Psionic (Long War)
- 1 Psi-abilities
- 2 Training
- 3 In-game application of powers
- 4 Tactical Advice
- 5 See also
Psi powers have been significantly overhauled in Long War. Psi talent is now trained, not discovered, so with enough time and attempts, every soldier can be a psionic (barring some exceptions). There are many more powers distributed among more levels.
Nearby allies are healed for 1 health each turn, and has a 100% chance to remove acid effects (after b15f2). This does not repair damage to body armor or other hp-granting items. Imposes +24 hours postmission fatigue for psi soldiers. (Passive ability)
Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does not reduce the attacks' chance of success. Protects the psion and nearby allies who pass a will check. Imposes +24 hours fatigue after missions.
Causes the target to lose grip on reality, causing -25 aim/stack, -25 will/stack, a reduced area-of-effect attack range, reduced mobility, and doing one base damage. Robotic units are immune. Lasts 3 turns. 2 turn cooldown. Imposes +24 hours fatigue after missions.
Nearby allies in cover receive +10 Defense. Imposes +6 hours postmission fatigue for psi soldiers. (Passive ability)
Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 3 turns, 4 turn cooldown. Imposes +6 hours fatigue after missions.
Cause target to panic on its following turn, if the target's Will is overcome. The duration is (caster Will / 50) turns; fractional results have a chance to be rounded up, the chance is proportional to the distance to the next integer. Robotic enemies are immune, 2 turn cooldown. Imposes +6 hours fatigue after missions.
Merge minds with the target, granting the target +25% critical chance, bonus will, and temporary health (for aliens) or damage reduction (for humans: DR=caster_will/60). Imposes +6 hours postmission fatigue for psi soldiers.
Project a bolt of pure psi force that destroys cover but does not harm units. 4 turn cooldown. Imposes 12 hours additional post-mission fatigue.
Ignite fires at the target location. Does not cause injuries. Imposes +12 hours postmission fatigue for psi soldiers.
Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defense to allies within the field, 4 turn cooldown. Imposes +12 hours fatigue after missions.
Difficult psi technique that, if successful, grants control of the target for 3 turns. Does not work on robotic enemies. 5 turn cooldown. Imposes +12 hours fatigue after missions.
Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. 4 turn cooldown. Requires special armor designed for psionic beings. Imposes +12 hours fatigue after missions.
Unlocking Psi powers
By default, only Mindfray and Neural Feedback are available. Unlocking further powers is accomplished by performing autopsies and interrogations. One exception is Rift, which requires an in-battle accomplishment.
Psi-powers are more effective based on the will score of the caster. For instance, Mind Merge will add (will/60) damage reduction to the target.
Psionic soldiers also gain 1-6 extra will per psi level (1 + rand(6)).
After Xenopsionics is researched, soldiers will begin accruing Psi XP by going on missions. Reaching a threshold of Psi XP requires to undergo additional Psi Training ('extra' Psi XP will not roll over for the next level). Every round of training takes approximately 5-10 days (this is halved with Nigeria's Old Path starting bonus), and its length and success chance is affected by the soldier's Will score. You can see the current Psi XP level and cap in their Barracks profile.
Psi Ranks and XP gain
In Long War 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. Each Psi ability from the same Psi Rank provides the same passive gain. The experience gain is cumulative across all abilities learned. A soldier gains a new Psi Rank for 5 completed missions, unless the Neuroregulator (an EXALT loot item) is used. Thus, to achieve the final rank of Master it should require approximately 30 missions per soldier.
The success rate of the training depends on the soldier's will and the level. If the target will for the level is equal to the soldier's will, the chance is 45% (65% with Mexico's starting bonus Legacy of Uxmal). It increases asymptotically to 100% at infinite will and drops to 0% at 0 will.
The target will values are:
- Level 1 Awakened: 50
- Level 2 Sensitive: 60
- Level 3 Talent: 70
- Level 4 Adept: 80
- Level 5 Psion: 95
- Level 6 Master: 120
Effects on Fatigue
A psi-trained soldier takes longer to recover from post-battle fatigue. The increase is dependent upon powers learned as follows:
- Level 1 Awakened: +24 hours
- Level 2 Sensitive: +30 hours
- Level 3 Talent: +36 hours
- Level 4 Adept: +48 hours
- Level 5 Psion: +60 hours
- Level 6 Master: +72 hours
Note the Egypt's starting bonus Gift of Osiris halves this additional fatigue.
In-game application of powers
Opposed Will Check
Mindfray, Psi Panic, and Mind Control require the caster and target to make an opposed Will roll to subject the target to the effect. Similarly for Neural Feedback, if a psionic soldier passes an opposed Will check against the caster, the protection applies to nearby allies. The chance of success is [CasterWill - TargetWill + BaseAbilityChance]%. Therefore, if the caster's and target's Will are equal, the success chance is equal to the BaseAbilityChance, and each 1 point difference in Will between the caster and target increases or decreases this base chance by 1% accordingly. The BaseAbilityChance for the above abilities is as follows:
- Mindfray: 50%
- Neural Feedback: 50%
- Psi Panic: 40%
- Mind Control: 15%
The range of Psi Inspiration, Psychokinetic Strike, and Pyrokinesis scales with the user's Will according to the following formula:
AbilityRange = VisualRange * (1 - (28 / (28 + Will)))
This produces a max AbilityRange of 1/2 of VisualRange at 28 Will, 2/3 of VisualRange at 56 Will, 3/4 of VisualRange at 84 Will, 4/5 of VisualRange at 112 Will, and so on. Other ability ranges are as follows:
- Neural Feedback: all allies within 8 tiles of the caster
- Regen Biofield: all allies within 3 tiles of the caster
- Distortion Field: all allies within 4 tiles of the caster
- Mindfray, Mind Control, Rift: visual range
|1||None||The caster makes an opposed Will roll with the target at a +50 bonus. If successful, deals 1 damage to the target (increased to 2 if Shredded) and applies a 'Hallucinations' status effect that applies the following penalties: -25 Aim and Will per application of Mindfray, -40% mobility, -25% throwing range.|
|None||Causes damage to the psi attacker equal to the difference between the attacker and target Will (the formula is [casterWill * 1.30 - targetWill] / 10) and puts all their psi attacks on cooldown. To activate, the psionic soldier must pass an opposed Will check against the attacker. It is always on and provides protection to allies within 8 tiles of the psionic soldier with Neural Feedback. Damage scales with Will difference between psi attacker and psi defender.|
|Thin Man Interrogation||Provides +1 HP regeneration and cures acid to all ally units within 3 tiles of the psionic soldier. The healing triggers only if an ally is wounded beyond bonus armor HP. Furthermore, the healing effect can stabilize critically wounded allies without requiring the use of a Medikit.|
|2||Sectoid Interrogation||Removes all harmful mental effects (panic, hallucination, fallen comrades penalty) from everyone inside the AOE as well as grants +30 Will for the next 4 turns. Unlike in vanilla, Psi Inspiration is not centered around the user but can instead can be targeted much like a rocket. The cast distance scales with the caster's Will (see above).|
|Muton Interrogation||Works the same as the vanilla MEC ability, that is, provides +10 Defense to all units within 4 tiles of the Psionic soldier, excluding the Psionic soldier. It is always on.|
|3||Sectoid Commander Autopsy||Merge minds with the target, granting the target temporarily increased health for aliens and damage reduction for XCOM operatives based on user's Will (the HP/DR is equal to Will/50). It also grants +25% critical hit chance and Will bonus, which also scales with the caster's Will (the formula is 25 + [casterWill / 10]). Mind Merge can't be applied to "psionically active targets", which includes soldiers with the Psi Inspiration buff, Mind Control or Psi Panic on cooldown, those who are already mind merged, or those whose Will is being buffed by a nearby officer who is Psi Inspired.|
|Berserker Interrogation||Cause target to panic, if the target's opposed Will roll (at a +35 penalty) fails. Robotic enemies are immune with the exception of Mechtoids. The duration of the panic effect is 1 + (casterWill / 50) turns, with fractional results having a chance to round up or down as with DR. 2 turn cooldown. Note that panic has been changed a little in Long War so units will either hunker down or run, and never go berserk and shoot.|
|4||Sectoid Commander Interrogation||A cover-destroying, free-aimed psionic attack. AoE trigger field about the size of a grenade's blast, any destructible item that is even partially in the field is entirely destroyed (ie; getting a part of a log destroys the entire log, barely clipping a wall will destroy as much as if directly hit with a rocket). It does not cause any damage to units, just cover. The cast distance scales with the user's Will (see above).|
|Muton Elite Interrogation||Create non-damaging fire upon targeted area, which non-robotic aliens cannot cross. The cast distance scales with the user's Will (see above).|
|Ethereal Autopsy||Same as vanilla: it provides +40 Defense in a wide radius, centered on the caster as well as revealing Seekers.|
|5||Ethereal Interrogation||The caster makes an opposed Will roll against the target at a +15 bonus. If successful, the target becomes controllable by the caster for 3 turns or until the caster is killed. Unlike vanilla, alien weapons are no longer dropped intact if killed while under Mind Control.|
|6||Ethereal Mind Control||A highly damaging area effect attack that deals damage over time in an area and lasts for two turns. The base damage is equal to 8 in the round it is cast and 10 damage in the second round, with +1 or -1 to damage for each full 10 points of difference in Will between the caster and the target (down to a minimum of half the base damage). The secret to creating Rifts can only be found by Mind Controlling an Ethereal in battle; this must be done for every soldier that you wish to learn Rift. Casting it also requires a Vortex Armor equipped.|
Neural Feedback vs Regen Biofield vs Mind Fray
Mindfray could be a great tool to limit effectiveness of a single dangerous foe and decrease the threat of their aoe abilities. It also exposes the target for further psionic attacks. Neural Feedback on a high will soldier can do significant damage to psionic enemies and protect the squad from falling victim to further psionic abilities. Regen Biofield is another passive ability focused on curing acid and heal non-armor HP.
Distortion Field vs Psi Inspiration
Distortion Field is a passive ability that applies +10 defense to soldiers other than the psion in the area. Psi Inspiration is a great defensive buff, which eliminates negative will effects, but could also be a great tactical reactive tool to bring panicking soldiers back under your control.
Psi Panic vs Mind Merge
Psi Panic is an excellent way to disable key aliens when (read: not "if") you get overwhelmed, while Mind Merge can both protect the soldier from harm and improve his chances to both resist and deploy psionic powers.
Telekinetic Field vs Pyrokinesis vs Psychokinetic Strike
Three very strategic abilities, soldier class will be the primary decider, followed by playstyle. TK Field lasts one round and needs to be used, but is vastly more powerful than Distortion field; good for mid-range and/or high-move soldiers, so they can cast it to whoever else needs it. Keep in mind that it is centered on the caster, and that anyone not in the field should still be behind it: TK Field has an unfortunate habit of thusly drawing fire to any soldiers not under it's active protection, so have them at least in high cover or out of alien LoS.
PK Strike can turn any soldier in to an ersatz Sapper Engineer, or can be used when you don't want to blow a unreliable rocket or grenade on some cover (and/or don't want to risk killing the alien for either capture or artifacts). It's for when some cover needs to be destroyed right now. It's range is line of sight (and you can cheese it a bit around corners/cover that the soldier shouldn't be able to see around). In programming terms: any game asset 'prop' that is in the AoE bubble is entirely destroyed, even if it is only clipping into it, with the exception of walls, which will be destroyed to the rough equivalent as if they had received a direct rocket hit.
Pyrokinesis is adapted from the MEC's Flamethrower: it casts a non-damaging fire (that gradually destroys cover/objects: usually at the end of the next Alien Activity) upon a targeted area, and functions as a ground-denial ability: like normal flames from explosions, organic enemies (and non-fire-immune XCOM soldiers) cannot cross it, so it can be used to either block a choke point from enemy movement (ie: force Chryssalids and Berserkers to either stop or take a detour), deny high cover spots from enemies (block flanks, or keep EXALT from lining up in a Transmitter/Encoder capture area), or lock an alien from moving (be wary of any with jumping/flying abilities): in effect, a weak-willed Psionic's alternative to Psi Panic (though keep in mind it doesn't keep enemies from firing).
If you Mind Control an alien with health regeneration, keep in mind that it will heal at the end of your turn, be released (and take actions), then heal again at the end of it's turn.
To use Rift in battle, there are 4 requirements a soldier must meet:
- Gain sufficient PsiXP
- Have previously Mind Controlled an Ethereal
- Successfully completed the training for Rift in the Psi Lab
- And lastly, the soldier must wear Vortex Armor into battle. Otherwise, the icon for this ultimate attack will not appear, even if all other requirements are met.
Mind Controlling an Ethereal
Base Ethereal will is 135 on normal/classic, 155 on brutal, and 160 on impossible (they gain +15 will with their regen upgrade).
Ethereals gain +55 will at max research (1200 days in, the first +15 increase is at 420 days).
Ethereal pod leaders can also gain another +70 will.
In order for MC to have a 50% chance of succeeding your Psionic soldier must have 30 more will (buffs included) than the target. Psi Inspiration is a great way to improve the caster's will. Note that Mind Merge will likely not work.
|Long War: Soldiers|