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In combat, psycasts are limited by [[neural heat]]. You can overload on neural heat, at the cost of [[Psycasts#Psychic_breakdown|gimping]] your caster for a few days afterward.  
 
In combat, psycasts are limited by [[neural heat]]. You can overload on neural heat, at the cost of [[Psycasts#Psychic_breakdown|gimping]] your caster for a few days afterward.  
  
Outside of combat, psycasts are limited by [[psyfocus]]. In order to replenish psyfocus, your casters must [[meditation|meditate]]. Higher-level psycasters will have to meditate for hours every day. Nobles can meditate on their [[throne]]. [[Pyromaniac]]s can meditate to fire. [[Psychopath]]s can meditate to [[grave]]s of their loved ones. Meditating counts as [[recreation]], though like all recreation, colonists will get bored of constant meditation.
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Outside of combat, psycasts are limited by [[psyfocus]]. In order to replenish psyfocus, your casters must [[meditation|meditate]]. Higher-level psycasters will have to meditate for hours every day. Thankfully, mediation counts as [[Recreation]] - though colonists quickly get bored of it.
  
 
The empire is one way to get [[psylink]]s, though they can be obtained through a few other ways. Most [[tribal]] pawns - those with ''Natural'' meditation - have a special connection with the [[anima tree]]. If they meditate at the tree for enough time, they can undergo a [[Anima tree#Linking ritual|linking ritual]].  
 
The empire is one way to get [[psylink]]s, though they can be obtained through a few other ways. Most [[tribal]] pawns - those with ''Natural'' meditation - have a special connection with the [[anima tree]]. If they meditate at the tree for enough time, they can undergo a [[Anima tree#Linking ritual|linking ritual]].  
  
You can also get [[psylink neuroformer]]s from quests. [[Quests#The Deserter|The Deserter]] quest will allow you to betray the empire for an opportunity to gain 2 psylink neuroformers. Note that there is no special "betray the empire" questline or mechanic, beyond the aforementioned quest. The empire can be re-allied with enough gifts or peace talks.
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You can also get [[psylink neuroformer]]s from quests. [[Quests#The Deserter|The Deserter]] quest will allow you to betray the empire for an opportunity to gain 2 psylink neuroformers. Note that there is no special "betray the empire" questline or mechanic, beyond this quest. The empire can be re-allied with enough gifts or peace talks.
  
 
==Mechanoid clusters==
 
==Mechanoid clusters==
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And, of course, clusters come with [[mechanoid]]s. They can come sleeping, hidden in a [[mech capsule]], or produced by a [[mech assembler]].
 
And, of course, clusters come with [[mechanoid]]s. They can come sleeping, hidden in a [[mech capsule]], or produced by a [[mech assembler]].
  
Mech clusters start dormant. Unless you shoot at a mech or build near the cluster, they won't wake up on their own. [[Count-down activator]]s can wake mechs after a certain period of time. [[Proximity activator]]s will wake mechs if you enter its radius. In any case, the condition causer will activate even if the rest of the mech cluster remains dormant.  
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Mech clusters start dormant. Unless you shoot at a mech or build near the cluster, they won't wake up. [[Count-down activator]]s can wake mechs after a certain period of time. [[Proximity activator]]s will wake mechs if you enter its radius. Without a proximity activator, you can safely walk over a dormant cluster. In any case, the condition causer will activate even if the rest of the mech cluster remains dormant.  
  
 
Due to their unique structures, mech clusters offer a wide variety of tactical engagement. Sometimes, [[mortar]]s are the best option. If a [[mech high-shield]] is in place, a different sort of strategy is in order. A few can be defeated with a key sniper shot to a critical structure. And who says ''you'' need to deal with the cluster? With the right set up, [[raider]]s can be lured to fight the cluster for you.
 
Due to their unique structures, mech clusters offer a wide variety of tactical engagement. Sometimes, [[mortar]]s are the best option. If a [[mech high-shield]] is in place, a different sort of strategy is in order. A few can be defeated with a key sniper shot to a critical structure. And who says ''you'' need to deal with the cluster? With the right set up, [[raider]]s can be lured to fight the cluster for you.
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==Quests==
 
==Quests==
 
{{Main|Quests}}
 
{{Main|Quests}}
The Royalty DLC adds a lot of quests. This DLC adds more quests than what the base game had.
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The Royalty DLC adds a lot of quests - more quests than what the game already had.
  
 
Some are simple. Accept a [[raid]] for a reward. Build a structure, for a reward. Others are more intrinsically complex. Host a noble, derpy animals, or desperate refugees. A quest may ask you to fight a huge mechanoid cluster, but also include help from elite Imperial cataphracts to make the battle winnable.
 
Some are simple. Accept a [[raid]] for a reward. Build a structure, for a reward. Others are more intrinsically complex. Host a noble, derpy animals, or desperate refugees. A quest may ask you to fight a huge mechanoid cluster, but also include help from elite Imperial cataphracts to make the battle winnable.
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* New ultratech melee weapons. Royalty introduces the [[monosword]], [[zeushammer]], and [[plasmasword]], and their [[persona weapon|persona]] variants. Persona weapons come with unique traits that can hinder or help their wielder.  
 
* New ultratech melee weapons. Royalty introduces the [[monosword]], [[zeushammer]], and [[plasmasword]], and their [[persona weapon|persona]] variants. Persona weapons come with unique traits that can hinder or help their wielder.  
* New armor. [[Cataphract armor]] is the new heaviest [[power armor]] in the game. Royalty introduces 3 variants of existing power armor - the [[locust armor]], [[grenadier armor]], and [[phoenix armor]], each providing a unique ability for a small stat penalty. [[Prestige armor]] is another variant of power armor - mostly identical to their base variant, but pleases [[noble]]s.
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* New armor. [[Cataphract armor]] is the heaviest [[power armor]] in the game. Royalty introduces 3 variants of existing power armor - the [[locust armor]], [[grenadier armor]], and [[phoenix armor]], each providing a unique ability for a small stat penalty. [[Prestige armor]] is another variant of power armor - mostly identical to their base variant, but pleases [[noble]]s.
 
* A large amount of [[artificial body part]]s. [[Drill arm]]s and [[field hand]]s improve their associated work speed drastically. [[Neurocalculator]]s and [[learning assistant]]s help with mental tasks. [[Circadian half-cycler]]s will make your pawns never sleep again - though at a steep [[Consciousness]] penalty.  
 
* A large amount of [[artificial body part]]s. [[Drill arm]]s and [[field hand]]s improve their associated work speed drastically. [[Neurocalculator]]s and [[learning assistant]]s help with mental tasks. [[Circadian half-cycler]]s will make your pawns never sleep again - though at a steep [[Consciousness]] penalty.  
 
* [[Utility]] items. [[Low-shield pack]]s protect against ''all'' bullets for its duration, unless it is hit by [[EMP]]. [[Jump pack]]s allow a user to fly across a battlefield.
 
* [[Utility]] items. [[Low-shield pack]]s protect against ''all'' bullets for its duration, unless it is hit by [[EMP]]. [[Jump pack]]s allow a user to fly across a battlefield.

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