Sealed Forest

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The Sealed Forest

Overview

The Sealed Forest, a biome that unfolds its mysteries only at the culmination of one's journey. To gain entry into this realm and reforge the dreaded Seal, one must amass a requisite number of Seal Fragments during the course of their odyssey.

New complications such as gaining Hostility when felling trees and facing several Plagues whilst trying to reforge the Seal will undoubtedly challenge even the most experienced of Viceroys! Find Guidance in Small Glades.

Effects


Abyssal Revenge
Are those ... faces in the trees? Woodcutters don't increase Hostility, but every x* trees felled add x* Hostility points. (*Scales with difficulty)

Hidden Seal
A broken Ancient Seal is hidden somewhere in the forest. To find it, you must first look for clues in the surrounding Glades. Its mere presence in this land summons foul plagues upon your settlement during the Storm Season.

Beacon Tower
A blueprint given to you by the Queen herself. This powerful ancient structure will allow you to summon aid directly from the Citadel.

Overgrown Vegetation
The flora in this region is bizarrely mutated. Overgrown trees with a lot more resources can be found in the forest.

Requirements for Entry

Depending on the Seal type, a Viceroy will need a specified amount of Seal Fragments to enter the Sealed Forest. Viceroys will also need to be within reach of one of the hex tiles surrounding the Sealed Forest modifier tile. Upon entry, Viceroys have an indefinite amount of years to complete this biome and close the Seal, no matter how many years they had left in the run.

0 Years left, almost in reach.
0 Years left, not yet in reach

On the left is a scenario where a Viceroy cannot reach the Sealed Forest, because they do not have the requisite 1 year left to complete a last settlement and then enter the Sealed Forest, on the right is a scenario where a Viceroy does not have enough years left to explore further and reach the Sealed Forest. Thus, a Viceroy is advised to calculate years and Seal Fragments carefully.






Seal Fragments are earned by Viceroys upon completion of settlements. Negative Modifiers grant a Royal Resupply, from where Viceroys can choose to receive 5 additional Seal Fragments.



Bronze

Lead

Silver

Gold

Platinum

Cobalt

Titanium

Adamantine

Required
4 12 20 35 45 60 75 105
Minimum
Difficulty
- Pioneer Veteran Viceroy Prestige 5 Prestige 10 Prestige 15 Prestige 20
Spawned fields
from Citadel
9 11 13 15 18 21 24 28
Cycle duration after
beating the Seal
40 48 56 64 72 80 88 92

Seal Orders

Viceroys need only complete 1 Seal Order per Level.

Prestige 11 - Prestige 20:

Option 1 Option 2 Option 3 Rewards
Level 1 Heart of Amber Heart of the Forest Mechanical Heart Gift of the Keeper
Deliver:
15 Pack of Crops Pack of Crops
15 Pack of Provisions Pack of Provisions
15 Pack of Building Materials Pack of Building Materials
Open or Send 4 Abandoned Caches (NOT retroactive) Install 10 Rainpunk Engines in production buildings Choose from an array of Epic Cornerstones
Level 2 Golden Blood Blood of the Stag Mortal Blood Gift of the Keeper
Reach Standing Level 3 with 3 Settlements. Earn 6 Reputation Points from Events (Retroactive)
Earn 6 Reputation points from Resolve (Retroactive)
Choose from an array of Epic Cornerstones
Level 3 Crystal Feathers Queen's Feathers Metal Feathers Gift of the Keeper
Deliver 100 Amber Amber
Fulfill the following needs for 60 Seconds:

25 Complex Food Need
25 Services Need
25 Clothing Need
Deliver:
50 Tools Tools
30 Pipes Pipes
12 Parts Parts
Choose from an array of Epic Cornerstones
Level 4 Forbidden Essence Fire Essence Essence of Corruption Reforge!
Complete 2 Forbidden Glade Events
with no more than 1000 seconds between them.
(NOT retroactive)
Keep Fox Resolve above 35 for 300 seconds
Keep Beaver Resolve above 40 for 300 seconds
Keep Harpy Resolve above 35 for 300 seconds
Keep Lizard Resolve above 35 for 300 seconds
Keep Human Resolve above 45 for 300 seconds
Keep Frog Resolve above 40 for 300 seconds
Keep Bat Resolve above 35 for 300 seconds
Burn 40 Blightrot Cysts in one year (progress resets at the start of Drizzle Season) Forging the Seal!

Veteran - Prestige 10:

Option 1 Option 2 Option 3 Rewards
Level 1 Heart of Amber Heart of the Forest Mechanical Heart Gift of the Keeper
Deliver:
12 Pack of Crops Pack of Crops
12 Pack of Provisions Pack of Provisions
12 Pack of Building Materials Pack of Building Materials
Open or Send 3 Abandoned Caches (NOT retroactive) Install 8 Rainpunk Engines in production buildings Choose from an array of Epic Cornerstones
Level 2 Golden Blood Blood of the Stag Mortal Blood Gift of the Keeper
Reach Standing Level 2 with 3 Settlements. Earn 5 Reputation Points from Events (Retroactive)
Earn 5 Reputation points from Resolve (Retroactive)
Choose from an array of Epic Cornerstones
Level 3 Crystal Feathers Queen's Feathers Metal Feathers Gift of the Keeper
Deliver 80 Amber Amber
Fulfill the following needs for 60 Seconds:

25 Complex Food Need
25 Services Need
Deliver:
40 Tools Tools
25 Pipes Pipes
10 Parts Parts
Choose from an array of Epic Cornerstones
Level 4 Forbidden Essence Fire Essence Essence of Corruption Reforge!
Complete 2 Forbidden Glade Events
with no more than 1200 seconds between them.
(NOT retroactive)
Keep Fox Resolve above 30 for 300 seconds
Keep Beaver Resolve above 35 for 300 seconds
Keep Harpy Resolve above 30 for 300 seconds
Keep Lizard Resolve above 30 for 300 seconds
Keep Human Resolve above 40 for 300 seconds
Keep Frog Resolve above 35 for 300 seconds
Keep Bat Resolve above 30 for 300 seconds
Burn 20 Blightrot Cysts in one year (progress resets at the start of Drizzle Season) Forging the Seal!

Pioneer:

Option 1 Option 2 Option 3 Rewards
Level 1 Heart of Amber Heart of the Forest Heart of the Ancient Flame Gift of the Keeper
Deliver:
8 Pack of Crops Pack of Crops
8 Pack of Provisions Pack of Provisions
8 Pack of Building Materials Pack of Building Materials
Open or Send 2 Abandoned Caches (NOT retroactive) Sacrifice 125 Wood Wood in the Ancient Hearth

Deliver 3 Wildfire Essence Wildfire Essence
Choose from an array of Epic Cornerstones
Level 2 Golden Blood Blood of the Stag Mortal Blood Gift of the Keeper
Sell 30 Pack of Trade Goods Pack of Trade Goods to any trader

Buy at least 5 Perks or blueprints from traders
Earn 3 Reputation Points from Events (Retroactive) Earn 3 Reputation points from Resolve (Retroactive) Choose from an array of Epic Cornerstones
Level 3 Crystal Feathers Queen's Feathers Stormbird Feathers Gift of the Keeper
Deliver 40 Amber Amber Fulfill the following needs for 60 Seconds:

15 Complex Food Need
15 Services Need
Complete 1 Forbidden Glade Event
(NOT retroactive)
Choose from an array of Epic Cornerstones
Level 4 Forbidden Essence Fire Essence Essence of Wealth Reforge!
Deliver:
4 Ancient Tablet Ancient Tablets

Complete 2 Dangerous or Forbidden Glade Events
with no more than 1200 seconds between them.
(NOT retroactive)
(Only two Species)
Keep Fox Resolve above 35 for 300 seconds
Keep Beaver Resolve above 30 for 300 seconds
Keep Harpy Resolve above 30 for 300 seconds
Keep Lizard Resolve above 35 for 300 seconds
Keep Human Resolve above 35 for 300 seconds
Keep Frog Resolve above 30 for 300 seconds
Keep Bat Resolve above 30 for 300 seconds
Sell 50 Amber Amber worth of goods
to a trader or trade route.

Deliver 50 Pack of Luxury Goods Pack of Luxury Goods
Forging the Seal!

Settler:

Option 1 Option 2 Option 3 Rewards
Level 1 Heart of Amber Heart of the Forest Heart of the Ancient Flame Gift of the Keeper
Deliver:
8 Pack of Crops Pack of Crops
8 Pack of Provisions Pack of Provisions
8 Pack of Building Materials Pack of Building Materials
Open or Send 2 Abandoned Caches (NOT retroactive) Sacrifice 125 Wood Wood in the Ancient Hearth

Deliver 3 Wildfire Essence Wildfire Essence
Choose from an array of Epic Cornerstones
Level 2 Golden Blood Blood of the Stag Mortal Blood Gift of the Keeper
Sell 30 Pack of Trade Goods Pack of Trade Goods to any trader

Buy at least 5 Perks or blueprints from traders
Earn 3 Reputation Points from Events (Retroactive) Earn 3 Reputation points from Resolve (Retroactive) Choose from an array of Epic Cornerstones
Level 3 Crystal Feathers Queen's Feathers Stormbird Feathers Gift of the Keeper
Deliver 40 Amber Amber Fulfill the following needs for 60 Seconds:

15 Complex Food Need
15 Services Need
Complete 1 Forbidden Glade Event
(NOT retroactive)
Choose from an array of Epic Cornerstones
Level 4 Forbidden Essence Fire Essence Essence of Wealth Reforge!
Deliver:
4 Ancient Tablet Ancient Tablets

Complete 2 Dangerous or Forbidden Glade Events
with no more than 1200 seconds between them.
(NOT retroactive)
(Only two Species)
Keep Fox Resolve above 35 for 300 seconds
Keep Beaver Resolve above 30 for 300 seconds
Keep Harpy Resolve above 30 for 300 seconds
Keep Lizard Resolve above 35 for 300 seconds
Keep Human Resolve above 35 for 300 seconds
Keep Frog Resolve above 30 for 300 seconds
Keep Bat Resolve above 30 for 300 seconds
Sell 50 Amber Amber worth of goods
to a trader or trade route.

Deliver 50 Pack of Luxury Goods Pack of Luxury Goods
Forging the Seal!

Resources

The Sealed Forest contains the following resources:

Trees

Trees Charges Bonus Resources Description
Abyssal trees 2 Meat Meat (10%) +
Sea Marrow Sea Marrow (10%) +
Leather Leather (10%)
A bizarre, writhing growth... is this even really a tree?
Overgrown Abyssal Trees 20 Meat Meat (10%) +
Sea Marrow Sea Marrow (10%) +
Leather Leather (10%)
A giant, bizarre growth... it's bigger than the other trees in the area.

Natural Resources

Primary Resources Charges → Resource Deposits Bonus Resources Gathering Building Speed Specialization
Bonus
Roots Roots 70 → Roots Node 30% + 30% Foragers' Camp Foragers' Camp ★★ 00:17 Farming Farming

Humans Humans
15 → Roots Deposit 20% Small Foragers' Camp Small Foragers' Camp ★ 00:25
Reed Reed 60 → Reed Field

20 → Reed Field
40% + 40%

20% + 20%
Harvesters' Camp Harvesters' Camp ★★ 00:08 none
Berries Berries

Mushrooms Mushrooms
70 → Dewberry Bush

70 → Bleeding Tooth Mushrooms
80%

40%
Herbalists' Camp Herbalists' Camp ★★ 00:17 Alchemy Alchemy

Harpies Harpies
15 → Dewberry Bush

15 → Bleeding Tooth Mushrooms
20%

20%
Small Herbalists' Camp Small Herbalists' Camp ★ 00:25
Clay Clay

Sea Marrow Sea Marrow
60 → Clay Deposit

60 → Sea Marrow Deposit
75% + 30%

100% + 50% + 1%
Stonecutters' Camp Stonecutters' Camp ★★ 00:08 Masonry

Frogs Frogs
20 → Clay Deposit

20 → Sea Marrow Deposit
50% + 20%

80% + 40%
Meat Meat

Insects Insects
70 → Slickshell Broodmother

70 → Wormtongue Nest
100%

60%
Trappers' Camp Trappers' Camp ★★ 00:17 Meat production Meat production

Lizards Lizards
15 → Slickshell Broodmother

15 → Wormtongue Nest
20%

20%
Small Trappers' Camp Small Trappers' Camp ★ 00:25
Scales Scales

Algae Algae
80 → Copperfin Pond

80 → Algae Pond
100% + 2 50% + 2 30%

100% + 2 50% + 2 20%
Fishing Hut Fishing Hut ★★ 00:08 none
60 → Copperfin Pond

60 → Algae Pond
40%

40%
Small Fishing Hut Small Fishing Hut ★ 00:12
Copper Ore Copper Ore

Salt Salt
75 → Copper Vein

75 → Salt Vein
30%

30%
Mine Mine ★★ 00:40 Engineering Engineering

Beavers Beavers

Node weighting

  • Clay Deposits have triple the normal weighting in this biome. [1]
  • Reed Fields have double the normal weighting. [1]

Plagues

The Seal is weakening, bringing forth several Plagues upon the world. The only way to stop the Plagues is to reforge the seal by completing Seal orders. An example Plague is The Plague of Mosquitoes, which causes global production speed to be 50% slower.

The first 3 Plagues are always:

  1. Plague of Mosquitoes
  2. Plague of Malady
  3. Plague of Darkness

After that, Plague generation is random.

Plague Description

Plague of Blindness
When they lost their sight, they lost all hope along with it. All villagers move slower and have a chance of destroying a production yield.

Plague of Corrupted Water
The rainwater has become contaminated, so rainpunk machinery is now even more hazardous. Using rainwater in rain engines generates Blightrot cysts X quicker.

Plague of Darkness
Some say this is the beginning of the end. The storm season is longer, and sacrificing goods at the Ancient Hearth is banned.

Plague of Death
The Sealed Ones are thirsty for blood. Discover 3 Dangerous or Forbidden Glades during this storm. If you don't, villagers will be killed in the coming drizzle season.

Plague of Fire
Even the eternal rain cannot stop the ghastly fires coming from the abyss. Fuel in the settlement's warehouses is disappearing at a rate of X units every X seconds.

Plague of Fishmen
Fishmen will summon 1 Dangerous or Forbidden Glade Event near the Ancient Hearth.

Plague of the Dark Forest
The Sealed Ones incite the forest to become even more sinister. Hostility from discovered Dangerous and Forbidden Glades is increased by X

Plague of Locusts
Destroys X random resource nodes.

Plague of Malady
The Sealed Ones have inflicted a mysterious disease on the settlement. Villagers take X longer rests and have a X higher chance of consuming twice as much food during a break.

Plague of Mosquitoes
The sky turns black with a swarm of mosquitoes. Bitten villagers can't focus on work. Global production speed is X% slower.

Plague of Mysteries
The Sealed Ones possess the power to control almost everything. Negative Forest Mysteries require a lower Hostility level X to activate during the storm.

Plague of Rats
A horde of ravenous rats crawls out of the uncovered seal. Any cooked or raw food in the settlement's warehouses disappears at a rate of X items every X seconds.

Plague of Snakes
Villagers are horrified by the sight of venomous snakes on the roads. -X to Global Resolve.

Beacon Tower

Beacon Tower Options
Beacon Tower Options
The Beacon Tower
The Beacon Tower

The Queen grants each Viceroy who dares to enter the Sealed Forest a new blueprint to be used exclusively in this biome. The Beacon Tower offers three levels of aid, each containing temporary abilities to choose from. A viceroy can choose two abilities from the first two levels, and one from the last.


Construction cost: 4 Bricks Bricks, 1 Wildfire Essence Wildfire Essence. Once the tower is built, it cannot be destroyed.

LEVEL I: Supplies (Choose 2)
Cost: free

  • Pack of Meat: Gain 30 Meat Meat
  • Box of Grain: Gain 40 Grain Grain
  • Chest of Farming Tools: A special delivery from the First Dawn Company. All buildings using Fertile Soil will produce 50% more goods. This effect lasts 3 seasons including the current one and must be active during planting to affect harvested crops.

LEVEL II: Bells (Choose 2)
Cost: free

  • Song of Haste: An energetic, inspiring melody. Global Production rate is 50% faster for the current season.
  • Song of Hope: A peaceful song of hope. Villagers with low resolve leave 50% slower for the current season.
  • Song of Prosperity: The clang of a golden bell. All Trade Routes are 100% faster for the current season. (Active Trade Routes included.)

LEVEL III: Miracles (Choose 1)
Cost: free

  • Miracle of Peace: A sign from the Queen herself. Hostility is decreased by 100 for the duration of the current season.
  • Miracle of Strength: A powerful connection between the settlement's Hearth and the Citadel. The Ancient Hearth's Corruption Resistance is increased by 1500 for the duration of the current season.
  • Miracle of Agility: Looking in the direction of the citadel, one can see a hopeful glow on the horizon. Scouts work 50% faster on Glade Events for the duration of the current season.


Strategy

Guidance Stone
  • There are some clues in Glades providing guidance to where the Seal is located. The Seal will always be located in a Dangerous Glade, and Guidance Stones that point to the Seal's location spawn in all Glades until the Seal is discovered.
    • Guidance Stones can be demolished, granting 15 Stone Stone and 8 Resin Resin.
  • In order to successfully complete the Sealed Forest, a Viceroy needs to reforge the Seal by completing Seal Orders. All Seals above Pioneer difficulty have the same Seal Orders to complete, no matter the color, with only a slight variation in the numbers depending on difficulty. As opposed to other biomes, Viceroys need not fill up the Reputation bar to complete the settlement. A Viceroy cannot win the Sealed Forest by filling up the Reputation bar, and once the bar is filled, it is no longer possible to lower Impatience without special perks like Badge of Courage.
  • Since Reputation points don't win you the game, not turning in completable Orders is a good back-up plan to make use of any Last Stand time you've gotten from Citadel upgrades.[2]
  • It is always a good idea to hold in SHIFT while marking trees so you can choose to only chop Overgrown trees, which have 20 charges instead of 2, giving you more Wood Wood and less Hostility. However, don't be afraid to chop a few normal trees to make room. So long as most of your wood comes from Overgrown Abyssal trees, the hostility gain from a few chopped normal trees will be negligible.[3]
  • Consider not opening Abandoned Caches until you reveal the Seal's location, as the level one cache-themed Seal Order Heart of the Forest is not retroactive.[3]
  • Beacon Tower's level 3 ability that increases scouts' Glade Event working speed can be of great help when working on two Forbidden Glade Events at the same time for the Forbidden Essence Seal Order.
  • The upcoming Plague for the current year's Storm can be previewed during Drizzle and Clearance seasons by selecting the Ancient Seal once it has been discovered. You can use this to plan ahead for the next Plague well before it takes effect, which can be critical for more devastating Plagues.
    • Plague of Mysteries can trigger high hostility Forest Mysteries much earlier than expected, so if this Plague appears, check your Forest Mysteries and plan out counter-strategies.
    • Plague of Fishmen will summon a random Dangerous or Forbidden glade event inside of your settlement. This could ruin your chances if an Infected Drainage Mole or other event with severe consequences appears. You can call a trader early just before Storm season begins so that you can try to buy the necessary goods to solve the event once you know which one it is.
    • Plague of Rats could destroy your food supplies, leaving your villagers to starve. Much like dealing with Blood Flowers, you can "hide" food inside of buildings that use food as inputs for production temporarily, then remove the food after the storm is over so that your villagers can eat.
    • If you see that Plague of Locusts will activate next Storm and you have resource nodes you can't afford to lose, consider opening 1-2 Small Glades to dilute the pool of nodes that can be destroyed.
  • Two Plagues can be used to your advantage when completing Seal Orders:
    • Plague of Corrupted Water allows you to generate Blightrot Cysts significantly faster than normally.
    • Plague of Fishmen may reduce the need for opening Glades if it happens to spawn a Forbidden Glade Event.

References

  1. Datamining done by Discord user @forwindz (Analysis tab) https://docs.google.com/spreadsheets/d/1Fwy2H84BZ6_FSuoiH7asT2gYrS7BiqA0/edit?gid=244521242#gid=244521242
  2. Advice to turn in Orders only when in Last Stand by Discord user VinylScratch.
  3. Heart of the Forest Seal order advice and reminder to chop normal trees for space by Discord user Priestess of Athe.

See also