Shard animal pulser
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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)
- thingSetMakerTags
- RewardStandardLowFreq
A shard animal pulser is a single-use artifact. When activated, it drives 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.
This item shares some competition with an intentionally botched Draw Animals ritual, which will summon manhunters in quantities and types as determined by the wealth of the tile, as opposed to the wildlife that already exists. The Shard animal pulser has a much more immediate effect, if a weaker one, while drawing in manhunters is much delayed, but has a far stronger fighting force, which you will likely have to clean up after the fact yourself.
Version history[edit]
- Anomaly DLC Release - Added.
