nyuuzyou/wikis huggingface dataset:
Psychic Sensitivity Factor

== Bases ==
Thing	Psychic Sensitivity Factor
== Factors ==
* Stuff Stats (Factors when made of this)
** Bioferrite Stat Quality Factors:
Quality 	Factor
Awful 	
Poor 	
Normal 	
Good 	
Excellent 	
Masterwork	
Legendary 	
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:PsychicSensitivityFactor
* Label:psychic sensitivity factor	A factor applied to the user's psychic sensitivity.	
* Display Order:10
* Def Name:Basics
* Label:Basics
* Display All By Default:	
* Default Base Value: 
* Hide At Value: 
* To String Style: PercentZero
* Show On Animals: 
* Show If Undefined: 
* Show On Pawns:	- 	3500
Psychic Sensitivity Offset

== Factors ==
* Quality Factors:
The quality factors below apply to both positive and negative values:
Quality 	Factor
Awful 	
Poor 	
Normal 	
Good 	×100%
Excellent 	
Masterwork	
Legendary 	
== Offsets ==
Offsets when Equipped:
Gear 	Offsets when Equipped
Eltex staff 	
Eltex helmet 	
Eltex skullcap	
Eltex shirt 	
Eltex vest 	
Eltex robe 	
* Precepts 
** Blind psysense when blind: 
== Gear and Quality ==
Here is a table showing the various offsets applied depending on gear quality:
Gear 	Quality	Quality	Quality	Quality	Quality 	Quality 	Quality
Gear 	Awful 	Poor 	Normal 	Good 	Excellent	Masterwork	Legendary
Eltex staff 	 	 	 	+50% 	 	 	
Eltex helmet 	 	 	 	+15% 	 	 	
Eltex skullcap	 	 	 	+40% 	 	 	
Eltex shirt 	 	 	 	+10% 	 	 	
Eltex vest 	 	 	 	+15% 	 	 	
Eltex robe 	 	 	 	+20% 	 	 	
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:PsychicSensitivityOffset
* Label:psychic sensitivity offset	An offset applied to the user's psychic sensitivity.	
* Display Order:10
* Def Name:Basics
* Label:Basics
* Display All By Default:	
* Default Base Value: 
* To String Style: PercentZero
* Show On Animals: 
* Show If Undefined: 
* Show On Pawns: 
* Cacheable:	
* Parts:
** StatPart_Quality:
*** Factor Awful: 
*** Factor Poor: 
*** Factor Normal: 
*** Factor Good: ×
*** Factor Excellent: 
*** Factor Masterwork: 
*** Factor Legendary: 
*** Apply To Negative Values:	3500
== Version history ==
Psychic animal pulser

== Acquisition ==
Psychic animal pulsers cannot be crafted. Instead they can only be obtained through trade with faction bases or exotic goods traders, as a reward from quests, or by finding them in ancient shrines.
== Summary ==
A psychic animal pulser is a single-use artifact, which can be used to drive all non-player-owned animals on the map into a manhunter rage. Animals belonging to the player are not affected.
It can be used by right-clicking the artifact and selecting 'Activate'. Animals will attack any humans and mechanoids they see, but will not attack closed doors unless they see an target pass through them. Even if this occurs, they will rapidly lose interest in attacking the door.
The effect lasts from several hours to up to 24 hours, dependent on the animal.
Once it has been used once, the pulser disappears completely. It cannot be reloaded, nor can any resources be salvaged from it.
== Analysis ==
By enclosing all your colonists in a closed room with no doors, you can safely use this item to devastate enemies in animal-rich areas. Make sure that your colonists remain indoors for the pulser's duration.
In animal-rich biomes, you may use this additional power to defeat raids. Animals alone can only take out raids until midgame (early-midgame on higher difficulties), but they can still force sieges to attack or soften up raids.
The utility of the pulser depends heavily on what animals are present. If a herd of elephants just arrived, it can be very potent. But if every animal larger than a squirrel has been hunted, it will not. This can depend on biome; it is obviously be of little use in the animal sparse Sea Ice biome.
== Lore ==
Psychic effectors, like the psychic animal pulser, are mentioned in the Lore Primer. They are described as archotech in origin, with a completely unknown method of operation
== Version history ==
* 0.12.906 - Added
* 1.1ish - received new visual and sound effects on use
* 1.1.2562 - Now only affects non-player animals.
* 1.5.4062 - Added new warm up SFX.
Category:Artifact
Psychic droner

Psychic droners are mechanoid cluster and quest condition causers that inflict a psychic drone in a 10 world-tile radius.
==Summary==
Psychic droners inflict a medium psychic drone in a 10 world-tile radius, whether it be the player's colony or on an event map. This reduces mood of a specific gender by , which is then multiplied by their Psychic Sensitivity. Unlike crashed psychic ships, the severity does not escalate over time, nor will it cause animals to go mad. 
The effects of multiple psychic droner buildings can stack, unlike the psychic ship.
==Analysis==
Treat psychic droners like you would a crashed psychic ship, except that it doesn't escalate. Depending on how well mood is throughout your colony, the droner can range from a manageable threat to an immediate priority to destroy. 
If mood is critically low, then consider using lavish meals or drugs like beer, smokeleaf, and yayo. A psychic foil helmet can mitigate the effects of the drone. If the psychic drone only affects a small portion of your colony, then this building is less important to take out. In these cases, it can be mitigated by pampering the few affected by the drone.
Caravans are especially vulnerable to the droner, as there are less comforts when away from your base. Make sure to pack meals or pemmican and bring bedrolls so that your colonists will be less upset. If the psychic droner is on an event tile, then you can use transport pods to drop directly in the droner's map, negating the negative mood from traveling.
Category:Miscellaneous
Psychic foil helmet

The psychic foil helmet is a piece of headgear that decreases the psychic sensitivity of the wearer, and is primarily useful for protecting an individual pawn against psychic phenomena. 
== Acquisition ==
This item cannot be crafted. It can only purchased through trade or found on raiders. 
== Summary ==
A psychic foil helmet reduces a pawns Psychic Sensitivity by 90%, regardless of quality. This means it dampens the effect of psychic drones, as well as certain psycasts and psycasting ability. If a pawn is already psychically dull, then this will make them completely immune to all psychic effects, which also include psychic shock lances and psychic insanity lances.
== Analysis ==
The psychic foil helmet is a niche item primarily useful to reduce the mood impact of psychic drones, especially on your psychically sensitive colonists. However, it will also reduce positive psychic effects, such as from the psychic emanator. They also have some worth in protecting pawns from your own psycasts, especially in a melee, where friendly fire is possible. 
Despite being called a helmet, its protection is comparable to a bowler hat made of weak materials. It only blocks minimal damage and, with its low HP, wouldn't last very long either. Quality does not affect its psychic protection, so an Awful foil helmet blocks psychic effects just as well as a Legendary foil helmet.
They can appear on some raiders, which will make them resistant to psycasts, and if combined with the psychically dull trait, the psychic lances. It is thus important to check a target's gear before attempting such tactics. 
== Version history ==
* 0.9.722 - added.
* At some point post A14 - texture updated.
* At some point (1.1?), the armor rating was increased from Sharp/Blunt/Heat of 5/5/0 to 9/9/27 and the HP was doubled
Psychicfoilhelmet.png|Previous texture as of A14
Category:Clothing
Psychic lance

Psychic lance may refer to one of two utility items with two charges that inflict certain effects on psychically sensitive pawns:
* Psychic shock lance - which instantly downs the target with psychic shock, but may set their brain on fire.
* Psychic insanity lance - which instantly turns the target berserk, causing them to attack anyone nearby, friend or foe. May also set their brain on fire.
* Shard shock lance - craftable, but shorter ranged version of the normal psychic version of the lance.
* Shard insanity lance - craftable, but shorter ranged version of the normal psychic version of the lance.
Psychic ritual siege

A group of Horax cultists arrive nearby and will attempt to use a psychic ritual to either abduct a colonist or spawn fleshbeasts. They may attempt to perform multiple rituals.
This event is fired as a major threat, requires at least 200 Raid points and can be fired before interacting with the monolith. The event requires Anomaly DLC
== Summary ==
The cultists will choose a spot nearby to cast their ritual. Only the caster is required to perform the ritual and all other cultists will wander around and defend. Only damage or interruption to the caster will interrupt the ritual and cause the cultists to attack directly. 
The cultists can perform either 4 abductions or 4 fleshbeast summons. After performing four rituals the cultists will attack like a standard raid. The cultists do not attempt to immediately kidnap those abducted with skip abduct. They will perform another ritual if they have not yet performed 4.
Psychic ritual spot

A Psychic ritual spot is a building added by the Anomaly DLC. It allows the player's colonists to commune with the void for psychic rituals. 
== Acquisition ==
Psychic ritual spots do not require a colonist to construct or deconstruct, nor is there a cost, build time, or skill requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player. On top of the spot itself, the surrounding tiles must also be free of any structures that would obstruct pawns or prevent them from standing there to place, and the ritual spot itself will not be usable if such obstructions are placed afterwards.
It is unlocked via the Void Provocation dark research. 
== Summary ==
The Psychic ritual spot is used in performing all Psychic Rituals, which are unlocked from Anomaly research. 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 and Psychically Deaf pawns cannot be a participant nor the target of a ritual.
Children 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 nor the target.
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 bonus, this increases logarithmically up to a maximum of at 281% sensitivity.
* The number of Chanters. filling all spots (whether there are four or six) grants a 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 each, Excellent and Masterwork gives each and legendary gives .
* The number of nearby shard beacons. Each beacon provides an bonus, to a max of at four Beacons.
* Psychic ritual quality offset from the Psychic Ritual Precept. Invokers and Chanters with Exalted Psychic Rituals will increase the quality by * (Number of pawns with precept/Number of pawns participating), while pawns with the Disapproved precept will reduce it by * (Number of pawns with precept/Number of pawns participating)
The psychic ritual spot has a Void meditation type base 8% increased by 2% per shard beacon max 4 beacons, and 2% per void sculpture max 6 sculptures for at most 28% Meditation psyfocus bonus.
== Analysis ==
== Version history ==
* Anomaly DLC Release - Added
Category:Anomaly (Buildings)
Psychic sensitizer

The psychic sensitizer is an implant in the Royalty DLC that gives a pawn that's been implanted with it a bonus of 25% Psychic Sensitivity.
== Acquisition ==
Psychic sensitizers cannot be crafted. Instead they are only available as a Quest reward and through trade, specifically from Empire traders, Empire and Outlander faction bases, and Exotic Goods traders.
They can also be found implanted into some Imperial forces, namely Bestowers, Stellic Wardens, and Stellic Defenders. If captured Alive, these pawns can be recruited or the implants removed to allow access to them.
== Summary ==
Once implanted, the psychic sensitizer additively increases the psychic sensitivity of the implantee by 25%. That is, a normal pawn would have their sensitivity increase from 100% to 125%, while a Psychically hypersensitive pawn would have their sensitivity increase from 180% to 205%. 
In turn this increases the neural heat of the pawn.
=== Installation ===
Installing the part requires of work, 2x medicine of herbal quality or better, and a Medical skill of 5.
Removing the part requires of work, 1x medicine of herbal quality or better, and a Medical skill of 5.
If the operation fails, the part will be destroyed.
== Analysis ==
Good for psycasters, good with the psychic harmonizer, otherwise usually a detriment due to the boost in sensitivity to things like psychic drones which cause more mood debuffs.
Category:Medical Item Category:Body Part Category:Implant
Psychic soothe pulser

== Acquisition == 
Psychic soothe pulsers cannot be crafted. Instead they can only be obtained through trade with faction bases or exotic goods traders, as a reward from quests, or by finding them in ancient shrines.
== Summary ==
A psychic soothe pulser is a single-use artifact that can be activated by selecting a colonist, right-clicking the artifact, and selecting 'Activate'
The pulser gives the "Strange feeling" thought with a mood buff to every human pawn on the map upon activation, including prisoners and raiders. The size of the mood bonus is scaled directly proportionally to each pawn's Psychic Sensitivity - a hypersensitive pawn will receive a while a psychically deaf pawn will receive no buff at all. If the psychic sensitivity of the pawn changes while the thought is still present, the mood buff will change with it. 
The psychic soothe pulser's bonus can be stacked up to 3 times. The second pulse will add an additional before psychic sensitivity effects, and the third will add , for a total mood bonus of .
The mood buff lasts for 24 hours. Note that pawns entering the map after activation are not affected. 
Once it has been used once, the pulser disappears completely. It cannot be reloaded, nor can any resources be salvaged from it.
== Analysis ==
Psychic soothe pulsers are useful for any situation where a large number of colonists are suffering, or are likely to suffer, from a poor mood. Perhaps the most common example is long late-game raids, where colonists are deprived of rest, food, and recreation, in addition to seeing corpses or death - even of loved ones. Pulsers can keep pawns from breaking at inopportune times; mental breaks are dangerous for the pawn, and at the very least leaves the colony with 1 less defender.
Psychic soothe pulsers can be also be used to counteract psychic drones. A single pulser can completely nullify the effects of a low psychic drone and still have a net effect on mood. Higher levels of drone will be reduced in intensity as well. Whilst doing so is expensive, it's possible to turn an extreme psychic drone's effect on mood into a paltry by activating 3 pulsers at the same time for the maximum soothe effect. By the time a colony is being affected by such extreme psychic events, it is likely in a position where it can afford to purchase multiple pulsers in preparation for such events.
If possible, gather/save a few soothe pulsers for the ship launch or royal ascent endings. Not only are back-to-back raids quickly damaging to mood, but pawns often need to work to repair defenses when their needs are at their lowest.
== Lore ==
Psychic effectors, like the psychic soothe pulser, are mentioned in the Lore Primer. They are described as archotech in origin, with a completely unknown method of operation
== Version history ==
* 0.12.906 - Added
* 1.1 - received new visual and sound effects on use.
Category:Artifact
Psychic suppressor

Psychic supressors are mechanoid cluster and quest condition causers added by the Royalty DLC. They reduce the Consciousness of all humans of a gender in a 10 world-tile radius.
== Summary ==
A psychic suppressor sets a maximum Consciousness limit to humans of a specific gender, which is scaled by the individual's Psychic Sensitivity. At 100% sensitivity, a pawn's Consciousness will have a maximum of 50%. At 0% sensitivity, Consciousness will have a maximum of 100%, preventing any boosts beyond normal consciousness. Both colonists and raiders are affected by the suppressor. The consciousness reduction caps at 50% max consciousness - sensitivity higher than 100% will not reduce consciousness further.
Consciousness, in turn, affects a wide variety of stats. It directly impacts Manipulation, Moving, Talking Eating, which each have an impact on almost anything a pawn can do. See each page for more details.
==Analysis==
Psychic suppressors are massive threats if they affect multiple important pawns at once. A baseline pawn will move 50% slower, do most work 50% slower, and will be much less effective in combat. Affected doctors will tend wounds much slower, and cooks may no longer be able to cook meals fast enough for everyone. Reduced Consciousness makes it easier to down or kill any affected pawn. Conversely, if no colonist is currently affected by the suppressor, then it is purely beneficial due to the effect on raiders. However, it may not be desirable to keep the suppressor forever, as new recruits may be of the affected gender.
Ideally, you should use unsuppressed pawns to take out psychic suppressors. Suppressed pawns can still be useful for combat support via EMP grenades or smoke launchers. Both weapons are unaffected by the loss in Consciousness; their Aiming Time remains the same, while the reduced accuracy is irrelevant due to each weapon's blast radius. However, these pawns are still easier to down than normal.
If the condition causer has spawned inside your colony, then you can use mortars to shell it from a distance. Just watch out for mech high-shields.
If both a male and a female psychic suppressor spawn on the same map, whichever one spawned most recently takes priority for the suppression effect, disabling the other one. This means one gender is always guaranteed to be free from the suppression effect. However, a minor error occurs when this happens; the older suppressor will continue the more recent suppressor's effect even after the recent suppressor is destroyed. As an example:
A female psychic suppressor is deployed by a mechanoid cluster, suppressing female pawns.
A male psychic suppressor is then deployed as well, causing male pawns to be suppressed and disabling the female suppression effect.
Destroying the male psychic suppressor does not end the male suppression effect, because the female psychic suppressor is now suppressing males, despite the suppressor itself saying it is tuned to females.
Destroying both suppressors correctly ends the effect.
== Version history ==
* 1.4.3641 - Fix: Psychic suppression targeted by healer mech serum.
Category:Mechanoid Cluster
Psychite

Psychite refers to a family of drugs made from psychoid leaves, which are harvested from a psychoid plant. These include:
:* Psychite tea
:* Flake
:* Yayo
All three drugs share the same "Psychite" drug need and contribute towards psychite addiction, tolerance, and withdrawal.
Go-juice, despite requiring yayo to create, is not considered a psychite substance.
=== Psychite tolerance ===
Each consumed increases the psychite tolerance of the pawn by the following formula:
Increase in tolerance = / body size
Thus smaller or not fully grown pawns gain more tolerance per drug use then bigger or fully grown ones. An adult human has a body size of . Psychite tolerance decreases at a rate of per day.
See sections " high" and "Psychite addiction" for how psychite tolerance affects high severity and psychite addiction chance respectively.
If the psychite tolerance is above a certain thresholds it imposes a chance over time to gain the following ailment:
Tolerance above 45% imposes a chance proportional to the tolerance held to get chemical damage (severe). Chemical damage (severe) gained this way will affect only kidneys and only one kidney at a time.
=== Psychite addiction ===
The addiction progresses by per day from the initial 50%. Once it reaches 100% the addiction is healed, meaning it takes about to overcome the addiction. Consuming during a psychite addiction will reduce the addiction progress by again (see "Upon " above).
Developing a psychite addiction has the following one time effect:
* Chemical damage (severe) chance
Developing an addiction also means a pawn has a psychite need. The need for psychite falls by per day, consuming psychite satisfies the need by (see "Upon " above), meaning the pawn will need to consume at least every to prevent withdrawal symptoms.
=== Psychite withdrawal ===
As soon as the psychite need reaches 0%, the pawn suffers from the following withdrawal symptoms:
* Mood ("God I'm tired. Everything's so slow and boring. Especially me.")
* Consciousness
* Moving
* Manipulation
* Sleep Fall Rate (meaning the pawn needs to sleep about a 30% sooner)
* Social Fight Chance Factor (Note: This factor is not added or multiplied, but set.)
* chances:
** Hard drug binge: on average every days. This averages to during each withdrawal.
** Psychotic wandering: on average every days. This averages to during each withdrawal.
Psychoid leaves

Psychoid leaves are harvested from psychoid plants to craft flake or yayo at a drug lab, or Psychite tea at a campfire, fueled stove or electric stove.
== Usage ==
Psychoid leaves are used in the following crafting recipes:
== Version history ==
* 1.3.3066 - Fix: Psychoid leaves can be selected as food for caravans.
Category:Plant Matter
Psychoid plant

Sowing psychoid plants requires a minimum growing skill of , but any colonist capable of plant cutting can harvest them. Psychoid plants are one of the few plants that can be planted and grown on polluted tiles.
Contrary to its description, it seems to have no particular ability to repel herbivores, who will continue to eat it if available.
==Growing==
Unlike most plants, the harvest yield is determined by the drug crop harvest yield stat of the harvester. This stat is still primarily determined by plant harvest yield.
==Trivia==
Psychoid is likely based off of the real-world coca plant. Their appearances are very similar, both have been refined into a tea by ancient cultures, and both have a "cheap" and "refined" drug form.
== Version history ==
* 1.3.3066 - Nutrition increased from 0.15 -> 0.2
* Between 1.4.3531 to 1.4.3523 inclusive - Fertility Sensitivity reduced from 100% to 40%. Minimum fertility reduced from 70% to 50%.
Category:Plants
Category:Domesticated plants
Category:Resource plants
Psyfocus Cost

Ability	Psyfocus Cost
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:Ability_PsyfocusCost
* Label:psyfocus cost 	How much psyfocus must be spent to perform this ability.	
* Display Order:60
* Def Name:Ability
* Label:Ability
* Display All By Default:	
* Worker Class: StatWorker_PsyfocusCost
* To String Style: PercentOne
* Default Base Value: 
* Min Value: 
* Show If Undefined:	
* Show If Mods Loaded:
** Royalty	1002
== Version history ==
* Royalty (DLC) Release - Added.