Shard
| 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: 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.
- Destroying certain entities:
- Metalhorrors have a 50% chance to drop a shard when killed.
- Nociospheres, if killed, will drop 2 shard.
- 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.
- Unnatural corpses, when destroyed, will drop a shard.
- Obelisks allowed to reach max activity level or destroyed by damage will drop a single shard after exploding.
- Found inside crates in the warped obelisk's labyrinth
- An entity raid, 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 |
|---|---|
| Collapse |
| Product | Ingredients | Type |
|---|---|---|
| Artifact | ||
| Artifact - Utility | ||
| Building - Anomaly (Buildings) | ||
| Building - Anomaly (Buildings) | ||
| Building - Anomaly (Buildings) | ||
| Building - Anomaly (Buildings) | ||
| Building - Anomaly (Buildings) | ||
| Building - Anomaly (Buildings) | ||
| Building - Power | ||
| Entity - Basic | ||
| Gear - Utility | ||
| Gear - Utility | ||
| Gear - Utility | ||
| Gear - Utility | ||
| Medical Items - Body Parts | ||
| Psychic ritual | ||
| Psychic ritual | ||
| 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]
| 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). |
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. Not guaranteed, but 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 a lot of metalhorrors to spawn, resulting in a lot of shards depending on raid points.
While natural shambler events will have shamblers drop shards, shamblers summoned through the draw shamblers ritual will not drop shards or bioferrite.
Gallery[edit]
Version history[edit]
- Anomaly DLC Release - Added


