Psychic rituals

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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.

List of rituals

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) -
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.
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.
Increases the number of years transferred 10,000 ticks (4 in-game hours) 300,000 ticks (5 in-game days) Bioferrite x 20
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 10,000 ticks (4 in-game hours) 300,000 ticks (5 in-game days) Bioferrite x 20
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 x 60
Summon fleshbeasts
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.
Increases number of fleshbeasts summoned 5,000 ticks (2 in-game hours) 300,000 ticks (5 in-game days) Bioferrite x 50
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 x 75
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.
- - -
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 x 1
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.
Decreases the duration of the induced coma 15,000 ticks (6 in-game hours) 1,200,000 ticks (20 in-game days) Shard x 1