|Level||Target Will||Rank||Psionic Ability|
Causes biological enemies within line of sight that perform an end-in-idle action to take will/20 psionic damage. The chance to trigger is Will/4 percent and cannot trigger if the unit has lost any base HP or the target is in smoke. Each trigger has an additional will/20 percent chance to double activate, dealing double damage. Triggers of Countercharge from multiple units result in only the unit with the highest Psi Rank unit dealing damage.
Launch a damaging mental attack against the target causing 5% of will in damage, -25 aim, -25 will, -25 defense, -25% mobility/ability range, and +25% scatter. Hit chance is calculated using 100% of will. Lasts through 2 enemy turns. 4 turn cooldown.
Causes the target to panic if the target's will is overcome. Hit chance is calculated using 66% of will. Purely mechanical units are immune. 4 turn cooldown.
Inspires all allies within a 6 radius area around the caster until their next turn. Inspired allies have mind fray, shaken, panic, and red fog removed, resist 50% of overpower, and gain +30 will. 4 turn cooldown.
Grants the target +25 aim/crit/defense/will, +40% mobility, -40% scatter, and resists 50% of overpower until the beginning of their next turn. Additionally, Sectoids gain HP and Mechtoids gain a shield. 5 turn cooldown.
Required to use Gollop Chamber
Project a bolt of pure psi force that destroys all destructible cover in a 3 tile radius area but does not harm units. 3 turn cooldown.
Grants +10 aim, +1.3 mobility, +10% throw range, and +10 DR%. Psionic potential unlocks a deep connection to one's body.
Project an 8.5 radius protective field that grants +40 defense to all allies within the field. Explosive damage against units within the field deal only 1/5th the damage. 4 turn cooldown.
Mastery of multiple psionic abilities. All psionic abilities cost only 1 AP. Countercharge deals 50% more damage. Inner Fire is 50% stronger.
Devastate an area with psionic storm energy that damages all units. Deals 5 + (caster_will - target_will)/40 initially and again after a turn. 2 turn cooldown.
Reality is distorted around this unit: non-psionic attacks deal only 35% the damage and the damage is then shared among biologic allies in sight within 8 tiles. Grants +80 crit resistance and reduces corrosion duration to 1 turn. Prevents healing in humans.
Psi abilities that target an enemy go through a will test to see if they hit. They start with a base 50% chance to hit. The will of the attacker is added to this and the will of the defender is subtracted from this. The final hit chance is then clamped between 0 and 100. Sometimes the will of the attacker is modified (e.g. Mind Control would multiply the will of the attacker by 0.5).
Psi Hit Chance Formula:
Hit Chance = Clamp(50 + (Attacker_Will * modifier) - Defender_Will, 0, 100)
Limitations and Requirements
After unlocking Xenopsionics, psionic training will be available to certain biosoldiers that have acquired the minimum psi xp.
MEC Troopers, Officers, and genetically modified soldiers are unable to undergo psi training. Psionic soldiers cannot become officers or be genetically modified. While psionic soldiers can be augmented into MECs, doing so will eliminate any of their psionic abilities.
Each unit can only be psionically linked to 1 other unit. Many psionic abilities create a psionic link to targets that they affect. When linked, these units will be unable to be targeted by or immune to some psionic abilities.
- Psi Inspiration: Psionically linked units cannot be affected by Psi Inspiration or any of its other benefits, such as panic removal.
- Mind Merge: A psionically linked unit cannot use Mind Merge nor can they be subjected to the Mind Merge of another. Both the target and recipient of a Mind Merge are considered psionically linked for the duration of the effect.
- Psi Panic: A unit with an active outstanding Psi Panic effect is considered psionically linked and thus cannot be subjected to Psi Inspiration or Mind Merge.
- Mind Control: A unit with an active outstanding Mind Control effect is considered Psionically linked and thus cannot be subjected to Psi Inspiration or Mind Merge.
- Mind Fray: A unit that is mind frayed and the unit doing the mind fray will establish a psionic link.
- Distortion: Units in a distortion field may be psionically linked.
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. Bonus attributes from country starts are not considered for Psi Training unless specifically indicated.
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)|