

As it turns out you can link to ANYBODY colonists, animals, mechanoids, even that naked raider with a rusty knife who thought raiding you was a good idea. Transfer 50% of entropy gained to target.Īt first glance this power is useless, but I assure you it is AMAZING. The link lasts for some time, but will break if the two move far apart. In-game description: Form a psychic link between caster and target, so that gain and loss of psychic entropy is shared between both equally. Lure those pesky raiders into a choke point and slap them with this and they will having trouble hitting the broadside of a barn. Max Sight 50% (x Target's Psychic Sensitivity)īeing unable to see well makes hitting anything incredibly difficult. In-game description: Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. Here are all the powers that will require at least a tier 2 Psychic Amplifier to use: Chunks aren't as effective as sandbags, but any cover is much better than no cover. Great for when you need cover, but there isn't any around. This is useful for producing cover during offensive operations. In-game description: Skip the 5 chunks of rock or slag to scatter them near the target point. Good for when you don't want to burn wood for a torch and don't or cant run a power line for a lamp.

The light is enough to work by, but not enough to grow plants.Ĭreates a source of light at the target location. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. In-game description: Generate a microscopic skipgate linked to the core of a nearby star. Most of the time I have used this ability is to help chase down straggling raiders who think they can flee. See the Sensitivity and Entropy section below. Hotfix #5 now multiplies the max move speed. For example a target with the hypersensitive will have their max move speed reduced all the way to a max of 22%. Where this ability shines really is when it is used against those with above average psychic sensitivity. Max Move Speed 40% (x Target's Psychic Sensitivity) In-game description: Slow the target for a short time by suppressing motor activity in the brain. Best used in tying up big threats, like stopping centipede from firing its weapon so you can get your guys into melee range. It can mean the difference between a doomsday rocket taking out half of your colonists or giving you a few seconds to fall back. In-game description: Momentarily disrupt motor function in the target's brain, preventing any movement.Ī well timed stun can turn the tide of battle. Also good for demonstrating the proper way of behaving to pawns who are having a mental break. Instead of taking another gun from the fight to rescue them you can have them drag themselves to the hospital or get back to fighting. I can confirm that it will work on pawns that have been incapacitated from pain. Also good for keeping wimpy colonists in the fight (instead of him collapsing after being grazed by a bullet). Be aware that the lack of pain does not mean that they are invincible. Best for when you don't have the silver to shell out for a painstopper and want to make your berserker a more of a tank. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. In-game description: Block pain pathways in the target's brain for a short time. Here are all the powers that will require at least a tier 1 Psychic Amplifier to use: Relation Impact: Because some factions don't like you using your weird powers on their people. Psyfocus Cost: The amount of psyfocus the psycaster will lose for using this abilityĬast Time: The amount of seconds needed to use the abilityĭuration: The amount of seconds the ability will last Heat Gain: The amount of neural heat the psycaster will get for using this ability Radius: The effect radius from the targeted point Range: How far away you can target with the power

Don't worry! You can always learn more abilities through the use of psytrainers.įor the slow ones among you the powers are laid out as follows: Each time a psychic amplifier is installed or upgraded you are given a random ability of the new level. Each power requires a certain level of psychic amplifier to work. Now let's dive right into the good stuff: The Powers. I will lay out all of the powers here for you as well as the mechanics behind how they work so you can build up your ideal psychic powerhouse!

So you have decided to dig into the wonderful and terrible realm of psychic powers and want to know what you have in store? Or perhaps you want to plan out your perfect psywarrior?
