Mind is one of the six forms of Thaumaturgy. It's possible uses are: influencing the minds of others; causing various mental effects to others; controlling the minds of others; raising the dead. Added to Exanima 0.8 on 1st April 2020.
Ability Tree[ | ]
Powers[ | ]
Loyalty[ | ]
Mentioned by developers on 31st Oct 2018. Hypnotises an enemy, even undead to fight for you at the cost of some sustained focus.
Prerequisites: Trust and Continuity
Trust[ | ]
Mentioned by developers on 31st Oct 2018. Makes a hostile foe stop fighting you.
Prerequisites: Calm
Mods: Directed Trust - Requires Convergence
Calm[ | ]
Calms and reduces the opponent's willingness to attack. Enemies can still be hostile even when calmed.
Prerequisites: Innate affinity with mind Thaumaturgy
Mods: Mass Calm - Requires Expansion
Enrage[ | ]
Enrages the opponent, potentially inciting it to attack anyone that it sees regardless of its affiliation with any group
Prerequisites: Calm and Inversion
Mods: Mass Enrage - Requires Expansion
Mask Mind[ | ]
Hides the presence of your mind from other creatures and Thaumaturges, potentially making you imperceptible to creatures who don't use eyes to orientate themselves such as skeletons.
Prerequisites: Innate affinity with mind Thaumaturgy and Inversion
Mods: Continuous Mask Mind - Requires Continuity
Mind Sense[ | ]
Senses the presence of other minds. Shows the mood of a creature via colors: Blue - Calm, Yellow - Wary/Agitated/Etc. (represents many different moods), Red - Angry, Purple - Afraid, White - Unknown/Unreadable
Mods: Continuous Mind Sense - Requires Continuity
Suspicion[ | ]
Makes a target suspect another target that it would normally be friendly to.
Prerequisites: Trust and Inversion
Possession[ | ]
Take control of a mind, allowing you to directly control another creature or person.
Prerequisites: Spirit Form, Loyalty and Union
Fear[ | ]
Makes a target afraid and potentially flee from you (?)
Prerequisites: Confusion, Suspicion and Union.
Mods: Mass Fear - Requires Expansion
Confusion[ | ]
Makes a target confused and unable to recognise those around it, potentially mistaking friends for enemies and enemies for friends.
Prerequisites: Innate affinity with mind Thaumaturgy
Mods: Mass Confusion - Requires Expansion
Embolden[ | ]
Rallies a target's spirit to become more brave in the face of terrifying things like large demons.
Prerequisites: Fear
Command Dead[ | ]
Raises up to 3 undead or skeletal servants (If Continuity II and III are taken) to fight for you.
Prerequisites: Possession
Banish Dead[ | ]
Severs the link of the dead's control over it's body.
Prerequisites: Command Dead
(Not yet implemented as of update 0.8.1.7)
Spirit Form[ | ]
Manifests the user in spirit form. With this, it is possible to phase through even locked doors.
Prerequisites: Mask Mind and Coherence
Capabilities[ | ]
Some effects include Ogres being specifically controllable by the use of mind control in a thread about non-human races on the forums. Also, necromancy is related to the concept of the transcendent mind, which all creatures possess to a certain extent, which can linger after death. Necromancy powers will likely be continuous powers.
Certain creatures, such as Sir, Ghouls, and other similar beasts are immune to the influences of Mind Thaumaturgy, even repelling attempts to sense their state of mind.