Editing Psychic animal pulser

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
 
{{infobox main|
 
{{infobox main|
| name = Psychic animal pulser
+
|name = Psychic animal pulser
| image  = Psychic animal pulser.png|Psychic animal pulser
+
|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.
+
|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.
| type = Artifact
+
|type = Artifact
| tech level = Archotech
+
|marketvalue = 700
| marketvalue = 700
+
|hp = 80
| hp = 80
+
|flammability = 0
| flammability = 0
+
|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.}}
+
{{Info|A '''psychic animal pulser''' is a single-use artifact, which can be used to drive all wild [[animals]] on the map into a manhunter rage, attacking every [[human]] or [[mechanoid]] they see, regardless of faction.}}
  
 
== Acquisition ==
 
== Acquisition ==
Line 16: Line 15:
  
 
== Summary ==
 
== Summary ==
{{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 wild [[animals]] on the map into a manhunter rage. Only wild animals are affected. Animals belonging to any faction, including the players, are not affected.{{Check Tag|Fact check|This is what the page said, however there is a faction rep penalty defined - does it affect NPC animals}}
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.
+
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 attack the door.
  
 
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?}}
 
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?}}
Line 26: Line 24:
  
 
== Analysis ==
 
== 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.
+
By enclosing all your colonists in a closed room with no doors, you can safely use this item to devastate enemy outposts that are in animal-rich areas.
  
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.
+
In animal-rich biomes, you may use this for additional power to defeat raids, though be aware that the mad animals are just as likely to target your colonists as well. This can only be relied on exclusively until midgame (or early-midgame on higher difficulties), after which enemies will be too numerous for wildlife to take care of alone. However, even after this point it is often useful to soften or disrupt enemies before employing the primary defensive strategy.
  
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.
+
The utility of the pulser depends heavily on the [[biome]] it is used in, it will obviously be of little on Sea Ice where few animals are found, but can be very effective in temperate biomes. Additionally, it is important to check and consider the animals that are present before use - if a herd of [[elephant]]s just arrived it will be very potent but if every animals larger than a [[squirrel]] has been hunted for food it doesn't matter what biome it used in.  
  
 
== Lore ==
 
== Lore ==

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 2 hidden categories: