Difference between revisions of "Anima tree"

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(→‎Growth: Reworded, as the prior version suggested that the duration of the scream, rather than the intensity, scaled with sensitivity. Also suggested that destruction was the random event, rather than regrowth.)
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== Growth ==
 
== Growth ==
  
A single anima tree spawns on each embark tile. While it is not flammable, nor susceptible to [[Toxic fallout]], it can be eaten by [[dendrovore]]s. The grass will not be eaten by grazing animals however, though it is flammable. Destruction of the anima tree causes the anima scream debuff.  This debuff causes a -6 mood penalty and lasts for 5 days which scales with psychic sensitivity.  Anima trees can grow back after being destroyed in a random event.  As such, the time it takes for the tree to reappear is highly variable. As it regrows in a random place, this random regrowth can be used to move a tree in an inopportune location if the mood penalty can be dealt with.  
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A single anima tree spawns on each embark tile. While it is not flammable, nor susceptible to [[Toxic fallout]], it can be eaten by [[dendrovore]]s. The grass will not be eaten by grazing animals however, though it is flammable. Destruction of the anima tree causes the anima scream debuff.  This debuff causes a -6 mood penalty, which scales with psychic sensitivity, and lasts for 5 days.  Anima trees will grow back as a random event after being destroyed.  As such, the time it takes for the tree to reappear is highly variable. As it regrows in a random location within the map, this random regrowth can be used to move a tree in an inopportune location if the mood penalty can be dealt with.
  
 
== Meditation Mechanics ==
 
== Meditation Mechanics ==

Revision as of 20:27, 15 November 2020

Anima tree

Anima tree a.png

A rare tree with warm, skin-smooth bark and long iridescent leaves. Infused with bioluminescent micro-organisms, anima trees develop a unique form of psychic symbiosis with surrounding lifeforms, allowing them to grow in a wide variety of biomes.
If a person (psycaster or not) meditates near an anima tree, it will grow anima grass around its base. Once enough grass is grown, it becomes possible to carry out a psychic linking ritual with the tree and upgrade a person's psychic powers. Only tribal peoples know the secret of this ritual. Tribal psycasters are also able to draw psyfocus from anima trees while meditating to them.
Anima trees' psychic properties are weakened if artificial structures are placed nearby. They refuse to be caged or studied, and must remain part of nature.
Most tribes believe that anima trees are not simply trees, but are rather the physical extremities of a single world spirit.


Type
PlantsPlants

Base Stats

Beauty
5
Flammability
0
Max Hit Points
400

Stat Modifiers

The anima tree is a tree added by the Royalty DLC. It provides both a meditation focus for psycasters and a way to create psylinks for them. If a person (psycaster or not) meditates near an anima tree, it will grow anima grass around its base. Once enough grass is grown, it becomes possible to carry out a psychic linking ritual with the tree and upgrade a person's psychic powers. Only pawns with a tribal backstories know the secret of this ritual. Tribal psycasters are also able to draw psyfocus from anima trees while meditating to them. Anima trees' psychic properties are weakened if artificial structures are placed nearby. They refuse to be caged or studied, and must remain part of nature.

Growth

A single anima tree spawns on each embark tile. While it is not flammable, nor susceptible to Toxic fallout, it can be eaten by dendrovores. The grass will not be eaten by grazing animals however, though it is flammable. Destruction of the anima tree causes the anima scream debuff. This debuff causes a -6 mood penalty, which scales with psychic sensitivity, and lasts for 5 days. Anima trees will grow back as a random event after being destroyed. As such, the time it takes for the tree to reappear is highly variable. As it regrows in a random location within the map, this random regrowth can be used to move a tree in an inopportune location if the mood penalty can be dealt with.

Meditation Mechanics

Meditating at an anima tree requires a Natural meditation focus which a pawn can only get from its childhood background. Multiple pawns can meditate at the same time to speed up the spawning of the anima grass. Pawns do not need to have psylink levels to meditate, nor are pawns with levels or better Psychic Sensitivity better at growing grass. It takes 1 pawn meditating approximately 5 in-game hours to grow one anima grass.

Anima trees provides the second best additional meditation focus strength for Natural meditation after animus stones.

Building an artificial building will reduce the meditation strength with 1-5%. However, there are some exceptions:

Once a certain amount of meditation has been done, grass growth will slow down.

Once 20 grass has been grown, a level of psylink can be granted to a pawn with the Natural meditation focus type. The linking ritual takes approximately 5 hours.

Tips

To maximize grass growth, one or more pawns with the Natural focus type can be scheduled to meditate for the entire day only stopping to eat and sleep. Meditating will provide some recreation however the pawn will quickly become bored of it, reducing its effectiveness in this regard. It is recommended to install attractive floors, or to plant flowers around to improve the beauty of the area and improve mood without affecting the tree. If the tree spawns next to either a rock wall or cave, this can be useful to place the meditation spot under a roofed area without affecting the tree with an artificial structure. A bed and dining room just outside of the radius are also recommended to minimize travel time to and from the tree and avoiding the Ate without table debuff.

While the grass does not grow faster with when meditated at by a psycaster, it can be worthwhile to assign them to this role. The psyfocus gain from meditation not only replaces their need to meditate elsewhere, it also all but guarantees that they will be consistently at 100% psyfocus. This especially synergizes with high-psyfocus-cost, non-combat psycasts such as Word of Trust or Word of Inspiration, but is valuable for keeping combat casters ready for battle as well.

Version History

  • 1.1.2647 - Added.
  • 1.1.2654 - Regrowth check cycle: 40 days -> 30 days. Added warning message when designating an anima tree for cutting and using it to give a psychically dull or deaf pawn psylink. Now sends a letter when enough anima grass is available for linking.
  • 1.2.2719 - Anima tree are enhanced by nearby animus stones. Will no longer be destroyed by meteors, crashed ship parts, or shuttles. Anima grass progress rate now reduces after they're heavily used within a single day. All Psylink levels now take 20 anima grass instead of 18 for levels 1 and 2, 20 for 3 and 4, and 22 for 5 and 6. Soften anima tree glow. Remove anima grass glow.