Player Help Archive:
All help articles available in-game via the 'help' command are displayed here. This list is frequently appended so if a wanted topic does not exist it is suggested that an in-game mail is sent to the *ideas board suggesting what topic is needed.Help on psyker:
The psyker has dedicated themselves to study and use of the power that lies beyond the fabric of reality. Psykers cannot use ranged weapons, but have an array of special combat and non-combat abilities. This background requires 25 victory points to choose.
Teleport: Make an emergency warp leap to escape. Due to the hasty nature of the leap, movement will be random.
Mindfire: This is the psyker's main ranged attack, consuming clarity and stamina to do chosen damage. The damage types available are: radiation, decay, cold, toxic, and burning.
Warpstorm: Consume clarity to summon an unpredictable warpstorm, which deals various kinds of damage to targets in the same tile at random.
Perceive: Peer into the future of yourself, a place, a person, or a thing.
Sigil: Call upon the immaterium to increase your power for a short time.
Mindleap: The most dangerous and penultimate skill of a psyker. This will translocate to a planet in the same solar system, at the cost of all clarity and high levels of risk. A mindleap is hard to complete, and very dangerous when it fails or succeeds. Completing a successful mindleap is the victory condition for this background.
NOTE: Implants will interfere with a psyker's chance of successfully performing a mindleap! Colonists who are heavily augmented are advised to increase their clarity rating in order to enhance their chance of success.