# Advanced Shield

An odd piece of advanced tech that mends itself once it has gone a while without being struck.

Source: https://palworld-db.com/item/Shield_SF

## Basics

- Type: Armor / Shield
- Gold value: 402540
- Weight: 5
- Max stack: 1
- shield: 1800
- durability: 21000

## Recipe

- Ancient Civilization Parts x50
- Paldium Fragment x200
- Hexolite x50
- Thermal Core x5
- Ancient Civilization Core x30

## Notes we already publish

- (use) The recipe carries 2,000,000 work points, which is where the real cost of this shield sits. Ultra Shield asks 600,000 and Hyper Shield 150,000, so the tier you just left crafted more than three times faster, and a bench without a full crew of high-level Handiwork pals will sit on this order for a very long time. Queue it before you log off rather than standing over it, and put the assembly line somewhere your workers will not wander off to feed or firefight, because an interrupted 2M job is the one recipe long enough for a hunger cycle to stall it repeatedly.
- (strategy) This is the shield to stop at. Ancient Shield is the only thing above it and buys 2,200 shield against 1,800 and 22,000 durability against 21,000 — a fifth more absorption for a recipe costing 10,000,000 work points, five times this one. It also switches metals: both recipes spend the same 50 Ancient Civilization Parts and 30 Ancient Civilization Cores, but where this one closes with 50 Hexolite and 5 Thermal Cores, the Ancient asks 30 Soralite Ingot and 5 AI Cores, which means a separate smelting chain in another region rather than the Feybreak materials you are already stockpiling. If you are equipping a whole party or replacing a shield you burn through, the four hundred points of headroom are not worth committing the base to.
- (use) Every shield in the game weighs 5, from the starter model up to the Ancient, so moving up a tier never costs carry capacity — there is no reason to keep a lower shield equipped once this one exists. What does change is the self-repair: the shield only rebuilds itself after a stretch without taking a hit, so the 1,800 points behave like a pool you get back for disengaging, not a bar that refills mid-brawl. Against raid bosses and anything with sustained ranged pressure it is effectively a one-shot buffer per fight; against roaming field pals you can break contact for a few seconds and re-enter at full.

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Source: Palworld Database — https://palworld-db.com/item/Shield_SF