|Level||Target Will||Rank||Psionic Ability|
Psi attackers that attack a friendly unit in vision are dealt will/20 damage and have all psi abilities put on cooldown. Does not effect the psionic attack itself.
Causes the target to lose grip on reality, causing -25 aim/stack, -25 will/stack, -50% AoE range, -25 defense, -40% mobility, and deals will/20 damage. Robotic units are immune. 4 turn cooldown.
Causes a target to panic if its will is overcome. Panicking units have a 80% chance to recover each turn. Robotic enemies are immune. 4 turn cooldown.
Removes mind fray, panic, red fog, shaken, grants immunity to fatigued/exhausted, prevents non-suppression reaction fire triggering, and grants +30 will to all allies within a 6-tile area of effect for 2 turns. 4 turn cooldown.
Merge minds with the target, granting the target +25 aim, crit, %DR, and will. Also reduces rocket scatter by 50%.
Required to use Gollop Chamber
Project a bolt of pure psi force that destroys cover but does not harm units. 4 turn cooldown.
Grants +10 aim and +1.2 mobility.
Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +50 defense to allies within the field. 4 turn cooldown.
All psionic abilities cost only 1 AP. Neural Feedback and Mind Fray deal +50% damage. Inner Fire grants +50% aim and mobility.
Devastate an area with psionic storm energy. Deals 4 + (caster_will - target_will - 20)/20 initially and then 6 + (caster_will - target_will - 20)/20 after a turn. The minimum damage is 2 and 3. 4 turn cooldown.
Unlocking Psi powers
After researching Xenopsionics, the first 3 levels of psionic powers will be unlocked. Unlocking additional psionic powers is accomplished by interrogating a sectoid commander and an ethereal. The only exception is Rift, which can only be acquired by the volunteer on the final mission. The volunteer will also gain every single psi ability for the final mission.
Psi-powers are more effective based on the will score of the caster. For instance, Mind Fray will deal will/20 damage to the target.
Psionic soldiers also gain access to special armors and equipment.
After Xenopsionics is researched, soldiers will begin accruing Psi XP by going on missions. Reaching a threshold of Psi XP is required to undergo additional Psi Training. Every round of psionic training takes time, and its length and success chance is affected by the tester's will and the level of the psionic ability. You can see the current Psi XP level and cap in their Barracks profile.
In Long War Rebalance, Psi XP is awarded passively only after a successful mission. Thus, the more missions a soldiers completes, the faster they will unveil the mystery behind their psionic powers.
Success Rate and Training Time
The success rate of the training depends on the soldier's will and the level of the ability.
If the target will for the level is equal to the soldier's will, the chance is 100% and it will take 15 days to train.
Each psionic ability has a target_will from 1st level to last: 50, 45, 50, 55, and 60.
For every point of will under the target_will the chance decreases by 10%. For every point of will over the target_will the training time decreases by 1 day.
The minimum chance to succeed is always at least 10% and the minimum time is 1 day.
|Soldier Will||% chance||day(s)||% chance||day(s)||% chance||day(s)||% chance||day(s)||% chance||day(s)|