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<onlyinclude>
 
{{infobox main|
 
{{infobox main|
| name = Psychic animal pulser
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|name = Psychic animal pulser
| image  = Psychic animal pulser.png|Psychic animal pulser
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|image  = Psychic animal pulser.png|Psychic animal pulser
| description = A one-use broad-wave psychic effector. The psychic pulse fills lower minds with terrifying imagery, driving all animals in the region into a manhunting rage. Animals currently under your control will not be affected.
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|description = One-use artifact that drives all animals in the region into a manhunting rage.
| type = Artifact
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|type = Artifact
| tech level = Archotech
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|marketvalue = 750
| marketvalue = 700
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|hp = 80
| hp = 80
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|flammability = 0
| flammability = 0
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|mass base = 0.5
| mass base = 0.5
 
 
}}
 
}}
{{Info|A '''psychic animal pulser''' is a single-use artifact, which can be used to drive all wild [[animals]] on the map into a [[Mental break#Manhunter|manhunter]] rage, attacking every [[human]] or [[mechanoid]] they see, regardless of faction.}}
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</onlyinclude>
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{{Info|Psychic animal pulser is a single-use artifact, which can be used to drive ALL animals on the map into a manhunter rage. It can be used by right-clicking the artifact and selecting 'Activate'. All animals, including tamed ones, will be affected by this artifact. Animals will attack all humans, who are outside, but they won't attack closed doors (even if there are humans behind them). The effect lasts from several hours to up to 24 hours (dependent on the animal). It is a very useful artifact to raid outposts, because animals are usually able to kill most of the enemies.}}
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<br> Colony animals can open doors to attack your colonists while this is in effect. Make sure to restrict them in an enclosed room.
  
== Acquisition ==
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Psychic animal pulser can be purchased or found in [[ancient shrine]]s.
Psychic animal pulsers cannot be crafted. Instead they can only be obtained through [[trade]] with [[faction base]]s or exotic goods traders, as a reward from [[quests]], or by finding them in [[ancient shrine]]s.
 
  
== Summary ==
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=== Usage ===
{{Stub|section=1|reason=What are the beserk state ending conditions, what effect does it have on faction relation? - there is a faction rep penalty defined etc.}}
 
A psychic animal pulser is a single-use artifact, which can be used to drive all non-player-owned [[animals]] on the map into a [[manhunter]] rage. Animals belonging to the player are ''not'' affected.
 
  
It can be used by right-clicking the artifact and selecting 'Activate'. Animals will attack any [[human]]s and [[mechanoids]] they see, but will not attack closed doors unless they see an target pass through them. Even if this occurs, they will rapidly lose interest in attacking the door.
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By enclosing all your colonists in a closed room with no doors, you can safely use this item to devastate raids or enemy outposts. Any non-manhunter enemy can be quickly devastated in animal-rich biomes.
  
The effect lasts from several hours to up to 24 hours, dependent on the animal.{{Check Tag|Fact check|Is it not until they sleep?}}
 
 
Once it has been used once, the pulser disappears completely. It cannot be reloaded, nor can any resources be salvaged from it.
 
 
== Analysis ==
 
By enclosing all your colonists in a closed room with no doors, you can safely use this item to devastate enemies in animal-rich areas. Make sure that your colonists remain indoors for the pulser's duration.
 
 
In animal-rich biomes, you may use this additional power to defeat raids. Animals alone can only take out raids until midgame (early-midgame on higher difficulties), but they can still force [[siege]]s to attack or soften up raids.
 
 
The utility of the pulser depends heavily on what animals are present. If a herd of [[elephant]]s just arrived, it can be very potent. But if every animal larger than a [[squirrel]] has been hunted, it will not. This can depend on [[biome]]; it is obviously be of little use in the animal sparse Sea Ice biome.
 
 
== Lore ==
 
Psychic effectors, like the psychic animal pulser, are mentioned in the [[Lore#Specific_archotech-invented_technologies|Lore Primer]]. They are described as archotech in origin, with a completely unknown method of operation
 
 
== Version history ==
 
* [[Version/0.12.906|0.12.906]] - Added
 
* 1.1ish - received new visual and sound effects on use
 
* [[Version/1.1.2562|1.1.2562]] - Now only affects non-player animals.
 
 
[[Category:Artifact]]
 
[[Category:Artifact]]

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