Oats
A basic grain resource used for cooking.
How to obtain
Drops & gathering
- Wild Oats Random (50% ×2, 50% ×3) - from
Wild Oats (resource node) in VeilSilence floors 3-4 (~25% per floor) - Oats Random (50% ×2, 50% ×3) - from
Oats <Stage 3> (resource node) - Oats Growth2 Random (66.67%, 33.33% ×2) - from
Oats <Stage 2> (resource node)
Dungeon events
- Event Expedition Rank Increased ×2 - "Hah… a demanding one, aren't you."
Farming
Used in
Crafting ingredient
- 2×
Oat Porridge per (at Cooking Workstation)
Stats
| Price | 5 gold |
| Sell value | 2.5 gold (50% of price - GAMESYSTEM_Trade_PlayerSellDiscount) |
| Weight | 0.2 |
| Max stack | 20 |
| Durability | 600 |
Resource node: Oats <Stage 2>
Oats have grown quite a bit. Early harvest is possible.
It's not fully ripe yet, but can be harvested.
On deconstruct / gather
Node
| Footprint | 3×3 tiles |
| Construction workload | 0 |
| Durability | 1000 |
| Vision range | 8 |
| Faction | Ally |
| Rotatable | no |
| Indoor only | no |
| Housing | no |
| Leaves remnant | no |
| Selectable | yes |
Spawns in the world
Resource node: Oats <Stage 3>
Well-ripened oats. Ready for harvest.
Healthy oats turned golden.
On deconstruct / gather
Node
| Footprint | 3×3 tiles |
| Construction workload | 0 |
| Durability | 1000 |
| Vision range | 8 |
| Faction | Ally |
| Rotatable | no |
| Indoor only | no |
| Housing | no |
| Leaves remnant | no |
| Selectable | yes |
Spawns in the world
Resource node: Wild Oats
Wild oats grown in nature.
It grows well even in rough environments.
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 Resource Oat | VeilSilence | Resource | 3, 4 | 6× | F3 20% · F4 25% |
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.