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Blue Crystal Ore

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Blue Crystal Ore

ITEM_BlueCrystalOre  Rare Resource

A blue ore infused with the essence of water.

A raw blue crystal that emits a tranquil glow.

How to obtain

Drops & gathering

Used in

Crafting ingredient

Stats

Price50 gold
Sell value25 gold (50% of price - GAMESYSTEM_Trade_PlayerSellDiscount)
Weight3
Max stack20
Durability600

Resource node: Small Blue Crystal

A small, glowing blue crystal.

Calm energy flows from the blue crystal.

On deconstruct / gather

Gather workload: 800

Drop pool: DROP_SmallBlueCrystalRandom

ItemAmountChance
Blue Crystal Ore166.67%
Blue Crystal Ore233.33%

Node

Footprint3×3 tiles
Construction workload0
Durability1000
Vision range8
FactionNeutral
Rotatableno
Indoor onlyno
Housingno
Leaves remnantyes
Selectableyes

Spawns in the world

WhereRegionTypeFloorsPer roomChance per floor
Veil Silence Common Resource Blue Crystal Small1VeilSilenceResource43×F4 15.3%
Veil Silence Common Resource Blue Crystal Fake1VeilSilenceResource43×F4 4.6%
Veil Silence Common Resource Blue Crystal Fake2VeilSilenceResource43×F4 7.4%
Festering Burrow Common Resource Blue Crystal1FesteringBurrowResource2, 3, 43×F2 18.7% · F3 18.4% · F4 13.1%
Festering Burrow Common Resource Blue Crystal Small1FesteringBurrowResource14×F1 15.9%

This building is placed into the room templates above. "Per room" = how many of this building the template places.

Chance on the floor: the share of 10000 floors rolled in the Dungeon Floor Simulator that hold this room, with every NPC room in the draw.

This is a gatherable resource node - not built, bought, or dropped from a kill. The game places it into the room/area layouts listed above when a floor generates; you send a unit to harvest it in place.

Resource node: Medium Blue Crystal

A medium-sized blue crystal with a calm energy.

The soft glow of the blue crystal brings tranquility.

On deconstruct / gather

Gather workload: 1000

Drop pool: DROP_MediumBlueCrystalRandom

ItemAmountChance
Blue Crystal Ore266.67%
Blue Crystal Ore433.33%

Node

Footprint4×3 tiles
Construction workload0
Durability1000
Vision range8
FactionNeutral
Rotatableno
Indoor onlyno
Housingno
Leaves remnantyes
Selectableyes

Spawns in the world

WhereRegionTypeFloorsPer roomChance per floor
Veil Silence Common Resource Blue Crystal Small1VeilSilenceResource42×F4 15.3%
Veil Silence Common Resource Blue Crystal Fake1VeilSilenceResource42×F4 4.6%
Veil Silence Common Resource Blue Crystal Fake2VeilSilenceResource42×F4 7.4%
Festering Burrow Common Resource Blue Crystal1FesteringBurrowResource2, 3, 41×F2 18.7% · F3 18.4% · F4 13.1%
Festering Burrow Common Resource Blue Crystal Small1FesteringBurrowResource11×F1 15.9%

This building is placed into the room templates above. "Per room" = how many of this building the template places.

Chance on the floor: the share of 10000 floors rolled in the Dungeon Floor Simulator that hold this room, with every NPC room in the draw.

This is a gatherable resource node - not built, bought, or dropped from a kill. The game places it into the room/area layouts listed above when a floor generates; you send a unit to harvest it in place.

Resource node: Large Blue Crystal

A large, brightly glowing blue crystal.

A large blue crystal fills the space with serene power.

On deconstruct / gather

Gather workload: 1500

Drop pool: DROP_LargeBlueCrystalRandom

ItemAmountChance
Blue Crystal Ore466.67%
Blue Crystal Ore633.33%

Node

Construction workload0
Durability1000
Vision range8
FactionNeutral
Rotatableno
Indoor onlyno
Housingno
Leaves remnantyes
Selectableyes

Spawns in the world

WhereRegionTypeFloorsPer roomChance per floor
Festering Burrow Common Resource Blue Crystal1FesteringBurrowResource2, 3, 42×F2 18.7% · F3 18.4% · F4 13.1%

This building is placed into the room templates above. "Per room" = how many of this building the template places.

Chance on the floor: the share of 10000 floors rolled in the Dungeon Floor Simulator that hold this room, with every NPC room in the draw.

This is a gatherable resource node - not built, bought, or dropped from a kill. The game places it into the room/area layouts listed above when a floor generates; you send a unit to harvest it in place.