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Horax's Hand

Hand of Horax Go beyond containing entities.

Hand of Horax

Go beyond containing entities. Take control of them.

Hand of Horax expands Anomaly beyond simply capturing and studying entities, allowing you to permanently bind them as allies, command them directly, and develop them into increasingly powerful forces. A colonist awakened as the Hand of Horax can form psychic bonds with captured entities, deploy them in combat, study them, and fuse entities of the same kind into stronger forms. Fused entities are more than simple stat upgrades. At each stage, you can choose from various Augments that can reshape their combat style and role. However, every bound entity is connected to a single Hand of Horax. If the Hand falls, the monsters you once controlled may no longer remain on your side.

Main Features

■ Entity Binding

Entities captured on holding platforms can be permanently bound as allies through a ritual.
  • Perform a binding ritual on captured entities
  • Select and command bound entities directly
  • Draft, move, and issue melee or ranged attack orders
  • Assign allowed areas and rename entities
  • Continue studying entities without returning them to containment
  • Dedicated management tab for bound entities
  • Bring bound entities along in caravans
Bound entities are not temporary summons. They remain on the map like normal Pawns and can become a permanent part of your colony's military force, both at home and on expeditions.

■ Psychic Capacity

Every bound entity consumes Psychic Capacity based on its type and fusion stage. A Hand of Horax with higher Psychic Sensitivity can maintain a greater capacity, while Horax Shards can be used to increase the maximum even further. You may exceed your Psychic Capacity limit, but the greater the excess becomes, the more severe the Hand's Void Overload will be.

■ Entity Fusion

Three bound entities of the same type and fusion stage can be fused into one.
  • One entity survives as the fusion core
  • The other two are absorbed as fusion materials
  • Fusion stage increases
  • Health and combat performance improve
  • Psychic Capacity cost increases with fusion stage
  • New Augments can be selected during fusion
Entities can be fused up to Stage III. If a fusion ritual fails, the strengthened entity may lose its bond and immediately turn hostile.

■ Fusion Augments

Fused entities gain access to various Augments depending on their fusion stage.
  • Improved melee and ranged combat
  • Enhanced defense, survivability, and mobility
  • Altered attack mechanics
  • Improved entity-specific abilities
  • Unique Augments available only to certain entities
Even two entities of the same kind can develop into very different combat roles depending on the Augments you choose.

■ Healing Ritual

At a void ritual spot, the Hand of Horax can perform a dedicated ritual to heal injured bound entities. This provides a way to maintain entities that are otherwise difficult to treat through conventional medicine.

The Hand of Horax

The Hand of Horax is the psychic center connecting every bound entity, and only one may exist in the colony at a time.
  • The Hand's mental breaks resonate through bound entities
  • If the Hand is incapacitated or loses control, bound entities are affected as well
  • Forced separation through kidnapping or map displacement can destabilize the bond
  • If the Hand dies, all bound entities immediately lose their bond
Normal travel together, such as caravans or gravship travel, does not break the bond. If the Hand and their entities are forcibly separated, you are given a 2-day grace period to reunite them. If the Hand dies, however, there is no grace period. The bond collapses immediately. If a heavily fused and augmented entity breaks free, the strongest weapon you created may become the greatest threat to your colony.

Hostile Hands of Horax

You are not the only one capable of controlling entities. During Horax cultist raids, there is a chance for a hostile Hand of Horax to appear alongside bound entities under their control.
  • Raids accompanied by a variety of bound entities
  • Enhanced and fused entities may appear
  • Entities remain bound while their Hand survives
  • The bond collapses when the hostile Hand finally dies
  • Entities released from the bond will continue attacking the colony
Hostile Hands of Horax may appear with Death Refusal, meaning defeating them once may not be enough.

Horax Shards

Every Hand of Horax corpse can yield a special resource known as a Horax Shard.
  • Awaken a colonist as the Hand of Horax
  • Increase the Hand's maximum Psychic Capacity
  • Acquire additional shards from hostile Hands of Horax
However, making use of the corpse of a hostile Hand may come at a cost.

Getting Started

  1. Progress through Anomaly's entity-related research.
  2. Complete Void Provocation, Bioferrite Extraction, and Entity Containment.
  3. Once the requirements are met, a mysterious corpse will appear.
  4. Recover a Horax Shard from the corpse.
  5. Awaken one of your colonists as the Hand of Horax.
  6. Capture and study entities.
  7. Perform a binding ritual on a contained entity.
In a standard Anomaly playthrough with a Void Monolith, the corpse will appear near the monolith. Ambient Horror mode is also supported. If no monolith exists, the corpse will instead appear near the outskirts of your colony.

Additional Features

  • Select all bound entities at once
  • Dedicated entity management tab
  • Per-entity study permission settings
  • Entity renaming and allowed-area management
  • Drafting and direct combat commands
  • Direct control of ranged entities
  • Display of Psychic Capacity cost and fusion stage
  • Caravan support
  • Anomaly Ambient Horror support
  • English and Korean localization

Requirements

  • RimWorld 1.6
  • RimWorld - Anomaly
  • Harmony
Containing monsters is safe. Controlling monsters is powerful. And when the bond breaks, you will understand the difference.