Difference between revisions of "Shard"
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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 | ||
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# 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: | ||
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{{Ingredient List}} | {{Ingredient List}} | ||
− | + | 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 == | ||
Line 68: | Line 73: | ||
<gallery> | <gallery> | ||
Shard a.png|One shard | Shard a.png|One shard | ||
− | Shard b.png|Partial | + | Shard b.png|Partial stack |
Shard c.png|Full stack | Shard c.png|Full stack | ||
</gallery> | </gallery> |
Latest revision as of 14:46, 12 November 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: General. |
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
- Stack Limit
- 5
- Mass
- 0.6 kg
- HP
- 250
- Deterioration Rate
- 0
- Flammability
- 0%
- Rotatable
- False
- Path Cost
- 14
- defName
- Shard
intro text
Acquisition[edit]
Shards can be acquired in the following ways:
- 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
- The nociosphere, if killed, will drop 2 shards
- Revenant Spines, when smashed, will drop 2 shards
- The dreadmeld, when killed, will drop 3 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.
- 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 | 1 + 75 | Artifact |
Biomutation pulser | 1 + 40 + 30 | Artifact - Utility |
Atmospheric heater | 2 + 150 + 150 + 8 | Building - Anomaly (Buildings) |
Frenzy inducer | 1 + 100 | Building - Anomaly (Buildings) |
Serum lab | 1 + 2 + 80 + 100 | Building - Anomaly (Buildings) |
Shard beacon | 1 + 30 | Building - Anomaly (Buildings) |
Shard inhibitor | 15 + 1 | Building - Anomaly (Buildings) |
Sleep suppressor | 1 + 100 + 25 | Building - Anomaly (Buildings) |
Bioferrite generator | 50 + 100 + 4 + 1 | Building - Power |
Biomutation lance | 1 + 50 + 20 | Gear - Utility |
Deadlife pack | 30 + 1 | Gear - Utility |
Shard insanity lance | 1 + 75 | Gear - Utility |
Shard shock lance | 1 + 60 | Gear - Utility |
Revenant vertebrae | 10 + 1 + 2 | Medical Items - Body Parts |
A single shard, along with 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]
- Anomaly DLC Release - Added
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