Difference between revisions of "Shard animal pulser"

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{{Anomaly}}
 
{{Anomaly}}
{{Stub}}
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{{Stub|reason=general}}
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{{Recode|reason=Depending on how closely this duplicates the effects of the Core animal pulser, it might be best to transclude a section of that page or templatize}}
 
{{Infobox main|building
 
{{Infobox main|building
 
|name = Shard animal pulser
 
|name = Shard animal pulser
 
|image = Shard animal pulser.png
 
|image = Shard animal pulser.png
 
|description = A one-use broad-wave psychic effector created from a dark archotech shard. The psychic pulse fills lower minds with terrifying imagery, driving all animals in the region into a manhunting rage. Animals currently under your control will not be affected.
 
|description = A one-use broad-wave psychic effector created from a dark archotech shard. The psychic pulse fills lower minds with terrifying imagery, driving all animals in the region into a manhunting rage. Animals currently under your control will not be affected.
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| type = Artifact
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| tech level = Archotech
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| marketvalue = 525
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| hp = 60
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| flammability = 0
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| mass base = 0.5
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| production facility 1 = Bioferrite shaper
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| resource 1 = Shard
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| resource 1 amount = 1
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| resource 2 = Bioferrite
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| resource 2 amount = 75
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| research = Insanity Weaponry
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| work to make = 19200
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| skill 1 = Crafting
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| skill 1 level = 6
 
}}
 
}}
  
INTRO TEXT
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A '''shard animal pulser''' is a single-use artifact, which can be used to drive all wild animals on the map into a manhunter rage, attacking every human or mechanoid they see, regardless of faction.
  
 
== Acquisition ==
 
== Acquisition ==
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{{Acquisition}}
  
 
== Summary ==
 
== Summary ==
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The shard animal pulser behaves almost identically to the [[Psychic animal pulser]].
  
 
== Analysis ==
 
== Analysis ==
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Since they act the same, the shard animal pulser has the same strategy as the regular: keep your colonists inside and make sure your foes are in a fauna-rich area of the map. The Shard pulser has the one advantage of being renewable since all you need is some bioferrite and a single shard.
  
 
== Version history ==
 
== Version history ==

Latest revision as of 21:59, 29 July 2024

Shard animal pulser

Shard animal pulser

A one-use broad-wave psychic effector created from a dark archotech shard. The psychic pulse fills lower minds with terrifying imagery, driving all animals in the region into a manhunting rage. Animals currently under your control will not be affected.

Base Stats

Type
Artifact
Tech Level
Archotech
Market Value
525 Silver
Mass
0.5 kg
HP
60
Flammability
0%

Creation

Crafted At
Bioferrite shaper
Required Research
Insanity weaponry
Skill Required
Crafting 6
Work To Make
19,200 ticks (5.33 mins)
Resources to make
Shard 1 + Bioferrite 75

A shard animal pulser is a single-use artifact, which can be used to drive all wild animals on the map into a manhunter rage, attacking every human or mechanoid they see, regardless of faction.

Acquisition[edit]

Shard animal pulsers can be crafted at a bioferrite shaper once the insanity weaponry research project has been completed. Note that this research requires dark study to unlock. Each requires Shard 1 Shard, Bioferrite 75 Bioferrite, 19,200 ticks (5.33 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 6.

Summary[edit]

The shard animal pulser behaves almost identically to the Psychic animal pulser.

Analysis[edit]

Since they act the same, the shard animal pulser has the same strategy as the regular: keep your colonists inside and make sure your foes are in a fauna-rich area of the map. The Shard pulser has the one advantage of being renewable since all you need is some bioferrite and a single shard.

Version history[edit]