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Red Crystal Ore

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Red Crystal Ore icon

Red Crystal Ore

ITEM_RedCrystalOre  Rare Resource

A crimson ore infused with the essence of fire.

A raw red crystal that emits a calm yet powerful 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 Red Crystal

A small, glowing red crystal.

Mysterious energy emanates from the red crystal.

On deconstruct / gather

Gather workload: 800

Drop pool: DROP_SmallRedCrystalRandom

ItemAmountChance
Red Crystal Ore166.67%
Red 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 Red Crystal Small1VeilSilenceResource43×F4 15.2%
Veil Silence Common Resource Red Crystal Fake1VeilSilenceResource43×F4 4.5%
Veil Silence Common Resource Red Crystal Fake2VeilSilenceResource43×F4 8.2%
Festering Burrow Common Resource Red Crystal1FesteringBurrowResource2, 3, 43×F2 18.1% · F3 18.3% · F4 13.1%
Festering Burrow Common Resource Red Crystal Small1FesteringBurrowResource14×F1 14.7%

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 Red Crystal

A medium-sized red crystal imbued with intense energy.

The red crystal's intense glow illuminates its surroundings.

On deconstruct / gather

Gather workload: 1000

Drop pool: DROP_MediumRedCrystalRandom

ItemAmountChance
Red Crystal Ore266.67%
Red 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 Red Crystal Small1VeilSilenceResource42×F4 15.2%
Veil Silence Common Resource Red Crystal Fake1VeilSilenceResource42×F4 4.5%
Veil Silence Common Resource Red Crystal Fake2VeilSilenceResource42×F4 8.2%
Festering Burrow Common Resource Red Crystal1FesteringBurrowResource2, 3, 41×F2 18.1% · F3 18.3% · F4 13.1%
Festering Burrow Common Resource Red Crystal Small1FesteringBurrowResource11×F1 14.7%

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 Red Crystal

A large, intensely glowing red crystal.

A giant red crystal radiates powerful energy.

On deconstruct / gather

Gather workload: 1500

Drop pool: DROP_LargeRedCrystalRandom

ItemAmountChance
Red Crystal Ore466.67%
Red 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 Red Crystal1FesteringBurrowResource2, 3, 42×F2 18.1% · F3 18.3% · 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.