Mandrake
ITEM_Mandrake Rare Consumable
It always shows weird facial expression.
On use
Mandrake
Grants:
for 3s
How to obtain
Drops & gathering
- Mandrake Fixed (100%) - from
Mandrake (resource node) in VeilSilence floors 2-5 (~10% per floor)
Merchants
- Veil Silence Merchant - stock chance 5%, qty 1, price -25%…+25%
Stats
| Price | 600 gold |
| Sell value | 300 gold (50% of price - GAMESYSTEM_Trade_PlayerSellDiscount) |
| Weight | 3 |
| Max stack | 20 |
| Durability | 600 |
| Expires after | 13500 ticks (≈0.21 days) |
| Hunger restored | 5 |
| Edible | yes |
Resource node: Mandrake
Rare Mandrake used for medicinal purposes.
It always shows weird facial expression.
Default traits
Mandrake Awakened - While gathering, applies Heard a Mandrake Scream to units within 3 range for 30s every 2s.
On deconstruct / gather
Node
| Footprint | 3×3 tiles |
| Construction workload | 0 |
| Durability | 1000 |
| Vision range | 8 |
| Faction | Neutral |
| Rotatable | no |
| Indoor only | no |
| Housing | no |
| Leaves remnant | yes |
| Selectable | yes |
Spawns in the world
| Where | Region | Type | Floors | Per room | Chance per floor |
|---|---|---|---|---|---|
| Veil Silence Common Event Mandrake | VeilSilence | Event | 2, 3, 4, 5 | 1× | F2 10% · F3 9% · F4 8% · F5 0% |
| Veil Silence Common Event Hidden Mandrake | VeilSilence | Event | 2, 3, 4, 5 | 2× | F2 1% · F3 1% · F4 1% · F5 0% |
This building is placed into the room templates below. "Chance per floor" = how likely this room (and so this building) appears on that floor: the template's weight against competing templates of its type, times how many slots of that type the floor has (from the game's authored floor layouts). "Per room" = how many of this building the template places.
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.