Difference between revisions of "Shard animal pulser"
(Updated infobox, intro text and summary, guiding the user towards the more compete page of the core animal pulser.) |
Human hat42 (talk | contribs) |
||
Line 32: | Line 32: | ||
== Analysis == | == Analysis == | ||
+ | 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
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: general. |
This page has been suggested for recoding. 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. You can help RimWorld Wiki by improving it. |
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
Creation
- Required Research
- Insanity weaponry
- Skill Required
- Crafting 6
- Work To Make
- 19,200 ticks (5.33 mins)
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 1 Shard, 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]
- Anomaly DLC Release - Added.