The intriguing mechanics of the psycast abilities in Rimworld offer an extra layer to the decisions players make, whether in combat or otherwise. Yet, deciding which ones to master can be challenging due to their often steep price tags associated with neurotrainers. To shape psycasters into formidable entities, it’s wise for players to allocate their resources primarily towards learning the strongest psycasts. These are the abilities that offer a blend of adaptability and innovative application, all while generating minimal Neural Heat and Psyfocus expense.
This tier list aids in deciding crucial choices, as it outlines the impact and expenses of every Psycast within Rimworld, offering suggestions for suitable applications. The classification generated ranks Psycasts according to the effort players should invest when the chance arises, and also offers ideas on how to use the automatically learned Psycasts by pawns at each Psylink level without manual intervention.
S Tier Psycasts
The Best Mix Of Flexibility & Power
Mastering these Psycasts can significantly shift the balance in battles and prevent catastrophes within the colony. Consequently, any pieces that acquire them become your invaluable assets on the gameboard. Therefore, whenever you get a chance to purchase them or earn them as quest rewards, never pass them up.
Stun
Stunning is a simple method to gain control in battles since it temporarily immobilizes opponents, keeping them from acting or advancing. Moreover, it requires a heat expenditure of 12 and just 1% Psyfocus, allowing for frequent use.
The effectiveness of this attack depends on the psychic sensitivity of the enemy, making it somewhat less impactful against Hussar Xenogerm pawns. Yet, it proves highly effective against threatening Insectoid foes, particularly when utilized in open areas where multiple fighters can strike a stunned pawn simultaneously.
Burden
In a more relaxed and understandable style:
“Similar to Stun, Burden is an outstanding combat ability. It significantly reduces the target’s speed, which makes it a great tactic against close-combat fighters. To employ this technique, just apply Burden on them and dodge (or ‘kite’) them across the tile. What’s more, you can effortlessly use Burden multiple times since its heat cost is only 8, and the Psyfocus cost is a minimal 1%.
For optimal performance, one character should shoulder the responsibility (or “Burden”) while another attacks from a distance using a projectile weapon. This strategy increases the continuous attack time and allows the character to evade enemy attacks by moving around (“kiting”). Long-range weapons such as the Sniper Rifle can be useful because they create space between the user and the target, but their slower reload speeds may necessitate using a Submachine Gun (SMG) or Light Machine Gun (LMG) instead.
Waterskip
Water’s Summoning is the initial psychic power on the list that isn’t combat-oriented. It calls forth water into a fairly large target zone, effectively extinguishing fires with minimal effort. However, it should be noted that due to its side effect of causing 25 Neural Heat, pawns may struggle to use it frequently in rapid succession.
This Psycast is ideal for swiftly extinguishing fires before they spread, particularly for pieces that typically can’t fight fires. For optimal effectiveness, pair it with movement Psychic abilities like Skip, or skills that enhance the caster’s manageable Neural Heat level (like Neural Heat Dump), allowing for multiple casts over extensive areas.
Smokepop
Smokepop functions similarly to its in-game counterpart by emitting a foggy veil, which hinders long-range adversaries from accurately targeting by masking the location of friendly units. It works efficiently against both automated turrets and mechanized foes as well.
This ability is beneficial for bridging the gap on long-range combatants or weaponry. Unlike Smokepop, an item that can be crafted relatively early in the tech tree, this psycast doesn’t require any materials or labor to create, which is a significant advantage. However, it does consume 2% of the caster’s Psyfocus and generates 30 neural heat.
Skip
The tricky Psycast called “Skip” may not be immediately clear in its application, yet it’s incredibly powerful within the game. Its strength lies in its adaptability. With Skip, players can choose a pawn and designate a destination for instantaneous teleportation. Although the range is somewhat limited, it’s significantly quicker than walking to the desired location. The downside is that using this Psycast generates 25 neural heat, but it only requires 2% of Psyfocus for activation.
In battle, the skill “Skip” serves a few useful purposes: It enables swift relocation of fighting units, like pushing back ranged fighters for safety. Moreover, it allows units to leap from one protective spot to another, enabling pawns to approach turrets without receiving enemy fire. Lastly, in non-combat scenarios, it helps reduce travel time significantly, making it possible to reach urgent tasks more quickly, such as saving wounded colonists or extinguishing fires on vital structures.
Skipshield
Similar to Skip, Skipshield serves as a protective measure in battle, shielding fighters from harm. Unlike Skip, which moves the piece to an adjacent square, Skipshield instead redirects incoming projectiles within a vicinity of approximately five tiles, rendering them invulnerable to gunfire and arrows. This protective area consumes 4% of Psyfocus and generates 50 units of neural heat. The duration of this shield increases with the psychic strength of the caster, with a base duration of 15 seconds.
To maximize the use of Skipshield, position it in front of distant foes or automated turrets. This renders their weapons momentarily ineffective until they either move beyond its range or the time limit elapses. Consequently, it serves as a potent tactical maneuver when your opponents possess superior shooting capabilities compared to yours. Leverage melee characters to charge at these foes while Skipshield is active, putting them under pressure and hindering their ability to retaliate after the Skipshield wears off.
In other words, when you’re depending on allied characters to inflict damage from a distance by firing projectiles, Skipshield can be ineffective because it blocks those projectiles too. However, the projectiles will still travel up to the shield’s radius, which could potentially lead to friendly fire without any advantages. To overcome this issue, you might want to instruct your ranged characters to wait until after the Skipshield is down before they attack, or perhaps opt not to use them at all during that time.
Word of Trust
Trust Word is a unique psycast with a strength of 1.2, designed to lower a pawn’s resistance towards recruitment. It can either mask the colony’s shortcomings in social skills temporarily until a pawn can be trained, or boost the performance of an experienced warden significantly. The extent to which it reduces the target pawn’s willpower is influenced by their psychic sensitivity, but it generally carries a strong initial reduction of -20 Resistance.
The ability costs a whopping 60% Psyfocus, but generates no neural heat.
Despite not being utilized in combat, Word of Trust holds a prominent position due to its ability to swiftly and dependably enlist jailed pawns. Although it won’t instantly make them ally with the player’s faction, it significantly weakens their resolve, often reducing it to zero even before initial values. This makes it easier for wardens to recruit these prisoners in a shorter period, regardless of their social skills being low.
Word of Inspiration
Instead of the 1.2 Special Psycast known as “Word of Inspiration,” let’s call it “Motivational Boost.” Unlike its traditional use on prisoners, this Psycast is primarily applied to friendly units, or pawns. The Motivational Boost imparts an immediate surge of motivation — a temporary, potent effect. This effect can aid players in crafting legendary items or help pawns undertake tasks beyond their normal capabilities.
Using this power often necessitates that the user meditate nearly all the time to accumulate Psyfocus, making it a leisurely pursuit suitable for Royals who are usually exempt from many work tasks. Moreover, this ability performs optimally in low-pressure scenarios, allowing users ample opportunity to plan its application well in advance.
A Tier Psycasts
Reliable Options For Discerning Players
1-Rank Psychic Abilities often exhibit a powerful impact, though they’re not quite as potent as top-tier choices. Try to master them when you can, but don’t fret if financial constraints within the settlement prevent their acquisition at this time.
Far Skip
Far Skip is quite an enticing Psycast, given it enables the player to move a target unit along with nearby allies to another ally on a distant map tile. Although it doesn’t eliminate the need for transport pods, it can be effectively used to dispatch reinforcements to a Caravan in distress. In many instances, this ability could potentially rescue a group of pawns who might otherwise meet their demise in an encounter or succumb to travel hazards such as harsh temperatures and starvation.
Despite being classified as A Tier, Far Skip hasn’t managed to climb up to S Tier due to its unreliable and challenging usage. To activate Far Skip, the caster must be in a controlled state, either on a generated encounter or home tile, and not be downed or in a mentally unstable condition. Moreover, the caster needs to meditate frequently as this ability consumes 70% of Psyfocus.
Another crucial factor is that the encounter has to go awry before players realize it, and by then, the opportunity to use Far Skip might have passed because at least one ally in the target location must be conscious for the ability to work. In other words, the window of opportunity to utilize Far Skip effectively is quite small.
In essence, mastering Far Skip requires a player with a keen understanding of Psyfocus management and the ability to keep it near maximum at all times, especially when playing as a Royal.
Painblock
Painblock is another skill that could prevent a settlement from imminent collapse, yet it’s not considered top-tier due to its associated risks, even though it has a low Psyfocus cost (1%) and imposes a Neural Heat Penalty of 8. This mental ability enables a colonist to carry on with their duties as usual, regardless of their current pain level. Consequently, a fallen colonist can rise up to perform critical tasks like delivering food supplies, rescuing fellow colonists, treating injuries, or fending off intruders.
In Rimworld, pain serves as a protective mechanism for pawns, particularly during fights, preventing them from inflicting fatal harm on themselves even when injured. Pawns devoid of the sensation of pain can succumb to injuries sustained well past the point they should have fallen, making it crucial to keep a close eye on them if you wish to prevent their loss. To get optimal results, use Painblock sparingly, either in emergencies or on pawns that are expendable.
Neural Heat Dump
Neural Heat Transfer is a wise selection on Pycast when the user additionally possesses valuable Psychic abilities like Skipshield, Skip, or Smokepop. When activated, it enables players to transfer a Psychic’s Neural Heat to an ally, reducing the caster to zero heat and allowing them to cast twice as many Psychic spells as they normally could. The drawback is that the receiving ally instantly enters a non-fatal coma, becoming inactive for several days within the game, since this ability doesn’t require Psyfocus and generates no Neural Heat.
In combat situations, position a pawn who isn’t vital nearby a Psycaster. When the Psycaster’s energy level (Neural Heat) is about to reach its peak, transfer it to another character and continue fighting. Players often find that an enslaved pawn, prisoner, or non-essential colony member such as an artist makes an ideal recipient for Neural Heat transfer.
Beckon
Beckon is an engaging Psychic ability with numerous enjoyable applications for imaginative gamers, while still having useful functions for those who are less inventive. This Psychic ability, Beckon, enables the caster to persuade a figure to move towards them in a non-hostile manner for the duration specified. It can be utilized on both allies and adversaries. Each instance of beckoning consumes 1% of Psyfocus, imposes 20 points of Neural Heat, and lasts for a base time of 8 seconds.
One effective method of utilizing Beckon is to push enemies out from their protective cover, guide them into traps, or use it as a means of closing gaps when approaching ranged enemies that could be harmful otherwise (essentially using it in reverse like a skip). The versatility of this ability is one reason it’s highly regarded, as the strategies you can employ with it are numerous and adaptable to various situations.
Focus
As a gamer, I’d say: Honing My Senses is a powerful ability I can tap into, whether in the heat of battle or during peaceful moments. When I bestow it upon an ally, they become sharper, faster, and more perceptive. This transformation allows them to aim more precisely with ranged weapons, making them deadlier on the battlefield, or move swiftly across the map to save a fellow player or extinguish a blaze. Their heightened senses also make them more efficient at tasks like butchering, building, or crafting items, getting things done quicker and with greater precision.
As a devoted fan, I’d express it like this: “This Psycast offers significant advantages to the recipient, making it usable even on my allies without diplomatic repercussions. The affordable 3% Psyfocus cost and 15 Neural Heat generation make it possible to use it repeatedly in rapid succession for a powerful 60-second effect (taking psychic sensitivity into account).
Manhunter Pulse
The Manhunter Pulse functions as advertised: It instigates hostility among all animals within proximity towards nearby game pieces, disregarding their respective factions. This spell can be employed on livestock from caravans, but beware that it will provoke the caravan to become hostile towards your faction. Since creatures commonly found in caravans (like chickens, dogs, or horses) are not formidable fighters, it’s more effective to use this spell on wild animals near enemies or during raids on settlements where stronger animals reside.
This Psycast’s price tag might seem steep, but considering you may only use it once in a given interaction, its value can be justified. It consumes 4% of your Psyfocus and produces 50 Neural Heat. The duration, without factoring in the Psychic Sensitivity of the target, is set at 60 seconds. From the casting point, it has a reach of 67 tiles.
Word of Joy
Granting a Feeling of Bliss is a short-term mood enhancement that the user can give to a character. The moodlet offers an impressive +30 boost, which can be particularly beneficial during tough periods (like after losing a dear one) or to counteract traits like Melancholic or Avaricious. However, it shares some characteristics with a Joywire, as it also lessens awareness, impacting productivity. Therefore, it’s advisable to keep characters under its influence away from complex tasks where precision matters, such as constructing furniture or sewing clothes, to prevent unnecessary waste of resources.
The cast “Word of Joy” is a non-violent psycast, analogous in prerequisites and duration to the “Word of Inspiration.” To perform this cast, casters need to expend approximately 40% of their Psyfocus, yet they will not produce any Neural Heat. The effect on the target’s emotional state persists for about five days, with variations based on Psychic Sensitivity.
Even though this Psycast appears beneficial, employing it on allies may lead to diplomatic complications; it’s best to abstain from such use.
Invisibility
Invisibility is an enigmatic psychic ability, functioning exactly as its name implies. When a piece is under the influence of Invisibility, it becomes undetectable and cannot be targeted by conventional attacks; only Area of Effect (AoE) attacks and psychic casts can harm it. This feature enables the piece to move freely without fear of retaliation, even reaching otherwise inaccessible areas that would normally necessitate exposure to hostile fire. Remarkably, Invisibility persists even when the affected piece launches an attack itself, making it useful for concealing melee fighters or snipers.
When employing Invisibility, remember that adversary pawns will move as if the invisible pawn doesn’t exist, making it less effective to use melee pawns to hinder enemies from approaching ranged attackers. Furthermore, this Psycast generates a significant amount of Neural Heat (45 per cast) and has a short duration of only 15 seconds. It is unlikely that this Psycast will remain active on a single pawn throughout an entire battle, and it would be nearly impossible to maintain it on multiple pawns for extended periods.
B Tier Psycasts
Interesting Options That May Lack Flexibility
Lower-Ranked Psychic Abilities (B-Tier) frequently possess the power equivalent to those in the top tier (A-Tier), yet they are either too specialized or expensive, making a higher ranking inappropriate. Mastering them is not an immediate priority, but they can prove useful for colonies that lack better alternatives.
Chunk Skip
Chunk Skip enables the user to transport themselves 5 chunks into a designated spot, which can prove beneficial for creating immediate concealment during caravan interactions. However, within faction bases, speedy cover is unnecessary. Instead, players ought to have pre-established defense mechanisms like killboxes or defensive systems in place to repel raiders.
If players decide to use Chunk Skip, they’ll find it quite affordable, as it only requires 4% of Psyfocus for casting and produces 14 units of Neural Heat. Given that it’s usually employed offensively on other tiles, the pawn will likely have its Psyfocus level set appropriately through meditation during the caravan, so remember to adjust this accordingly.
Blinding Pulse
The “Blinding Pulse” is a psychic ability that generates a dazzling burst of light within a designated spot, temporarily rendering nearby figures blind (lowering their vision efficiency to 50%). Blinded individuals become less precise when employing both ranged and melee weapons, and are less effective at dodging attacks. Since it can also affect allies in the vicinity, it’s recommended to use this ability judiciously. For optimal effectiveness, it’s best to unleash it during moments when enemies are actively engaging, but have not yet closed in on your colonists.
The skill called “Blinding Pulse” uses 1% of your Psyfocus and creates 20 units of Neural Heat. It lasts for about half a minute by default. Since you can use it multiple times during the fight, enemies should remain blinded throughout the entire battle. However, despite this, “Blinding Pulse” isn’t as effective as “Stun,” which stops an opponent from attacking altogether, whereas “Blinding Pulse” only impairs them.
Wallraise
The “Wallraise” ability is a lively Psycast that swiftly erects a short-lived stone barrier spanning a 3×3 grid in the game world. Since this wall dissolves after four hours of in-game time, its utility outside of combat situations is quite minimal. Nevertheless, it proves beneficial for providing cover during conflicts that occur away from your colony’s defensive lines.
Wallraising costs 2% Psyfocus and produces 35 Neural Heat, making it a relatively high-cost mid-level Psycast. The optimal use of this ability, if a player possesses it, is to shield yourself from enemy turrets as you advance. To achieve this, summon the wall right in front of the turret’s muzzle. However, Smokepop offers more flexibility for the same task – Wallraising might not be worth investing in a skill trainer when there are other viable options available.
Berserk
The “Berserk” Psycast is most effectively utilized against a formidable foe surrounded by companions, such as a Go Juice user during a tribal invasion. This is because Berserk triggers an instant mental collapse in the targeted unit, causing it to attack any nearby entities indiscriminately. To minimize friendly fire incidents, maintaining a safe distance from the affected pawn is advisable as it tends to focus on the closest targets first.
Although Berserk is a reliable and robust Psycast option, costing 4% Psyfocus and 40 Neural Heat, it ranks lower due to its limited impact. When directed at a member of a larger group, the remaining attackers usually subdue the berserk target swiftly. In smaller groups, attacking with your own pieces would almost be as efficient.
Vertigo Pulse
The Psycast known as Vertigo Pulse causes illness in nearby targets, making them an intriguing choice for tactical maneuvers. This power can be employed to incapacitate foes, hinder escaping adversaries, and even boost the likelihood of capturing neutral pieces. Affected units will meander aimlessly within a small zone for approximately 20 seconds, with the duration increasing based on their psychic sensitivity. If the unit is organic rather than mechanical, they may also start to retch.
Although Stun or Burden psycasts provide similar results with greater consistency, Vertigo Pulse remains a valuable addition to a player’s repertoire. It boasts a multi-target capability and has an acceptable range, all while only requiring 2% Psyfocus and generating 30 Neural Heat. Furthermore, it is easy to understand and enjoyable to utilize.
C Tier Psycasts
Underwhelming Options With Some Uses
If you can acquire C-Tier Psycasts through Psylinks naturally, then they’re acceptable. However, it’s neither financially wise nor time-effective to purchase them from merchants or complete quests for them.
Word of Love
The Word of Love Psycast isn’t detrimental; instead, it’s incredibly beneficial for orchestrating romantic connections among your game characters. It fosters affection between pawns, significantly boosting the likelihood of a relationship blossoming or a wedding taking place. Additionally, by right-clicking on a pawn while the preferred partner is highlighted, you can actively arrange pairings with whoever catches your fancy in the colony.
As a gamer, I’ve found one potential issue with this strategy: The Psycast, or love spell, has a time limit. Once it wears off, my pawn’s feelings towards their partner may revert back to normal. If I don’t keep casting the Word of Love, it could lead to a split, which brings along a wave of emotional turmoil. On top of that, maintaining this enchantment is quite demanding, as the Psyfocus cost for Word of Love is hefty at 50%. Unless having two pawns in a romantic relationship plays a significant role in my colony’s narrative, it’s usually more manageable to let relationships evolve naturally.
Flashstorm
Summoning a Lightning Storm gives the player the ability to strike a designated area, but be aware that it may lead to unfavorable diplomatic outcomes if used on territory controlled by another faction (-35). The ensuing storm will ignite fires, frighten nearby characters, and demolish certain buildings. It is particularly potent against tribal outposts, where many structures are built primarily of wood.
Players who choose not to participate in raids might find it challenging to find a practical application for this Psycast, since setting fires on their home tile isn’t typically advantageous for them. Moreover, the Neural Heat associated with Flashstorm is substantial at 60, and the unpredictable lightning strikes imply that the effectiveness of each casting can fluctuate. Consequently, unless a player intends to frequently assault tiles owned by other factions, there are likely more beneficial Psycasts to learn instead.
Berserk Pulse
Berserk Pulse serves as a last resort in tough battles, but its application can be tricky. This psychic ability causes nearby figures to engage in mutual combat disregarding allegiance, which initially seems advantageous – until the caster’s own troops become berserk as well. If the caster isn’t surrounded by enemies and has allies closeby, there’s a high probability of friendly fire incidents.
Regrettably, Berserk Pulse, though debatable in its effectiveness, comes at a steep price. It requires 6% Psyfocus to activate and yields 65 Neural Heat. Its area of impact extends to a 5×5 tile radius surrounding the user, and its duration can last up to around 10 seconds (with variations depending on the Psychic Sensitivity of the targets).
Neuroquake
Neuroquake, a scarcely encountered Psycast, holds a unique position due to its high level 6 status and steep learning cost. Once activated, the caster will enter a deep meditation lasting 12 seconds before succumbing into a prolonged coma for several days. Any entity within a 5-tile vicinity is instantaneously driven Berserk. Moreover, faction bases sense the aftershocks of this Neuroquake, leading to a notable dip in goodwill from neutral factions, with every non-hostile group experiencing a moderate loss.
This Psychic Ability is quite impressive and potent, yet it’s challenging to envision circumstances where employing it results in a clear advantage. It’s quite expensive, draining 50% of Psyfocus with each use, and it leaves the user vulnerable, making them an easy target. Apart from scenarios where the player is battling opponents who are significantly better armed than their colony, utilizing this ability isn’t generally beneficial.
F Tier Psycasts
Options With Little To No Use In Regular Play
Instead of relying on the free or purchasable Psycasts that your characters possess, it would be wise for players to opt for these only when there’s no better alternative. Unfortunately, these Psycasts tend to be weak in terms of their effectiveness and usefulness.
Chaos Skip
Chaos Teleport might be one of the least tactical Psycasts in the game, as its random nature makes it difficult to employ strategically. With this Psycast, the user can pick a pawn to transport, but has no control over the destination. Instead, they will materialize at a spot close to their initial position at random. The outcome could potentially aid the player, like moving ranged combatants to a location where they can no longer fire, but it’s more likely to have no impact or even worsen the situation in the encounter.
Beyond its controversial application, the Chaos Skip spell produces 12 Neural Heat and strains allied relations when employed on allies. Nevertheless, it boasts a relatively low Psyfocus expenditure of 2%. Players who teach their pieces this Psycast may contemplate using it on a piece positioned close to a wall, with the hope that they’ll be transported through it. This strategy relies on luck but could potentially aid in penetrating robust health barriers.
Mass Chaos Skip
This psycast is similar to Chaos Skip but affects a larger number of targets. Instead of moving a single pawn, Mass Chaos Skip causes all pawns within a specific area to teleport to a random location within 25 tiles of their original position. This has the potential to disrupt enemy attack formations, although the AI in Rimworld may not be sophisticated enough to employ strategies that would make such a disruption significant.
As a fan, I’d express it like this: “When I cast Mass Chaos Skip, it produces 40 Neural Heat and requires 3% Psyfocus. However, unlike other Psycasts, it minimally affects allied diplomatic relations, causing just a five-point drop instead of the fifteen-point penalty that comes with regular Chaos Skip.
Solar Pinhole
The Solar Pinhole ability stands out as the oddest among the group, not just because of its minimal impact but also due to its peculiar functions. The Solar Pinhole supposedly opens a window to a nearby star, producing both light and heat. However, it only generates heat when the temperature is below freezing (less than 20 degrees Celsius). Furthermore, while it produces sufficient sunlight for use, it unfortunately does not enable plant growth. In essence, these unusual requirements that the game imposes might be meant to restrict unintended uses, but this makes Solar Pinhole one of the most inconsistent abilities in the game and the least versatile.
Unfortunate players may find utility in a psycast that has minimal Neural Heat production and costs 8% Psyfocus, making it economical in terms of energy. This ability also lasts for five in-game days, providing either a small reduction in electricity or wood consumption by illuminating a workshop or offering protection to sunlight-sensitive pawns like Dirtmoles or Sanguophages during combat, especially indoors or at night. Unfortunately, this psycast seems underpowered compared to other abilities available in the game.
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2025-01-06 03:05