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{{Royalty}}
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'''Psycasts''' are psychic powers available to pawns with psylink levels, added by the [[Royalty (DLC)| Royalty DLC]].
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'''Psycasts''' are psychic powers available to pawns with [[Psylink neuroformer]]s, added by the [[Royalty (DLC)| Royalty DLC]].
== Lore ==
 
<onlyinclude>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.</onlyinclude>
 
  
 
== Acquisition ==
 
== 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:
 
#  Acquire a [[Psylink neuroformer]] through [[Quests|questing]]
 
#  Gain Royalty [[Titles]] by accepting [[Titles#Honor|Honor]] as a quest reward.
 
#  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 [[Psyfocus#Natural|Natural]] Meditation focus type
 
#  {{IdeologyIcon}}Pawns who get blinded through a Satisfying or Spectacular [[Rituals|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]], [[healer mech serum|healer]] or [[resurrector mech serum]], or [[Biosculpter pod#Bioregeneration|biosculpter pod]]. Note that pawns with [[Ideoligion#Blindness|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.  
+
A random psycast of the new level can be gained when using a [[Psylink neuroformer]] - i.e. a random level 1 psycast is gained when a pawn uses their first neuroformer, a level 2 psycast is gained when using 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.
  
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.
+
== Mechanics ==
 +
A psycaster's effectiveness is controlled by two primary factors: their [[Psychic Entropy Limit]] and the [[Psychic Sensitivity]] of their target.
  
'''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.
+
A psycaster's psychic entropy 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 entropy. The more they exert themselves, the closer they get to their limit and the more powerful the debuff they receive while recovering. Should they exceed the limit (by disabling the limiter) there is even a risk of permanent damage. While the default psychic entropy limit is 30 it modified by a number of factors including psychic sensitivity, the number of psychic amplifiers.
 +
The resulting value follows the equation
 +
{| class="wikitable"
 +
|-
 +
| Psychic Entropy Limit = 30 * Psychic Sensitivity * (0.66... + (0.33...*Number of Psychic Amplifiers))
 +
|}
 +
Entropy naturally decreases over time, with faster rates provided by additional psychic amplifiers. The default rate of 5 every 30 seconds with no amplifiers (though this will only be seen when using Entropic Link as otherwise they cannot generate entropy). The first amplifier improves the rate by 4, to 9 per 30 seconds. Each additional amplifier improves it by an additional 0.5 to a limit of 11.5 at six amplifiers.  
  
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.
+
Psychic equipment such as [[Eltex shirt]],[[Eltex vest|vest]], [[Eltex robe|robe]], [[Eltex helmet|helmet]], and [[Eltex staff|staff]] improve a psycaster's abilities by providing additional psychic sensitivity and directly increasing the Entropy recovery rate. In addition, each percent of pain increases the rate of recovery from psychic entropy by 1.5%.
  
== Mechanics ==
+
The targets psychic sensitivity is important as well, with it acting as a modifier to the duration, and sometimes the magnitude, of the psychic effect. For example, a [[Traits|Psychically Hypersensitive]] (Sensitivity of 1.8) pawn will be affected by the Beserk 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, and a Psychically Deaf (Sensitivity of 0) pawn would be immune.
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 ==
 
{{Quote|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 ====
 
[[File:Neural Heat Unlimited.png|frame|right|Neural Heat Limiter Off]]
 
[[File:Neural Heat limited.png|frame|right|Neural Heat Limiter On]]
 
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 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 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 [[Psycasts#Psychic breakdown|psychic 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.
+
== Psycasts ==
 +
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below the number of psychic amplifiers they have implanted. For example, to manifest Beckon, the psycaster would require 3 psychic amplifiers.  
  
The equation for a pawn's neural heat limit is:
+
=== Regular psycasts ===
{| class="wikitable"
 
|-
 
| Neural Heat Limit = 30 * Psychic Sensitivity * (0.66... + (0.33... * Psylink level))
 
|}
 
or simpler:
 
{| class="wikitable"
 
|-
 
| Neural Heat Limit = (2 + Psylink level) * 10 * Psychic Sensitivity
 
|}
 
  
Assuming 100% psychic sensitivity, this in the following:
+
{| class="wikitable sortable"
{| {{STDT| sortable c_07 text-center}}
 
 
|-
 
|-
! Psylink Level !! Limit
+
! Name !! Level (Title) !! Description !! Effects !! Heat Gain !! Casting Time !! Duration !! Range !! Area of Effect !! Psyfocus Cost
 
|-
 
|-
! 1
+
| '''Burden''' || 1 || Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion''
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 1)) round 0}}
+
* [[Moving|Maximum movement speed]] capped at 40%
 +
* Duration scales with target's [[Psychic Sensitivity]]
 +
* -15 Faction Relations when used on allies
 +
|| 8
 +
|| 0.25s
 +
|| 20s
 +
|| 30 tiles
 +
|| Target
 +
|| 1%
 
|-
 
|-
! 2
+
| '''Painblock''' || 1 || Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. || ''Psychically-induced pain insensitivity.''
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 2)) round 0}}
+
* Target Pain Factor x10%
 +
|| 10
 +
|| 0.25s
 +
|| 120s
 +
|| 25 tiles
 +
|| Target
 +
|| 2%
 
|-
 
|-
! 3
+
| '''Stun''' || 1 || Momentarily disrupt motor function in target's [sic] brain, preventing any movement. ||
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 3)) round 0}}
+
''Psychically-induced.''
 +
* Stuns the target
 +
* -15 Faction Relations when used on allies
 +
|| 12
 +
|| 0.25s
 +
|| 3s
 +
|| 20 tiles
 +
|| Target
 +
|| 1%
 +
*
 
|-
 
|-
! 4
+
| '''Chunk skip'''|| 1 || Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 4)) round 0}}
 
|-
 
! 5
 
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 5)) round 0}}
 
|-
 
! 6
 
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 6)) round 0}}
 
|-
 
|}
 
  
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.
+
|| Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.
 
+
|| 14
==== Neural Heat Recovery Rate ====
+
|| 1s
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]]. 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.
+
|| ''Instantaneous''
 
+
|| 25 tiles
'''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.
+
|| Target
 
+
|| 4%
The resulting value follows the equation, assuming at least 1 level of psylink.
 
{| class="wikitable"
 
 
|-
 
|-
| Neural Heat Recovery Rate = ((0.54+Gear Offsets)*(0.875 + 0.125*Psylink level)) * (1+3*Pain percentage)
+
| '''Solar pinhole''' || 1 || Generate a mircoscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. ||
|}
+
''Psychically-induced.''
 
+
* Creates light and heat
{| {{STDT| sortable c_07 text-center}}
+
|| 0
 +
|| 0.25s
 +
|| 5000s (5 days)
 +
|| 25 tiles
 +
|| 15 tiles
 +
|| 8%
 +
*
 
|-
 
|-
! Psylink Level !! Multiplier !! Base rate
+
| '''Blinding Pulse''' || 2 || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.''
 +
* [[Sight]] * 0.5
 +
* Duration scales with target's [[Psychic Sensitivity]]
 +
* -15 Faction Relations when used on allies
 +
|| 20
 +
|| 1s
 +
|| 30s
 +
|| 25 tiles
 +
|| 7 tiles
 +
|| 1%
 
|-
 
|-
! 1
+
| '''Waterskip''' || 2 || Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers || ''Psychically-induced.''
| 1.000x
+
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind.
| {{#expr: 0.54*1}}00/s
+
|| 25
 +
|| 1s
 +
|| ''Instantaneous''
 +
|| 25 tiles
 +
|| 3x3 tiles
 +
|| 1.5%
 
|-
 
|-
! 2
+
| '''Neural Heat Dump''' || 2 || Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. || ''Psychically induced neural heat cleansing.''
| 1.125x
+
* Caster reduces their neural heat to 0 while allied target within line-of-sight falls into non-damaging coma within 10 tiles. Target does not require a psychic amplifier to receive neural heat.
| {{#expr: 0.54*1.125}}/s
+
* -15 Faction Relations when used on allies
 +
|| 0
 +
|| 1s
 +
|| 1000s (1 day)
 +
|| 25 tiles
 +
|| Target
 +
|| 0%
 
|-
 
|-
! 3
+
| '''Beckon''' || 3 || Psychically command the target to approach the caster. || ''Psychically-induced.''
| 1.250x
+
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck.
| {{#expr: 0.54*1.250}}0/s
+
|| 20
 +
|| 0.25s
 +
|| 8s
 +
|| 20 tiles
 +
|| Target
 +
|| 1%
 
|-
 
|-
! 4
+
| '''Chaos Skip''' || 3 || Teleport the target to a random position near where he started. || ''Psychically-induced.''
| 1.375x
+
* Target is teleported to a random tile between 7 and 25 tiles away from its starting location
| {{#expr: 0.54*1.375}}/s
+
* 1s Stun after teleporting
 +
* -15 Faction Relations when used on allies
 +
|| 18
 +
|| 0.25s
 +
|| ''Instantaneous''
 +
|| 25 tiles
 +
|| Target
 +
|| 2%
 
|-
 
|-
! 5
+
| '''Vertigo Pulse''' || 3 || Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. || ''Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.''
| 1.500x
+
* Targets within the radius become dizzy and wander in a 3 tile radius from their initial position
| {{#expr: 0.54*1.500}}00/s
+
* Living targets have a chance to vomit.
 +
* -15 Faction Relations when used on allies
 +
|| 30
 +
|| 1s
 +
|| 20s
 +
|| 25 tiles
 +
|| 7 tiles
 +
|| 2%
 
|-
 
|-
! 6
+
| '''Smokepop''' || 4 || Skip dust particles up from under the ground surface to form a thick cloud. This reduces the accuracy of any shot fired through it, and preventing [sic] turrets from locking on entirely. || ''Psychically-induced.''
| 1.625x
+
* Creates a 7 tile diameter smoke at the targeted location.
| {{#expr: 0.54*1.6250}}/s
+
|| 30
 +
|| 1s
 +
|| ''Instantaneous'', Smoke dissipates in ~30 seconds
 +
|| 25 tiles
 +
|| Tile
 +
|| 2%
 
|-
 
|-
|}
+
| '''Skip''' || 4 || Teleport the target to a desired position not too far from his starting point. || ''Psychically-induced.''
 
+
* Target is teleported to a selected tile visible to the caster.
==== Psychic breakdown ====
+
-15 Goodwill impact
{{Rewrite|section=1|reason = Should be replicated or transcluded on to the [[ailments]] page, but bears discussion}}
+
|| 25
{{Quote|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}}
+
|| 0.25s
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.
+
|| ''Instantaneous''
 
+
|| 28 tiles
{| class="wikitable"
+
|| Target/Tile
 +
|| 2%
 
|-
 
|-
! Heat level !! Heat Range !! Breakdown gain
+
| '''Focus''' || 4 || Psychically focus the target's mind, boosting their sight, hearing and moving capacities. || ''Psychically-induced mental focus, increasing sight, hearing and movement capactities.<sup>[sic]</sup>''
 +
* [[Sight]] * 1.3
 +
* [[Hearing]] * 1.3
 +
* [[Moving]]  *1.3
 +
|| 15
 +
|| 0.25s
 +
|| 60s
 +
|| 28 tiles
 +
|| Target
 +
|| 3%
 
|-
 
|-
! Safe
+
| '''Wallraise''' || 4 || Form a temporary wall by skipping rubble and soil up from deep under the ground. || ''A fragile wall made of rubble. It will collapse in time.'
| 0% - 99%    || -
+
* Creates a 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.
 +
|| 35
 +
|| 1s
 +
|| ''Instantaneous'', Wall disappears after 4 hours
 +
|| 25 tiles
 +
|| Tile
 +
|| 2%
 
|-
 
|-
! Overloaded
+
| '''Berserk'''  || 5 || Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. || ''Psychically-induced.''
| 100% - 132% || +2 Breakdown severity, MTB 2 hours
+
* Target goes [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation.
 +
* -15 Faction Relations when used on allies.
 +
|| 40
 +
|| 0.25s
 +
|| 15s
 +
|| 20 tiles
 +
|| Target
 +
|| 4%
 
|-
 
|-
! Very overloaded
+
| '''Flashstorm'''  || 5 || Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissapating. || ''Psychically-induced.''
| 133% - 165% || +4 Breakdown severity, MTB 2 hours
+
* Creates a storm at target location.
 +
* -35 Goodwill impact.
 +
|| 65
 +
|| 1s
 +
|| 164s
 +
|| 20 tiles
 +
|| 14 tiles
 +
|| 4%
 
|-
 
|-
! Extreme
+
| '''Invisibility''' || 5 || Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. || ''Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.''
| 166% - 199% || +6 Breakdown severity, MTB 2 hours
+
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.
 +
|| 45
 +
|| 1s
 +
|| 15s
 +
|| 20 tiles
 +
|| Target
 +
|| 3%
 
|-
 
|-
! Overwhelming
+
| '''Berserk Pulse''' || 6 || Generate an overwhelming rush of undirected rage in everyone near the target point. || ''Psychically-induced.''
| 200%+      || +8 Breakdown severity, MTB 2 hours. [[Psychic shock]] (10% max [[Consciousness]] for {{ticks|7500}})
+
* All creatures within the radius go [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation.
|}
+
* -75 Faction Relations when used on allies.
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.
+
|| 65
 
+
|| 1s
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.
+
|| 10s
 
+
|| 15 tiles
Psychic breakdowns come in 3 levels of severity:
+
|| 5x5 tiles
{| class="wikitable"
+
|| 6%
 
|-
 
|-
! Name !! Severity Range !! [[Consciousness]] !! [[Mood#Situation_Special|Mood]] !! [[Mental breaks]]
+
| '''Mass Chaos Skip''' || 6 || Skip everyone near a target point to a random location nearby. || ''Psychically-induced.''
 +
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location
 +
* -5 Goodwill impact.
 +
|| 40
 +
|| 1s
 +
|| ''Instantaneous''
 +
|| 25 tiles
 +
|| 17 tiles
 +
|| 3%
 
|-
 
|-
!Minor
+
| '''Bullet shield''' || 6 || Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. || ''Psychically-induced.''
| 0 - || -25%                    || -6  || Minor [[mental break]], MTB 5 days
+
* Makes a circle that cannot be shot through.
 +
|| 65
 +
|| 1s
 +
|| 15s
 +
|| 25 tiles
 +
|| 9 tiles
 +
|| 4%
 
|-
 
|-
!Major
+
| '''Manhunter pulse'''|| 6 || Drive nearby animals into a manhunting rage using a psychic pulse || ''Psychically-induced.''
| 5 - 10 || -50%                    || -12 || Minor or Major [[mental break]], MTB 5 days
+
* All animals within the radius go [[Mental break#Manhunter|Manhunter]], attacking the nearest human regardless of previous affiliation.
 +
|| 50
 +
|| 1s
 +
|| 60s
 +
|| 35 tiles
 +
|| 57 tiles
 +
|| 4%
 
|-
 
|-
!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.
+
=== Special psycasts ===
  
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 [[#Psycasting stat modifiers|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.
+
Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.
 
 
== Psyfocus ==
 
{{Move|section=1|destination=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)}}
 
{{quote|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|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:
 
*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|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:
+
{| class="wikitable sortable"
*'''Natural:''' Available to most, but not all, Tribal [[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 [[trait]]s, like [[Psychopath]] or [[Jealous]]. Meditate at graves and sarcophagi - deceased family members or loved ones give a bonus.
 
*'''Dignified:''' Available to anyone holding a royal [[title]]. [[Meditation throne]]s are improved by having a throne room befitting of the pawn's title.
 
*'''Flame:''' Available to [[Pyromaniac]]s. 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 [[Wake-up#Wake-up high|duration of its high]].
 
* The [[Persona traits#Psy-meditative|Psy-meditative]] persona trait grants an additional {{+|10%}} psyfocus gain per day of meditation, while the weapon is held in hand.
 
* Each [[psychofluid pump]]{{BiotechIcon}} increases {{+|5%}} psyfocus per day of meditation from a completed [[deathrest]], up to a maximum of {{+|20%}} from 4 pumps. This bonus lasts until the next deathrest.
 
* [[Genes#Psy-sensitive|Psy-sensitive]] and [[Genes#Super psy-sensitive|Super psy-sensitive]] genes{{BiotechIcon}} increase psyfocus gain per meditation day by {{+|10%}} and {{+|20%}} respectively. Note that these genes are mutually exclusive.
 
 
 
<div style="float: left;">
 
{| {{STDT| sortable c_07 text-center}}
 
 
|-
 
|-
! Meditation Focus !! Focus Type !! Base Strength !! Psyfocus/Hour<br>@ Base|| Max Strength !! Psyfocus/Hour<br>@ Max
+
! Name !! Level (Title) !! Description !! Effects !! Heat Gain !! Casting Time !! Duration !! Range !! Area of Effect !! Psyfocus Cost
|-
 
! ''None''
 
| ''All''
 
| -
 
| {{#expr: (0.5)/0.24 round 1}}%
 
| -
 
| {{#expr: (0.5)/0.24 round 1}}%
 
 
|-
 
|-
! [[Anima tree]]
+
| '''Word of Trust''' || 1 || Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's [sic] resistance, but cannot recruit him. || ''Psychically induced.''
| [[Psyfocus#Natural|Natural]]
+
* Resistance amount scales with target's [[Psychic Sensitivity]]
| +28%
+
|| 0
| {{#expr: (0.5+0.28)/0.24 round 1}}%
+
|| 2s
| +36%
+
|| ''Instantaneous''
| {{#expr: (0.5+0.36)/0.24 round 1}}%  
+
|| 30 tiles
 +
|| Target
 +
|| 60%
 
|-
 
|-
! [[Animus stone]]
+
| '''Word of Joy'''|| 2 || Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.|| ''Psychically-induced feelings of warmth, comfort, and acceptance. This improves mood, but the lack of negative stimulation induces a mild stupor and reduces consciousness.''
| [[Psyfocus#Natural|Natural]]
+
|| 0
| +34%
+
|| 2s
| {{#expr: (0.5+0.34)/0.24 round 1}}%
+
|| 5000s (5 days)
| +42%
+
|| 1 tile
| {{#expr: (0.5+0.42)/0.24 round 1}}%
+
|| Target
|-  
+
|| 40%
! [[Small nature shrine]]
 
| [[Psyfocus#Natural|Natural]]
 
| +22%
 
| {{#expr: (0.5+0.22)/0.24 round 1}}%
 
| +30%
 
| {{#expr: (0.5+0.30)/0.24 round 1}}%
 
|-
 
! [[Large nature shrine]]
 
| [[Psyfocus#Natural|Natural]]
 
| +30%
 
| {{#expr: (0.5+0.30)/0.24 round 1}}%
 
| +38%
 
| {{#expr: (0.5+0.38)/0.24 round 1}}%
 
|-
 
! [[Grave]]
 
| [[Psyfocus#Morbid|Morbid]]
 
| +6%
 
| {{#expr: (0.5+0.06)/0.24 round 1}}%
 
| +34%
 
| {{#expr: (0.5+0.34)/0.24 round 1}}%  
 
 
|-
 
|-
! [[Sarcophagus]]
+
| '''Word of Love''' || 3 || Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another. || ''Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup.''
| [[Psyfocus#Morbid|Morbid]]
+
* Greatly increases relations between target(s).
| +10%
+
|| 0
| {{#expr: (0.5+0.10)/0.24 round 1}}%
+
|| 2s
| +38%
+
|| 8000s (8 days)
| {{#expr: (0.5+0.38)/0.24 round 1}}%  
+
|| 1 tile
 +
|| Target
 +
|| 50%
 
|-
 
|-
! [[Small sculpture]]
+
| '''Word of Serenity'''|| 4 || Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.|| Instantly ends any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break; minor breaks cost 30% psyfocus, major breaks cost 50%, and extreme breaks cost 70%.
| [[Psyfocus#Artistic|Artistic]]
+
|| 0
| +12 - 28%
+
|| 2s
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}%
+
|| 250s (6 hours)
| +44%
+
|| 1 tile
| {{#expr: (0.5+0.44)/0.24 round 1}}%  
+
|| Target
 +
|| 30-70%
 
|-
 
|-
! [[Large sculpture]]
+
| '''Word of Inspiration'''|| 4 || Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.|| Targeted pawn will receive a random inspiration based upon their passions and skills.
| [[Psyfocus#Artistic|Artistic]]
+
|| 0
| +12 - 28%
+
|| 2s
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}%
+
|| ?s
| +44%
+
|| 1 tile
| {{#expr: (0.5+0.44)/0.24 round 1}}%  
+
|| Target
 +
|| 80%
 
|-
 
|-
! [[Grand sculpture]]
+
| '''Farskip'''|| 5 || Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.
| [[Psyfocus#Artistic|Artistic]]
+
|| Stuns for between 3 and 10 seconds; teleports ally allies within 5 tiles to distant colonist on map
| +12 - 28%
+
|| 0
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}%
+
|| 5s
| +44%
+
|| ''Instantaneous''
| {{#expr: (0.5+0.44)/0.24 round 1}}%  
+
|| User
 +
|| 5 tile radius
 +
|| 70%
 
|-
 
|-
! [[Terror sculpture]] {{IdeologyIcon}}
+
| '''Neuroquake'''|| 6 || Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature on the map outside of a safe circle near the caster will be driven violently insane. Casting this takes three hours of meditation, and afterwards, the caster will go into a three-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.
| [[Psyfocus#Artistic|Artistic]]
+
|| Causes map-wide berserk mental state outside of 5 tile safe radius. Causes -10 joy in all colonists. Reduces faction opinion by 10 for all factions, no matter the distance you are from their bases
| +12 - 28%
+
|| 0
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}%
+
|| 125 seconds (3 hours)
| +44%
+
|| ''Instantaneous''
| {{#expr: (0.5+0.44)/0.24 round 1}}%
+
|| User
|-
+
|| Global Effect
! [[Large stele]]
+
|| 50%
| [[Psyfocus#Artistic|Artistic]]
 
| +15%
 
| {{#expr: (0.5+0.15)/0.24 round 1}}%
 
| +15%
 
| {{#expr: (0.5+0.15)/0.24 round 1}}%
 
|-
 
! [[Grand stele]]
 
| [[Psyfocus#Artistic|Artistic]]
 
| +18%
 
| {{#expr: (0.5+0.18)/0.24 round 1}}%
 
| +18%
 
| {{#expr: (0.5+0.18)/0.24 round 1}}%
 
|-
 
! [[Walls]]
 
| [[Psyfocus#Minimal|Minimal]]
 
| +22%
 
| {{#expr: (0.5+0.22)/0.24 round 1}}%
 
| +22%
 
| {{#expr: (0.5+0.22)/0.24 round 1}}%
 
|-
 
! [[Brazier]]
 
| [[Psyfocus#Flame|Flame]]
 
| +15%
 
| {{#expr: (0.5+0.15)/0.24 round 1}}%
 
| +31%
 
| {{#expr: (0.5+0.31)/0.24 round 1}}%
 
|-
 
! [[Darklight brazier]]{{IdeologyIcon}}
 
| [[Psyfocus#Flame|Flame]]
 
| +15%
 
| {{#expr: (0.5+0.15)/0.24 round 1}}%
 
| +31%
 
| {{#expr: (0.5+0.31)/0.24 round 1}}%
 
|-
 
! [[Campfire]]
 
| [[Psyfocus#Flame|Flame]]
 
| +12%
 
| {{#expr: (0.5+0.12)/0.24 round 1}}%
 
| +28%
 
| {{#expr: (0.5+0.28)/0.24 round 1}}%
 
|-
 
! [[Torch lamp]]
 
| [[Psyfocus#Flame|Flame]]
 
| +10%
 
| {{#expr: (0.5+0.10)/0.24 round 1}}%
 
| +18%
 
| {{#expr: (0.5+0.18)/0.24 round 1}}%
 
|-
 
! [[Darktorch]]{{IdeologyIcon}}
 
| [[Psyfocus#Flame|Flame]]
 
| +10%
 
| {{#expr: (0.5+0.10)/0.24 round 1}}%
 
| +18%
 
| {{#expr: (0.5+0.18)/0.24 round 1}}%
 
|-
 
! [[Fungus darktorch]]{{IdeologyIcon}}
 
| [[Psyfocus#Flame|Flame]]
 
| +10%
 
| {{#expr: (0.5+0.10)/0.24 round 1}}%
 
| +18%
 
| {{#expr: (0.5+0.18)/0.24 round 1}}%
 
|-
 
! [[Meditation throne]]
 
| [[Psyfocus#Dignified|Dignified]]
 
| +15%
 
| {{#expr: (0.5+0.15)/0.24 round 1}}%
 
| +33%
 
| {{#expr: (0.5+0.33)/0.24 round 1}}%
 
|-
 
! [[Grand meditation throne]]
 
| [[Psyfocus#Dignified|Dignified]]
 
| +15%
 
| {{#expr: (0.5+0.15)/0.24 round 1}}%
 
| +33%
 
| {{#expr: (0.5+0.33)/0.24 round 1}}%  
 
 
|-
 
|-
 
|}
 
|}
</div> <br style="clear:both" />
 
  
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.
+
== Tactics ==
  
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.
+
Psycasts can be used to great tactical advantage- provided that you can get in range of the enemy to use them.
  
===Alternative psyfocus===
+
*'''Burden''' slows the target down.
{{Stub|section=1|reason=Order of operations for calculating 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}}
+
**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. Also very useful for hunters in case of revenge.
Other than meditation, the following methods will increase a pawn's psyfocus:
+
*'''Painblock''' blocks pain, with an effect similar to [[go-juice]].
* Using [[Go-juice]] instantly refills a psycaster's psyfocus by 15%.
+
*'''Stun''' stuns the target for a few seconds.
* [[Ideoligion]] [[rituals]] {{IdeologyIcon}} can select the fully refilling the psyfocus of all participants as a reward for sufficiently high quality outcomes.{{Check Tag|Detail|Specific terms, mechanics, details etc. E.g. what outcomes specifically?}} .
+
**Best used to support a melee attacker against another one.
*The Kill-focused [[Persona_traits|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 [[Animals#Slaughtering|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 [[chicken]]s, can thus be turned into into massive psyfocus gain, allowing continuous use of utility psycasts such as [[Psycasts#Word of inspiration|Word of Inspiration]] or [[Psycasts#Word of trust|Word of Trust]] or high cost combat options such as [[Psycasts#Berserk pulse|Berserk pulse]].
+
**Help melee attackers close the distance to shooters.
 
+
**Peel melee attackers off ranged.
== Psychic Sensitivity ==
+
*'''Blinding Pulse''' reduces the Sight of enemies.
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.
+
** This reduces accuracy, giving you the upper hand in combat.
 
+
*'''Entropy Link''' shares psychic entropy between two pawns.
In addition, the ''target'''s 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.
+
**Good for helping your psycaster cast more.  
 
+
**Can be cast on enemies to let you cast more for basically no cost.
Out of all the psycasts, only Blinding Pulse has its ''impact'' increased by the target's sensitivity. Increased sensitivity results in higher blinding.{{Check Tag|Verify|According to the page itself.}}
+
**Note that if you link it onto allies you'll be sharing the psychic hangover debuff with multiple people.
 
+
*'''Beckon'''
=== Psycasting stat modifiers ===
+
**Best used to force enemies into melee range for engagement.
{{Stub|section=1|reason=needs effective neural heat change like eltex items have (see their pages)}}
+
**Great for peeling enemy melee off a vulnerable friendly.
Psychic equipment can improve a psycaster's abilities by providing additional psychic sensitivity and/or by directly increasing the Heat recovery rate.
+
*'''Chaos Skip'''
The following modifiers exist:
+
**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.
{{Psychic Sensitivity Factor Table}}
+
*'''Vertigo Pulse'''
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 {{Hover title|link=no|<!--Base-->100%<!--Psychofluid pump-->+100%<!--Psychically Hypersensitive-->+80%<!--Eltex staff-->+75%<!--Eltex skullcap-->+60%<!--Sight-->+50%<!--Super psy-sensitive-->+40% <!--Eltex robe-->+30%<!--Blinded with blind psysense-->+30%<!--Psychic sensitizer-->+25% <!--Eltex vest-->+23%<!--Eltex shirt-->+15%<!--Psychic bonding-->+10%|{{#vardefineecho:maxPsySense|{{#expr:<!--Base-->100<!--Psychofluid pump-->+100<!--Psychically Hypersensitive-->+80<!--Eltex staff-->+75<!--Eltex skullcap-->+60<!--Sight-->+50<!--Super psy-sensitive-->+40<!--Eltex robe-->+30<!--Blinded with blind psysense-->+30<!--Psychic sensitizer-->+25<!--Eltex vest-->+23<!--Eltex shirt-->+15<!--Psychic bonding-->+10}}}}%}} psychic sensitivity and a neural heat limit, assuming psylink level 6, of {{#expr: {{#var:maxPsySense}}/100 * 30 * 2.6666 round 0}}. With Anomaly DLC, the multiplicative bioferrite make them mucher better than eltex gears, a pawn with bioferrite mask, plate armor, slave collar and weapon, under voidsight, void touched and psychophage can get to 2131%. Note that blindness is not compatible with void touched.
+
*'''Smokepop''' is essentially a better version of the [[smoke launcher]].
 
+
*'''Skip''' can be used to manipulate allies and enemies alike.
== Psycasts ==
+
**Teleport allied fighters into position quickly, especially melee fighters.  
{{Recode|section=1|reason=Once the detail is on the individual psycast pages, this table should be automated - note: Effects will likely have to stay manual - once recoded, add directive to see invidivual pages}}
+
**Skip long-ranged enemies into range.
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.
+
**Keep enemy melee fighters away from allies.
 
+
*'''Focus''' is good for gaining an extra discount before trading or buffing allies prior to a battle.
=== Regular psycasts ===
+
*'''Wallraise''' creates a wall of rocks in a cross shape.
 
+
**Creates impromptu cover for your shooters to shelter behind.
{| {{STDT| sortable c_07 text-valign:top}}
+
**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.
|-
+
*'''Berserk''' forces an enemy to attack nearby targets indiscriminately, including their allies.
! Name !! Level !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost
+
**Have enemies aggro on each other while your ranged fighters pick them off.
|- id="Burden"
+
**Cause friendly fire as enemies fire at the berserker.
! [[Burden]]<br>[[File:Burden.png|64px]]
+
*'''Invisibility''' makes enemies unable to target your allies.
| 1 || Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion''
+
**It is not broken on attacking making it a good choice for close-ranged attackers.
* [[Moving]] capped at 40%
+
**Self-cast to allow your psycaster to safely get within range.
* {{--|15}} Faction Relations when used on allies
+
*'''Berserk Pulse''' is similar to Berserk but affects an area.
| 8
+
**It causes a dangerous increase in psychic entropy on all but the most well-equipped of psycasters, but is capable of destroying entire raids by itself.
| 0.25s
+
*'''Mass Chaos Skip''' skips all units in the area randomly, friend or foe.
| 20s
+
**Skip multiple enemies out of cover at once, exposing them to fire. Only skips things to a location where it has line of sight from.
| 30 tiles
+
*'''Manhunter Pulse''' causes all animals in a large area to become manhunter.
| Target
 
| 1%
 
|- id="Painblock"
 
! [[Painblock]]<br>[[File:Painblock.png|64px]]
 
| 1 || Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. || ''Psychically-induced pain insensitivity.''  
 
* Target [[Pain]] Factor x10%
 
* Duration scales with target's [[Psychic Sensitivity]]
 
| 8
 
| 0.25s
 
| 120s
 
| 25 tiles
 
| Target
 
| 2%
 
|- id="Stun"
 
! [[Stun]]<br>[[File:Stun.png|64px]]
 
| 1 || Momentarily disrupt motor function in the target's brain, preventing any movement. ||
 
* Stuns the target
 
* Duration scales with target's [[Psychic Sensitivity]]
 
* {{--|15}} Faction Relations when used on allies
 
| 12
 
| 0.25s
 
| 3s
 
| 20 tiles
 
| Target
 
| 1%
 
*
 
|- id="Chunk skip"
 
! [[Chunk skip]]<br>[[File:ChunkSkip.png|64px]]
 
| 1 || Skip the closest 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.
 
| Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.
 
| 14
 
| 1s
 
| ''Instantaneous''
 
| 25 tiles
 
| Target
 
| 4%
 
|- id="Solar pinhole"
 
! [[Solar pinhole]]<br>[[File:SolarPinhole.png|64px]]
 
| 1 || Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. ||
 
* Lights up a {{#expr:{{Lit Radius|15|{{#expr:217+217+208}}}} round 2}} tile area around it.
 
* Creates heat at a rate of 10 heat per second (compared to the 21 heat per second of a [[heater]] or [[campfire]]), but only when the temperature is below 20°C.
 
| 0
 
| 0.25s
 
| 5000s (5 days)
 
| 25 tiles
 
| 15 tiles
 
| 8%
 
*
 
|- id="Blinding pulse"
 
! [[Blinding pulse]]<br>[[File:BlindingPulse.png|64px]]
 
| 2 || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.''  
 
* [[Sight]] * 0.5
 
* Effect scales with target's [[Psychic Sensitivity]]
 
* {{--|15}} Faction Relations when used on allies
 
| 20
 
| 1s
 
| 30s
 
| 25 tiles
 
| 7 tiles
 
| 1%
 
|- id="Waterskip"
 
! [[Waterskip]]<br>[[File:Waterskip.png|64px]]
 
| 2 || Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers ||
 
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind.
 
| 25
 
| 1s
 
| ''Instantaneous''
 
| 25 tiles
 
| 3x3 tiles
 
| 1.5%
 
|- id="Neural heat dump"
 
! [[Neural heat dump]]<br>[[File:NeuralHeatDump.png|64px]]
 
| 2 || Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. || ''Psychically induced neural heat cleansing.''  
 
* Caster reduces their neural heat to 0
 
* Selected allied target within line-of-sight and 25 tiles falls into [[psychic coma]]. Target does not require psylink to receive neural heat.
 
* {{--|15}} Faction Relations when used on allies
 
| 0
 
| 1s
 
| 1000s (1 day)
 
| 25 tiles
 
| Target
 
| 0%
 
|- id="Beckon"
 
! [[Beckon]]<br>[[File:Beckon.png|64px]]
 
| 3 || Psychically command the target to approach the caster. ||
 
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck.  
 
* Duration scales with target's [[Psychic Sensitivity]]
 
| 20
 
| 0.25s
 
| 8s
 
| 20 tiles
 
| Target
 
| 1%
 
|- id="Chaos skip"
 
! [[Chaos skip]]<br>[[File: ChaosSkip.png|64px]]
 
| 3 || Teleport the target to a random position near where it started. Objects above a certain size cannot be teleported. ||
 
* Target, pawn or item, is teleported to a random tile between 7 and 25 tiles away from its starting location
 
** Maximum [[body size]]: ? {{Check Tag|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 {{Ticks|70}} and {{Ticks|120}} after teleporting
 
* {{--|15}} Faction Relations when used on allies
 
| 18
 
| 0.25s
 
| ''Instantaneous''
 
| 25 tiles
 
| Target
 
| 2%
 
|- id="Vertigo pulse"
 
! [[Vertigo pulse]]<br>[[File:VertigoPulse.png|64px]]
 
| 3 || Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. || ''Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.''  
 
* Targets within the radius 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
 
| 30
 
| 1s
 
| 20s
 
| 25 tiles
 
| 7 tiles
 
| 2%
 
|- id="Smokepop"
 
! [[Smokepop]]<br>[[File:Smokepop.png|64px]]
 
| 4 || Skip dust particles up from under the ground surface to form a [[Smoke|thick cloud]]. This reduces the accuracy of any shot fired through it, and prevents turrets from locking on entirely. ||
 
* Creates a 7 tile diameter [[smoke]] cloud at the targeted location.
 
| 30
 
| 1s
 
| ''Instantaneous'', Smoke dissipates in ~30 seconds
 
| 25 tiles
 
| Tile
 
| 2%
 
|- id="Skip"
 
! [[Skip]]<br>[[File:Skip.png|64px]]
 
| 4 || Teleport the target to a desired position not too far from his starting point. Objects which are too large cannot be teleported. ||
 
* Target, pawn or item, is teleported to a selected tile visible to the target.
 
** Maximum [[body size]]: 3
 
* {{--|15}} Goodwill impact
 
| 25
 
| 0.25s
 
| ''Instantaneous''
 
| 28 tiles
 
| Target/Tile
 
| 2%
 
|- id="Focus"
 
! [[Focus]]<br>[[File:Focus.png|64px]]
 
| 4 || Psychically focus the target's mind, boosting their sight, hearing and moving capacities. || ''Psychically-induced mental focus, increasing sight, hearing and movement capacities.''
 
* [[Sight]]: {{Good|x1.3}}
 
* [[Hearing]]: {{Good|x1.3}}
 
* [[Moving]]: {{Good|x1.3}}
 
* Duration scales with target's [[Psychic Sensitivity]]
 
| 15
 
| 0.25s
 
| 60s
 
| 28 tiles
 
| Target
 
| 3%
 
|- id="Wallraise"
 
! [[Wallraise]]<br>[[File:Wallraise.png|64px]]
 
| 4 || Form a temporary wall by skipping rubble and soil up from deep under the ground. || ''A fragile wall made of rubble. It will collapse in time.'
 
* Creates a 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 {{ticks|10000}}.
 
** Walls cannot intersect other walls, but will shunt items out of the way.
 
| 35
 
| 1s
 
| ''Instantaneous'', Wall disappears after 4 hours.
 
| 25 tiles
 
| Tile
 
| 2%
 
|- id="Berserk"
 
! [[Berserk]]<br>[[File:Berserk.png|64px]]
 
| 5 || Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. ||
 
* Target goes [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation.
 
* {{--|15}} Faction Relations when used on allies.
 
* Duration scales with target's [[Psychic Sensitivity]]
 
| 40
 
| 0.25s
 
| 15s
 
| 20 tiles
 
| Target
 
| 4%
 
|- id="Flashstorm"
 
! [[Flashstorm]]<br>[[File:Flashstorm.png|64px]]
 
| 5 || Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissipating. ||
 
* Creates a [[Weather|flashstorm]] at target location.  
 
* {{--|35}} Goodwill impact.
 
| 65
 
| 1s
 
| 164s
 
| 20 tiles
 
| 14 tiles
 
| 4%
 
|- id="Invisibility"
 
! [[Invisibility]]<br>[[File:Invisibility.png|64px]]
 
| 5 || Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. || ''Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.''
 
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.
 
| 45
 
| 1s
 
| 15s
 
| 20 tiles
 
| Target
 
| 3%
 
|- id="Berserk pulse"
 
! [[Berserk pulse]]<br>[[File:BerserkPulse.png|64px]]
 
| 6 ||  Generate an overwhelming rush of undirected rage in everyone near the target point. ||
 
* All creatures within the radius go [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation.
 
* {{--|75}} Faction Relations when used on allies.
 
* Duration scales with target's [[Psychic Sensitivity]]
 
| 65
 
| 1s
 
| 10s
 
| 15 tiles
 
| 5x5 tiles
 
| 6%
 
|- id="Mass chaos skip"
 
! [[Mass chaos skip]]<br>[[File:MassChaosSkip.png|64px]]
 
| 6 || Skip everyone in an area to random positions nearby. Objects which are too large cannot be teleported. ||
 
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location
 
** Maximum [[body size]]: ? {{Check Tag|Detail}}
 
* {{--|5}} Goodwill impact.
 
| 40
 
| 1s
 
| ''Instantaneous''
 
| 25 tiles
 
| 17 tiles
 
| 3%
 
|- id="Skipshield"
 
! [[Skipshield]]<br>[[File:Skipshield.png|64px]]
 
| 6 || Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. ||
 
* Makes a 4.9-tile radius circle that cannot be shot through, into, or out of. See [[#Tactics|below]] for image. Does not {{Hover title|E.g. from mortars, orbital bombardment targeters, or aerodrone strikes or salvos|block non-ground-level projectiles}}.
 
| 65
 
| 1s
 
| 15s
 
| 25 tiles
 
| 9 tiles
 
| 4%
 
|- id="Manhunter pulse"
 
! [[Manhunter pulse]]<br>[[File: ManhunterPulse.png|64px]]
 
| 6 || Drive nearby animals into a manhunting rage using a psychic pulse ||
 
* All animals within the radius go [[Mental break#Manhunter|Manhunter]], attacking the nearest human regardless of previous affiliation.
 
* Duration scales with target's [[Psychic Sensitivity]]
 
* Makes faction hostile when used on animals of allied caravans
 
| 50
 
| 1s
 
| 60s
 
| 35 tiles
 
| 57 tiles
 
| 4%
 
|-
 
|}
 
 
 
=== Special psycasts ===
 
 
 
Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.
 
 
 
{| {{STDT| sortable c_07 text-valign:top}}
 
|-
 
! Name !! Level !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost
 
|- id="Word of trust"
 
! [[Word of trust]]<br>[[File:WordOfTrust.png|64px]]
 
| 1 || Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's resistance, but cannot recruit him. ||
 
* Reduces Resistance of target prisoner by {{---|20}}, scaled by target's [[Psychic Sensitivity]].
 
| 0
 
| 2s
 
| ''Instantaneous''
 
| 30 tiles
 
| Target
 
| 60%
 
|- id="Word of joy"
 
! [[Word of joy]]<br>[[File:WordOfJoy.png|64px]]
 
| 2 || Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.|| ''The affected pawn gains the Joybuzz status, providing 30 joy at the cost of -20% consciousness for 7 days.''
 
* Duration scales with target's [[Psychic Sensitivity]]
 
* -25 Faction Relations when used on allies.
 
| 0
 
| 2s
 
| 5000s (5 days)
 
| 1 tile
 
| Target
 
| 40%
 
|- id="Word of love"
 
! [[Word of love]]<br>[[File: WordOfLove.png|64px]]
 
| 3 || Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another. || ''Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup.''
 
* Greatly increases relations between target(s), nearly guaranteeing a relationship forms if recursively cast on two pawns.
 
| 0
 
| 2s
 
| 8000s (8 days)
 
| 1 tile
 
| Target
 
| 50%
 
|- id="Word of serenity"
 
! [[Word of serenity]]<br>[[File:WordOfSerenity.png|64px]]
 
| 4 || Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.|| Instantly ends any mental break by forcing the target into a 6 hour [[psychic coma]]. The psyfocus cost depends on the level of the mental break; [[Social#Social_Fights|social fights]] and [[Mental break#Minor break|minor breaks]] cost 30% psyfocus, [[Mental break#Major break|major breaks]] cost 50%, and [[Mental break#Extreme break|extreme breaks]] cost 70%.
 
* Coma duration scales with target's [[Psychic Sensitivity]]
 
| 0
 
| 2s
 
| 250s (6 hours)
 
| 1 tile
 
| Target
 
| 30-70%
 
|- id="Word of inspiration"
 
! [[Word of inspiration]]<br>[[File:WordOfInspiration.png|64px]]
 
| 5 || Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.|| Targeted pawn will receive a random [[inspiration]] based upon their passions and skills.
 
| 0
 
| 2s
 
| ''Instantaneous''<br>Inspiration lasts its normal duration
 
| 1 tile
 
| Target
 
| 80%
 
|- id="Farskip"
 
! [[Farskip]]<br>[[File:Farskip.png|64px]]
 
| 5 || Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.
 
| Stuns for between 3 and 10 seconds; teleports allies within 5 tiles to distant colonist on map; also teleports tamed animals within 5 tiles if not cast on a colony map; if used while in caravan, whole caravan will be teleported (unusable if overburdened)
 
| 0
 
| 5s
 
| ''Instantaneous''
 
| User
 
| 5 tile radius
 
| 70%
 
|- id="Neuroquake"
 
! [[Neuroquake]]<br>[[File:Neuroquake.png|64px]]
 
| 6 || Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature in range but outside of the safe, inner, circle will be driven violently insane. Casting this takes 12 seconds of meditation, and afterwards, the caster will go into a five-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.
 
||
 
* Causes berserk mental state in a 60-tile radius, outside of 5 tile safe radius.
 
* {{--|12}} [[mood]] for all pawns present
 
* {{--|10}} Faction Relations for all factions, no matter the distance you are from their bases.
 
* {{--|75}} Faction Relations if berserk affects allies.
 
* Caster put in [[psychic coma]] for 5 days.
 
| 0
 
| 12s
 
| ''Instantaneous''<br>5 day coma
 
| User
 
| 60 tile radius
 
| 50%
 
|-
 
|}
 
  
== Version history ==
+
== Version History ==  
* [[Royalty DLC]] Release - Added.
+
*Royalty Initial Release: Introduced
* [[Version/1.1.2571|1.1.2571]] - Entropy link duration 60 to 120.
+
*1.1.2571: Major Rebalance to several psycasts.
* [[Version/1.1.2647|1.1.2647]] - Overhaul to some mechanics. Empire no longer gets angry at psycast use, removed psychic hangover, added meditation mechanics. [[Entropy link]] removed and replaced with [[Neural heat dump]]. [[Waterskip]], [[Flashstorm (psycast)|flashstorm]], [[Bullet shield]] added.
+
*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.
* [[Version/1.1.2654|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: Added more psycasts.
* [[Version/1.2.2719|1.2.2719]] - [[Solar pinhole]], [[Chunk skip]], [[Farskip]], [[Neuroquake]], [[Word of trust]], [[Word of joy]], [[word of inspiration]], [[Word of love]], [[Word of serenity]] added. Meditation focus objects now enhanced by objects placed nearby. Fix: Colonists can lose their psylink entirely when being [[Resurrector mech serum|resurrected]].
+
[[Category: Game mechanics]]
* [[Version/1.2.2753|1.2.2753]] - Neural heat overload no longer causes psylink degradation or any other permanent damage.
 
* [[Version/1.4.3555|1.4.3555]] - Fix: Tribal [[children]] {{BiotechIcon}} who grow up in a colony don't get the 'natural' meditation focus type.
 
* Between [[Version/1.2.3005|1.2.3005]] and [[Version/1.4.3641|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."''
 
  
{{Nav|psycasts|wide}}
 
 
[[Category: Royalty]]
 
[[Category: Royalty]]
[[Category: Abilities]]
 

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