RimWorld

RimWorld

Call of Cthulhu - Cults (Continued)
 This topic has been pinned, so it's probably important
Ketrai May 24, 2021 @ 6:05am
[List of all spells & General info]
There was a discussion on the original mod that described most of the spells for those curious who to worship. I'll update the main post with extra info as I get it.
Link to original post : https://steamcommunity.com/workshop/filedetails/discussion/815039373/1291817208500089841/

Cthulhu:

Attire: Cthulhu mask + tentacled robes

Glanced:
-Orbital Insanity Wave: causes a trading ship to crash in the area of your settlement. a portion of loot to spawns, detemined by the type of ship which crashes.
-Aspect of Cthulhu: replaces a random limb of a random colonist with a mutation, increasing its effectiveness. may backfire in creating a ineffective limb, if the ritual fails.

Watched:
-Psionic Growth: creates a Psionic Lobe in the brain of the colonist condiction the ritual, giving him access to psionic abilities

Favoured:
-Terrestial Insanity Wave: inflicts all hostile humanoid pawns with an extreme case of insanity, causing them to run amok among themselves besides other things. This also affects your colonists to a less degree, so be careful.

Chosen:
-Awaken Cthulhu: (game ender) causes Cthulhu to awaken, ending the game and killing most your colonists in the process

Shub-Niggurath:

Attire: goat mask + druidic vestment.

Glanced:
-Fertility Ritual: spawns a Fertility Totem near the Altar, which increases the growth-rate of nearby crops for a time. it can be repositioned at will
-Mother of Goats: spawns a herd of black goats in the area of your settlement, which can be hunted and tamed. they provide normal meat and leather.

Watched:
-Transmogrify Pet: changes one of your pets into a monster with massively increased size and manipulation. (Mainly increases hitpoints, dps, and carry capacity. They do not eat more)

Favoured:
-Womb Between Worlds: creates a enormous tree-shaped structure in the area of your settlement, which spawns Dark Young serving your colonists. (Warning, hard to train and extremely dangerous)

Chosen:
-Transdimensional Convergence: (game ender) allows Shub-Niggurath to enter this dimension, ending the game and killing most of your colonists in the process

Tsathoggua:

Glanced:
Sleeper of N'kai. : Summons an idol that can put raiders to sleep.

Black ichor. : Spawns a small amount of fine meals called black ichor. (It's better to use mother of goats from chub niggurath if you desperately need food, but these meals are prepared, so less work, more happiness.)

Watched:
Summon formless spawn. : Summons a powerful, highly resistant formless spawn. This thing takes almost no pain, is naturally armored. Has an insane amount of HP, and does up to 40 damage with burns, meaning they cause more pain, and down enemies easily. Hard to train at a wildness of 95%

TIP : Do not train monsters whilst you have strange meat lying around, it can cause them to go insane, which is normally almost impossible. Dispose of the meat.

Chosen:

Dagon:

Glanced:
-Sunken treasure: Spawns a random chip chunk somewhere nearby. Contains 300 wood, 300 steel, 15 plasteel, 45 components.
-Treasures of the deep: spawns two treasure chests nearby containing an absurd amount of gold and jade (between 100-300).

Watched:
-Defend the Brood: Summons a number of randomized deep ones hostile to everyone. They will however, hang around the sign of Dagon. Which can be built under the misc tab.

Favoured:
-Bounty of the sea: Spawns an entire marine ship nearby, full of insane sailors. Can have AI persona cores. Contains 60 steel and 10 slag chunks guaranteed. The sailors are pretty much guaranteed to go beserk and kill each other one by one, providing easy prisoners, guns, and clothing.

Chosen:
-
Last edited by Ketrai; May 27, 2021 @ 7:04am
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Arcimbaldo Jun 30, 2021 @ 8:57am 
Nyarlathotep & Hastur spells copied from the other thread so they're all in one place:

Nyarlathotep:
- Forbidden Knowledge: Adds a big chunk of progress to your current research project.

- Chaos Theory: Rerolls the executioner's traits.

- Dark Emissary: Gives you another colonist. (may spawn more than one additional colonist)

- Starry Wisdom: gives the executioner the psychopath trait. psychopaths gain the canibal trait.


Hastur:
- King in Yellow Vol. I: Gives you an item that downs a target and adds a lot of Cult-Mindedness (a bit like a psychic lance).

- Summon Byakhee: Gives you a powerful combat pet.
This is something like a re-usable transport pod. It carries 300kg made up of one or two toons ONLY. It does not take on board items - just people, or animals. So you could load an animal or toon with stuff, and then transport them, but you cannot load 600 Steel directly. It can transport prisoners, so you could fly them out immediately for re-education/sacrifice/conversion. You could use them as a medivac for a wounded toon (not sure if they have to load themselves or maybe could be loaded by another if they were downed), so a wounded toon does not need to slow your caravan.

- King in Yellow Vol. II: Sends a bunch of colonists away for a short time in return for a huge, long-lasting mood buff.

- Unspeakable Oath: whoever was sacrificing the prisoner for the oath gets a new trait "oathtaker" which when this colonist dies, they shortly resurrect as a reanimated corpse that never needs to eat, sleep, and in my game, never increases or decreases in mood. I believe you can do this unlimited times, but I have yet to test it out.
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