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Mood Management & Mental Breaks — RimWorld Guide
RimWorld

Mood Management & Mental Breaks — RimWorld Guide

Master the Dominate discipline in RimWorld! Learn about its unique Mind Breaking mechanic, how abilities affect pawns, and the severe consequences of permanent Mind Broken status.

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Mood Management & Mental Breaks — RimWorld Guide

Master the Dominate discipline in RimWorld! Learn about its unique Mind Breaking mechanic, how abilities affect pawns, and the severe consequences of permanent Mind Broken status.

Hey there! So, you're diving into the darker arts of RimWorld with the Dominate discipline? It's all about mental control and command, letting your vampire pawn mess with the minds of others. Think erasing memories, implanting commands, or just shattering someone's will entirely. It's powerful stuff, but you gotta be careful with it.

There's this unique mechanic called 'Mind Breaking.' When you use a lot of Dominate abilities on the same pawn, you'll start to see this 'Mind Breaking' hediff pop up. It's got a few stages:
  • Frayed: Just a small hit to their Consciousness.
  • Cracking: More Consciousness lost, and their mental break threshold goes up a bit.
  • Splintering: Big Consciousness drop, higher mental break threshold, and their social impact takes a hit.

This Mind Breaking stuff heals super slowly. If it ever hits 100%, that pawn is permanently 'Mind Broken.' This means their personality is gone, their Consciousness is capped at 50%, and they'll have massive, irreversible penalties to their mental break threshold, social impact, and negotiation. Basically, they become an empty shell. Definitely something to avoid!

Let's look at the abilities:

Level 1 Abilities
  • Cloud Memory: For 10 Hemogen and a 100-second cooldown, you can target a pawn within 5.9 tiles and pluck out their most negative memory. This gives them immediate mood relief, but it inflicts a 20% severity Mind Break on them. Ghouls can use this too!

Level 2 Abilities
  • Domitor's Favor: This is a passive ability that buffs your ghouls. They get better stats like pain reduction, increased Consciousness and Manipulation, and a lower mental break threshold, all scaling with your Blood Potency.
  • Compel Flight: For 30 Hemogen and a 200-second cooldown, you can target a pawn within 15.9 tiles and make them flee in panic for 15 seconds (duration scales with Blood Potency).

Level 3 Abilities
  • Submerged Directive: For 25 Hemogen and a quick 10-second cooldown, you can implant a hidden command in a non-hostile pawn you're touching. You then get a new ability, 'Activate Directive,' to trigger it.
  • Compel: For 50 Hemogen and a 120-second cooldown, you can target a distraught pawn within 12.9 tiles and calm their mind, ending their mental break instantly.

Level 4 Abilities
  • Tabula Rasa: This one's heavy. For 75 Hemogen and a massive 12-day cooldown, you can touch a pawn and wipe their mind clean. It permanently erases traits and memories, resets beliefs, and leaves them catatonic. It also inflicts a severe 30% Mind Break. The coma duration is reduced by your Blood Potency.

Level 5 Abilities
  • Mass Manipulation: For 50 Hemogen and a 2-day cooldown, you can project your will in a 15-tile cone, stunning everyone caught in it. The stun duration scales with your Blood Potency. The AI can use this too.

Remember, using these abilities too much can have serious consequences for your pawns. Use them wisely!

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