Shard
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
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This article is a stub. You can help RimWorld Wiki by expanding it. Reason: 1) General 2) Categories. |
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 (48%)
- 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:
- 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.
- Found inside crates in the Warped obelisk's labyrinth
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:
Product | Ingredients | Type [ExpandCollapse] |
---|---|---|
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Artifact |
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Artifact - Utility |
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Building - Anomaly (Buildings) |
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Building - Anomaly (Buildings) |
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Building - Anomaly (Buildings) |
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Building - Anomaly (Buildings) |
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Building - Anomaly (Buildings) |
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Building - Anomaly (Buildings) |
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Building - Power |
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Gear - Utility |
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Gear - Utility |
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Gear - Utility |
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Gear - Utility |
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Medical Items - Body Parts |
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Psychic ritual |
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Psychic ritual |
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Psychic ritual |
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]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Prioritize best uses of the shard in early, mid and late game. Describe easiest forms of acquisition (metal horror farm?). Recommendations for keeping at least X many on standby for dealing with threats that require them (cube, obelisks). |
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)
Gallery[edit]
Version history[edit]
- Anomaly DLC Release - Added