Difference between revisions of "Shard"

From RimWorld Wiki
Jump to navigation Jump to search
 
(5 intermediate revisions by 3 users not shown)
Line 4: Line 4:
 
{{Infobox main|exotic
 
{{Infobox main|exotic
 
| name = Shard
 
| name = Shard
| image = Shard b.png
+
| image = Shard c.png
 
| description = A scavenged fragment of dark archotechnology. Originally created by a hyperintelligent archotech mind, this shard is packed with technology beyond human comprehension. It is capable of manipulating psychic flows, inducing archotech influences and more esoteric outcomes. While it is useless by itself, it can be built into devices that harness its power to produce exotic effects.
 
| description = A scavenged fragment of dark archotechnology. Originally created by a hyperintelligent archotech mind, this shard is packed with technology beyond human comprehension. It is capable of manipulating psychic flows, inducing archotech influences and more esoteric outcomes. While it is useless by itself, it can be built into devices that harness its power to produce exotic effects.
 
<!-- Base Stats -->
 
<!-- Base Stats -->
Line 32: Line 32:
 
Shards can be acquired in the following ways:
 
Shards can be acquired in the following ways:
  
# Distress signals are guaranteed to spawn a flesh sack with a shard in it
+
# [[Quests#Distress_signal|Distress signals]] are guaranteed to spawn a flesh sack with a shard in it
 
# Metalhorrors have a 50% chance to drop a shard when killed
 
# Metalhorrors have a 50% chance to drop a shard when killed
 
# The nociosphere, if killed, will drop 2 shards
 
# The nociosphere, if killed, will drop 2 shards
Line 39: Line 39:
 
# The fleshmass nucleus, when killed, will drop 2 shards
 
# The fleshmass nucleus, when killed, will drop 2 shards
 
# An entity raid has a chance scaling with raid points to give a random entity a hidden Hediff that will cause it to drop a shard.
 
# An entity raid has a chance scaling with raid points to give a random entity a hidden Hediff that will cause it to drop a shard.
 +
# [[Obelisk]]s allowed to reach max activity level and explode will drop a single shard.
  
 
Raid points:
 
Raid points:
Line 61: Line 62:
 
{{Ingredient List}}
 
{{Ingredient List}}
  
Also used in ghoul Infusion, and as an offering in [[Psychic rituals]].{{Check Tag|Which}} They are also needed to shut down certain obelisks.
+
A single shard, along with {{Icon small|Bioferrite||30}} [[bioferrite]] is used to create a ghoul via the ghoul infusion operation.
 +
 
 +
The [[brainwipe]], [[philophagy]], and [[imbue death refusal]] [[psychic ritual]] all require and consume a single shard.
 +
 
 +
Two shards are required to deactivate each [[obelisk]] while one is required to deactivate the [[golden cube]].
  
 
== Analysis ==
 
== Analysis ==
 +
 +
== Gallery ==
 +
<gallery>
 +
Shard a.png|One shard
 +
Shard b.png|Partial stack
 +
Shard c.png|Full stack
 +
</gallery>
  
 
== Version history ==
 
== Version history ==

Latest revision as of 14:46, 12 November 2024

Shard

Shard

A scavenged fragment of dark archotechnology. Originally created by a hyperintelligent archotech mind, this shard is packed with technology beyond human comprehension. It is capable of manipulating psychic flows, inducing archotech influences and more esoteric outcomes. While it is useless by itself, it can be built into devices that harness its power to produce exotic effects.

Base Stats

Type
Exotic item
Market Value
400 Silver
Stack Limit
5
Mass
0.6 kg
HP
250
Deterioration Rate
0
Flammability
0%
Rotatable
False
Path Cost
14 (48%)
Technical
defName
Shard


intro text

Acquisition[edit]

Shards can be acquired in the following ways:

  1. Distress signals are guaranteed to spawn a flesh sack with a shard in it
  2. Metalhorrors have a 50% chance to drop a shard when killed
  3. The nociosphere, if killed, will drop 2 shards
  4. Revenant Spines, when smashed, will drop 2 shards
  5. The dreadmeld, when killed, will drop 3 shards
  6. The fleshmass nucleus, when killed, will drop 2 shards
  7. An entity raid has a chance scaling with raid points to give a random entity a hidden Hediff that will cause it to drop a shard.
  8. Obelisks allowed to reach max activity level and explode will drop a single shard.

Raid points:

Graph Raid Points Shard Chance (%)
0 15
500 30
1,000 50
5,000 80

Summary[edit]

While a rare material in the early game they become more and more abundant as many of the buildings who need them are either capped (like shard beacons) or only needed once (like the serum lab)

Usage[edit]

Shards are used in the following crafting recipes:

  • Product Ingredients Type [ExpandCollapse]
    Shard animal pulser Shard animal pulser Content added by the Anomaly DLC Shard 1 + Bioferrite 75 Artifact
    Biomutation pulser Biomutation pulser Content added by the Anomaly DLC Shard 1 + Bioferrite 40 + Twisted meat 30 Artifact - Utility
    Atmospheric heater Atmospheric heater Content added by the Anomaly DLC Shard 2 + Bioferrite 150 + Steel 150 + Component 8 Building - Anomaly (Buildings)
    Frenzy inducer Frenzy inducer Content added by the Anomaly DLC Shard 1 + Bioferrite 100 Building - Anomaly (Buildings)
    Serum lab Serum lab Content added by the Anomaly DLC Shard 1 + Component 2 + Bioferrite 80 + Steel 100 Building - Anomaly (Buildings)
    Shard beacon Shard beacon Content added by the Anomaly DLC Shard 1 + Bioferrite 30 Building - Anomaly (Buildings)
    Shard inhibitor Shard inhibitor Content added by the Anomaly DLC Steel 15 + Shard 1 Building - Anomaly (Buildings)
    Sleep suppressor Sleep suppressor Content added by the Anomaly DLC Shard 1 + Bioferrite 100 + Steel 25 Building - Anomaly (Buildings)
    Bioferrite generator Bioferrite generator Content added by the Anomaly DLC Steel 50 + Bioferrite 100 + Component 4 + Shard 1 Building - Power
    Biomutation lance Biomutation lance Content added by the Anomaly DLC Shard 1 + Bioferrite 50 + Twisted meat 20 Gear - Utility
    Deadlife pack Deadlife pack Content added by the Anomaly DLC Bioferrite 30 + Shard 1 Gear - Utility
    Shard insanity lance Shard insanity lance Content added by the Anomaly DLC Shard 1 + Bioferrite 75 Gear - Utility
    Shard shock lance Shard shock lance Content added by the Anomaly DLC Shard 1 + Bioferrite 60 Gear - Utility
    Revenant vertebrae Revenant vertebrae Content added by the Anomaly DLC Bioferrite 10 + Revenant spine 1 + Shard 2 Medical Items - Body Parts
  • A single shard, along with Bioferrite 30 bioferrite is used to create a ghoul via the ghoul infusion operation.

    The brainwipe, philophagy, and imbue death refusal psychic ritual all require and consume a single shard.

    Two shards are required to deactivate each obelisk while one is required to deactivate the golden cube.

    Analysis[edit]

    Gallery[edit]

    Version history[edit]

    Categories here