farther past the neural heat limit a pawn goes, and the longer they are past their heat limit.

Heat level Heat Range Breakdown gain

Safe 0% - 99% -

Overloaded 100% - 132% +2 Breakdown severity, MTB 2 hours


Very overloaded 133% - 165% +4 Breakdown severity, MTB 2 hours

Extreme 166% - 199% +6 Breakdown severity, MTB 2 hours

Overwhelming 200%+ +8 Breakdown severity, MTB 2 hours. Psychic shock (10% max Consciousness for 7,500 ticks ((2.08
2.08 mins))
mins))

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For example, this means that if a pawn is consistently kept at 170% of the neural heat limit, they will, on average, increase the severity of
their psychic breakdown by +6 every 2 hours. Note that this is only an average value over time.

In addition, if a pawn reaches twice their normal neural heat limit, they'll immediately be incapacitated by psychic shock for 3 in-game
hours, in addition to the effects of any psychic breakdown that may develop.

Psychic breakdowns come in 3 levels of severity:

Name Severity Range Consciousness Mood Mental breaks

Minor 0-4 -25% -6 Minor mental break,


break, MTB 5 days

Major 5 - 10 -50% -12 Minor or Major mental break,


break, MTB 5 days
Total 10 - 15 10% max (Unconciousness) -18 -

Psychic breakdowns last a variable number of days, depending on the severity. Severity decreases at a rate of 1 per day. Thus, minor
breakdowns last from 1-5 days, major breakdowns last from 6-10 days, and total breakdowns last from 11-15 days.

Because the severity and duration of the psychic breakdown, as well as the chances of it in the first place, depend on how long and by how
much your pawn has exceeded their heat limit using equipment that improves psychic sensitivity or neural heat loss can help minimize or
even avoid psychic breakdowns even if you have to turn off the neural heat limit during combat.

Psyfocus
This section is suggested to be moved.
moved. Destination: Psyfocus
Psyfocus.. Reason: Detail and structure
missing from there should be moved. This should be repurposed as a quick summary (i.e. its
mana that places a mid term limit not just a short term limit like heat, this is short list of focuses
types and the comparison table, see Psyfocus for more detail).

Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and
must be built by regular meditation. Losing all psyfocus makes someone unable to use psychics, but has no other
consequences. Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation

— In-game Description
Main article: Psyfocus

In addition to the neural heat increase, each psycast consumes a certain percent of psyfocus. Unlike neural heat, psyfocus costs are the
same for every caster, and there is no way to exceed or bypass a psyfocus cost. If the psycaster has insufficient psyfocus for the psycast, it
cannot be cast at all. Level 3+ psycasts also require the user to have a minimum level of psyfocus stored in order to be useable:

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Level 3-4: 25% psyfocus minimum


Level 5-6: 50% psyfocus minimum

Even without psycasting, psyfocus will naturally degrade by a small amount per day, relative to the amount of psyfocus the psycaster
currently has. Below 25% psyfocus, the psyfocus falls at 3.5% per day, between 25 and 50%, psyfocus falls 5.5% per day, and above 50% it
falls at 7.5% per day.

Meditation
Main article: Psyfocus#Meditation

In order to replenish psyfocus, a pawn can spend time meditating. Each pawn will gain a base of 50% psyfocus per day, or 2.08% psyfocus
an hour. Meditation foci further improve these rates by adding their listed strength. For example, a meditation foci of +44% would have
mediation give 94% psyfocus per day.

There are 6 different types of objects that a pawn can meditate to:

Natural: Available to most, but not all, Tribal backstories


backstories.. Natural meditation objects are most effective when no artifical buildings are
nearby. Uniquely, a pawn with natural meditation can grow anima grass and perform the anima tree linking ritual, allowing pawns to
gain psylink levels independent from psylink neuroformers.
Minimal: Available to Ascetic pawns only. Allows meditation at any wall.
Artistic: The default meditation type, available to any non-tribal that is not Ascetic. Meditate at sculptures - the higher the quality, the
better.
Morbid: Available to pawns with certain traits
traits,, like Psychopath or Jealous
Jealous.. Meditate at graves and sarcophagi - deceased family
members or loved ones give a bonus.
Dignified: Available to anyone holding a royal titletitle.. Meditation thrones are improved by having a throne room befitting of the pawn's
title.
Flame: Available to Pyromaniacs
Pyromaniacs.. Meditate at lit campfires and other burning light sources.

The rate of psyfocus gain from meditation can further be increased in the following ways:

Using Wake-up increases the psyfocus gain from meditation by +20% per day for the duration of its high.
high.
The Psy-meditative persona trait grants an additional +10% psyfocus gain per day of meditation, while the weapon is held in hand.
Each psychofluid pump increases +5% psyfocus per day of meditation from a completed deathrest
deathrest,, up to a maximum of +20% from
4 pumps. This bonus lasts until the next deathrest.
Psy-sensitive and Super psy-sensitive genes increase psyfocus gain per meditation day by +10% and +20% respectively. Note that
these genes are mutually exclusive.

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Psyfocus/Hour Psyfocus/Hour
Meditation Focus Focus Type Base Strength Max Strength
@ Base @ Max

None All - 2.1% - 2.1%

Anima tree Natural +28% 3.3% +36% 3.6%

Animus stone Natural +34% 3.5% +42% 3.8%

Small nature shrine Natural +22% 3% +30% 3.3%

Large nature shrine Natural +30% 3.3% +38% 3.7%

Grave Morbid +6% 2.3% +34% 3.5%

Sarcophagus Morbid +10% 2.5% +38% 3.7%

Small sculpture Artistic +12 - 28% 2.6 - 3.3% +44% 3.9%

Large sculpture Artistic +12 - 28% 2.6 - 3.3% +44% 3.9%

Grand sculpture Artistic +12 - 28% 2.6 - 3.3% +44% 3.9%

Terror sculpture Artistic +12 - 28% 2.6 - 3.3% +44% 3.9%

Large stele Artistic +15% 2.7% +15% 2.7%

Grand stele Artistic +18% 2.8% +18% 2.8%

Walls Minimal +22% 3% +22% 3%

Brazier Flame +15% 2.7% +31% 3.4%

Darklight brazier Flame +15% 2.7% +31% 3.4%

Campfire Flame +12% 2.6% +28% 3.3%

Torch lamp Flame +10% 2.5% +18% 2.8%

Darktorch Flame +10% 2.5% +18% 2.8%

Fungus darktorch Flame +10% 2.5% +18% 2.8%

Meditation throne Dignified +15% 2.7% +33% 3.5%

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Grand meditation throne Dignified +15% 2.7% +33% 3.5%

Many meditation foci can be improved by having other buildings in its radius. For example, a sculpture can be improved by having other,
high quality sculptures in its radius. Conversely, most natural foci are weakened by nearby artificial structures.

In any case, foci will never truly "add up". Each nearby sculpture past the first only increases psyfocus by +1-2%, rather than its full
psyfocus value. Having multiple unrelated foci together will not have an extra effect. For example, a pawn cannot use a meditation throne
and brazier at the same time, even if they have access to both the Dignified and the Flame meditation types. The better of the two foci will
be used in any scenario.

Alternative psyfocus
This section is a stub
stub.. You can help RimWorld Wiki by expanding it (https://rimworldwiki.co
m/index.php?title=Psycasts&action=edit).. Reason: Order of operations for calculating
m/index.php?title=Psycasts&action=edit)
meditation gain with base, focus, wakeup, and psymeditative persona weapon - wakeup and
psymed are additive with each other, but are they additive or mutiplicative with the others.

Other than meditation, the following methods will increase a pawn's psyfocus:

Using Go-juice instantly refills a psycaster's psyfocus by 15%.


Ideoligion rituals can select the fully refilling the psyfocus of all participants as a reward for sufficiently high quality outcomes.[Detail] .
The Kill-focused persona trait grant an instant +20% psyfocus on killing an enemy. Note that psyfocus is gained for directly killing a
pawn. This includes killing wild animals, downed hostiles, friendly NPCs, colonists, and even slaughtering colony animals will grant
psyfocus as long as the weapon is held in hand whilst doing so. Age and body size do not affect this rate. Excess colony animals,
especially from rapidly-breeding animals such as chickens
chickens,, can thus be turned into into massive psyfocus gain, allowing continuous
use of utility psycasts such as Word of Inspiration or Word of Trust or high cost combat options such as Berserk pulse. pulse.

Psychic Sensitivity
A user's psychic sensitivity increases the neural heat they can use. The user's sensitivity does not directly increase the duration, impact, or
range of any psycast, unless they are also the target.

In addition, the target'


target'ss psychic sensitivity can determine how long a psycast lasts. For many psycasts, psychic sensitivity is a multiplier to
duration. For example, a psychically hypersensitive (Sensitivity of 1.8) pawn will be affected by the Berserk psycast for 54 seconds instead
of the normal 30, while a psychically dull (Sensitivity of 0.5) pawn would only be affected for 15 seconds. A psychically deaf (Sensitivity of
0) pawn would be immune to these psycasts.

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Out of all the psycasts, only Blinding Pulse has its impact increased by the target's sensitivity. Increased sensitivity results in higher
blinding.[Verify]

Psycasting stat modifiers


This section is a stub
stub.. You can help RimWorld Wiki by expanding it (https://rimworldwiki.co
m/index.php?title=Psycasts&action=edit).. Reason: needs effective neural heat change like
m/index.php?title=Psycasts&action=edit)
eltex items have (see their pages).

Psychic equipment can improve a psycaster's abilities by providing additional psychic sensitivity and/or by directly increasing the Heat
recovery rate. The following modifiers exist:

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Sensitivity Neural Heat Limit Recovery Rate


Name Type [C]
Bonus Bonus

Sight Capacity +0 – 50%[B] +0 - 40 -

Psychically hypersensitive Trait +80% +64 -

Psychically sensitive Trait +40% +32 -

Psychically dull Trait −50% −40 -

Psychically deaf Trait −100% −80 -

Psychic foil helmet Apparel −90% −72 -

Prestige recon armor Apparel +5% +4 +0.033

Prestige recon helmet Apparel +5% +4 +0.033

Prestige marine armor Apparel +5% +4 +0.033

Prestige marine helmet Apparel +5% +4 +0.033

Prestige cataphract armor Apparel +5% +4 +0.033

Prestige cataphract helmet Apparel +5% +4 +0.033

Eltex shirt Apparel +5 – 15% [Q] +4 – 12 [Q] +0.033

Eltex vest Apparel +8 – 23% [Q] +6 – 18 [Q] +0.05

Eltex robe Apparel +10 – 30% [Q] +8 – 24 [Q] +0.083

Eltex helmet Apparel +8 – 23% [Q] +6 – 18 [Q] +0.066

Eltex skullcap Apparel +20 – 60% [Q] +16 – 48 [Q] +0.091

Eltex staff Weapon +25 – 75% [Q] +20 – 60 [Q] +0.083

Psychic Hypersensitizer persona weapon


[A]
Weapon +40% +32 -

Psychic Sensitivity persona weapon [A] Weapon +20% +16 -

P hi Q i t [A] W 15% 12
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Psychic Quiet persona weapon [A] Weapon −15% −12 -

Psychic Fog persona weapon [A] Weapon −30% −24 -

Neural Cooling persona weapon [A] Weapon - - +0.15

Psychic sensitizer Implant +25% +20 -

Blinded with blind psysense Condition +30%[D] +24[D] -

Psychic bonding Gene +5 – 10%[E] +4 – 8[E] -

Psy-sensitive Gene +20% +16 +0.1

Super psy-sensitive Gene +40% +32 +0.2

Deathrest
Psychofluid pump +25 – 100% [DR] +20 – 80 [DR] +0.05 - 0.2
building

Deathrest exhaustion Condition −100% −80 -

^A Psychic sensitivity persona weapon traits are mutually exclusive with each other, but not with Neural Cooling. Persona traits
appear on the following weapons: Persona monosword,
monosword, Persona plasmasword,
plasmasword, and Persona zeushammer
^B Sight capacity provides is a 1% bonus for each percentage point below 50% sight. i.e. 20% Sight results in a bonus of +30%
psychic sensitivity, while total blindness at 0% Sight provides +50% sensitivity.
^C Neural heat limit increase from the increased psychic sensitivity, assuming psylink level 6.
^D Note that this stacks with the +50% to psychic sensitivity provided just by being having Sight of 0%, for a total of +80% to
sensitivity and a +64 to neural heat limit.
^E When psychically bonded to a pawn, +10% to psychic sensitivity and +8 to neural heat limit while they are on the same map,
otherwise +5% and +4.
^Q Value scales with Quality
Quality.. 0.5x -> 0.66x -> 0.83x -> 1.00x -> 1.16x -> 1.32x -> 1.5x. Note that Normal quality is not 1.00x
^DR Each pump stacks additively, up to a maximum of 4 times.

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 638% psychic sensitivity and a neural heat limit, assuming psylink level 6, of 510.

Psycasts

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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.

Regular psycasts

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Name Level Description Effects Heat Casting Duration Range Area of Psyfocus
Gain Time Effect Cost

Burden 1 Slow the target for a Psychically- 8 0.25s 20s 30 tiles Target 1%
short time by induced difficulty in
suppressing motor locomotion
activity in the brain
Moving capped
at 40%
−15 Faction
Relations when
used on allies

Painblock 1 Block pain pathways Psychically- 8 0.25s 120s 25 tiles Target 2%


in the target's brain for induced pain
a short time. This can insensitivity.
allow a person to
Target Pain
move and act even
Factor x10%
with grievous injuries
Duration scales
which would normally
with target's
incapacitate them.
Psychic
Sensitivity

Stun 1 Momentarily disrupt 12 0.25s 3s 20 tiles Target 1%


Stuns the target
motor function in the
Duration scales
target's brain,
with target's
preventing any
Psychic
movement.
Sensitivity
−15 Faction
Relations when
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used on allies

Chunk skip 1 Skip the closest 5 Skips the closest 5 14 1s Instantaneous 25 tiles Target 4%
chunks of rock or slag chunks to scatter
to scatter them near them near the
the target point. This is target point. This is
useful for producing useful for
cover during offensive producing cover
operations. during offensive
operations.

Solar 1 Generate a 0 0.25s 5000s (5 days) 25 tiles 15 tiles 8%


Lights up a
pinhole microscopic skipgate
11.58 tile area
linked to the core of a
around it.
nearby star. Solar
Creates heat at
material leaks through
a rate of 10
the pinprick in
heat per
spacetime, illuminating
second
and warming the
(compared to
surrounding area until
the 21 heat per
it closes. The light is
second of a
enough to work by, but
heater or
not enough to grow
campfire),
campfire ), but
plants.
only when the
temperature is
below 20°C.

Blinding 2 Induce noise in the Psychically- 20 1s 30s 25 tiles 7 tiles 1%


Pulse visual centers of the induced partial
brain, obscuring vision blindness.
of everyone near the
Sight * 0 5
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Sight * 0.5
target point.
Effect scales
with target's
Psychic
Sensitivity
−15 Faction
Relations when
used on allies

Waterskip 2 Douse a target in 25 1s Instantaneous 25 tiles 3x3 tiles 1.5%


Creates a 3 tile
water, extinguishing
diameter water
fires. The water is
dump at the
archotechnologically
targeted
skipped from distant
location leaving
bodies of water or
water puddles
underground aquifers
behind.

Neural 2 Instantly dump all your Psychically induced 0 1s 1000s (1 day) 25 tiles Target 0%
Heat Dump neural heat into neural heat
someone else. As a cleansing.
side effect, the target
Caster reduces
will fall into a
their neural
debilitating but non-
heat to 0
damaging coma for
Selected allied
about a day. The
target within
target must actively
line-of-sight and
accept the psychic
25 tiles falls into
invasion, so only
psychic coma.
coma.
conscious allies can
Target does not
be targeted.
require psylink
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equ e psy
to receive
neural heat.
−15 Faction
Relations when
used on allies

Beckon 3 Psychically command 20 0.25s 8s 20 tiles Target 1%


Target is unable
the target to approach
to make ranged
the caster.
attacks and is
forced to follow
the caster.
Lasts full
duration or until
struck.
Duration scales
with target's
Psychic
Sensitivity

Chaos 3 Teleport the target to a 18 0.25s Instantaneous 25 tiles Target 2%


Target, pawn or
Skip random position near
item, is
where it started.
teleported to a
Objects above a
random tile
certain size cannot be
between 7 and
teleported.
25 tiles away
from its starting
location

Maximum
body size:
size: ?
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body size:
size: ?
[Detail]

Line of sight
to target is
necessary,
but unlike
with "Skip",
the
destination
of the
teleport can
be through
walls, with
luck.

Stun for
between
70 ticks
(1.17 secs)
secs) and
120 ticks
(2 secs)
secs) after
teleporting
−15 Faction
Relations when
used on allies

Vertigo 3 Interfere with the Psychically- 30 1s 20s 25 tiles 7 tiles 2%


Pulse spatial orientation induced loss of
sense of everyone spatial orientation.
near the target point, This will cause
causing intermittent flesh creatures to

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loss of balance. Flesh vomit.
creatures will become
Targets within
extremely nauseous
the radius
as well.
become dizzy
and wander in a
3 tile radius
from their initial
position
Living targets
have a chance
to vomit.
Duration scales
with target's
Psychic
Sensitivity
−15 Faction
Relations when
used on allies

Smokepop 4 Skip dust particles up 30 1s Instantaneous,,


Instantaneous 25 tiles Tile 2%
Creates a 7 tile
from under the ground Smoke
diameter smoke
surface to form a thick dissipates in
cloud at the
cloud.. This reduces
cloud ~30 seconds
targeted
the accuracy of any
location.
shot fired through it,
and prevents turrets
from locking on
entirely.

Skip 4 Teleport the target to a 25 0.25s Instantaneous 28 tiles Target/Tile 2%


Target, pawn or
d i d iti t
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desired position not
item, is
too far from his
teleported to a
starting point. Objects
selected tile
which are too large
visible to the
cannot be teleported.
target.

Maximum
body size:
size: 3

−15 Goodwill
impact

Focus 4 Psychically focus the Psychically- 15 0.25s 60s 28 tiles Target 3%


target's mind, boosting induced mental
their sight, hearing focus, increasing
and moving sight, hearing and
capacities. movement
capacities.

Sight:: ×1.3
Sight
Hearing:: ×1.3
Hearing
Moving:: ×1.3
Moving
Duration scales
with target's
Psychic
Sensitivity

Wallraise 4 Form a temporary wall A fragile wall made 35 1s Instantaneous,,


Instantaneous 25 tiles Tile 2%
by skipping rubble and of rubble. It will Wall
soil up from deep collapse in time.' disappears
under the ground. after 4 hours.
Creates a
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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
10,000 ticks
(2.78 mins).
mins).

Walls
cannot
intersect
other walls,
but will
shunt items
out of the
way.

Berserk 5 Induce an angry 40 0.25s 15s 20 tiles Target 4%


Target goes
psychosis in the
berserk,,
berserk
target's mind, causing
attacking the
them to attack anyone
nearest
nearby.
creature
regardless of
previous
affiliation.
−15 Faction
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Relations when
used on allies.
Duration scales
with target's
Psychic
Sensitivity

Flashstorm 5 Use differential- 65 1s 164s 20 tiles 14 tiles 4%


Creates a
pressure skipgates in
flashstorm at
the atmosphere to
target location.
generate a localized
−35 Goodwill
flashstorm. The storm
impact.
will strike the area with
lightning for some time
before dissipating.

Invisibility 5 Psychically manipulate Psychically- 45 1s 15s 20 tiles Target 3%


the visual centers of induced invisibility.
everyone nearby, This actually
rendering them unable affects others
to perceive a particular nearby, making
individual for a short their brains unable
time. to perceive the
sight of this
individual, even if
the eyes are
unaffected.

Targeted
creature cannot
be attacked or
targeted by any
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targeted by any
non-AoE
psychic powers.
This includes
psycasts on
self.

Berserk 6 Generate an 65 1s 10s 15 tiles 5x5 tiles 6%


All creatures
Pulse overwhelming rush of
within the
undirected rage in
radius go
everyone near the
berserk,,
berserk
target point.
attacking the
nearest
creature
regardless of
previous
affiliation.
−75 Faction
Relations when
used on allies.
Duration scales
with target's
Psychic
Sensitivity

Mass 6 Skip everyone in an 40 1s Instantaneous 25 tiles 17 tiles 3%


Targets within
Chaos area to random
radius is
Skip positions nearby.
teleported to a
Objects which are too
random tile
large cannot be
between 7 and
teleported
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teleported.
25 tiles away
from its starting
location

Maximum
body size:
size: ?
[Detail]

−5 Goodwill
impact.

Skipshield 6 Generate a spherical 65 1s 15s 25 tiles 9 tiles 4%


Makes a 4.9-tile
skipgate that sends all
radius circle
incoming and outgoing
that cannot be
ground-level
shot through,
projectiles to some
into, or out of.
distant place. People
See below for
and items are not
image. Does
affected.
not block non-
ground-level
projectiles..
projectiles

Manhunter 6 Drive nearby animals 50 1s 60s 35 tiles 57 tiles 4%


All animals
pulse into a manhunting
within the
rage using a psychic
radius go
pulse
Manhunter,,
Manhunter
attacking the
nearest human
regardless of
previous
affiliation.
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Duration scales
with target's
Psychic
Sensitivity
Makes faction
hostile when
used on
animals of
allied caravans

Special psycasts

Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.

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Name Level Description Effects Heat Casting Duration Range Area Psyfocus
Gain Time of Cost
Effect

Word of 1 Speak to the prisoner 0 2s Instantaneous 30 tiles Target 60%


Reduces
Trust while using psychic
Resistance of
suggestion to reduce
target prisoner
his resistance to
by −20
−20,, scaled
recruitment. This
by target's
psycast can only
Psychic
reduce a prisoner's
Sensitivity..
Sensitivity
resistance, but cannot
recruit him.

Word of Joy 2 Speak happy, calming The affected pawn 0 2s 5000s (5 1 tile Target 40%
words to someone gains the Joybuzz days)
while using psychic status, providing 30
suggestion to implant a joy at the cost of
joyfuzz loop in his -20% consciousness
mind. The joyfuzz will for 7 days.
suppress
Duration scales
uncomfortable
with target's
thoughts and
Psychic
sensations in the target
Sensitivity
to improve mood. This
-25 Faction
has the side-effect of
Relations when
dulling sensation and
used on allies.
decision-making, which
reduces
consciousness.

Word of 3 Speak about Psychically-induced 0 2s 8000s (8 1 tile Target 50%


L ' ti ti d i d )
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Love someone's romantic romantic desire. days)
virtues while using This increases an
psychic suggestion to individual's opinion
implant romantic desire of someone else,
in the listener. For days and increases the
afterward, the listener likelihood of
will feel psychically- romantic advances
induced romantic and marriage
attraction towards the proposals, while
other person. This reducing the chance
great increases opinion of a breakup.
and makes them much
Greatly
more likely to attempt
increases
romantic advances and
relations
marriage proposals if
between
they get the chance.
target(s), nearly
This psycast can be
guaranteeing a
used to connect two
relationship
other people, induce
forms if
love for the caster, or
recursively cast
force oneself to love
on two pawns.
another.

Word of 4 Use calming words Instantly ends any 0 2s 250s (6 1 tile Target 30-70%
Serenity and psychic mental break by hours)
suggestion to end a forcing the target
mental break on a into a 6 hour psychic
person or animal. The coma.. The psyfocus
coma
target will fall into a cost depends on the
short psychic sleep. level of the mental
The psyfocus cost break; social fights
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depends on the and minor breaks


intensity of the target's cost 30% psyfocus,
mental break. major breaks cost
50%, and extreme
breaks cost 70%.

Coma duration
scales with
target's Psychic
Sensitivity

Word of 5 Speak words Targeted pawn will 0 2s Instantaneous 1 tile Target 80%
Inspiration encouraging creativity receive a random Inspiration
while psychically inspiration based lasts its
hypercharging the upon their passions normal
target's mind with new and skills. duration
ideas. The target will
experience a random
inspiration appropriate
to them.

Farskip 5 Skip the caster, along Stuns for between 3 0 5s Instantaneous User 5 tile 70%
with anyone standing and 10 seconds; radius
near him, to an ally at teleports allies
a distant location. This within 5 tiles to
can send people far distant colonist on
across the planet, but map; also teleports
only works if there is a tamed animals
willing ally on the other within 5 tiles if not
side to use as a cast on a colony
navigation beacon. map; if used while in
The skipped people caravan, whole
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pp p p ,
will always appear caravan will be
near a random ally on teleported (unusable
the target map. if overburdened)

Neuroquake 6 Find a discontinuity in 0 12s Instantaneous User 60 tile 50%


Causes berserk
the psychic field and 5 day coma radius
mental state in a
unfold it, releasing a
60-tile radius,
massive amount of
outside of 5 tile
psychic energy. Every
safe radius.
creature in range but
−12 mood for all
outside of the safe,
pawns present
inner, circle will be
driven violently insane. −10 Faction
Casting this takes 12 Relations for all
seconds of meditation, factions, no
and afterwards, the matter the
caster will go into a distance you are

five-day psychic coma. from their bases.


The disturbing −75 Faction
neuroquake echoes Relations if
will inflict pain on berserk affects
everyone for many allies.
kilometers around, Caster put in
causing diplomatic psychic coma for
consequences with all 5 days.
factions.

Tactics
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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Skipshield is most obvious to use to cover your own pawns, allowing melee pawns to close, or giving a
respite from attacks. If used for this purpose, keep in mind that it doesn't just stop shots going into the
shield, but also from going out the other side. This creates a "shadow" - an expanding cone of area on
the opposite side of the shield to the shooter where they can't hit. As the psycast can be positioned
whereever you like, unlike the low-shield pack,
pack, a single shield can effectively cover a greater area with
clever position. Also consider that it prevents firing out of as well. This can allow you to "switch off" any
pawn's ranged attacks, even if you couldn't cover all of your pawns with a single or even multiple casts.
This is especially useful when a doomsday rocket launcher-armed
launcher-armed raider drop-pods into the middle of
your pawns.
The radius of the shield is not blocked by walls. Therefore it can be cast on the inside of a fortification
and prevent attacks from the outside doing damage to the walls. This is exceedingly useful for Radius of the skipshield with
protecting against termites and other breach raids for a short period to prevent breaches, or buy time. unshielded area denoted in
red, partially shielded areas
Note: Pawns on the tiles shown in gold in the image to the right are shielded from attacks directly
targeted at them however, due to a bug, they can still be hit by attacks aimed at other nearby pawns in gold (see Note left).
that miss. Note that despite the shield
visually extending beyond
Solar pinhole can be used to warm rooms during a cold snap if you don't have enough heaters. Since the tiles, it does not protect
solar pinholes are relatively inexpensive psyfocus-wise, multiple can be cast if needed. them.

Use it when mining deep underground to avoid the darkness work speed penalty.

Burden slows the target down.


Very useful for getting one or two more shots on melee attackers before they close the distance. Effective for this reason with a
killbox setup as well.
Useful for hunters in case of revenge.

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.
Painblock blocks pain, with an effect similar to go-juice
go-juice..
Stun stuns the target for a few seconds.
Best used to support a melee attacker against another.
Help melee attackers close the distance to shooters.
Peel melee attackers off ranged.
Chunk skip skips 5 nearby rock or steel slag chunks to a 5x5 target area in a random pattern.
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.
Can be used outside of combat to quickly relocate chunks around your base right to the stonecutter's table or electric smelter.
smelter. This
can speed up production if a worker has to walk a sizable distance each time to get a new chunk.
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.

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.
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.
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.[Mental break?]
Beckon
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.
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.)
Great for peeling enemy melee off a vulnerable friendly.
Can also be useful to pull a ranged enemy out of an ancient danger without using the more expensive skip psycast.

Chaos Skip
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.
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.
Smokepop is essentially a better version of the smoke launcher.
launcher.
Skip is a versatile tool that can be used to manipulate allies, enemies, inanimate objects and the self alike.
Teleport allied fighters into position quickly, especially melee fighters.
Skip long-ranged enemies into range.
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.
Teleport a raider near a mechanoid cluster to make them fight each other.
Can be used on self to quickly escape danger or to urgently move to a location.
Move downed pawns, allies or enemies, out of danger to safely rescue or capture them.
Teleport chemfuel away just before it blows up.
Steal supplies from Sieges
Sieges..
Sieges will continuously receive supplies of Packaged survival meals and Mortar shells as they are removed from the siege, but
they won't receive additional components
components.. Stealing components before Mortars are built will halt the siege and it potentially
allows the unlimited theft of additional supplies.

Safely capture bleeding fleeing enemies by repeatedly skipping them away from the map's edge until they collapse from blood loss.
Focus is good for buffing allies prior to a battle, improving a doctor by giving them boosted tend quality and speed (but not success
chance or speed of a surgery, as the bonus from Sight for these caps at 100%).
Wallraise creates a wall of rocks in a cross shape.
Creates impromptu cover for your shooters to shelter behind.
Use to create LOS blocker against rocket launchers that are about to fire. If you are quick you can even block the rockets mid-flight
(note the 1.0s casting time, however).
Blocking access to doors.
Temporarily plug gaps made in animal pens during raider attacks (best used by positioning a rock wall adjacent to the gap, not
directly in it, so that the pen is enclosed while still leaving the gap itself accessible for rebuilding).
Protecting Unstable power cells while in mech clusters from mortar fire, gunfire, and secondary explosions.
Casting Wallraise on fire will extinguish it and prevent it from spreading again, although it's strictly worse than Waterskip in that
regard.
Walling in vulnerable pawns far from the base (requires two)

Berserk forces an enemy to attack nearby targets indiscriminately, including their allies.
Have enemies aggro on each other while your ranged fighters pick them off.
Cause friendly fire as enemies fire at the berserker.
Offers an alternative way to hunt dangerous animals like Thrumbos
Thrumbos.. 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.
Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.

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.


Can be used to protect a single melee blocker against medium and large enemies, but won't block small enemies.

Self-cast to allow your psycaster to safely get within range.


Cast on snipers to aggro sieges or mech clusters.
Cast on wielders of doomsday rocket launchers and the like to give them time to fire.
Berserk Pulse is similar to Berserk but affects an area.
It causes a dangerous increase in neural heat on all but the most well-equipped of psycasters, but is capable of defeating entire
raids using only this psycast. Only the best psycasters can use this twice in a row, unless they have neural heat dump (or are
willing to risk heat overflow).
Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.
Works through walls! The target cell must be within line-of-sight (but can be cast on the wall itself), but the effect also applies to
targets in range on the other side of the wall. This can be used to great effect by funneling enemies into a U-shaped pathway
around another (unconnected or blocked-by-door) hallway with your caster in it. Berserk Pulse can be targeted at the end of the
hallway your pawn is in and hit 13 cells in the U-shaped hallway surrounding it. Since enemies do not have collision with each other
until they enter combat, this can potentially catch a very large number of hostiles in the area. Best use is alternating sandbags or
stone chunks in that section of the U-shaped hallway to slow down the invading army specifically at that point, causing them to
bunch up even more.

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.
Skip multiple enemies out of cover at once, exposing them to gunfire.
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).
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.
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.

Manhunter Pulse causes all animals in a large targeted area to become manhunter.
Can be used to defend against raiders, or act as an offensive weapons on raids on enemy bases.
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
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.
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).
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.
Word of Serenity will not prevent a Tortured Artist pawn from gaining an inspiration when used to end a mental break, break, allowing
relatively risk-free Legendary farming. It can also end social fights early by casting it on either combatant, at a cost of 30 psyfocus.
Word of Inspiration can be used to great effect when combined with a persona weapon with the Kill-focused trait. trait.
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.
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
Royalty DLC Release - Added.
1.1.2559 - Burden range 25->30. Stun entropy cost 10->12. Stun range 25->20.
1.1.2571 - Major Rebalance to several psycasts.
1.1.2647 - Overhaul to some mechanics. Empire no longer gets angry at psycast use, removed psychic hangover, added meditation
mechanics, added new psychic abilities.
1.1.2654 - Desired psyfocus level now configurable and pawns will meditate enough to maintain it without needing scheduling. Reduce
psyfocus decay rates 0.5% at each level. Wall, Grave, Sarcophagus, Animus stone, Sculptures and Nature Shrine psyfocus gain
increased.
1.2.2719 - Solar Pinhole, Chunk Skip, Farskip, Neuroquake and Word of Trust/Joy/Inspiration/Love/Serenity added. Meditation focus
objects now enhanced by objects placed nearby. Added visual effect for wallraise rocks expiring. Fix: Colonists can lose their psylink
entirely when being resurrected
resurrected..
1.2.2753 - Farskip now affects colony animals if not on the home map. Bullet Shield renamed to Skipshield, prevent Farskip when
caravan is overweight. Neural heat overload no longer causes psylink degradation or any other permanent damage.
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1.3.3066 - Neuroquake rebalance: Neuroquake lists duration in the casting warning. Coma duration increased from 3 days -> 5 and no
longer scales with psychic sensitivity. The negative moodlet to friendly bystanders applies whether they are conscious or not and is
increased from -10 to -12. Casting warmup decreased from 125s -> 12s. Berserk radius decreased from entire map -> 60 tiles.
1.3.3074 - Fix: Farskip with Relic gives debuff from losing the relic.
1.3.3387 - Word of serenity now works on catatonic breakdown.
1.4.3523 - Skip, chaos skip, and mass chaos skip now have a maximum body size.
1.4.3555 - Fix: Tribal children who grow up in a colony don't get the 'natural' meditation focus type. Fix: Farskipping a pawn into a
range of an expired proximity sensor will trigger it again.
1.4.3613 - Fix: Typo "capactities" in Focus hediff.
1.4.3580 - Fix: Typo in chunk skip description - "Skip
"Skip the 5 chunks [...]"
[...]" -> "Skip
"Skip the closest 5 chunks [...]".
[...]". Fix: Solar Pinhole cannot be
created over non-edifice buildings.
Between 1.2.3005 and 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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