XCOM Wiki
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* Having a soldier with Psi-Abilities is essential to completing the game.
 
* Having a soldier with Psi-Abilities is essential to completing the game.
 
** The [[Second Wave]] option "The Greater Good" (unlocked by completing the game on [[Game difficulty (XCOM: Enemy Unknown)#Normal|Normal]] difficulty) prevents the [[Sectoid Commander Autopsy]] from unlocking this facility.
 
** The [[Second Wave]] option "The Greater Good" (unlocked by completing the game on [[Game difficulty (XCOM: Enemy Unknown)#Normal|Normal]] difficulty) prevents the [[Sectoid Commander Autopsy]] from unlocking this facility.
* The coding for an individual soldier's chance of having the Gift can be seen [http://forums.nexusmods.com/index.php?/topic/888002-psi-soldier-chance/ here].
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* The coding for an individual soldier's chance of having the Gift can be seen [http://forums.nexusmods.com/index.php?/topic/888002-psi-soldier-chance/ here].
 
** The basic formula gives a soldier's chance of becoming Gifted as their Will stat divided by 4 (the default PSI_GIFT_CHANCE value); so a [[Colonel (rank)|Colonel]] with 108 Will would have a 27% chance.
 
** The basic formula gives a soldier's chance of becoming Gifted as their Will stat divided by 4 (the default PSI_GIFT_CHANCE value); so a [[Colonel (rank)|Colonel]] with 108 Will would have a 27% chance.
** If any Gifted soldiers were never found, or only one was found, then your highest-Will soldiers receive a bonus to their chance.  
+
** If any Gifted soldiers were not found, or only one was found, then your highest-Will soldiers receive a bonus to their chance.
*** The top 4 highest-Will soldiers get an additional 75%, 55%, 35% and 15% bonus respectively if a Gifted was never found; whereas if you've only found one Gifted, then your top 2 highest-Will soldiers get 35% and 15% bonuses respectively.  
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*** The top 4 highest-Will soldiers get an additional 75%, 55%, 35% and 15% bonus respectively if a Gifted was not found; whereas if you've only found one Gifted, then your top 2 highest-Will soldiers get 35% and 15% bonuses respectively.  
 
***When ranking highest-Will, soldiers that already have the Gift ARE included; so if only one soldier with the gift was found, but it is the soldier with the highest-Will, then there is only one other soldier who could get a bonus, at 15%.
 
***When ranking highest-Will, soldiers that already have the Gift ARE included; so if only one soldier with the gift was found, but it is the soldier with the highest-Will, then there is only one other soldier who could get a bonus, at 15%.
 
**How ties are broken when soldiers have the same Will is unknown, but it is likely simply the order the soldier appear in the Barracks listing. [Confirmation needed]
 
**How ties are broken when soldiers have the same Will is unknown, but it is likely simply the order the soldier appear in the Barracks listing. [Confirmation needed]
 
* The values for which an individual soldier's Gifted status is determined appear to be influenced by who else is tested at the same time as well as what slot order they are placed in (See [[Random vs Seed (XCOM: Enemy Unknown)|Random vs Seed Guide]] for more information):
 
* The values for which an individual soldier's Gifted status is determined appear to be influenced by who else is tested at the same time as well as what slot order they are placed in (See [[Random vs Seed (XCOM: Enemy Unknown)|Random vs Seed Guide]] for more information):
**Save first when placing a set of 3 soldiers that really need Psi-Abilities in the lab, to see if any of them are Gifted, and, if at least one of them is, reload, "cancel" the others, then put them back to the list (without removing the gifted one), and repeat until you have them all Gifted (the "Gift" resets when you remove someone and then add them again).
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**So if you have a set of three soldiers that really need Psi-Abilities, you should save first when placing them in the Psionic Lab. Test if any of them are Gifted, and, if at least one of them is, reload, "cancel" the others, then put them back into the testing list (without removing the Gifted one), and then repeat until you have them all Gifted (the "Gift" resets when you remove someone and then add them again).
** For a soldier to acquire [[Psionic Class#Abilities|Psi-Abilities]], save before testing them and reload if their is not Gifted.
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**In turn if you really want a single soldier to acquire Psi-Abilities, you can save before testing him and reload, if he is not Gifted.
***Does not work in [[Game difficulty (XCOM: Enemy Unknown)#Ironman Mode|Ironman mode]].
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**Note neither of these are possible to perform if you are playing in [[Game difficulty (XCOM: Enemy Unknown)#Ironman Mode|Ironman mode]].
   
 
==Gallery==
 
==Gallery==

Revision as of 03:50, 22 July 2014

Psionic Lab

The Psionic Labs are a facility in XCOM: Enemy Unknown.

In-Game Description

This facility will allow us to discover and develop the latent psionic abilities of our soldiers. If they have any such capabilities, using them in the field will increase their strength.

– Engineering description, XCOM: Enemy Unknown

Facility Requirements

Prerequisites: Interrogate Sectoid Commander or Sectoid Commander Autopsy
Time to Build: 14 Days (7 days with Advanced Construction)
Facility Cost:

Facility Maintenance: §30 per month

Psionic Testing

Once this facility is complete, you may test your soldiers for Psi-Abilities. All testing is done by selecting "Visit The Psi Labs" from the Barracks menu. Up to three soldiers can be tested at the same time. Psionic testing will take 10 days to complete; whether or not a soldier is psionically "Gifted" is revealed at the end of this period. Soldiers that are undergoing testing cannot be sent on missions unless removed from testing early; however, doing so means that retesting will require completion of a new 10-day testing period.

Notes

  • Having a soldier with Psi-Abilities is essential to completing the game.
  • The coding for an individual soldier's chance of having the Gift can be seen here.
    • The basic formula gives a soldier's chance of becoming Gifted as their Will stat divided by 4 (the default PSI_GIFT_CHANCE value); so a Colonel with 108 Will would have a 27% chance.
    • If any Gifted soldiers were not found, or only one was found, then your highest-Will soldiers receive a bonus to their chance.
      • The top 4 highest-Will soldiers get an additional 75%, 55%, 35% and 15% bonus respectively if a Gifted was not found; whereas if you've only found one Gifted, then your top 2 highest-Will soldiers get 35% and 15% bonuses respectively.  
      • When ranking highest-Will, soldiers that already have the Gift ARE included; so if only one soldier with the gift was found, but it is the soldier with the highest-Will, then there is only one other soldier who could get a bonus, at 15%.
    • How ties are broken when soldiers have the same Will is unknown, but it is likely simply the order the soldier appear in the Barracks listing. [Confirmation needed]
  • The values for which an individual soldier's Gifted status is determined appear to be influenced by who else is tested at the same time as well as what slot order they are placed in (See Random vs Seed Guide for more information):
    • So if you have a set of three soldiers that really need Psi-Abilities, you should save first when placing them in the Psionic Lab. Test if any of them are Gifted, and, if at least one of them is, reload, "cancel" the others, then put them back into the testing list (without removing the Gifted one), and then repeat until you have them all Gifted (the "Gift" resets when you remove someone and then add them again).
    • In turn if you really want a single soldier to acquire Psi-Abilities, you can save before testing him and reload, if he is not Gifted.
    • Note neither of these are possible to perform if you are playing in Ironman mode.

Gallery