Difference between revisions of "Psychic rituals"

From RimWorld Wiki
Jump to navigation Jump to search
 
(9 intermediate revisions by 5 users not shown)
Line 3: Line 3:
 
{{Stub|reason=Missing information}}
 
{{Stub|reason=Missing information}}
 
'''Psychic rituals''' are rituals like those in [[Ideology (DLC)|Ideology DLC]] but with the « psychic » side of [[Royalty (DLC)|Royalty DLC]]. They are performed at an [[Psychic ritual spot]] and can be improved with stuff like [[Void sculpture|Void sculptures]] and [[Shard beacon|Shard beacons]] and [[Apparel|apparel]] like [[Ritual mask|ritual masks]] and [[Ceremonial hood|ceremonial hoods]]. They allow to psychically induce an insane [[Archotech]] machine-god who can distort reality.
 
'''Psychic rituals''' are rituals like those in [[Ideology (DLC)|Ideology DLC]] but with the « psychic » side of [[Royalty (DLC)|Royalty DLC]]. They are performed at an [[Psychic ritual spot]] and can be improved with stuff like [[Void sculpture|Void sculptures]] and [[Shard beacon|Shard beacons]] and [[Apparel|apparel]] like [[Ritual mask|ritual masks]] and [[Ceremonial hood|ceremonial hoods]]. They allow to psychically induce an insane [[Archotech]] machine-god who can distort reality.
 +
 +
== Mechanics ==
 +
 +
Each ritual requires one pawn to be the Invoker, with up to four or six additional colonists able to participate as Chanters, depending on the ritual. All rituals except for Void Provocation also require either [[Bioferrite]] or a [[Shard]] which is consumed at the completion of the ritual, and rituals targeting a specific pawn require the pawn to able to walk or be carried to the ritual site, though they do not need to be conscious. [[Ghoul]]s, Psychically Deaf pawns and [[Psychically Dead]] pawns cannot be a participant '''nor''' the target of a ritual.
 +
 +
[[Children]]{{BiotechIcon}} may participate in rituals in any position as long as they are not babies. The only exception is the Chronophagy ritual, where they cannot be the Invoker.
 +
 +
Slaves and temporary pawns such as refugees and guests may also participate in rituals so long as they meet the requirements for psychic sensitivity and age.
 +
 +
The quality of any ritual is based on the following factors.
 +
 +
-The [[Psychic sensitivity]] of the Invoker. An Invoker with 100% Sensitivity will grant a {{+|12%}} bonus, this increases proportionally up to a maximum of  {{+|25%}} at 281%{{Check Tag|282%?|Conflicting reports}} sensitivity. The Psychic Sensitivity of any Chanters do not affect the outcome.
 +
 +
-The number of Chanters. filling all spots (whether there are four or six) grants a {{+|20%}} bonus, with each pawn contributing an equal portion of the bonus.
 +
 +
-The number '''and''' [[Quality]] of any nearby [[Void sculpture|Void Sculptures]], up to six sculptures. Normal and Good give {{+|2%}} each, Excellent and Masterwork gives {{+|3%}} each and legendary gives {{+|5%}}.
 +
 +
-The number of nearby [[Shard beacon|Shard Beacons]]. Each beacon provides an {{+|8%}} bonus, to a max of {{+|32%}} at four Beacons.
 +
 +
-Psychic ritual quality offset from the Psychic Ritual [[Precept]]{{IdeologyIcon}}. Invokers and Chanters with Exalted Psychic Rituals will increase the quality by {{+|10%}} * (Number of pawns with precept/Number of pawns participating), while pawns with the Disapproved precept will reduce it by {{--|10%}} * (Number of pawns with precept/Number of pawns participating)
  
 
== List of rituals ==
 
== List of rituals ==
<!-- Maybe convert times to {{Ticks|####}} ? --> <!-- Choosing between the use of in ritual menu descriptions or research descriptions for consistency -->
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Ritual !! Ritual Duration !! Ritual Cooldown !! Ritual Cost !! Ritual Effect !! Ritual Quality Effect
+
! Ritual !! Ritual Effect !! Ritual Duration !! Ritual Cooldown !! Ritual Cost !! Required Research
 
|- id="Void provocation"
 
|- id="Void provocation"
 
! width=64px height=64px | Void provocation<br>[[File:Void provocation.png|64px|link=|alt=Void provocation]]
 
! width=64px height=64px | Void provocation<br>[[File:Void provocation.png|64px|link=|alt=Void provocation]]
 +
| ''Psychically commune with the void, attracting an entity which can be captured and studied. There’s a chance that the invoker will fall into a coma for several hours.''
 +
----
 +
* Causes an entity event to occur between {{Ticks/gametime|5000}} and {{Ticks/gametime|10000}}{{Check Tag|Verify|Verify time until event - note that some are not announced and may be difficult to get exact times}} after completion of the ritual.{{Check Tag|Details|How is it selected, what can be chosen specifically, etc}}
 +
* Ritual quality dependent chance to fall into [[dark psychic shock]]{{Check Tag|Verify hediff|verify this is the correct hediff name, and if it is, leave the redlink and a destination will be created for it}}, being rendered unconscious for between {{Ticks/gametime|5000}} and {{Ticks/gametime|10000}}{{Check Tag|Verify}}
 +
{| class="wikitable"
 +
|+ Dark psychic shock chance by Quality
 +
|-
 +
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Chance of psychic shock (%)|x=0,50,90,100|y=90,25,5,1}}
 +
|}
 
| {{Ticks/gametime|5000}}
 
| {{Ticks/gametime|5000}}
 
| {{Ticks/gametime|300000}}
 
| {{Ticks/gametime|300000}}
| -
+
| ''None''
| Psychically commune with the void to summon an [[Entity]]. This may cause the invoker to suffer from [[Psychic Shock]]
 
| Base 90% chance of Psychic Shock coma reduced by 1.5% per 1% increase in ritual quality
 
 
|- id="Draw animals"
 
|- id="Draw animals"
 
! width=64px height=64px | Draw animals<br>[[File:Draw animals.png|64px|link=|alt=Draw animals]]
 
! width=64px height=64px | Draw animals<br>[[File:Draw animals.png|64px|link=|alt=Draw animals]]
 +
| ''Create a psychic pulse which draws a distant herd of [[animal]]s to the local area. You can then hunt or make use of them as you choose. If not done correctly, this may attract [[scaria]]-infected manhunters''
 +
----
 +
* Causes a herd{{Check Tag|Detail|What constitutes a herd}} of animals{{Check Tag|Detail|What animals can be selected, does it depend on current biome?}} to enter the map.{{Check Tag|Detail}}
 +
* Ritual quality dependent chance for drawn animals to be [[manhunter]]s infected with [[scaria]]. The chance is per herd, not per individual member of the herd i.e. either all animals will be manhunters or none will be. Deliberately conducting a poor quality ritual to summon manhunters can be helpful if the player needs to deal with another threat such as sieges and mech clusters.
 +
{| class="wikitable"
 +
|+ Manhunter chance by Quality
 +
|-
 +
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Chance of manhunters (%)|x=0,75,90,100|y=75,10,5,1}}
 +
|}
 
| {{Ticks/gametime|10000}}
 
| {{Ticks/gametime|10000}}
 
| {{Ticks/gametime|600000}}
 
| {{Ticks/gametime|600000}}
| [[Bioferrite]] x 10  
+
| {{Icon small|Bioferrite||10}} [[Bioferrite]]
| Create a psychic pulse which draws a distant herd of [[animal]]s to the local area. You can then hunt or make use of them as you choose. If not done correctly, this may attract [[scaria]]-infected manhunters
 
| Base 75% chance to summon manhunters decreased by 1% per 1% ritual quality
 
 
|- id="Draw shamblers"
 
|- id="Draw shamblers"
 
! width=64px height=64px | Draw shamblers<br>[[File:Draw shamblers.png|64px|link=|alt=Draw shamblers]]
 
! width=64px height=64px | Draw shamblers<br>[[File:Draw shamblers.png|64px|link=|alt=Draw shamblers]]
 +
| ''Create a psychic pulse which will draw a distant horde of [[shambler|animated corpses]] to your area. While they attack any human they see, they will not directly attack your colony. You can capture them for study. ''
 +
----
 +
* Causes a ritual quality dependent total [[combat power]] of shamblers to enter the map. Note that the total combat power depends on both the number ''and'' types of shamblers that spawn, with higher total combat powers tending to more and more dangerous shamblers.{{Check Tag|Verify|Verify that non-base human shamblers can spawn from this}}{{Check Tag|Details|How exactly are shambler hordes costed}}
 +
{| class="wikitable"
 +
|+ Combat power by Quality
 +
|-
 +
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 100|y=200,2500}}
 +
|}
 
| {{Ticks/gametime|5000}}
 
| {{Ticks/gametime|5000}}
 
| {{Ticks/gametime|300000}}
 
| {{Ticks/gametime|300000}}
| [[Bioferrite]] x 20  
+
| {{Icon small|Bioferrite||20}} [[Bioferrite]]
| Create a psychic pulse which will draw a distant horde of [[shambler|animated corpses]] to your area. While they attack any human they see, they will not directly attack your colony. You can capture them for study.
 
| Increases number of shamblers summoned.
 
 
|- id="Chronophagy"
 
|- id="Chronophagy"
 
! width=64px height=64px | Chronophagy<br>[[File:Chronophagy.png|64px|link=|alt=Chronophagy]]
 
! width=64px height=64px | Chronophagy<br>[[File:Chronophagy.png|64px|link=|alt=Chronophagy]]
 +
| ''Induce a distant archotech to transfer entropy from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock. ''
 +
----
 +
* Quality increases the number of years transferred
 +
* Cannot reduce the Invoker's age below 13.
 +
* Has a chance at removing one{{Check Tag|?|or more?}} of the Invoker's scars and any age-related illnesses.
 +
* Target can gain age-related illnesses, with a chance of dying outright if aged beyond their Life expectancy.
 
| {{Ticks/gametime|10000}}
 
| {{Ticks/gametime|10000}}
 
| {{Ticks/gametime|300000}}
 
| {{Ticks/gametime|300000}}
| [[Bioferrite]] x 20
+
| {{Icon small|Bioferrite||20}} [[Bioferrite]]
| Induce a distant archotech to transfer entropy from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock. || Increases the number of years transferred
 
 
|- id="Psychophagy"
 
|- id="Psychophagy"
 
! width=64px height=64px | Psychophagy<br>[[File:Psychophagy.png|64px|link=|alt=Psychophagy]]
 
! width=64px height=64px | Psychophagy<br>[[File:Psychophagy.png|64px|link=|alt=Psychophagy]]
 +
| ''Consume the [[psychic sensitivity]] of a target. This will cause the invoker's psychic sensitivity to be increased for several days, and for the target gains the [[Psychically Dead]] trait and suffers from Psychic Shock. ''
 +
----
 +
* 1 day gained per 1% ritual quality
 +
* Grants 50% psychic sensitivity to the invoker for the duration of the effect.
 
| {{Ticks/gametime|10000}}
 
| {{Ticks/gametime|10000}}
 
| {{Ticks/gametime|300000}}
 
| {{Ticks/gametime|300000}}
| [[Bioferrite]] x 20  
+
| {{Icon small|Bioferrite||20}} [[Bioferrite]]
| Consume the [[psychic sensitivity]] of a target. This will cause the invoker's psychic sensitivity to be increased for several days, and for the target gains the [[Psychically Dead]] trait and suffers from Psychic Shock. || 1 day gained per 1% ritual quality
 
 
|- id="Skip abduction"
 
|- id="Skip abduction"
 
! width=64px height=64px | Skip abduction<br>[[File:Skip abduction.png|64px|link=|alt=Skip abduction]]
 
! width=64px height=64px | Skip abduction<br>[[File:Skip abduction.png|64px|link=|alt=Skip abduction]]
 +
| ''Abduct a random hostile person from anywhere in the world, prioritizing those nearby. The process causes the target to fall into a "short" coma.''
 +
----
 +
* Base coma duration of 30 days decreased by 1 day per 2.5% ritual quality
 
| {{Ticks/gametime|5000}}
 
| {{Ticks/gametime|5000}}
 
| {{Ticks/gametime|600000}}
 
| {{Ticks/gametime|600000}}
| [[Bioferrite]] x 60
+
| {{Icon small|Bioferrite||60}} [[Bioferrite]]
| Abduct a random hostile person from anywhere in the world, prioritizing those nearby. The process causes the target to fall into a "short" coma.
+
|- id="Draw fleshbeasts"
| Base coma duration of 30 days decreased by 1 day per 2.5% ritual quality
+
! width=64px height=64px | Draw fleshbeasts<br>[[File:Summon fleshbeasts.png|64px|link=|alt=Draw fleshbeasts]]
|- id="Summon fleshbeasts"
+
| ''Create a psychic pulse which will draw [[fleshbeasts]] to dig upwards and emerge near your enemies. They will attack anyone they find, including enemies and allies. The fleshbeasts can be captured and studied, or butchered for twisted meat.''
! width=64px height=64px | Summon fleshbeasts<br>[[File:Summon fleshbeasts.png|64px|link=|alt=Summon fleshbeasts]]
+
{| class="wikitable"
 +
|+ Combat power by Quality
 +
|-
 +
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 70, 90, 100|y=200, 600, 1200, 2400}}
 +
|}
 +
----
 +
* Increases number of fleshbeasts summoned
 
| {{Ticks/gametime|5000}}
 
| {{Ticks/gametime|5000}}
 
| {{Ticks/gametime|300000}}
 
| {{Ticks/gametime|300000}}
| [[Bioferrite]] x 50  
+
| {{Icon small|Bioferrite||50}} [[Bioferrite]]
| Create a psychic pulse which will draw [[fleshbeasts]] to dig upwards and emerge near your enemies. They will attack anyone they find, including enemies and allies. The fleshbeasts can be captured and studied, or butchered for twisted meat.
 
| Increases number of fleshbeasts summoned
 
 
|- id="Provoke pit gate"
 
|- id="Provoke pit gate"
 
! width=64px height=64px | Provoke pit gate<br>[[File:Provoke pit gate.png|64px|link=|alt=Provoke pit gate]]
 
! width=64px height=64px | Provoke pit gate<br>[[File:Provoke pit gate.png|64px|link=|alt=Provoke pit gate]]
 +
| ''Perform a psychic ritual which causes underground [[fleshbeasts]] to open up a massive hole in the ground. The hole leads down to a [[Pit_gate|fleshbeast-infested cavern]] which can be explored for resources. ''
 +
----
 +
 
| {{Ticks/gametime|15000}}
 
| {{Ticks/gametime|15000}}
 
| {{Ticks/gametime|2700000}}
 
| {{Ticks/gametime|2700000}}
| [[Bioferrite]] x 75  
+
| {{Icon small|Bioferrite||75}} [[Bioferrite]]
| Perform a psychic ritual which causes underground [[fleshbeasts]] to open up a massive hole in the ground. The hole leads down to a [[Pit_gate|fleshbeast-infested cavern]] which can be explored for resources.
 
|
 
 
|- id="Imbue death refusal"
 
|- id="Imbue death refusal"
 
! width=64px height=64px | Imbue death refusal<br>[[File:Imbue death refusal.png|64px|link=|alt=Imbue death refusal]]
 
! width=64px height=64px | Imbue death refusal<br>[[File:Imbue death refusal.png|64px|link=|alt=Imbue death refusal]]
 +
| ''Perform a psychic ritual which grants death refusal to an individual, allowing them to self-resurrect once after dying. ''
 +
----
 +
*Quality reduces the skill loss that the target suffers from the ritual.
 
| -  
 
| -  
 
| -  
 
| -  
 
| -  
 
| -  
| Perform a psychic ritual which grants death refusal to an individual, allowing them to self-resurrect once after dying. ||
 
 
|- id="Philophagy"
 
|- id="Philophagy"
 
! width=64px height=64px | Philophagy<br>[[File:Philophagy.png|64px|link=|alt=Philophagy]]
 
! width=64px height=64px | Philophagy<br>[[File:Philophagy.png|64px|link=|alt=Philophagy]]
 +
| ''Psychically draw experiences from the victim's mind, and transfer them to the invoker, targeting the victim's highest [[Skill]]. This will increase the invoker's experience in the same skill, and for the target to lose an equal amount. Target will also suffer Psychic Shock. ''
 +
----
 +
* Increases experience transferred.
 
| {{Ticks/gametime|10000}}
 
| {{Ticks/gametime|10000}}
 
| {{Ticks/gametime|300000}}
 
| {{Ticks/gametime|300000}}
| [[Shard]] x 1  
+
| {{Icon small|Shard||1}} [[Shard]]
|  Psychically draw experiences from the victim's mind, and transfer them to the invoker, targeting the victim's highest [[Skill]]. This will increase the invoker's experience in the same skill, and for the target to lose an equal amount. Target will also suffer Psychic Shock.
 
| Increases experience transferred
 
 
|- id="Pleasure pulse"
 
|- id="Pleasure pulse"
 
! width=64px height=64px | Pleasure pulse<br>[[File:Pleasure pulse.png|64px|link=|alt=Pleasure pulse]]
 
! width=64px height=64px | Pleasure pulse<br>[[File:Pleasure pulse.png|64px|link=|alt=Pleasure pulse]]
| -
+
| ''Perform a psychic ritual that makes everyone in the region happier but reduces their desire to work. ''
| -
+
----
| -
+
 
| Perform a psychic ritual that makes everyone in the region happier but reduces their desire to work.  
+
|
|
+
|
 +
|  
 
|- id="Neurosis pulse"
 
|- id="Neurosis pulse"
 
! width=64px height=64px | Neurosis pulse<br>[[File:Neurosis pulse.png|64px|link=|alt=Neurosis pulse]]
 
! width=64px height=64px | Neurosis pulse<br>[[File:Neurosis pulse.png|64px|link=|alt=Neurosis pulse]]
| -
+
| ''Perform a psychic ritual that makes everyone in the region work faster but become more irritable.''
| -
+
----
| -
+
 
| Perform a psychic ritual that makes everyone in the region work faster but become more irritable.  
+
|
|
+
|
 +
|  
 
|- id="Blood rain"
 
|- id="Blood rain"
 
! width=64px height=64px | Blood rain<br>[[File:Psychic ritual - Blood rain.png|64px|link=|alt=Blood rain]]
 
! width=64px height=64px | Blood rain<br>[[File:Psychic ritual - Blood rain.png|64px|link=|alt=Blood rain]]
| -
+
| ''Perform a psychic ritual which causes blood-like [[psychofluid]] to fall from the sky. Anyone caught outside will soon be driven into a berserk rage.''
| -
+
----
| -
+
|
| Perform a psychic ritual which causes blood-like [[psychofluid]] to fall from the sky. Anyone caught outside will soon be driven into a berserk rage.  
+
|
|
+
|  
 
|- id="Brainwipe"
 
|- id="Brainwipe"
 
! width=64px height=64px | Brainwipe<br>[[File:Brainwipe.png|64px|link=|alt=Brainwipe]]
 
! width=64px height=64px | Brainwipe<br>[[File:Brainwipe.png|64px|link=|alt=Brainwipe]]
 +
| ''Erase a person's memories. Traumatic memories will be forgotten. [[Prisoners]] will forget their allegiances and become easier to recruit, even if they were unwavering. Inhumanized individuals will forget their connection to the void. Unfortunately, the disruptive effect of the ritual will induce a coma that could last a long time, especially if the ritual is of low quality.''
 +
----
 +
* Quality decreases the duration of the induced coma
 
| {{Ticks/gametime|15000}}
 
| {{Ticks/gametime|15000}}
 
| {{Ticks/gametime|1200000}}
 
| {{Ticks/gametime|1200000}}
| [[Shard]] x 1  
+
| {{Icon small|Shard||1}} [[Shard]]
|  Erase a person's memories. Traumatic memories will be forgotten. [[Prisoners]] will forget their allegiances and become easier to recruit, even if they were unwavering. Inhumanized individuals will forget their connection to the void. Unfortunately, the disruptive effect of the ritual will induce a coma that could last a long time, especially if the ritual is of low quality.
 
| Decreases the duration of the induced coma
 
 
|}
 
|}
 +
 +
== NPC rituals ==
 +
{{Stub|section=1|reason=Needs table same as above, but with their unique versions. Ensure parity with upper table, but lower priority than getting the main table finalized}}
 +
NPCs have their own similar, but mechanically unique psychic rituals
 +
 +
== Analysis ==
 +
 +
=== Intentionally bad rituals ===
 +
Some psychic rituals have effects from low qualities that can be valuable. For example, a low quality [[Draw animals]] has a very high likelihood of drawing manhunters. Like normal manhunters, these animals will then proceed to attack any raiders on the map, essentially acting as a substitute [[psychic animal pulser]] for the cost of {{Icon small|bioferrite||10}} [[bioferrite]]. Similarly, low numbers of shamblers or fleshbeasts might be preferable when attempting to safely capture them. As many stats (noticeably [[Global Work Speed]]) are lowered for human pawns under the age of 18, not having the best possible Chronophagy ritual to prevent the Invoker from becoming too young might be preferable as well.
 +
 +
As such it can be beneficial to have two psychic ritual sites - one with as many of the buffs as possible, and another with no buffs at all, and selecting which site to use depending on the desired outcome. This can be taken further by an invoker with low, but non-zero [[psychic sensitivity]]. A [[psychically deaf]] pawn equipped with a single item of [[prestige armor]]{{RoyaltyIcon}} has one the smallest non-zero psychic sensitivities with absolutely minimal equipment.

Latest revision as of 14:49, 4 May 2024

Psychic rituals are rituals like those in Ideology DLC but with the « psychic » side of Royalty DLC. They are performed at an Psychic ritual spot and can be improved with stuff like Void sculptures and Shard beacons and apparel like ritual masks and ceremonial hoods. They allow to psychically induce an insane Archotech machine-god who can distort reality.

Mechanics[edit]

Each ritual requires one pawn to be the Invoker, with up to four or six additional colonists able to participate as Chanters, depending on the ritual. All rituals except for Void Provocation also require either Bioferrite or a Shard which is consumed at the completion of the ritual, and rituals targeting a specific pawn require the pawn to able to walk or be carried to the ritual site, though they do not need to be conscious. Ghouls, Psychically Deaf pawns and Psychically Dead pawns cannot be a participant nor the target of a ritual.

ChildrenContent added by the Biotech DLC may participate in rituals in any position as long as they are not babies. The only exception is the Chronophagy ritual, where they cannot be the Invoker.

Slaves and temporary pawns such as refugees and guests may also participate in rituals so long as they meet the requirements for psychic sensitivity and age.

The quality of any ritual is based on the following factors.

-The Psychic sensitivity of the Invoker. An Invoker with 100% Sensitivity will grant a +12% bonus, this increases proportionally up to a maximum of +25% at 281%[282%?] sensitivity. The Psychic Sensitivity of any Chanters do not affect the outcome.

-The number of Chanters. filling all spots (whether there are four or six) grants a +20% bonus, with each pawn contributing an equal portion of the bonus.

-The number and Quality of any nearby Void Sculptures, up to six sculptures. Normal and Good give +2% each, Excellent and Masterwork gives +3% each and legendary gives +5%.

-The number of nearby Shard Beacons. Each beacon provides an +8% bonus, to a max of +32% at four Beacons.

-Psychic ritual quality offset from the Psychic Ritual PreceptContent added by the Ideology DLC. Invokers and Chanters with Exalted Psychic Rituals will increase the quality by +10% * (Number of pawns with precept/Number of pawns participating), while pawns with the Disapproved precept will reduce it by −10% * (Number of pawns with precept/Number of pawns participating)

List of rituals[edit]

Ritual Ritual Effect Ritual Duration Ritual Cooldown Ritual Cost Required Research
Void provocation
Void provocation
Psychically commune with the void, attracting an entity which can be captured and studied. There’s a chance that the invoker will fall into a coma for several hours.
  • Causes an entity event to occur between 5,000 ticks (2 in-game hours) and 10,000 ticks (4 in-game hours)[Verify] after completion of the ritual.[Details]
  • Ritual quality dependent chance to fall into dark psychic shock[Verify hediff], being rendered unconscious for between 5,000 ticks (2 in-game hours) and 10,000 ticks (4 in-game hours)[Verify]
Dark psychic shock chance by Quality
5,000 ticks (2 in-game hours) 300,000 ticks (5 in-game days) None
Draw animals
Draw animals
Create a psychic pulse which draws a distant herd of animals to the local area. You can then hunt or make use of them as you choose. If not done correctly, this may attract scaria-infected manhunters
  • Causes a herd[Detail] of animals[Detail] to enter the map.[Detail]
  • Ritual quality dependent chance for drawn animals to be manhunters infected with scaria. The chance is per herd, not per individual member of the herd i.e. either all animals will be manhunters or none will be. Deliberately conducting a poor quality ritual to summon manhunters can be helpful if the player needs to deal with another threat such as sieges and mech clusters.
Manhunter chance by Quality
10,000 ticks (4 in-game hours) 600,000 ticks (10 in-game days) Bioferrite 10 Bioferrite
Draw shamblers
Draw shamblers
Create a psychic pulse which will draw a distant horde of animated corpses to your area. While they attack any human they see, they will not directly attack your colony. You can capture them for study.
  • Causes a ritual quality dependent total combat power of shamblers to enter the map. Note that the total combat power depends on both the number and types of shamblers that spawn, with higher total combat powers tending to more and more dangerous shamblers.[Verify][Details]
Combat power by Quality
5,000 ticks (2 in-game hours) 300,000 ticks (5 in-game days) Bioferrite 20 Bioferrite
Chronophagy
Chronophagy
Induce a distant archotech to transfer entropy from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock.
  • Quality increases the number of years transferred
  • Cannot reduce the Invoker's age below 13.
  • Has a chance at removing one[?] of the Invoker's scars and any age-related illnesses.
  • Target can gain age-related illnesses, with a chance of dying outright if aged beyond their Life expectancy.
10,000 ticks (4 in-game hours) 300,000 ticks (5 in-game days) Bioferrite 20 Bioferrite
Psychophagy
Psychophagy
Consume the psychic sensitivity of a target. This will cause the invoker's psychic sensitivity to be increased for several days, and for the target gains the Psychically Dead trait and suffers from Psychic Shock.
  • 1 day gained per 1% ritual quality
  • Grants 50% psychic sensitivity to the invoker for the duration of the effect.
10,000 ticks (4 in-game hours) 300,000 ticks (5 in-game days) Bioferrite 20 Bioferrite
Skip abduction
Skip abduction
Abduct a random hostile person from anywhere in the world, prioritizing those nearby. The process causes the target to fall into a "short" coma.
  • Base coma duration of 30 days decreased by 1 day per 2.5% ritual quality
5,000 ticks (2 in-game hours) 600,000 ticks (10 in-game days) Bioferrite 60 Bioferrite
Draw fleshbeasts
Draw fleshbeasts
Create a psychic pulse which will draw fleshbeasts to dig upwards and emerge near your enemies. They will attack anyone they find, including enemies and allies. The fleshbeasts can be captured and studied, or butchered for twisted meat.
Combat power by Quality

  • Increases number of fleshbeasts summoned
5,000 ticks (2 in-game hours) 300,000 ticks (5 in-game days) Bioferrite 50 Bioferrite
Provoke pit gate
Provoke pit gate
Perform a psychic ritual which causes underground fleshbeasts to open up a massive hole in the ground. The hole leads down to a fleshbeast-infested cavern which can be explored for resources.
15,000 ticks (6 in-game hours) 2,700,000 ticks (3 quadrums) Bioferrite 75 Bioferrite
Imbue death refusal
Imbue death refusal
Perform a psychic ritual which grants death refusal to an individual, allowing them to self-resurrect once after dying.
  • Quality reduces the skill loss that the target suffers from the ritual.
- - -
Philophagy
Philophagy
Psychically draw experiences from the victim's mind, and transfer them to the invoker, targeting the victim's highest Skill. This will increase the invoker's experience in the same skill, and for the target to lose an equal amount. Target will also suffer Psychic Shock.
  • Increases experience transferred.
10,000 ticks (4 in-game hours) 300,000 ticks (5 in-game days) Shard 1 Shard
Pleasure pulse
Pleasure pulse
Perform a psychic ritual that makes everyone in the region happier but reduces their desire to work.
Neurosis pulse
Neurosis pulse
Perform a psychic ritual that makes everyone in the region work faster but become more irritable.
Blood rain
Blood rain
Perform a psychic ritual which causes blood-like psychofluid to fall from the sky. Anyone caught outside will soon be driven into a berserk rage.
Brainwipe
Brainwipe
Erase a person's memories. Traumatic memories will be forgotten. Prisoners will forget their allegiances and become easier to recruit, even if they were unwavering. Inhumanized individuals will forget their connection to the void. Unfortunately, the disruptive effect of the ritual will induce a coma that could last a long time, especially if the ritual is of low quality.
  • Quality decreases the duration of the induced coma
15,000 ticks (6 in-game hours) 1,200,000 ticks (20 in-game days) Shard 1 Shard

NPC rituals[edit]

NPCs have their own similar, but mechanically unique psychic rituals

Analysis[edit]

Intentionally bad rituals[edit]

Some psychic rituals have effects from low qualities that can be valuable. For example, a low quality Draw animals has a very high likelihood of drawing manhunters. Like normal manhunters, these animals will then proceed to attack any raiders on the map, essentially acting as a substitute psychic animal pulser for the cost of Bioferrite 10 bioferrite. Similarly, low numbers of shamblers or fleshbeasts might be preferable when attempting to safely capture them. As many stats (noticeably Global Work Speed) are lowered for human pawns under the age of 18, not having the best possible Chronophagy ritual to prevent the Invoker from becoming too young might be preferable as well.

As such it can be beneficial to have two psychic ritual sites - one with as many of the buffs as possible, and another with no buffs at all, and selecting which site to use depending on the desired outcome. This can be taken further by an invoker with low, but non-zero psychic sensitivity. A psychically deaf pawn equipped with a single item of prestige armorContent added by the Royalty DLC has one the smallest non-zero psychic sensitivities with absolutely minimal equipment.