Psycasts - RimWorld Wiki
Psycasts - RimWorld Wiki
Psycasts - RimWorld Wiki
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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:
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
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:
or simpler:
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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.
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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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.
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.
Safe 0% - 99% -
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 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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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:
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
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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:
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.
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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]
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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P hi Q i t [A] W 15% 12
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Psychic Quiet persona weapon [A] Weapon −15% −12 -
Deathrest
Psychofluid pump +25 – 100% [DR] +20 – 80 [DR] +0.05 - 0.2
building
^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
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.
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
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
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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
Maximum
body size:
size: 3
−15 Goodwill
impact
Sight:: ×1.3
Sight
Hearing:: ×1.3
Hearing
Moving:: ×1.3
Moving
Duration scales
with target's
Psychic
Sensitivity
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.
Relations when
used on allies.
Duration scales
with target's
Psychic
Sensitivity
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.
Maximum
body size:
size: ?
[Detail]
−5 Goodwill
impact.
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 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 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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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)
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.
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.
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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.
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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