Shard

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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


Shards are a somewhat rare resource added by the Anomaly DLC with a number of varied and powerful uses.

Acquisition[edit]

Shards can be acquired in the following ways:

  1. Destroying certain entities:
  2. Gray boxes in the warped obelisk's labyrinth have a ~ 21.1% chance to contain a shard.
  3. Flesh sacks have a ~ 3.91% chance to drop a shard when destroyed. Distress signals are guaranteed to spawn a flesh sack with a shard in it.
  4. One shard can be obtained via The Anomaly starting scenario
  5. Entity raids, including horax cult raids, have a chance scaling with raid points to give a random entity a hidden hediff that will cause it to drop a shard.

Raid points:

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

Usage[edit]

Shards are used in the following crafting recipes:

Feature Toggle
CollapseRitual Quality Check On.pngRitual Quality Check Off.png
  • Product Ingredients Type
    Shard animal pulser Shard animal pulserContent added by the Anomaly DLC Shard 1 + Bioferrite 75 Artifact
    Biomutation pulser Biomutation pulserContent added by the Anomaly DLC Shard 1 + Bioferrite 40 + Twisted meat 30 Artifact - Utility
    Atmospheric heater Atmospheric heaterContent added by the Anomaly DLC Shard 2 + Bioferrite 150 + Steel 150 + Component 8 Building - Anomaly (Buildings)
    Frenzy inducer Frenzy inducerContent added by the Anomaly DLC Shard 1 + Bioferrite 100 Building - Anomaly (Buildings)
    Serum lab Serum labContent added by the Anomaly DLC Shard 1 + Component 2 + Bioferrite 80 + Steel 100 Building - Anomaly (Buildings)
    Shard beacon Shard beaconContent added by the Anomaly DLC Shard 1 + Bioferrite 30 Building - Anomaly (Buildings)
    Shard inhibitor Shard inhibitorContent added by the Anomaly DLC Steel 15 + Shard 1 Building - Anomaly (Buildings)
    Sleep suppressor Sleep suppressorContent added by the Anomaly DLC Shard 1 + Bioferrite 100 + Steel 25 Building - Anomaly (Buildings)
    Bioferrite generator Bioferrite generatorContent added by the Anomaly DLC Steel 50 + Bioferrite 100 + Component 4 + Shard 1 Building - Power
    Ghoul GhoulContent added by the Anomaly DLC Shard 1 + Bioferrite 30 Entity - Basic
    Biomutation lance Biomutation lanceContent added by the Anomaly DLC Shard 1 + Bioferrite 50 + Twisted meat 20 Gear - Utility
    Deadlife pack Deadlife packContent added by the Anomaly DLC Bioferrite 30 + Shard 1 Gear - Utility
    Shard insanity lance Shard insanity lanceContent added by the Anomaly DLC Shard 1 + Bioferrite 75 Gear - Utility
    Shard shock lance Shard shock lanceContent added by the Anomaly DLC Shard 1 + Bioferrite 60 Gear - Utility
    Revenant vertebrae Revenant vertebraeContent added by the Anomaly DLC Bioferrite 10 + Revenant spine 1 + Shard 2 Medical Items - Body Parts
    Brainwipe BrainwipeContent added by the Anomaly DLC Shard 1 Psychic ritual
    Imbue death refusal Imbue death refusalContent added by the Anomaly DLC Shard 1 Psychic ritual
    Philophagy PhilophagyContent added by the Anomaly DLC Shard 1 Psychic ritual
  • Two shards are also required to deactivate the corrupted obelisk and twisted obelisk, while one is required to deactivate the golden cube.

    Analysis[edit]

    Shards are versatile and required for many aspects of Anomaly. While they are rare in the early game, they become more and more abundant: the colony will have more ways to farm shards and entity raids are more likely to drop shards. In addition, many of the buildings that require shards - such as shard beacons and serum labs - are capped or only one building is necessary.

    Usage[edit]

    It is wise to keep one or two shards on hand in reserve, in case of anomaly threats that require them to deactivate, with the next few shards used to produce ghouls. A few ghouls as melee units and melee blockers will make combat challenges easier, including fighting dreadmelds, one of the main sources of additional shards.

    Farming methods[edit]

    Beyond the natural amount of shards from distress signal quests and entity events, the following methods can be used to gain shards:

    • Void provocation: Causes another entity event, which may provide a source of shards. A shard is not guaranteed, but void provocation is available in the early game.
    • Provoke pit gate: Guaranteed to provide 3 shards if the dreadmeld can be defeated.
    • Metalhorror farming: This involves intentionally containing and spreading a metalhorror infection, allowing metalhorrors to be farmed for their shards.

    In addition, initiating the monolith endgame will cause metalhorrors to spawn, resulting in a lot of shards depending on raid points.

    Gallery[edit]

    Version history[edit]