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	<id>https://wiki.hoodedhorse.com/Against_the_Storm/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561198008112347</id>
	<title>Against the Storm Official Wiki - User contributions [en]</title>
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	<updated>2026-10-18T13:22:04Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Glades&amp;diff=8030</id>
		<title>Glades</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Glades&amp;diff=8030"/>
		<updated>2024-07-13T10:30:22Z</updated>

		<summary type="html">&lt;p&gt;76561198008112347: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Glades.png|thumb|600px|Different Glades]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
There are 3 different types of Glades.&lt;br /&gt;
&lt;br /&gt;
* [[File:SmallGladeIcon.png|94px]] Small Glades (no icon)&lt;br /&gt;
* [[File:DangerousGladeIcon.png|94px]] Dangerous Glades (a skull with no red glow)&lt;br /&gt;
* [[File:ForbiddenGladeIcon.png|94px]] Forbidden Glades (a skull with red background glow)&lt;br /&gt;
&lt;br /&gt;
== Glade Contents ==&lt;br /&gt;
=== Small Glades ===&lt;br /&gt;
[[File:SmallGladeContents.png|300px|right|borderless|Common Contents of a Small Glade]]&lt;br /&gt;
These Glades contain some combination of the following:&lt;br /&gt;
* Small [[Encampments]]&lt;br /&gt;
* [[Rainwater Geysers]]&lt;br /&gt;
* Camp [[Ruins]]&lt;br /&gt;
* [[Small Resources]]&lt;br /&gt;
* Small [[Abandoned Caches]]&lt;br /&gt;
* [[Obelisks]]&lt;br /&gt;
* [[Stags]]&lt;br /&gt;
* [[Drills]]&lt;br /&gt;
* [[Wandering Traders]]&lt;br /&gt;
* [[Fertile Soil]] plots are not uncommon&lt;br /&gt;
&lt;br /&gt;
=== Dangerous Glades ===&lt;br /&gt;
[[File:DangerousGladeContents.png|300px|right|borderless|Common Contents of a Dangerous Glade]]&lt;br /&gt;
These Glades contain some combination of the following:&lt;br /&gt;
* A Dangerous [[Glade Event]] - always&lt;br /&gt;
* Large [[Encampments]]&lt;br /&gt;
* [[Rainwater Geysers]]&lt;br /&gt;
* [[Ruins]]&lt;br /&gt;
* Small or Large [[Resources]]&lt;br /&gt;
* Medium or Large [[Abandoned Cache]]s&lt;br /&gt;
* 1 [[Fertile Soil]] plot is common, depending on the [[Biome]]&lt;br /&gt;
&lt;br /&gt;
=== Forbidden Glades ===&lt;br /&gt;
[[File:ForbiddenGladeContents.png|300px|right|borderless|Common Contents of a Forbidden Glade]]&lt;br /&gt;
These Glades contain some combination of the following:&lt;br /&gt;
* A Forbidden [[Glade Event]] - always&lt;br /&gt;
* Large [[Encampments]]&lt;br /&gt;
* [[Rainwater Geysers]]&lt;br /&gt;
* [[Ruins]]&lt;br /&gt;
* Small or Large [[Resources]]&lt;br /&gt;
* Large or Medium [[Abandoned Cache]]s&lt;br /&gt;
* 1-2 [[Fertile Soil]] plots are common, depending on the [[Biome]]&lt;br /&gt;
&lt;br /&gt;
== Glade Events ==&lt;br /&gt;
Glade Events are objects found in the forest, like abandoned caches, survivor camps, ruins, wild beasts, etc. Some of them are positive, offering goods or new villagers in exchange for a small amount of resources. Others are dangerous, forcing you to act quickly to avoid negative consequences (while also giving you generous rewards should you complete them). &lt;br /&gt;
&lt;br /&gt;
Once you select a Glade Event, the Event Panel will appear. There you&#039;ll be able to find a few different sections: effects, worker slots, requirements, and rewards. The effect section shows you the possible negative consequences of the event, and how much time you have left before they occur. To complete an event, you need to assign workers to it, choose one of two options (if the event has more than one solution), and select “investigate”. Very often, events have more than one way of being solved. &lt;br /&gt;
&lt;br /&gt;
Most events offer two different approaches, with each approach having its own requirements, rewards, and so called &amp;quot;working effects&amp;quot;.&lt;br /&gt;
Working effects are special conditions that activate once you give the order to investigate an event (like a Resolve penalty, a slow debuff, etc.). &lt;br /&gt;
&lt;br /&gt;
Your goal is to survive these conditions for a set amount of time. After an event has been completed, your workers will deliver the rewards to your Warehouse, and no negative effects will trigger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please see [[Glade Events]] for a complete list of Events found in Glades.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
* The first trader arrives at the start of Year 2 at the earliest on their own, you can time finish building [[Trading Post]] and opening the first [[Dangerous Glade]] at the same time to buy what you need from the trader.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Glade Events]]&lt;/div&gt;</summary>
		<author><name>76561198008112347</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Glades&amp;diff=8029</id>
		<title>Glades</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Glades&amp;diff=8029"/>
		<updated>2024-07-13T10:30:02Z</updated>

		<summary type="html">&lt;p&gt;76561198008112347: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Glades.png|thumb|600px|Different Glades]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
There are 3 different types of Glades.&lt;br /&gt;
&lt;br /&gt;
* [[File:SmallGladeIcon.png|94px]] Small Glades (no icon)&lt;br /&gt;
* [[File:DangerousGladeIcon.png|94px]] Dangerous Glades (a skull with no red glow)&lt;br /&gt;
* [[File:ForbiddenGladeIcon.png|94px]] Forbidden Glades (a skull with red background glow)&lt;br /&gt;
&lt;br /&gt;
== Glade Contents ==&lt;br /&gt;
=== Small Glades ===&lt;br /&gt;
[[File:SmallGladeContents.png|300px|right|borderless|Common Contents of a Small Glade]]&lt;br /&gt;
These Glades contain some combination of the following:&lt;br /&gt;
* Small [[Encampments]]&lt;br /&gt;
* [[Rainwater Geysers]]&lt;br /&gt;
* Camp [[Ruins]]&lt;br /&gt;
* [[Small Resources]]&lt;br /&gt;
* Small [[Abandoned Caches]]&lt;br /&gt;
* [[Obelisks]]&lt;br /&gt;
* [[Stags]]&lt;br /&gt;
* [[Drills]]&lt;br /&gt;
* [[Wandering Traders]]&lt;br /&gt;
* [[Fertile Soil]] plots are not uncommon&lt;br /&gt;
&lt;br /&gt;
=== Dangerous Glades ===&lt;br /&gt;
[[File:DangerousGladeContents.png|300px|right|borderless|Common Contents of a Dangerous Glade]]&lt;br /&gt;
These Glades contain some combination of the following:&lt;br /&gt;
* A Dangerous [[Glade Event]] - always&lt;br /&gt;
* Large [[Encampments]]&lt;br /&gt;
* [[Rainwater Geysers]]&lt;br /&gt;
* [[Ruins]]&lt;br /&gt;
* Small or Large [[Resources]]&lt;br /&gt;
* Medium or Large [[Abandoned Cache]]s&lt;br /&gt;
* 1 [[Fertile Soil]] plot is common, depending on the [[Biome]]&lt;br /&gt;
&lt;br /&gt;
=== Forbidden Glades ===&lt;br /&gt;
[[File:ForbiddenGladeContents.png|300px|right|borderless|Common Contents of a Forbidden Glade]]&lt;br /&gt;
These Glades contain some combination of the following:&lt;br /&gt;
* A Forbidden [[Glade Event]] - always&lt;br /&gt;
* Large [[Encampments]]&lt;br /&gt;
* [[Rainwater Geysers]]&lt;br /&gt;
* [[Ruins]]&lt;br /&gt;
* Small or Large [[Resources]]&lt;br /&gt;
* Large or Medium [[Abandoned Cache]]s&lt;br /&gt;
* 1-2 [[Fertile Soil]] plots are common, depending on the [[Biome]]&lt;br /&gt;
&lt;br /&gt;
== Glade Events ==&lt;br /&gt;
Glade Events are objects found in the forest, like abandoned caches, survivor camps, ruins, wild beasts, etc. Some of them are positive, offering goods or new villagers in exchange for a small amount of resources. Others are dangerous, forcing you to act quickly to avoid negative consequences (while also giving you generous rewards should you complete them). &lt;br /&gt;
&lt;br /&gt;
Once you select a Glade Event, the Event Panel will appear. There you&#039;ll be able to find a few different sections: effects, worker slots, requirements, and rewards. The effect section shows you the possible negative consequences of the event, and how much time you have left before they occur. To complete an event, you need to assign workers to it, choose one of two options (if the event has more than one solution), and select “investigate”. Very often, events have more than one way of being solved. &lt;br /&gt;
&lt;br /&gt;
Most events offer two different approaches, with each approach having its own requirements, rewards, and so called &amp;quot;working effects&amp;quot;.&lt;br /&gt;
Working effects are special conditions that activate once you give the order to investigate an event (like a Resolve penalty, a slow debuff, etc.). &lt;br /&gt;
&lt;br /&gt;
Your goal is to survive these conditions for a set amount of time. After an event has been completed, your workers will deliver the rewards to your Warehouse, and no negative effects will trigger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please see [[Glade Events]] for a complete list of Events found in Glades.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
* The first trader arrives at the start of Year 2 at the earliest on their own, you can time building [[Trading Post]] and opening the first [[Dangerous Glade]] at the same time to buy what you need from the trader.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Glade Events]]&lt;/div&gt;</summary>
		<author><name>76561198008112347</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Tutorial_Videos&amp;diff=7942</id>
		<title>Tutorial Videos</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Tutorial_Videos&amp;diff=7942"/>
		<updated>2024-06-17T07:52:49Z</updated>

		<summary type="html">&lt;p&gt;76561198008112347: updated video&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We are grateful to [https://www.youtube.com/@Wally1169 Wally1169] for creating a tutorial video for &#039;&#039;Against the Storm&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
This video was recorded during 1.0, an earlier version of the game. While there have been many updates since then, his general orientation to the game UI and high-level mechanics are still valid and very useful.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|C39W9O-lGA4|1100|center|&amp;quot;Against the Storm Tutorial - Introduction - AtS Tutorial&amp;quot;|autoresize=autoresize}}&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=C39W9O-lGA4 Link to video on Youtube.com]&lt;br /&gt;
&lt;br /&gt;
[[Category:Information for Beginners]]&lt;br /&gt;
[[Category:Videos]]&lt;/div&gt;</summary>
		<author><name>76561198008112347</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Tutorial_Videos&amp;diff=7940</id>
		<title>Tutorial Videos</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Tutorial_Videos&amp;diff=7940"/>
		<updated>2024-06-17T07:41:36Z</updated>

		<summary type="html">&lt;p&gt;76561198008112347: updated video&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We are grateful to [https://www.youtube.com/@Wally1169 Wally1169] for creating a tutorial video for &#039;&#039;Against the Storm&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
This video was recorded during 0.36, an earlier version of the game. While there have been many updates since then, his general orientation to the game UI and high-level mechanics are still valid and very useful.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|C39W9O-lGA4|1100|center|&amp;quot;Against the Storm Tutorial - Introduction - AtS Tutorial&amp;quot;|autoresize=autoresize}}&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=3DA-m93JRvw Link to video on Youtube.com]&lt;br /&gt;
&lt;br /&gt;
[[Category:Information for Beginners]]&lt;br /&gt;
[[Category:Videos]]&lt;/div&gt;</summary>
		<author><name>76561198008112347</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Viceroy_Glade_Events&amp;diff=7939</id>
		<title>Viceroy Glade Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Viceroy_Glade_Events&amp;diff=7939"/>
		<updated>2024-06-17T07:38:49Z</updated>

		<summary type="html">&lt;p&gt;76561198008112347: Redirected page to Viceroy - P20 Glade Events&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Viceroy - P20 Glade Events]]&lt;/div&gt;</summary>
		<author><name>76561198008112347</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Lush_Tree&amp;diff=7938</id>
		<title>Lush Tree</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Lush_Tree&amp;diff=7938"/>
		<updated>2024-06-17T07:38:20Z</updated>

		<summary type="html">&lt;p&gt;76561198008112347: Redirected page to The Forest#Trees&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The_Forest#Trees]]&lt;/div&gt;</summary>
		<author><name>76561198008112347</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Dying_Tree&amp;diff=7937</id>
		<title>Dying Tree</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Dying_Tree&amp;diff=7937"/>
		<updated>2024-06-17T07:38:12Z</updated>

		<summary type="html">&lt;p&gt;76561198008112347: Redirected page to The Forest#Trees&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The_Forest#Trees]]&lt;/div&gt;</summary>
		<author><name>76561198008112347</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Coppervein_Tree&amp;diff=7936</id>
		<title>Coppervein Tree</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Coppervein_Tree&amp;diff=7936"/>
		<updated>2024-06-17T07:37:54Z</updated>

		<summary type="html">&lt;p&gt;76561198008112347: Redirected page to The Forest#Trees&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The_Forest#Trees]]&lt;/div&gt;</summary>
		<author><name>76561198008112347</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Crimsonreach_Tree&amp;diff=7935</id>
		<title>Crimsonreach Tree</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Crimsonreach_Tree&amp;diff=7935"/>
		<updated>2024-06-17T07:37:45Z</updated>

		<summary type="html">&lt;p&gt;76561198008112347: Redirected page to The Forest#Trees&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The_Forest#Trees]]&lt;/div&gt;</summary>
		<author><name>76561198008112347</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Giant_Abyssal_Tree&amp;diff=7934</id>
		<title>Giant Abyssal Tree</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Giant_Abyssal_Tree&amp;diff=7934"/>
		<updated>2024-06-17T07:37:39Z</updated>

		<summary type="html">&lt;p&gt;76561198008112347: Redirected page to The Forest#Trees&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The_Forest#Trees]]&lt;/div&gt;</summary>
		<author><name>76561198008112347</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Plateleaf_Tree&amp;diff=7933</id>
		<title>Plateleaf Tree</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Plateleaf_Tree&amp;diff=7933"/>
		<updated>2024-06-17T07:37:24Z</updated>

		<summary type="html">&lt;p&gt;76561198008112347: Redirected page to The Forest#Trees&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The_Forest#Trees]]&lt;/div&gt;</summary>
		<author><name>76561198008112347</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Musselsprout_Tree&amp;diff=7932</id>
		<title>Musselsprout Tree</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Musselsprout_Tree&amp;diff=7932"/>
		<updated>2024-06-17T07:37:12Z</updated>

		<summary type="html">&lt;p&gt;76561198008112347: Redirected page to The Forest#Trees&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The_Forest#Trees]]&lt;/div&gt;</summary>
		<author><name>76561198008112347</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Mushwood_Tree&amp;diff=7931</id>
		<title>Mushwood Tree</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Mushwood_Tree&amp;diff=7931"/>
		<updated>2024-06-17T07:37:03Z</updated>

		<summary type="html">&lt;p&gt;76561198008112347: Redirected page to The Forest#Trees&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The_Forest#Trees]]&lt;/div&gt;</summary>
		<author><name>76561198008112347</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Trees&amp;diff=7930</id>
		<title>Trees</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Trees&amp;diff=7930"/>
		<updated>2024-06-17T07:36:36Z</updated>

		<summary type="html">&lt;p&gt;76561198008112347: redirect The_Forest#Trees&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The_Forest#Trees]]&lt;/div&gt;</summary>
		<author><name>76561198008112347</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=The_Forest&amp;diff=7929</id>
		<title>The Forest</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=The_Forest&amp;diff=7929"/>
		<updated>2024-06-17T07:36:16Z</updated>

		<summary type="html">&lt;p&gt;76561198008112347: /* Trees */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.4}}&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-10-b-glades.png|thumb|right|480px|The Forest, full of trees and glades]]&lt;br /&gt;
&lt;br /&gt;
== The Forest ==&lt;br /&gt;
&lt;br /&gt;
All [[Settlements]] are constructed in The Forest.  The Forest consists of multiple [[#Glades | Glades]] separated by a dense carpet of [[#Trees | Trees]].&lt;br /&gt;
&lt;br /&gt;
== Seasons ==&lt;br /&gt;
&lt;br /&gt;
{{MainArticle|Seasons}}&lt;br /&gt;
&lt;br /&gt;
Each Settlement must brave the three seasons of The Forest:&lt;br /&gt;
&lt;br /&gt;
# [[File:Drizzle.png|40px]] Drizzle lasts 4:00 minutes.&lt;br /&gt;
# [[File:Clearance.png|40px]] Clearance lasts 4:00 minutes.&lt;br /&gt;
# [[File:Storm 2.png|40px]] Storm lasts 2:00 or 4:00 minutes depending on [[Difficulty]].&lt;br /&gt;
&lt;br /&gt;
== Hostility ==&lt;br /&gt;
&lt;br /&gt;
{{MainArticle|Hostility}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;With every fallen tree, with every ancient site sacked - the Forest grows angrier.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hostility is a measure of how wary the forest is of the settlement. It always starts at 0. Each Hostility level above 0 will decrease Global [[Resolve]] by 2 (6 during storms) and may activate a negative [[Forest Mystery]]. All modifiers that raise Hostility scale with [[Difficulty]].&lt;br /&gt;
&lt;br /&gt;
== Trees ==&lt;br /&gt;
&lt;br /&gt;
Trees can be harvested by {{bl|Woodcutters&#039; Camp}}s to provide {{rl|Wood}}. Each tree has 2 charges, except Overgrown Abyssal trees, which has 20. Trees may also grant additional Resources depending on the [[World_Map#Map_tiles_and_biomes| Biome]]. You can always hover over an individual tree to see what Resources it provides.&lt;br /&gt;
&lt;br /&gt;
You can set what chopping behavior you want each Woodcutters&#039; Camp to use.  You can also set a Default Woodcutters&#039; Camp Mode from the Gameplay Settings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Woodcutters&#039; Camp Modes&#039;&#039;&#039;&lt;br /&gt;
* Fell All Trees - All trees will be felled&lt;br /&gt;
* Avoid Glades -  All trees will be felled EXCEPT trees that open glades.&lt;br /&gt;
* Avoid Glades (except marked) - All trees will be felled EXCEPT trees that open glades, UNLESS you have marked glade-opening trees.&lt;br /&gt;
* Only Marked Trees - Only marked trees will be felled.&lt;br /&gt;
* Only Marked Trees &amp;amp; Avoid Glades - Only marked trees will be felled, and glade-opening trees will be avoided.&lt;br /&gt;
&lt;br /&gt;
[[File:Mark_And_Unmark_Tools.png|thumb|Mark and unmark tools]]Usually (unless you are using Fell All Trees or Avoid Glades) you must mark which trees you would like to Woodcutters&#039; camps to fell.  You can click the green axe icon with the plus sign to the right of the building menus at the bottom of the screen - or use the hotkey (defaults to [F]) - to begin marking trees with a 3-tree width painting tool.  Marked trees which are in range of a Woodcutters&#039; Camp are highlighted in yellow, marked trees which are out of range are highlighted in grey.  &lt;br /&gt;
&lt;br /&gt;
If you need to unmark trees, you can click the green axe icon with the minus sign - or use the hotkey (defaults to [G]) - to begin unmarking trees with a similar 3-tree width painting tool.  &lt;br /&gt;
&lt;br /&gt;
If you hold the [Shift] key while using the marking or unmarking paint tool, the width of the tool decreases to a single tree - allowing you to be very precise, useful to help you pick out Overgrown Abyssal trees in Sealed Forest. If you hold the [Ctrl] key while using the marking tool, you cannot mark trees which would open [[#Glades | Glades]].  You can use both [Shift] and [Ctrl] at the same time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;vertical-align:middle; width:100%;&amp;quot;&lt;br /&gt;
|+ Trees across Biomes&lt;br /&gt;
! Tree !! Biome !! Additional resources !! style=&amp;quot;width: 25%&amp;quot; | Description !! Image&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Abyssal Tree&#039;&#039;&#039; &lt;br /&gt;
| Sealed Forest &lt;br /&gt;
| {{rl|Meat}} (10%) +&amp;lt;br&amp;gt;{{rl|Sea Marrow}} (10%) +&amp;lt;br&amp;gt;{{rl|Leather}} (10%)&lt;br /&gt;
| A bizarre, writhing growth... is this even really a tree?&lt;br /&gt;
| [[File:Abyssal Trees.png|150px|centre|thumb|Abyssal Trees]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coppervein Tree&#039;&#039;&#039; &lt;br /&gt;
| Scarlet Orchard &lt;br /&gt;
| {{rl|Wood}} (60%) +&amp;lt;br&amp;gt;{{rl|Copper Ore}} (10%) +&amp;lt;br&amp;gt;{{rl|Pigment}} (5%) +&amp;lt;br&amp;gt;{{rl|Plant Fiber}} (5%)&lt;br /&gt;
| A scarlet tree covered in enormous thorns.&lt;br /&gt;
| [[File:Coppervein Tree.png|150px|centre|thumb|Coppervein Trees]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crimsonreach Tree&#039;&#039;&#039; &lt;br /&gt;
| Coral Forest &lt;br /&gt;
| {{rl|Stone}} (40%) +&amp;lt;br&amp;gt;{{rl|Incense}} (20%)&lt;br /&gt;
| A mineralized coral tree.&lt;br /&gt;
| [[File:Crimsonreach Tree.png|150px|centre|thumb|Crimsonreach Trees]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dying Tree&#039;&#039;&#039;&lt;br /&gt;
| Cursed Royal Woodlands&lt;br /&gt;
| {{rl|Wood}} (60%) +&amp;lt;br&amp;gt;{{rl|Insects}} (10%) +&amp;lt;br&amp;gt;{{rl|Plant Fiber}} (10%) +&amp;lt;br&amp;gt;{{rl|Roots}} (10%)&lt;br /&gt;
|A bare, rotting tree infested with grubs.&lt;br /&gt;
| [[File:Dying Tree.png|150px|centre|thumb|Dying Trees]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lush Tree&#039;&#039;&#039; &lt;br /&gt;
| Royal Woodlands &lt;br /&gt;
| {{rl|Wood}} (100%) +&amp;lt;br&amp;gt;{{rl|Resin}} (15%) +&amp;lt;br&amp;gt;{{rl|Plant Fiber}} (10%) +&amp;lt;br&amp;gt;{{rl|Eggs}} (5%)&lt;br /&gt;
| A perfect source of wood.&lt;br /&gt;
| [[File:Lush Trees.png|150px|centre|thumb|Lush Trees]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mushwood Tree&#039;&#039;&#039; &lt;br /&gt;
| The Marshlands &lt;br /&gt;
| {{rl|Mushrooms}} (15%) +&amp;lt;br&amp;gt;{{rl|Leather}} (5%)&lt;br /&gt;
| A giant fungal tree covered in a leathery bark.&lt;br /&gt;
| [[File:Mushwood Tree.png|150px|centre|thumb|Mushwood Trees]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Musselsprout Tree&#039;&#039;&#039; &lt;br /&gt;
| Coral Forest &lt;br /&gt;
| {{rl|Meat}} (40%) +&amp;lt;br&amp;gt;{{rl|Crystalized Dew}} (20%)&lt;br /&gt;
| The unusually hard bark conceals soft, fleshy tissue.&lt;br /&gt;
| [[File:Musselsprout Tree.png|150px|centre|thumb|Musselsprout Trees]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Overgrown Abyssal Tree&#039;&#039;&#039;&lt;br /&gt;
| Sealed Forest&lt;br /&gt;
| {{rl|Meat}} (10%) +&amp;lt;br&amp;gt;{{rl|Sea Marrow}} (10%) +&amp;lt;br&amp;gt;{{rl|Leather}} (10%)&lt;br /&gt;
| A giant, bizarre growth... it&#039;s bigger than the other trees in the area.&lt;br /&gt;
| [[File:Giant Abyssal Tree.png|150px|centre|thumb|Overgrown Abyssal Tree]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plateleaf Tree&#039;&#039;&#039; &lt;br /&gt;
| Coral Forest &lt;br /&gt;
| {{rl|Plant Fiber}} (30%)&lt;br /&gt;
| A species of plant rarely seen above water.&lt;br /&gt;
| [[File:Plateleaf Tree.png|150px|centre|thumb|Plateleaf Trees]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resource Deposits ==&lt;br /&gt;
Resource deposits are spots that allow [[villagers]] to gather [[resources]]. Each deposit can have its own priority set, when it is preferred to be harvested before or after other deposits.&lt;br /&gt;
&lt;br /&gt;
Resource deposits come in two types: Nodes and Veins. Nodes are gatherable with Camps and come in two sizes. Veins are gathered in the {{bl|Mine}}.&lt;br /&gt;
&lt;br /&gt;
Each deposit has a number of Charges, representing the amount of times it can be harvested. Small resource deposits can be harvested &#039;&#039;&#039;15&#039;&#039;&#039; times if they provide raw food and &#039;&#039;&#039;20&#039;&#039;&#039; times if they provide raw crafting materials. Large resource deposits of raw crafting materials can be harvested &#039;&#039;&#039;60&#039;&#039;&#039; times. Large raw food deposits can be harvested &#039;&#039;&#039;70&#039;&#039;&#039; times and only by large camps. The number of charges can be increased by a total of &#039;&#039;&#039;12&#039;&#039;&#039; for all deposits in the &#039;&#039;&#039;Vanguard Spire&#039;&#039;&#039; branch of Smoldering City [[upgrades]]. {{rl|Coal}} and {{rl|Copper Ore}} veins are not affected by Smoldering City upgrades.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|+ Resource Deposits across Biomes&lt;br /&gt;
! style=&amp;quot;width: 20%&amp;quot; | Deposit&lt;br /&gt;
! style=&amp;quot;width: 15%&amp;quot; | Guaranteed resources&lt;br /&gt;
! Possible resources&lt;br /&gt;
! style=&amp;quot;width: 15%&amp;quot; | Gathered by&lt;br /&gt;
! Biome&lt;br /&gt;
! style=&amp;quot;width: 20%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SwampWheatBig icon.png|50px]] Swamp Wheat Field (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Grain|med}}&lt;br /&gt;
| {{rl|Plant Fiber}} (100%) +&amp;lt;br /&amp;gt;{{rl|Plant Fiber}} (20%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Foragers&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Cursed Royal Woodlands&amp;lt;br /&amp;gt;Scarlet Orchard&amp;lt;br /&amp;gt;The Marshlands&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;A plant species at home in the swamp.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SwampWheatSmall icon.png|50px]] Swamp Wheat Field (small)&lt;br /&gt;
| {{rl|Plant Fiber}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode RootsBig icon.png|50px]] Root Deposit (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Roots|med}}&lt;br /&gt;
| {{rl|Herbs}} (30%) +&amp;lt;br /&amp;gt;{{rl|Resin}} (30%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Foragers&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Royal Woodlands&amp;lt;br /&amp;gt;Scarlet Orchard&amp;lt;br /&amp;gt;Sealed Forest&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;A tangled net of living vines.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode RootsSmall icon.png|50px]] Root Deposit (small)&lt;br /&gt;
| {{rl|Herbs}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode MossBroccoliBig icon.png|50px]] Moss Broccoli Patch (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Vegetables|med}}&lt;br /&gt;
| {{rl|Insects}} (40%) +&amp;lt;br /&amp;gt;{{rl|Roots}} (20%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Foragers&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Coral Forest&amp;lt;br /&amp;gt;Cursed Royal Woodlands&amp;lt;br /&amp;gt;Royal Woodlands&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;An edible and tasty type of moss.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode MossBroccoliSmall icon.png|50px]] Moss Broccoli Patch (small)&lt;br /&gt;
| {{rl|Insects}} (30%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode FlaxBig icon.png|50px]] Flax Field (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Plant Fiber|med}}&lt;br /&gt;
| {{rl|Clay}} (50%) +&amp;lt;br /&amp;gt;{{rl|Insects}} (30%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Harvesters&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Cursed Royal Woodlands&amp;lt;br /&amp;gt;Royal Woodlands&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;Resilient plants perfect for cloth-making.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode FlaxSmall icon.png|50px]] Flax Field (small)&lt;br /&gt;
| {{rl|Clay}} (25%) +&amp;lt;br /&amp;gt;{{rl|Insects}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode ReedBig icon.png|50px]] Reed Field (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Reed|med}}&lt;br /&gt;
| {{rl|Clay}} (40%) +&amp;lt;br /&amp;gt;{{rl|Roots}} (40%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Harvesters&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Coral Forest&amp;lt;br /&amp;gt;Scarlet Orchard&amp;lt;br /&amp;gt;Sealed Forest&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;A very common plant, it thrives thanks to the magical rain.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode ReedSmall icon.png|50px]] Reed Field (small)&lt;br /&gt;
| {{rl|Clay}} (20%) +&amp;lt;br /&amp;gt;{{rl|Roots}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode DewberryBushBig icon.png|50px]] Dewberry Bush (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Berries|med}}&lt;br /&gt;
| {{rl|Berries}} (80%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Herbalists&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Royal Woodlands&amp;lt;br /&amp;gt;Scarlet Orchard&amp;lt;br /&amp;gt;Sealed Forest&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;Fresh and sweet berries infused by the Rain.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode DewberryBushSmall icon.png|50px]] Dewberry Bush (small)&lt;br /&gt;
| {{rl|Berries}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode HerbsBig icon.png|50px]] Herb Deposit (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Herbs|med}}&lt;br /&gt;
| {{rl|Berries}} (40%) +&amp;lt;br /&amp;gt;{{rl|Plant Fiber}} (20%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Herbalists&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Coral Forest&amp;lt;br /&amp;gt;Cursed Royal Woodlands&amp;lt;br /&amp;gt;Scarlet Orchard&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;A dense shrub full of many useful plant species.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode HerbsSmall icon.png|50px]] Herb Deposit (small)&lt;br /&gt;
| {{rl|Berries}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode MushroomBig icon.png|50px]] Bleeding Tooth Mushroom (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Mushrooms|med}}&lt;br /&gt;
| {{rl|Insects}} (40%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Herbalists&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Cursed Royal Woodlands&amp;lt;br /&amp;gt;Royal Woodlands&amp;lt;br /&amp;gt;Sealed Forest&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;A resilient species that grows on marshy soil.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode MushroomSmall icon.png|50px]] Bleeding Tooth Mushroom (small)&lt;br /&gt;
| {{rl|Insects}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode MarshlandsMushroomBig icon.png|50px]] Grasscap Mushroom (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Mushrooms|med}}&lt;br /&gt;
| {{rl|Insects}} (40%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Herbalists&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | The Marshlands&amp;lt;br /&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;A resilient species that grows on marshy soil.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode_MarshlandsMushroomSmall_icon.png|50px]] Grasscap Mushroom (small)&lt;br /&gt;
| {{rl|Insects}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode ClayBig icon.png|50px]] Clay Deposit (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Clay|med}}&lt;br /&gt;
| {{rl|Copper Ore}} (75%) +&amp;lt;br /&amp;gt;{{rl|Roots}} (30%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Stonecutters&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Cursed Royal Woodlands&amp;lt;br /&amp;gt;Royal Woodlands&amp;lt;br /&amp;gt;Sealed Forest&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;Soil infused with the essence of the rain.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode ClaySmall icon.png|50px]] Clay Deposit (small)&lt;br /&gt;
| {{rl|Copper Ore}} (50%) +&amp;lt;br /&amp;gt;{{rl|Roots}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SeaMarrowBig icon.png|50px]] Sea Marrow Deposit (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Sea Marrow|med}}&lt;br /&gt;
| {{rl|Sea Marrow}} (100%) +&amp;lt;br /&amp;gt;{{rl|Stone}} (50%) +&amp;lt;br /&amp;gt;{{rl|Ancient Tablet}} (1%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Stonecutters&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Cursed Royal Woodlands&amp;lt;br /&amp;gt;Royal Woodlands&amp;lt;br /&amp;gt;Scarlet Orchard&amp;lt;br /&amp;gt;Sealed Forest&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;Ancient fossils rich in resources.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SeaMarrowSmall icon.png|50px]] Sea Marrow Deposit (small)&lt;br /&gt;
| {{rl|Sea Marrow}} (80%) +&amp;lt;br /&amp;gt;{{rl|Stone}} (40%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode StoneBig icon.png|50px]] Stone Deposit (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Stone|med}}&lt;br /&gt;
| {{rl|Insects}} (30%) +&amp;lt;br /&amp;gt;{{rl|Roots}} (30%) +&amp;lt;br /&amp;gt;{{rl|Copper Ore}} (10%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Stonecutters&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Coral Forest&amp;lt;br /&amp;gt;Scarlet Orchard&amp;lt;br /&amp;gt;The Marshlands&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;Stones weathered by the everlasting rain.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode StoneSmall icon.png|50px]] Stone Deposit (small)&lt;br /&gt;
| {{rl|Insects}} (20%) +&amp;lt;br /&amp;gt;{{rl|Roots}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode StormbirdNestBig icon.png|50px]] Drizzlewing Nest (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Eggs|med}}&lt;br /&gt;
| {{rl|Meat}} (40%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Trappers&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Royal Woodlands&amp;lt;br /&amp;gt;Scarlet Orchard&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;An abandoned nest. Let&#039;s hope the owner doesn&#039;t come back...&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode StormbirdNestSmall icon.png|50px]] Drizzlewing Nest (big) Nest (small)&lt;br /&gt;
| {{rl|Meat}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SnakeNestBig icon.png|50px]] Snake Nest (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Eggs|med}}&lt;br /&gt;
| {{rl|Leather}} (40%) +&amp;lt;br /&amp;gt;{{rl|Meat}} (20%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Trappers&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | The Marshlands&amp;lt;br /&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;An abandoned nest. Let&#039;s hope the owner doesn&#039;t come back...&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SnakeNestSmall icon.png|50px]] Snake Nest (small)&lt;br /&gt;
| {{rl|Leather}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode WormtongueNestBig icon.png|50px]] Wormtongue Nest (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Insects|med}}&lt;br /&gt;
| {{rl|Insects}} (60%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Trappers&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Coral Forest&amp;lt;br /&amp;gt;Cursed Royal Woodlands&amp;lt;br /&amp;gt;Sealed Forest&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;A nest full of tasty Wormtongues.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode WormtongueNestSmall icon.png|50px]] Wormtongue Nest (small)&lt;br /&gt;
| {{rl|Insects}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SnailBroodmotherBig icon.png|50px]] Slickshell Broodmother (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Meat|med}}&lt;br /&gt;
| {{rl|Leather}} (100%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Trappers&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Royal Woodlands&amp;lt;br /&amp;gt;Sealed Forest&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;Small Slickshells are crawling out of the openings in the broodmother&#039;s shell. It&#039;s easy to collect them.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SnailBroodmotherSmall icon.png|50px]] Slickshell Broodmother (small)&lt;br /&gt;
| {{rl|Leather}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode_LeechBroodmotherSmall_icon.png|50px]] Leech Broodmother (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; | {{rl|Meat|med}}&lt;br /&gt;
| {{rl|Leather}} (100%) +&amp;lt;br/&amp;gt;{{rl|Leather}} (60%) +&amp;lt;br/&amp;gt;{{rl|Eggs}} (20%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Trappers&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Coral Forest&amp;lt;br /&amp;gt;The Marshlands&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;A dead leech broodmother. It has a strong and somewhat sweet smell.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode_LeechBroodmotherSmall_icon.png|50px]] Leech Broodmother (small)&lt;br /&gt;
| {{rl|Leather}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Copper Vein.png|50px]] Copper Vein&lt;br /&gt;
| {{rl|Copper Ore|med}}&lt;br /&gt;
| {{rl|Clay}} (30%)&lt;br /&gt;
| {{bl|Mine|med}}&lt;br /&gt;
| Cursed Royal Woodlands&amp;lt;br/&amp;gt;The Marshlands&amp;lt;br/&amp;gt;Scarlet Orchard&amp;lt;br/&amp;gt;Sealed Forest&lt;br /&gt;
| &#039;&#039;A soft and malleable metal, resistant to rain.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Coal Vein.png|50px]] Coal Vein&lt;br /&gt;
| {{rl|Coal|med}}&lt;br /&gt;
| {{rl|Stone}} (30%)&lt;br /&gt;
| {{bl|Mine|med}}&lt;br /&gt;
| Coral Forest&amp;lt;br/&amp;gt;The Marshlands&lt;br /&gt;
| &#039;&#039;An effective source of fuel.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Glades ==&lt;br /&gt;
&#039;&#039;Main article: [[Glades]]&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Rich glades are full of resources - yours for the taking.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Glades are empty areas of the Forest that are shrouded until they are first reached by clearing trees. They may contain resource deposits, fertile soil, and [[Glade Events]].&lt;br /&gt;
&lt;br /&gt;
To reach a Glade faster, trees can be marked and unmarked for harvest via the axe icon on the bottom bar, ensuring they will be cut before other trees. Marked trees will glow golden if inside the area of a Woodcutters&#039; Camp and white if outside one.&lt;br /&gt;
&lt;br /&gt;
The best rewards come from Dangerous Glades and especially Forbidden Glades, but they always contain at least one Dangerous or Forbidden Glade Event, which requires delivering certain goods or completing a challenge.&lt;br /&gt;
&lt;br /&gt;
=== Glade Events ===&lt;br /&gt;
&#039;&#039;Main article: [[Glade Events]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Glade Events are points of interest found in the forest, like [[Abandoned Caches]], [[Survivor Camps]], [[Ruins]] etc. Some of them are positive, offering goods or new villagers for small resource investments. Others are dangerous, forcing you to act quickly to avoid negative consequences (but also giving you generous rewards for solving them).&lt;br /&gt;
&lt;br /&gt;
Once you select a Glade Event, the Event Panel will show up. There, you will find a few different sections: effects, worker slots, requirements, and rewards. The effect section shows you the possible negative consequences of the Event, and how much time you have before they occur. To solve an Event, you need to assign workers to it, select one of two reward options, and select &amp;quot;investigate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some events simply require you to deliver goods, others have something called a Working Effect. Working Effects are special conditions that activate once you give the order to investigate an Event (like a Resolve penalty, a slow debuff, etc.). Your goal is to survive these conditions for a set amount of time. After an Event is solved, the workers will bring back the rewards to your Storage, and no negative consequence will trigger.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Villagers]]&lt;br /&gt;
* [[Hostility]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Forest]]&lt;br /&gt;
[[Category:Glades]]&lt;br /&gt;
[[Category:Settlements]]&lt;/div&gt;</summary>
		<author><name>76561198008112347</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=The_Forest&amp;diff=7928</id>
		<title>The Forest</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=The_Forest&amp;diff=7928"/>
		<updated>2024-06-17T07:35:55Z</updated>

		<summary type="html">&lt;p&gt;76561198008112347: /* Trees */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.4}}&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-10-b-glades.png|thumb|right|480px|The Forest, full of trees and glades]]&lt;br /&gt;
&lt;br /&gt;
== The Forest ==&lt;br /&gt;
&lt;br /&gt;
All [[Settlements]] are constructed in The Forest.  The Forest consists of multiple [[#Glades | Glades]] separated by a dense carpet of [[#Trees | Trees]].&lt;br /&gt;
&lt;br /&gt;
== Seasons ==&lt;br /&gt;
&lt;br /&gt;
{{MainArticle|Seasons}}&lt;br /&gt;
&lt;br /&gt;
Each Settlement must brave the three seasons of The Forest:&lt;br /&gt;
&lt;br /&gt;
# [[File:Drizzle.png|40px]] Drizzle lasts 4:00 minutes.&lt;br /&gt;
# [[File:Clearance.png|40px]] Clearance lasts 4:00 minutes.&lt;br /&gt;
# [[File:Storm 2.png|40px]] Storm lasts 2:00 or 4:00 minutes depending on [[Difficulty]].&lt;br /&gt;
&lt;br /&gt;
== Hostility ==&lt;br /&gt;
&lt;br /&gt;
{{MainArticle|Hostility}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;With every fallen tree, with every ancient site sacked - the Forest grows angrier.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hostility is a measure of how wary the forest is of the settlement. It always starts at 0. Each Hostility level above 0 will decrease Global [[Resolve]] by 2 (6 during storms) and may activate a negative [[Forest Mystery]]. All modifiers that raise Hostility scale with [[Difficulty]].&lt;br /&gt;
&lt;br /&gt;
== Trees ==&lt;br /&gt;
&lt;br /&gt;
Trees can be harvested by {{bl|Woodcutters&#039; Camp}}s to provide {{rl|Wood}}. Each tree has 2 charges, except Overgrown Abyssal trees, which has 20. Trees may also grant additional Resources depending on the [[World_Map#Map_tiles_and_biomes| Biome]]. You can always hover over an individual tree to see what Resources it provides.&lt;br /&gt;
&lt;br /&gt;
You can set what chopping behavior you want each Woodcutters&#039; Camp to use.  You can also set a Default Woodcutters&#039; Camp Mode from the Gameplay Settings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Woodcutters&#039; Camp Modes&#039;&#039;&#039;&lt;br /&gt;
* Fell All Trees - All trees will be felled&lt;br /&gt;
* Avoid Glades -  All trees will be felled EXCEPT trees that open glades.&lt;br /&gt;
* Avoid Glades (except marked) - All trees will be felled EXCEPT trees that open glades, UNLESS you have marked glade-opening trees.&lt;br /&gt;
* Only Marked Trees - Only marked trees will be felled.&lt;br /&gt;
* Only Marked Trees &amp;amp; Avoid Glades - Only marked trees will be felled, and glade-opening trees will be avoided.&lt;br /&gt;
&lt;br /&gt;
[[File:Mark_And_Unmark_Tools.png|thumb|Mark and unmark tools]]Usually (unless you are using Fell All Trees or Avoid Glades) you must mark which trees you would like to Woodcutters&#039; camps to fell.  You can click the green axe icon with the plus sign to the right of the building menus at the bottom of the screen - or use the hotkey (defaults to [F]) - to begin marking trees with a 3-tree width painting tool.  Marked trees which are in range of a Woodcutters&#039; Camp are highlighted in yellow, marked trees which are out of range are highlighted in grey.  &lt;br /&gt;
&lt;br /&gt;
If you need to unmark trees, you can click the green axe icon with the minus sign - or use the hotkey (defaults to [G]) - to begin unmarking trees with a similar 3-tree width painting tool.  &lt;br /&gt;
&lt;br /&gt;
If you hold the [Shift] key while using the marking or unmarking paint tool, the width of the tool decreases to a single tree - allowing you to be very precise, useful help you pick out Overgrown Abyssal trees in Sealed Forest. If you hold the [Ctrl] key while using the marking tool, you cannot mark trees which would open [[#Glades | Glades]].  You can use both [Shift] and [Ctrl] at the same time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;vertical-align:middle; width:100%;&amp;quot;&lt;br /&gt;
|+ Trees across Biomes&lt;br /&gt;
! Tree !! Biome !! Additional resources !! style=&amp;quot;width: 25%&amp;quot; | Description !! Image&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Abyssal Tree&#039;&#039;&#039; &lt;br /&gt;
| Sealed Forest &lt;br /&gt;
| {{rl|Meat}} (10%) +&amp;lt;br&amp;gt;{{rl|Sea Marrow}} (10%) +&amp;lt;br&amp;gt;{{rl|Leather}} (10%)&lt;br /&gt;
| A bizarre, writhing growth... is this even really a tree?&lt;br /&gt;
| [[File:Abyssal Trees.png|150px|centre|thumb|Abyssal Trees]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coppervein Tree&#039;&#039;&#039; &lt;br /&gt;
| Scarlet Orchard &lt;br /&gt;
| {{rl|Wood}} (60%) +&amp;lt;br&amp;gt;{{rl|Copper Ore}} (10%) +&amp;lt;br&amp;gt;{{rl|Pigment}} (5%) +&amp;lt;br&amp;gt;{{rl|Plant Fiber}} (5%)&lt;br /&gt;
| A scarlet tree covered in enormous thorns.&lt;br /&gt;
| [[File:Coppervein Tree.png|150px|centre|thumb|Coppervein Trees]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crimsonreach Tree&#039;&#039;&#039; &lt;br /&gt;
| Coral Forest &lt;br /&gt;
| {{rl|Stone}} (40%) +&amp;lt;br&amp;gt;{{rl|Incense}} (20%)&lt;br /&gt;
| A mineralized coral tree.&lt;br /&gt;
| [[File:Crimsonreach Tree.png|150px|centre|thumb|Crimsonreach Trees]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dying Tree&#039;&#039;&#039;&lt;br /&gt;
| Cursed Royal Woodlands&lt;br /&gt;
| {{rl|Wood}} (60%) +&amp;lt;br&amp;gt;{{rl|Insects}} (10%) +&amp;lt;br&amp;gt;{{rl|Plant Fiber}} (10%) +&amp;lt;br&amp;gt;{{rl|Roots}} (10%)&lt;br /&gt;
|A bare, rotting tree infested with grubs.&lt;br /&gt;
| [[File:Dying Tree.png|150px|centre|thumb|Dying Trees]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lush Tree&#039;&#039;&#039; &lt;br /&gt;
| Royal Woodlands &lt;br /&gt;
| {{rl|Wood}} (100%) +&amp;lt;br&amp;gt;{{rl|Resin}} (15%) +&amp;lt;br&amp;gt;{{rl|Plant Fiber}} (10%) +&amp;lt;br&amp;gt;{{rl|Eggs}} (5%)&lt;br /&gt;
| A perfect source of wood.&lt;br /&gt;
| [[File:Lush Trees.png|150px|centre|thumb|Lush Trees]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mushwood Tree&#039;&#039;&#039; &lt;br /&gt;
| The Marshlands &lt;br /&gt;
| {{rl|Mushrooms}} (15%) +&amp;lt;br&amp;gt;{{rl|Leather}} (5%)&lt;br /&gt;
| A giant fungal tree covered in a leathery bark.&lt;br /&gt;
| [[File:Mushwood Tree.png|150px|centre|thumb|Mushwood Trees]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Musselsprout Tree&#039;&#039;&#039; &lt;br /&gt;
| Coral Forest &lt;br /&gt;
| {{rl|Meat}} (40%) +&amp;lt;br&amp;gt;{{rl|Crystalized Dew}} (20%)&lt;br /&gt;
| The unusually hard bark conceals soft, fleshy tissue.&lt;br /&gt;
| [[File:Musselsprout Tree.png|150px|centre|thumb|Musselsprout Trees]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Overgrown Abyssal Tree&#039;&#039;&#039;&lt;br /&gt;
| Sealed Forest&lt;br /&gt;
| {{rl|Meat}} (10%) +&amp;lt;br&amp;gt;{{rl|Sea Marrow}} (10%) +&amp;lt;br&amp;gt;{{rl|Leather}} (10%)&lt;br /&gt;
| A giant, bizarre growth... it&#039;s bigger than the other trees in the area.&lt;br /&gt;
| [[File:Giant Abyssal Tree.png|150px|centre|thumb|Overgrown Abyssal Tree]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plateleaf Tree&#039;&#039;&#039; &lt;br /&gt;
| Coral Forest &lt;br /&gt;
| {{rl|Plant Fiber}} (30%)&lt;br /&gt;
| A species of plant rarely seen above water.&lt;br /&gt;
| [[File:Plateleaf Tree.png|150px|centre|thumb|Plateleaf Trees]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resource Deposits ==&lt;br /&gt;
Resource deposits are spots that allow [[villagers]] to gather [[resources]]. Each deposit can have its own priority set, when it is preferred to be harvested before or after other deposits.&lt;br /&gt;
&lt;br /&gt;
Resource deposits come in two types: Nodes and Veins. Nodes are gatherable with Camps and come in two sizes. Veins are gathered in the {{bl|Mine}}.&lt;br /&gt;
&lt;br /&gt;
Each deposit has a number of Charges, representing the amount of times it can be harvested. Small resource deposits can be harvested &#039;&#039;&#039;15&#039;&#039;&#039; times if they provide raw food and &#039;&#039;&#039;20&#039;&#039;&#039; times if they provide raw crafting materials. Large resource deposits of raw crafting materials can be harvested &#039;&#039;&#039;60&#039;&#039;&#039; times. Large raw food deposits can be harvested &#039;&#039;&#039;70&#039;&#039;&#039; times and only by large camps. The number of charges can be increased by a total of &#039;&#039;&#039;12&#039;&#039;&#039; for all deposits in the &#039;&#039;&#039;Vanguard Spire&#039;&#039;&#039; branch of Smoldering City [[upgrades]]. {{rl|Coal}} and {{rl|Copper Ore}} veins are not affected by Smoldering City upgrades.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|+ Resource Deposits across Biomes&lt;br /&gt;
! style=&amp;quot;width: 20%&amp;quot; | Deposit&lt;br /&gt;
! style=&amp;quot;width: 15%&amp;quot; | Guaranteed resources&lt;br /&gt;
! Possible resources&lt;br /&gt;
! style=&amp;quot;width: 15%&amp;quot; | Gathered by&lt;br /&gt;
! Biome&lt;br /&gt;
! style=&amp;quot;width: 20%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SwampWheatBig icon.png|50px]] Swamp Wheat Field (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Grain|med}}&lt;br /&gt;
| {{rl|Plant Fiber}} (100%) +&amp;lt;br /&amp;gt;{{rl|Plant Fiber}} (20%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Foragers&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Cursed Royal Woodlands&amp;lt;br /&amp;gt;Scarlet Orchard&amp;lt;br /&amp;gt;The Marshlands&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;A plant species at home in the swamp.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SwampWheatSmall icon.png|50px]] Swamp Wheat Field (small)&lt;br /&gt;
| {{rl|Plant Fiber}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode RootsBig icon.png|50px]] Root Deposit (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Roots|med}}&lt;br /&gt;
| {{rl|Herbs}} (30%) +&amp;lt;br /&amp;gt;{{rl|Resin}} (30%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Foragers&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Royal Woodlands&amp;lt;br /&amp;gt;Scarlet Orchard&amp;lt;br /&amp;gt;Sealed Forest&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;A tangled net of living vines.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode RootsSmall icon.png|50px]] Root Deposit (small)&lt;br /&gt;
| {{rl|Herbs}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode MossBroccoliBig icon.png|50px]] Moss Broccoli Patch (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Vegetables|med}}&lt;br /&gt;
| {{rl|Insects}} (40%) +&amp;lt;br /&amp;gt;{{rl|Roots}} (20%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Foragers&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Coral Forest&amp;lt;br /&amp;gt;Cursed Royal Woodlands&amp;lt;br /&amp;gt;Royal Woodlands&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;An edible and tasty type of moss.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode MossBroccoliSmall icon.png|50px]] Moss Broccoli Patch (small)&lt;br /&gt;
| {{rl|Insects}} (30%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode FlaxBig icon.png|50px]] Flax Field (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Plant Fiber|med}}&lt;br /&gt;
| {{rl|Clay}} (50%) +&amp;lt;br /&amp;gt;{{rl|Insects}} (30%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Harvesters&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Cursed Royal Woodlands&amp;lt;br /&amp;gt;Royal Woodlands&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;Resilient plants perfect for cloth-making.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode FlaxSmall icon.png|50px]] Flax Field (small)&lt;br /&gt;
| {{rl|Clay}} (25%) +&amp;lt;br /&amp;gt;{{rl|Insects}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode ReedBig icon.png|50px]] Reed Field (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Reed|med}}&lt;br /&gt;
| {{rl|Clay}} (40%) +&amp;lt;br /&amp;gt;{{rl|Roots}} (40%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Harvesters&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Coral Forest&amp;lt;br /&amp;gt;Scarlet Orchard&amp;lt;br /&amp;gt;Sealed Forest&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;A very common plant, it thrives thanks to the magical rain.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode ReedSmall icon.png|50px]] Reed Field (small)&lt;br /&gt;
| {{rl|Clay}} (20%) +&amp;lt;br /&amp;gt;{{rl|Roots}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode DewberryBushBig icon.png|50px]] Dewberry Bush (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Berries|med}}&lt;br /&gt;
| {{rl|Berries}} (80%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Herbalists&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Royal Woodlands&amp;lt;br /&amp;gt;Scarlet Orchard&amp;lt;br /&amp;gt;Sealed Forest&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;Fresh and sweet berries infused by the Rain.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode DewberryBushSmall icon.png|50px]] Dewberry Bush (small)&lt;br /&gt;
| {{rl|Berries}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode HerbsBig icon.png|50px]] Herb Deposit (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Herbs|med}}&lt;br /&gt;
| {{rl|Berries}} (40%) +&amp;lt;br /&amp;gt;{{rl|Plant Fiber}} (20%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Herbalists&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Coral Forest&amp;lt;br /&amp;gt;Cursed Royal Woodlands&amp;lt;br /&amp;gt;Scarlet Orchard&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;A dense shrub full of many useful plant species.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode HerbsSmall icon.png|50px]] Herb Deposit (small)&lt;br /&gt;
| {{rl|Berries}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode MushroomBig icon.png|50px]] Bleeding Tooth Mushroom (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Mushrooms|med}}&lt;br /&gt;
| {{rl|Insects}} (40%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Herbalists&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Cursed Royal Woodlands&amp;lt;br /&amp;gt;Royal Woodlands&amp;lt;br /&amp;gt;Sealed Forest&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;A resilient species that grows on marshy soil.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode MushroomSmall icon.png|50px]] Bleeding Tooth Mushroom (small)&lt;br /&gt;
| {{rl|Insects}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode MarshlandsMushroomBig icon.png|50px]] Grasscap Mushroom (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Mushrooms|med}}&lt;br /&gt;
| {{rl|Insects}} (40%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Herbalists&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | The Marshlands&amp;lt;br /&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;A resilient species that grows on marshy soil.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode_MarshlandsMushroomSmall_icon.png|50px]] Grasscap Mushroom (small)&lt;br /&gt;
| {{rl|Insects}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode ClayBig icon.png|50px]] Clay Deposit (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Clay|med}}&lt;br /&gt;
| {{rl|Copper Ore}} (75%) +&amp;lt;br /&amp;gt;{{rl|Roots}} (30%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Stonecutters&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Cursed Royal Woodlands&amp;lt;br /&amp;gt;Royal Woodlands&amp;lt;br /&amp;gt;Sealed Forest&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;Soil infused with the essence of the rain.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode ClaySmall icon.png|50px]] Clay Deposit (small)&lt;br /&gt;
| {{rl|Copper Ore}} (50%) +&amp;lt;br /&amp;gt;{{rl|Roots}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SeaMarrowBig icon.png|50px]] Sea Marrow Deposit (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Sea Marrow|med}}&lt;br /&gt;
| {{rl|Sea Marrow}} (100%) +&amp;lt;br /&amp;gt;{{rl|Stone}} (50%) +&amp;lt;br /&amp;gt;{{rl|Ancient Tablet}} (1%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Stonecutters&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Cursed Royal Woodlands&amp;lt;br /&amp;gt;Royal Woodlands&amp;lt;br /&amp;gt;Scarlet Orchard&amp;lt;br /&amp;gt;Sealed Forest&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;Ancient fossils rich in resources.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SeaMarrowSmall icon.png|50px]] Sea Marrow Deposit (small)&lt;br /&gt;
| {{rl|Sea Marrow}} (80%) +&amp;lt;br /&amp;gt;{{rl|Stone}} (40%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode StoneBig icon.png|50px]] Stone Deposit (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Stone|med}}&lt;br /&gt;
| {{rl|Insects}} (30%) +&amp;lt;br /&amp;gt;{{rl|Roots}} (30%) +&amp;lt;br /&amp;gt;{{rl|Copper Ore}} (10%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Stonecutters&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Coral Forest&amp;lt;br /&amp;gt;Scarlet Orchard&amp;lt;br /&amp;gt;The Marshlands&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;Stones weathered by the everlasting rain.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode StoneSmall icon.png|50px]] Stone Deposit (small)&lt;br /&gt;
| {{rl|Insects}} (20%) +&amp;lt;br /&amp;gt;{{rl|Roots}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode StormbirdNestBig icon.png|50px]] Drizzlewing Nest (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Eggs|med}}&lt;br /&gt;
| {{rl|Meat}} (40%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Trappers&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Royal Woodlands&amp;lt;br /&amp;gt;Scarlet Orchard&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;An abandoned nest. Let&#039;s hope the owner doesn&#039;t come back...&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode StormbirdNestSmall icon.png|50px]] Drizzlewing Nest (big) Nest (small)&lt;br /&gt;
| {{rl|Meat}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SnakeNestBig icon.png|50px]] Snake Nest (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Eggs|med}}&lt;br /&gt;
| {{rl|Leather}} (40%) +&amp;lt;br /&amp;gt;{{rl|Meat}} (20%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Trappers&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | The Marshlands&amp;lt;br /&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;An abandoned nest. Let&#039;s hope the owner doesn&#039;t come back...&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SnakeNestSmall icon.png|50px]] Snake Nest (small)&lt;br /&gt;
| {{rl|Leather}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode WormtongueNestBig icon.png|50px]] Wormtongue Nest (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Insects|med}}&lt;br /&gt;
| {{rl|Insects}} (60%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Trappers&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Coral Forest&amp;lt;br /&amp;gt;Cursed Royal Woodlands&amp;lt;br /&amp;gt;Sealed Forest&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;A nest full of tasty Wormtongues.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode WormtongueNestSmall icon.png|50px]] Wormtongue Nest (small)&lt;br /&gt;
| {{rl|Insects}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SnailBroodmotherBig icon.png|50px]] Slickshell Broodmother (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Meat|med}}&lt;br /&gt;
| {{rl|Leather}} (100%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Trappers&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Royal Woodlands&amp;lt;br /&amp;gt;Sealed Forest&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;Small Slickshells are crawling out of the openings in the broodmother&#039;s shell. It&#039;s easy to collect them.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SnailBroodmotherSmall icon.png|50px]] Slickshell Broodmother (small)&lt;br /&gt;
| {{rl|Leather}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode_LeechBroodmotherSmall_icon.png|50px]] Leech Broodmother (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; | {{rl|Meat|med}}&lt;br /&gt;
| {{rl|Leather}} (100%) +&amp;lt;br/&amp;gt;{{rl|Leather}} (60%) +&amp;lt;br/&amp;gt;{{rl|Eggs}} (20%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Trappers&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Coral Forest&amp;lt;br /&amp;gt;The Marshlands&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;A dead leech broodmother. It has a strong and somewhat sweet smell.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode_LeechBroodmotherSmall_icon.png|50px]] Leech Broodmother (small)&lt;br /&gt;
| {{rl|Leather}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Copper Vein.png|50px]] Copper Vein&lt;br /&gt;
| {{rl|Copper Ore|med}}&lt;br /&gt;
| {{rl|Clay}} (30%)&lt;br /&gt;
| {{bl|Mine|med}}&lt;br /&gt;
| Cursed Royal Woodlands&amp;lt;br/&amp;gt;The Marshlands&amp;lt;br/&amp;gt;Scarlet Orchard&amp;lt;br/&amp;gt;Sealed Forest&lt;br /&gt;
| &#039;&#039;A soft and malleable metal, resistant to rain.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Coal Vein.png|50px]] Coal Vein&lt;br /&gt;
| {{rl|Coal|med}}&lt;br /&gt;
| {{rl|Stone}} (30%)&lt;br /&gt;
| {{bl|Mine|med}}&lt;br /&gt;
| Coral Forest&amp;lt;br/&amp;gt;The Marshlands&lt;br /&gt;
| &#039;&#039;An effective source of fuel.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Glades ==&lt;br /&gt;
&#039;&#039;Main article: [[Glades]]&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Rich glades are full of resources - yours for the taking.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Glades are empty areas of the Forest that are shrouded until they are first reached by clearing trees. They may contain resource deposits, fertile soil, and [[Glade Events]].&lt;br /&gt;
&lt;br /&gt;
To reach a Glade faster, trees can be marked and unmarked for harvest via the axe icon on the bottom bar, ensuring they will be cut before other trees. Marked trees will glow golden if inside the area of a Woodcutters&#039; Camp and white if outside one.&lt;br /&gt;
&lt;br /&gt;
The best rewards come from Dangerous Glades and especially Forbidden Glades, but they always contain at least one Dangerous or Forbidden Glade Event, which requires delivering certain goods or completing a challenge.&lt;br /&gt;
&lt;br /&gt;
=== Glade Events ===&lt;br /&gt;
&#039;&#039;Main article: [[Glade Events]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Glade Events are points of interest found in the forest, like [[Abandoned Caches]], [[Survivor Camps]], [[Ruins]] etc. Some of them are positive, offering goods or new villagers for small resource investments. Others are dangerous, forcing you to act quickly to avoid negative consequences (but also giving you generous rewards for solving them).&lt;br /&gt;
&lt;br /&gt;
Once you select a Glade Event, the Event Panel will show up. There, you will find a few different sections: effects, worker slots, requirements, and rewards. The effect section shows you the possible negative consequences of the Event, and how much time you have before they occur. To solve an Event, you need to assign workers to it, select one of two reward options, and select &amp;quot;investigate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some events simply require you to deliver goods, others have something called a Working Effect. Working Effects are special conditions that activate once you give the order to investigate an Event (like a Resolve penalty, a slow debuff, etc.). Your goal is to survive these conditions for a set amount of time. After an Event is solved, the workers will bring back the rewards to your Storage, and no negative consequence will trigger.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Villagers]]&lt;br /&gt;
* [[Hostility]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Forest]]&lt;br /&gt;
[[Category:Glades]]&lt;br /&gt;
[[Category:Settlements]]&lt;/div&gt;</summary>
		<author><name>76561198008112347</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=The_Forest&amp;diff=7927</id>
		<title>The Forest</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=The_Forest&amp;diff=7927"/>
		<updated>2024-06-17T07:33:25Z</updated>

		<summary type="html">&lt;p&gt;76561198008112347: /* Trees */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.4}}&lt;br /&gt;
&lt;br /&gt;
[[File:Walkthrough-1-10-b-glades.png|thumb|right|480px|The Forest, full of trees and glades]]&lt;br /&gt;
&lt;br /&gt;
== The Forest ==&lt;br /&gt;
&lt;br /&gt;
All [[Settlements]] are constructed in The Forest.  The Forest consists of multiple [[#Glades | Glades]] separated by a dense carpet of [[#Trees | Trees]].&lt;br /&gt;
&lt;br /&gt;
== Seasons ==&lt;br /&gt;
&lt;br /&gt;
{{MainArticle|Seasons}}&lt;br /&gt;
&lt;br /&gt;
Each Settlement must brave the three seasons of The Forest:&lt;br /&gt;
&lt;br /&gt;
# [[File:Drizzle.png|40px]] Drizzle lasts 4:00 minutes.&lt;br /&gt;
# [[File:Clearance.png|40px]] Clearance lasts 4:00 minutes.&lt;br /&gt;
# [[File:Storm 2.png|40px]] Storm lasts 2:00 or 4:00 minutes depending on [[Difficulty]].&lt;br /&gt;
&lt;br /&gt;
== Hostility ==&lt;br /&gt;
&lt;br /&gt;
{{MainArticle|Hostility}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;With every fallen tree, with every ancient site sacked - the Forest grows angrier.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hostility is a measure of how wary the forest is of the settlement. It always starts at 0. Each Hostility level above 0 will decrease Global [[Resolve]] by 2 (6 during storms) and may activate a negative [[Forest Mystery]]. All modifiers that raise Hostility scale with [[Difficulty]].&lt;br /&gt;
&lt;br /&gt;
== Trees ==&lt;br /&gt;
&lt;br /&gt;
Trees can be harvested by {{bl|Woodcutters&#039; Camp}}s to provide {{rl|Wood}}. Each tree has 2 charges, except Overgrown Abyssal trees, which has 20. Trees may also grant additional Resources depending on the [[World_Map#Map_tiles_and_biomes| Biome]]. You can always hover over an individual tree to see what Resources it provides.&lt;br /&gt;
&lt;br /&gt;
You can set what chopping behavior you want each Woodcutters&#039; Camp to use.  You can also set a Default Woodcutters&#039; Camp Mode from the Gameplay Settings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Woodcutters&#039; Camp Modes&#039;&#039;&#039;&lt;br /&gt;
* Fell All Trees - All trees will be felled&lt;br /&gt;
* Avoid Glades -  All trees will be felled EXCEPT trees that open glades.&lt;br /&gt;
* Avoid Glades (except marked) - All trees will be felled EXCEPT trees that open glades, UNLESS you have marked glade-opening trees.&lt;br /&gt;
* Only Marked Trees - Only marked trees will be felled.&lt;br /&gt;
* Only Marked Trees &amp;amp; Avoid Glades - Only marked trees will be felled, and glade-opening trees will be avoided.&lt;br /&gt;
&lt;br /&gt;
[[File:Mark_And_Unmark_Tools.png|thumb|Mark and unmark tools]]Usually (unless you are using Fell All Trees or Avoid Glades) you must mark which trees you would like to Woodcutters&#039; camps to fell.  You can click the green axe icon with the plus sign to the right of the building menus at the bottom of the screen - or use the hotkey (defaults to [F]) - to begin marking trees with a 3-tree width painting tool.  Marked trees which are in range of a Woodcutters&#039; Camp are highlighted in yellow, marked trees which are out of range are highlighted in grey.  &lt;br /&gt;
&lt;br /&gt;
If you need to unmark trees, you can click the green axe icon with the minus sign - or use the hotkey (defaults to [G]) - to begin unmarking trees with a similar 3-tree width painting tool.  &lt;br /&gt;
&lt;br /&gt;
If you hold the [Shift] key while using the marking or unmarking paint tool, the width of the tool decreases to a single tree - allowing you to be very precise.  If you hold the [Ctrl] key while using the marking tool, you cannot mark trees which would open [[#Glades | Glades]].  You can use both [Shift] and [Ctrl] at the same time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;vertical-align:middle; width:100%;&amp;quot;&lt;br /&gt;
|+ Trees across Biomes&lt;br /&gt;
! Tree !! Biome !! Additional resources !! style=&amp;quot;width: 25%&amp;quot; | Description !! Image&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Abyssal Tree&#039;&#039;&#039; &lt;br /&gt;
| Sealed Forest &lt;br /&gt;
| {{rl|Meat}} (10%) +&amp;lt;br&amp;gt;{{rl|Sea Marrow}} (10%) +&amp;lt;br&amp;gt;{{rl|Leather}} (10%)&lt;br /&gt;
| A bizarre, writhing growth... is this even really a tree?&lt;br /&gt;
| [[File:Abyssal Trees.png|150px|centre|thumb|Abyssal Trees]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coppervein Tree&#039;&#039;&#039; &lt;br /&gt;
| Scarlet Orchard &lt;br /&gt;
| {{rl|Wood}} (60%) +&amp;lt;br&amp;gt;{{rl|Copper Ore}} (10%) +&amp;lt;br&amp;gt;{{rl|Pigment}} (5%) +&amp;lt;br&amp;gt;{{rl|Plant Fiber}} (5%)&lt;br /&gt;
| A scarlet tree covered in enormous thorns.&lt;br /&gt;
| [[File:Coppervein Tree.png|150px|centre|thumb|Coppervein Trees]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crimsonreach Tree&#039;&#039;&#039; &lt;br /&gt;
| Coral Forest &lt;br /&gt;
| {{rl|Stone}} (40%) +&amp;lt;br&amp;gt;{{rl|Incense}} (20%)&lt;br /&gt;
| A mineralized coral tree.&lt;br /&gt;
| [[File:Crimsonreach Tree.png|150px|centre|thumb|Crimsonreach Trees]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dying Tree&#039;&#039;&#039;&lt;br /&gt;
| Cursed Royal Woodlands&lt;br /&gt;
| {{rl|Wood}} (60%) +&amp;lt;br&amp;gt;{{rl|Insects}} (10%) +&amp;lt;br&amp;gt;{{rl|Plant Fiber}} (10%) +&amp;lt;br&amp;gt;{{rl|Roots}} (10%)&lt;br /&gt;
|A bare, rotting tree infested with grubs.&lt;br /&gt;
| [[File:Dying Tree.png|150px|centre|thumb|Dying Trees]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lush Tree&#039;&#039;&#039; &lt;br /&gt;
| Royal Woodlands &lt;br /&gt;
| {{rl|Wood}} (100%) +&amp;lt;br&amp;gt;{{rl|Resin}} (15%) +&amp;lt;br&amp;gt;{{rl|Plant Fiber}} (10%) +&amp;lt;br&amp;gt;{{rl|Eggs}} (5%)&lt;br /&gt;
| A perfect source of wood.&lt;br /&gt;
| [[File:Lush Trees.png|150px|centre|thumb|Lush Trees]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mushwood Tree&#039;&#039;&#039; &lt;br /&gt;
| The Marshlands &lt;br /&gt;
| {{rl|Mushrooms}} (15%) +&amp;lt;br&amp;gt;{{rl|Leather}} (5%)&lt;br /&gt;
| A giant fungal tree covered in a leathery bark.&lt;br /&gt;
| [[File:Mushwood Tree.png|150px|centre|thumb|Mushwood Trees]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Musselsprout Tree&#039;&#039;&#039; &lt;br /&gt;
| Coral Forest &lt;br /&gt;
| {{rl|Meat}} (40%) +&amp;lt;br&amp;gt;{{rl|Crystalized Dew}} (20%)&lt;br /&gt;
| The unusually hard bark conceals soft, fleshy tissue.&lt;br /&gt;
| [[File:Musselsprout Tree.png|150px|centre|thumb|Musselsprout Trees]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Overgrown Abyssal Tree&#039;&#039;&#039;&lt;br /&gt;
| Sealed Forest&lt;br /&gt;
| {{rl|Meat}} (10%) +&amp;lt;br&amp;gt;{{rl|Sea Marrow}} (10%) +&amp;lt;br&amp;gt;{{rl|Leather}} (10%)&lt;br /&gt;
| A giant, bizarre growth... it&#039;s bigger than the other trees in the area.&lt;br /&gt;
| [[File:Giant Abyssal Tree.png|150px|centre|thumb|Overgrown Abyssal Tree]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plateleaf Tree&#039;&#039;&#039; &lt;br /&gt;
| Coral Forest &lt;br /&gt;
| {{rl|Plant Fiber}} (30%)&lt;br /&gt;
| A species of plant rarely seen above water.&lt;br /&gt;
| [[File:Plateleaf Tree.png|150px|centre|thumb|Plateleaf Trees]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resource Deposits ==&lt;br /&gt;
Resource deposits are spots that allow [[villagers]] to gather [[resources]]. Each deposit can have its own priority set, when it is preferred to be harvested before or after other deposits.&lt;br /&gt;
&lt;br /&gt;
Resource deposits come in two types: Nodes and Veins. Nodes are gatherable with Camps and come in two sizes. Veins are gathered in the {{bl|Mine}}.&lt;br /&gt;
&lt;br /&gt;
Each deposit has a number of Charges, representing the amount of times it can be harvested. Small resource deposits can be harvested &#039;&#039;&#039;15&#039;&#039;&#039; times if they provide raw food and &#039;&#039;&#039;20&#039;&#039;&#039; times if they provide raw crafting materials. Large resource deposits of raw crafting materials can be harvested &#039;&#039;&#039;60&#039;&#039;&#039; times. Large raw food deposits can be harvested &#039;&#039;&#039;70&#039;&#039;&#039; times and only by large camps. The number of charges can be increased by a total of &#039;&#039;&#039;12&#039;&#039;&#039; for all deposits in the &#039;&#039;&#039;Vanguard Spire&#039;&#039;&#039; branch of Smoldering City [[upgrades]]. {{rl|Coal}} and {{rl|Copper Ore}} veins are not affected by Smoldering City upgrades.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|+ Resource Deposits across Biomes&lt;br /&gt;
! style=&amp;quot;width: 20%&amp;quot; | Deposit&lt;br /&gt;
! style=&amp;quot;width: 15%&amp;quot; | Guaranteed resources&lt;br /&gt;
! Possible resources&lt;br /&gt;
! style=&amp;quot;width: 15%&amp;quot; | Gathered by&lt;br /&gt;
! Biome&lt;br /&gt;
! style=&amp;quot;width: 20%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SwampWheatBig icon.png|50px]] Swamp Wheat Field (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Grain|med}}&lt;br /&gt;
| {{rl|Plant Fiber}} (100%) +&amp;lt;br /&amp;gt;{{rl|Plant Fiber}} (20%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Foragers&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Cursed Royal Woodlands&amp;lt;br /&amp;gt;Scarlet Orchard&amp;lt;br /&amp;gt;The Marshlands&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;A plant species at home in the swamp.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SwampWheatSmall icon.png|50px]] Swamp Wheat Field (small)&lt;br /&gt;
| {{rl|Plant Fiber}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode RootsBig icon.png|50px]] Root Deposit (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Roots|med}}&lt;br /&gt;
| {{rl|Herbs}} (30%) +&amp;lt;br /&amp;gt;{{rl|Resin}} (30%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Foragers&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Royal Woodlands&amp;lt;br /&amp;gt;Scarlet Orchard&amp;lt;br /&amp;gt;Sealed Forest&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;A tangled net of living vines.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode RootsSmall icon.png|50px]] Root Deposit (small)&lt;br /&gt;
| {{rl|Herbs}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode MossBroccoliBig icon.png|50px]] Moss Broccoli Patch (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Vegetables|med}}&lt;br /&gt;
| {{rl|Insects}} (40%) +&amp;lt;br /&amp;gt;{{rl|Roots}} (20%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Foragers&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Coral Forest&amp;lt;br /&amp;gt;Cursed Royal Woodlands&amp;lt;br /&amp;gt;Royal Woodlands&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;An edible and tasty type of moss.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode MossBroccoliSmall icon.png|50px]] Moss Broccoli Patch (small)&lt;br /&gt;
| {{rl|Insects}} (30%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode FlaxBig icon.png|50px]] Flax Field (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Plant Fiber|med}}&lt;br /&gt;
| {{rl|Clay}} (50%) +&amp;lt;br /&amp;gt;{{rl|Insects}} (30%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Harvesters&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Cursed Royal Woodlands&amp;lt;br /&amp;gt;Royal Woodlands&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;Resilient plants perfect for cloth-making.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode FlaxSmall icon.png|50px]] Flax Field (small)&lt;br /&gt;
| {{rl|Clay}} (25%) +&amp;lt;br /&amp;gt;{{rl|Insects}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode ReedBig icon.png|50px]] Reed Field (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Reed|med}}&lt;br /&gt;
| {{rl|Clay}} (40%) +&amp;lt;br /&amp;gt;{{rl|Roots}} (40%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Harvesters&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Coral Forest&amp;lt;br /&amp;gt;Scarlet Orchard&amp;lt;br /&amp;gt;Sealed Forest&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;A very common plant, it thrives thanks to the magical rain.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode ReedSmall icon.png|50px]] Reed Field (small)&lt;br /&gt;
| {{rl|Clay}} (20%) +&amp;lt;br /&amp;gt;{{rl|Roots}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode DewberryBushBig icon.png|50px]] Dewberry Bush (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Berries|med}}&lt;br /&gt;
| {{rl|Berries}} (80%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Herbalists&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Royal Woodlands&amp;lt;br /&amp;gt;Scarlet Orchard&amp;lt;br /&amp;gt;Sealed Forest&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;Fresh and sweet berries infused by the Rain.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode DewberryBushSmall icon.png|50px]] Dewberry Bush (small)&lt;br /&gt;
| {{rl|Berries}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode HerbsBig icon.png|50px]] Herb Deposit (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Herbs|med}}&lt;br /&gt;
| {{rl|Berries}} (40%) +&amp;lt;br /&amp;gt;{{rl|Plant Fiber}} (20%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Herbalists&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Coral Forest&amp;lt;br /&amp;gt;Cursed Royal Woodlands&amp;lt;br /&amp;gt;Scarlet Orchard&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;A dense shrub full of many useful plant species.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode HerbsSmall icon.png|50px]] Herb Deposit (small)&lt;br /&gt;
| {{rl|Berries}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode MushroomBig icon.png|50px]] Bleeding Tooth Mushroom (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Mushrooms|med}}&lt;br /&gt;
| {{rl|Insects}} (40%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Herbalists&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Cursed Royal Woodlands&amp;lt;br /&amp;gt;Royal Woodlands&amp;lt;br /&amp;gt;Sealed Forest&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;A resilient species that grows on marshy soil.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode MushroomSmall icon.png|50px]] Bleeding Tooth Mushroom (small)&lt;br /&gt;
| {{rl|Insects}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode MarshlandsMushroomBig icon.png|50px]] Grasscap Mushroom (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Mushrooms|med}}&lt;br /&gt;
| {{rl|Insects}} (40%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Herbalists&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | The Marshlands&amp;lt;br /&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;A resilient species that grows on marshy soil.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode_MarshlandsMushroomSmall_icon.png|50px]] Grasscap Mushroom (small)&lt;br /&gt;
| {{rl|Insects}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode ClayBig icon.png|50px]] Clay Deposit (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Clay|med}}&lt;br /&gt;
| {{rl|Copper Ore}} (75%) +&amp;lt;br /&amp;gt;{{rl|Roots}} (30%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Stonecutters&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Cursed Royal Woodlands&amp;lt;br /&amp;gt;Royal Woodlands&amp;lt;br /&amp;gt;Sealed Forest&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;Soil infused with the essence of the rain.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode ClaySmall icon.png|50px]] Clay Deposit (small)&lt;br /&gt;
| {{rl|Copper Ore}} (50%) +&amp;lt;br /&amp;gt;{{rl|Roots}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SeaMarrowBig icon.png|50px]] Sea Marrow Deposit (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Sea Marrow|med}}&lt;br /&gt;
| {{rl|Sea Marrow}} (100%) +&amp;lt;br /&amp;gt;{{rl|Stone}} (50%) +&amp;lt;br /&amp;gt;{{rl|Ancient Tablet}} (1%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Stonecutters&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Cursed Royal Woodlands&amp;lt;br /&amp;gt;Royal Woodlands&amp;lt;br /&amp;gt;Scarlet Orchard&amp;lt;br /&amp;gt;Sealed Forest&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;Ancient fossils rich in resources.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SeaMarrowSmall icon.png|50px]] Sea Marrow Deposit (small)&lt;br /&gt;
| {{rl|Sea Marrow}} (80%) +&amp;lt;br /&amp;gt;{{rl|Stone}} (40%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode StoneBig icon.png|50px]] Stone Deposit (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Stone|med}}&lt;br /&gt;
| {{rl|Insects}} (30%) +&amp;lt;br /&amp;gt;{{rl|Roots}} (30%) +&amp;lt;br /&amp;gt;{{rl|Copper Ore}} (10%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Stonecutters&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Coral Forest&amp;lt;br /&amp;gt;Scarlet Orchard&amp;lt;br /&amp;gt;The Marshlands&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;Stones weathered by the everlasting rain.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode StoneSmall icon.png|50px]] Stone Deposit (small)&lt;br /&gt;
| {{rl|Insects}} (20%) +&amp;lt;br /&amp;gt;{{rl|Roots}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode StormbirdNestBig icon.png|50px]] Drizzlewing Nest (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Eggs|med}}&lt;br /&gt;
| {{rl|Meat}} (40%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Trappers&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Royal Woodlands&amp;lt;br /&amp;gt;Scarlet Orchard&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;An abandoned nest. Let&#039;s hope the owner doesn&#039;t come back...&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode StormbirdNestSmall icon.png|50px]] Drizzlewing Nest (big) Nest (small)&lt;br /&gt;
| {{rl|Meat}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SnakeNestBig icon.png|50px]] Snake Nest (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Eggs|med}}&lt;br /&gt;
| {{rl|Leather}} (40%) +&amp;lt;br /&amp;gt;{{rl|Meat}} (20%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Trappers&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | The Marshlands&amp;lt;br /&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;An abandoned nest. Let&#039;s hope the owner doesn&#039;t come back...&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SnakeNestSmall icon.png|50px]] Snake Nest (small)&lt;br /&gt;
| {{rl|Leather}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode WormtongueNestBig icon.png|50px]] Wormtongue Nest (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Insects|med}}&lt;br /&gt;
| {{rl|Insects}} (60%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Trappers&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Coral Forest&amp;lt;br /&amp;gt;Cursed Royal Woodlands&amp;lt;br /&amp;gt;Sealed Forest&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;A nest full of tasty Wormtongues.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode WormtongueNestSmall icon.png|50px]] Wormtongue Nest (small)&lt;br /&gt;
| {{rl|Insects}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SnailBroodmotherBig icon.png|50px]] Slickshell Broodmother (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{rl|Meat|med}}&lt;br /&gt;
| {{rl|Leather}} (100%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Trappers&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Royal Woodlands&amp;lt;br /&amp;gt;Sealed Forest&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;Small Slickshells are crawling out of the openings in the broodmother&#039;s shell. It&#039;s easy to collect them.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode SnailBroodmotherSmall icon.png|50px]] Slickshell Broodmother (small)&lt;br /&gt;
| {{rl|Leather}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode_LeechBroodmotherSmall_icon.png|50px]] Leech Broodmother (big)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; | {{rl|Meat|med}}&lt;br /&gt;
| {{rl|Leather}} (100%) +&amp;lt;br/&amp;gt;{{rl|Leather}} (60%) +&amp;lt;br/&amp;gt;{{rl|Eggs}} (20%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{bl|Trappers&#039; Camp|med}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Coral Forest&amp;lt;br /&amp;gt;The Marshlands&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;A dead leech broodmother. It has a strong and somewhat sweet smell.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DebugNode_LeechBroodmotherSmall_icon.png|50px]] Leech Broodmother (small)&lt;br /&gt;
| {{rl|Leather}} (20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Copper Vein.png|50px]] Copper Vein&lt;br /&gt;
| {{rl|Copper Ore|med}}&lt;br /&gt;
| {{rl|Clay}} (30%)&lt;br /&gt;
| {{bl|Mine|med}}&lt;br /&gt;
| Cursed Royal Woodlands&amp;lt;br/&amp;gt;The Marshlands&amp;lt;br/&amp;gt;Scarlet Orchard&amp;lt;br/&amp;gt;Sealed Forest&lt;br /&gt;
| &#039;&#039;A soft and malleable metal, resistant to rain.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Coal Vein.png|50px]] Coal Vein&lt;br /&gt;
| {{rl|Coal|med}}&lt;br /&gt;
| {{rl|Stone}} (30%)&lt;br /&gt;
| {{bl|Mine|med}}&lt;br /&gt;
| Coral Forest&amp;lt;br/&amp;gt;The Marshlands&lt;br /&gt;
| &#039;&#039;An effective source of fuel.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Glades ==&lt;br /&gt;
&#039;&#039;Main article: [[Glades]]&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Rich glades are full of resources - yours for the taking.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Glades are empty areas of the Forest that are shrouded until they are first reached by clearing trees. They may contain resource deposits, fertile soil, and [[Glade Events]].&lt;br /&gt;
&lt;br /&gt;
To reach a Glade faster, trees can be marked and unmarked for harvest via the axe icon on the bottom bar, ensuring they will be cut before other trees. Marked trees will glow golden if inside the area of a Woodcutters&#039; Camp and white if outside one.&lt;br /&gt;
&lt;br /&gt;
The best rewards come from Dangerous Glades and especially Forbidden Glades, but they always contain at least one Dangerous or Forbidden Glade Event, which requires delivering certain goods or completing a challenge.&lt;br /&gt;
&lt;br /&gt;
=== Glade Events ===&lt;br /&gt;
&#039;&#039;Main article: [[Glade Events]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Glade Events are points of interest found in the forest, like [[Abandoned Caches]], [[Survivor Camps]], [[Ruins]] etc. Some of them are positive, offering goods or new villagers for small resource investments. Others are dangerous, forcing you to act quickly to avoid negative consequences (but also giving you generous rewards for solving them).&lt;br /&gt;
&lt;br /&gt;
Once you select a Glade Event, the Event Panel will show up. There, you will find a few different sections: effects, worker slots, requirements, and rewards. The effect section shows you the possible negative consequences of the Event, and how much time you have before they occur. To solve an Event, you need to assign workers to it, select one of two reward options, and select &amp;quot;investigate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some events simply require you to deliver goods, others have something called a Working Effect. Working Effects are special conditions that activate once you give the order to investigate an Event (like a Resolve penalty, a slow debuff, etc.). Your goal is to survive these conditions for a set amount of time. After an Event is solved, the workers will bring back the rewards to your Storage, and no negative consequence will trigger.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Villagers]]&lt;br /&gt;
* [[Hostility]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Forest]]&lt;br /&gt;
[[Category:Glades]]&lt;br /&gt;
[[Category:Settlements]]&lt;/div&gt;</summary>
		<author><name>76561198008112347</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Abyssal_Tree&amp;diff=7926</id>
		<title>Abyssal Tree</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Abyssal_Tree&amp;diff=7926"/>
		<updated>2024-06-17T07:24:49Z</updated>

		<summary type="html">&lt;p&gt;76561198008112347: Changed redirect target from Https://hoodedhorse.com/wiki/Against the Storm/The Forest#Trees to The Forest#Trees&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The_Forest#Trees]]&lt;/div&gt;</summary>
		<author><name>76561198008112347</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Abyssal_Tree&amp;diff=7925</id>
		<title>Abyssal Tree</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Abyssal_Tree&amp;diff=7925"/>
		<updated>2024-06-17T07:24:29Z</updated>

		<summary type="html">&lt;p&gt;76561198008112347: redirect to The_Forest#Trees&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[https://hoodedhorse.com/wiki/Against_the_Storm/The_Forest#Trees]]&lt;/div&gt;</summary>
		<author><name>76561198008112347</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blightrot&amp;diff=7924</id>
		<title>Blightrot</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blightrot&amp;diff=7924"/>
		<updated>2024-06-17T07:22:03Z</updated>

		<summary type="html">&lt;p&gt;76561198008112347: == Strategies ==  You can generate Blightrot Cysts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.4}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;In the end, the Blight came.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Blightstorm.png|thumb|200%|Blightrot Cysts during the Storm]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[File:BlightrotLevel.png|right|border|Blightrot %]] Blightrot is sometimes described as a tax on [[Rainwater]] usage. Blightrot generates [[#Blightrot Cysts and Removal | Blightrot Cysts]] and these Cysts generate [[#Corruption|Corruption]] with continued Rainwater usage. &#039;&#039;&#039;The more water you use in [[Rain Engines]], the more Blightrot Cysts and Corruption you generate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You can view your [[Hearth]] Corruption percentage on the bottom right of your screen. Clicking on the [[File:Icon_UI_Blightrot.png|32px|link=Hearth#Corruption|Blightrot]] Icon will take you to the Hearth Corruption information page, where you can view how many Blightrot Cysts have generated as well as how much Corruption you can spare until 3 random [[villagers]] die. You can also hold the &amp;lt;small&amp;gt;SHIFT&amp;lt;/small&amp;gt; key and click on the icon to stop all Engines.&lt;br /&gt;
&lt;br /&gt;
== Blight Post, Blightfighters and Purging Fire  ==&lt;br /&gt;
&lt;br /&gt;
[[File:Blight Post icon.png|left|thumb|150px|A Blight Post]]&lt;br /&gt;
[[File:Blightfighter.png|right|thumb|150px|A Blightfighter burning a Blightrot Cyst]]&lt;br /&gt;
On the left is a [[Blight Post]], an essential [[building]] used to produce {{rl|Purging Fire}} which Blightfighters (villagers assigned to the Blight Post) then use to burn [[#Blightrot Cysts and Removal | Blightrot Cysts]] during the [[Storm Season]]. Viceroys can also build a Hydrant to store extra  Purging Fire near buildings that have grown a lot of Cysts. {{rl|Purging Fire}} is made by using {{rl|Coal}} , {{rl|Sea Marrow}}, {{rl|Oil}} or {{rl|Wood}}.&lt;br /&gt;
&lt;br /&gt;
A single Blight Post without upgrades can handle a maximum of approximately 20-25 Blightrot Cysts per [[Storm Season]] on Veteran to Prestige 10 [[#Difficulty Modifiers influencing Blightrot | Difficulties]] (this number goes down to around 15 at Prestige 11 and above). Beyond this point, Blight Post upgrades or additional Blight Posts will be needed. &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Blight Post Upgrades ===&lt;br /&gt;
&lt;br /&gt;
[[Blight Post]]s can be upgraded up to two times:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039; (Choose 1)&amp;lt;/br&amp;gt;&lt;br /&gt;
Cost:&amp;lt;/br&amp;gt;&lt;br /&gt;
2 {{rl|Pack of Building Materials}} + 4 {{rl|Pipes}}&lt;br /&gt;
* &#039;&#039;Triple Ignition System&#039;&#039;: Blightfighters and Blight Automatons in this Blight Post need 5 fewer seconds to burn a [[#Blightrot Cysts and Removal | Blightrot Cyst]].&lt;br /&gt;
* &#039;&#039;Mobile Sparkcasters&#039;&#039;: Blightfighters assigned to this Blight Post move 30% faster.&lt;br /&gt;
* &#039;&#039;Blight Automaton&#039;&#039;: assigns a Blight Automaton that helps burn Blightrot Cysts to this Blight Post. They can&#039;t produce {{rl|Purging Fire}} and don&#039;t take up worker slots.&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039; (Choose 1)&amp;lt;/br&amp;gt;&lt;br /&gt;
Cost:&amp;lt;/br&amp;gt;&lt;br /&gt;
2 {{rl|Pack of Building Materials}} + 6 {{rl|Pipes}}&lt;br /&gt;
* &#039;&#039;Manned Lookout&#039;&#039;: the use of water in [[Rain Engines]] generates Blightrot Cysts 10% slower for every worker assigned to this Blight Post.&lt;br /&gt;
* &#039;&#039;Alchemical Forge&#039;&#039;: +50% {{rl|Purging Fire}} double production chance in this Blight Post.&lt;br /&gt;
* &#039;&#039;Blight Automaton&#039;&#039;: assigns a Blight Automaton that helps burn Blightrot Cysts to this Blight Post. They can&#039;t produce {{rl|Purging Fire}} and don&#039;t take up worker slots.&lt;br /&gt;
&lt;br /&gt;
=== The Hydrant ===&lt;br /&gt;
[[File:Hydrant icon.png|left|thumb|150px|A Hydrant]] The exact number of Cysts a Blight Post can handle varies depending on the movement speed of your Blightfighters, and also by Cyst location – the less time your Blightfighters spend walking between the Blight Post and the Cysts, the more Cysts they will be able to burn.  A well-placed Hydrant will greatly reduce this travel time, and may be essential if the distance between your Blight Post and the infested buildings is too great.&lt;br /&gt;
&lt;br /&gt;
When assigned to a Blight Post, {{Species link|Harpies}} have a +10% chance to double their {{rl|Purging Fire}} production, and {{Species link|Lizards}} get +5 to their [[Resolve]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blightrot Cysts and Removal ==&lt;br /&gt;
&lt;br /&gt;
During the Storm, Blightfighters can burn Blightrot Cysts with {{rl|Purging Fire}} produced in Blight Posts. Each Cyst burned removes 50 [[#Corruption | Corruption]]. &#039;&#039;&#039;A Blightfighter will burn a Cyst for approximately 15 seconds before it disappears.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Closedcyst.png|left|thumb|150px|A closed Blightrot Cyst]]&lt;br /&gt;
[[File:Opencyst.png|right|thumb|150px|An open Blightrot Cyst]] &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
On the left is a closed Blightrot Cyst, Cysts will remain closed during [[Drizzle Season]] and [[Clearance Season]], and they are invulnerable during this time. On the right is an open Blightrot Cyst, Cysts will open during the [[Storm Season]], and they are now vulnerable to {{rl|Purging Fire}}. Any Cysts left close immediately as soon as the year ticks over and Drizzle Season starts, even if they were in the process of being burned.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corruption ==&lt;br /&gt;
[[File:hearthcorruption.png|thumb|300px|Corruption bar in the Ancient Hearth]]&lt;br /&gt;
&lt;br /&gt;
Blightrot infects [[Hearths]]. The more Blightrot Cysts a Viceroy generates from [[Rain Engine]] use or [[Glade Events]], the faster their Hearths get corrupted during [[Storm Season]], when Blightrot Cysts open up. Once the [[Ancient Hearth]] reaches the Corruption limit, it triggers &#039;&#039;&#039;Voice of the Sealed Ones&#039;&#039;&#039;. Voice of the Sealed Ones sends out 3 ghosts from the Ancient Hearth that seek out and kill 3 random [[villagers]]. As soon as the [earth discharges, Corruption is reset to 0 and starts rising again. &lt;br /&gt;
&lt;br /&gt;
=== Lowering Corruption ===&lt;br /&gt;
The only reliable way to lower Corruption during Storm is to employ the help of [[#Blight Post, Blightfighters and Purging Fire | Blightfighters]] in a Blight Post. &#039;&#039;&#039;Every Cyst burned lowers Corruption by 50&#039;&#039;&#039;. Once all Cysts have been burned, any new ones will not open up till next Storm Season. Any Cysts left close immediately and Corruption resets to 0 as soon as the year ticks over and Drizzle Season starts.&lt;br /&gt;
&lt;br /&gt;
You could also remove Cysts by destroying all of the [[buildings]] that have Cyst slots. Most buildings you construct have them. With only the [[Main Warehouse]] left, you will have no more than 6 Blightrot Cyst slots.&lt;br /&gt;
&lt;br /&gt;
=== Corruption Resistance and Corruption rate ===&lt;br /&gt;
&#039;&#039;&#039;Corruption Resistance&#039;&#039;&#039; or Hearth Resistance is a measure of how high the Corruption limit is. The higher the Corruption Resistance, the more time it will take for &#039;&#039;&#039;Voice of the Sealed Ones&#039;&#039;&#039; to activate. An [[Ancient Hearth]] that hasn&#039;t been [[Hearths#Hearth upgrades | upgraded]] has 1000 Corruption Resistance. Every Ancient and Small Hearth level raises Corruption Resistance by 150. It can also be raised with different [[effects]].&lt;br /&gt;
&lt;br /&gt;
The Corruption rate per Cyst is 60 Corruption/minute up to [[Prestige]] 10, and 90 Corruption/minute from Prestige 11 onwards. &lt;br /&gt;
&lt;br /&gt;
Assuming a Hearth [[Hearths#Hearth upgrades | upgraded]] to level 2, you will reach the Corruption limit of 1300 at least once without burning any Cysts:&lt;br /&gt;
* At 60 Corruption/minute in a 2-minute Storm with 11 Cysts.&lt;br /&gt;
* At 60 Corruption/minute in a 4-minute Storm with 6 Cysts.&lt;br /&gt;
* At 90 Corruption/minute in a 4-minute Storm with 4 Cysts.&lt;br /&gt;
&lt;br /&gt;
=== Forest Mysteries influencing Corruption ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle; width:15%&amp;quot; | Mystery&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Penalty&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle; width:10%&amp;quot; | Activation&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Unyielding_Corruption.PNG}}&amp;lt;br /&amp;gt;Unyielding Corruption&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Favoring unavailable if Hearth is Corrupted.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Leakage.png}}&amp;lt;br /&amp;gt;Leakage&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | -300 Hearth Resistance.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Difficulty Modifiers influencing Blightrot==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Difficulty Modifier&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Explanation&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Icon_PrestigeMod_BlightSwarm.png}}&amp;lt;br /&amp;gt;Prestige 3&lt;br /&gt;
| Large swathes of [[Blightrot]] migrates accross the realm.&lt;br /&gt;
| Every third [[Clearance Season]], 5* Blightrot Cysts will spawn.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Icon_PrestigeMod_SinisterBlight.png}}&amp;lt;br /&amp;gt;Prestige 11&lt;br /&gt;
| The [[Blightrot]]&#039;s impact is stronger.&lt;br /&gt;
| Blightrot Cyst generation rate is now increased by 100%, the [[Hearth]] [[#Corruption | Corrupt]]s +50% quicker than normal and all effects that spawn Blightrot now add twice as many Cysts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;before Prestige 11.&lt;br /&gt;
&lt;br /&gt;
== Forest Mysteries and Blightrot==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Mystery&lt;br /&gt;
! class=unsortable style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Penalty&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle; width:10%&amp;quot; | Activation&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|LimeGreen|File:Natural_Filtration.png}}&amp;lt;br /&amp;gt;Natural Filtration&lt;br /&gt;
| Using [[Rain Engines]] causes a lot less [[Blightrot]] contamination due to the natural filtration processes of the surrounding vegetation. Blightrot Cysts grow 50% slower when using [[Rain Engines]].&lt;br /&gt;
| Drizzle&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Absorption.png}}&amp;lt;br /&amp;gt;Absorption&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Burning Cysts takes 5 seconds longer.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Blight_from_the_Sky.png}}&amp;lt;br /&amp;gt;Blight from the Sky&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Every [[Storm Season]], 1* Blightrot Cysts appear in the settlement (multiplied by the number of years that have passed).&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Blightrot_Infection.png}}&amp;lt;br /&amp;gt;Blightrot Infection&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | When a [[villager]] leaves or dies, 2* Blightrot Cysts will appear in the settlement.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Rotten_Vapors.png}}&amp;lt;br /&amp;gt;Rotten Vapors&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Pay 5 {{rl|Drizzle Water}} x number of years, or 3* Blightrot Cysts will spawn.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Spreading_Contamination.png}}&amp;lt;br /&amp;gt;Spreading Contamination&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | +5% faster Queen&#039;s [[Impatience]] gain for every Blightrot Cyst in your settlement.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;before [[ #Difficulty Modifiers influencing Blightrot | Prestige 11]].&lt;br /&gt;
&lt;br /&gt;
== Glade Events and Blightrot ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Event&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Type&lt;br /&gt;
! class=unsortable style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Explanation&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Engine_Corrosion.png}}&amp;lt;br/&amp;gt;Engine Corrosion&lt;br /&gt;
| Blightrot Cauldron&lt;br /&gt;
| Event Consequence&lt;br /&gt;
| Contaminated liquid gets inside [[Rain Engines]] through underground pipes. Using water in [[Rain Engines]] generates Blightrot Cysts 50% quicker.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Growth_Medium.png}}&amp;lt;br /&amp;gt;Growth Medium&lt;br /&gt;
| Rainpunk Cauldron&lt;br /&gt;
| Working Effect&lt;br /&gt;
| The Blightrot inside the Rainpunk Cauldron feeds on everything it encounters. For every 20 food produced, 2* Blightrot Cysts are spawned in the settlement.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Voice_of_the_Forest.png}}&amp;lt;br /&amp;gt;Voice of the Forest&lt;br /&gt;
| Withered Tree&lt;br /&gt;
| Working Effect&lt;br /&gt;
| Trees communicate with each other through their roots, making the forest aware of your every move. Spawns 1* Blightrot Cysts every 120 seconds for every 2 Dangerous or Forbidden [[Glades]] discovered.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Effective_Parasite.png}}Effective Parasite&lt;br /&gt;
| Withered Tree&lt;br /&gt;
| Event Consequence&lt;br /&gt;
| The Blightrot feeds on the tree&#039;s valuable nutrients, making new Cysts much more resilient. Cysts burn for 5 seconds longer.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Friend_or_Foe.png}}&amp;lt;br /&amp;gt;Friend or Foe&lt;br /&gt;
| Corrupted Caravan&lt;br /&gt;
| Working Effect&lt;br /&gt;
| The forest is merciless to those who exploit it. To protect itself, it may even sometimes ally with the Blightrot. Every 120 seconds, 1* Blightrot Cysts are spawned for each earned [[Hostility]] level.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | {{Perk|Red|File:Straight_to_the_Hearth.png}}&amp;lt;br/&amp;gt;Straight to the Hearth&lt;br /&gt;
| Corrupted Caravan&lt;br /&gt;
| Event Consequence&lt;br /&gt;
| Your settlement&#039;s strongest and weakest point has become a direct target for the Blightrot. [[#Corruption | Corruption]] in the [[Ancient Hearth]] grows 50% quicker.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Blight_Incantation.png}}&amp;lt;br /&amp;gt;Blight Incantation&lt;br /&gt;
| Altar of Decay&lt;br /&gt;
| Working Effect&lt;br /&gt;
| A powerful, necrotic curse. Burning Blightrot Cysts takes 10 more seconds. [[Hostility]] is increased by 45** points for every {{rl|Wildfire Essence}} stored in the settlement&#039;s [[Warehouse]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | {{Perk|Red|File:The_Nights_Embrace.png}}&amp;lt;br/&amp;gt;The Night&#039;s Embrace&lt;br /&gt;
| Altar of Decay&lt;br /&gt;
| Event Consequence&lt;br /&gt;
| The settlement is slowly engulfed in darkness. Each Blightrot Cyst increases [[Hostility]] by 15** points during the Storm.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Awakening&lt;br /&gt;
| Infected Drainage Mole&lt;br /&gt;
| Working Effect&lt;br /&gt;
| Upon awakening the Infected Mole, all dormant Cysts activate and start to [[#Corruption | Corrupt]] the [[Ancient Hearth]]. Cysts are vulnerable to {{rl|Purging Fire}} when this effect is activated. Completing or canceling the Event will not stop the [[#Corruption | Corruption]], and Cysts will remain active until burned.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Infestation.png}}&amp;lt;br /&amp;gt;Infestation&lt;br /&gt;
| Infected Drainage Mole&lt;br /&gt;
| Working Effect&lt;br /&gt;
| Blightrot becomes extremely aggressive. 8* Blightrot Cysts will spawn in the settlement. Each Cyst increases [[Hostility]] by 30** points.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Overflow.png}}&amp;lt;br /&amp;gt;Overflow&lt;br /&gt;
| Noxious Machinery&lt;br /&gt;
| Working Effect&lt;br /&gt;
| The machine is somehow connected with the settlement&#039;s underground pipe system. You lose 4 units of a random type of [[Rainwater]] every 12 seconds. Every 120 seconds, 2* Blightrot Cysts are spawned in the settlement.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Blightrot_Outbreak.png}}Blightrot Outbreak&lt;br /&gt;
| Noxious Machinery&lt;br /&gt;
| Event Consequence&lt;br /&gt;
| The explosion of the machine will not only destroy everything within a 10** field radius, but will also cause 5* Blightrot Cysts to spawn in the settlement.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;before [[ #Difficulty Modifiers influencing Blightrot | Prestige 11]].&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;value on Viceroy [[Difficulty]] and higher.&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones influencing Blightrot ==&lt;br /&gt;
{{Perks|caption=Blightrot Perks and Cornerstones|description=Blightrot|show_source_trader=no|show_price=no}}&lt;br /&gt;
{{Perks|caption=Corruption Perks and Cornerstones|description=Corruption|show_source_relic=no|show_source_trader=no|show_price=no}}&lt;br /&gt;
&lt;br /&gt;
==Plagues and Blightrot==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Plague&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Explanation&lt;br /&gt;
|- style=&amp;quot;font-weight:normal; text-align:left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Plague_of_Corrupted_Water.png}}&amp;lt;br /&amp;gt;Plague of Corrupted Water&lt;br /&gt;
| The [[Rainwater]] has become contaminated, so [[Rainpunk]] machinery is now even more hazardous.&lt;br /&gt;
| Using [[Rainwater]] in [[Rain Engines]] generates Blightrot Cysts 100% quicker.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
You can generate Blightrot Cysts even without goods production by leaving workers assigned and the secondary resolve-boosting engines turned on.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
Thanks to Discord users Jhazrun, Aphant and Benedict for supplying much needed information to complete this page!&lt;/div&gt;</summary>
		<author><name>76561198008112347</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Rainpunk&amp;diff=7923</id>
		<title>Rainpunk</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Rainpunk&amp;diff=7923"/>
		<updated>2024-06-17T07:17:05Z</updated>

		<summary type="html">&lt;p&gt;76561198008112347: /* Engine Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.3.4}}&lt;br /&gt;
[[File:RainPunk.png|thumb|200%|A Stormwater Geyser]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[File:Icon_Rainpunk_LowStrain.png|94px|left|border|Rain Engines]] Viceroys can now take advantage of the Rain to power their buildings, but not without a cost! [[Blightrot]] will grow in [[Rain Engines]] as Viceroys use them, the more [[Rainwater]] that runs through an engine, the faster [[File:Icon_UI_Blightrot.png|16px]] Blightrot Cysts will spawn. While Rainpunk is essential for any Viceroy playing on higher difficulties, it is a delicate balance between using Rainwater Engines and keeping the Blightrot at bay, as Blightrot likes to eat villagers. Blightrot scales with difficulty, so prepare to fight for your life at higher [[Prestige]] levels...&lt;br /&gt;
&lt;br /&gt;
== Types of Rainwater ==&lt;br /&gt;
&lt;br /&gt;
There are 3 types of Rainwater: Each type will power a different type of building. [[File:DrizzleWaterCircle.png|16px]] [[Drizzle Water]] powers buildings that produce food, [[File:ClearanceWaterCircle.png|16px]] [[Clearance Water]] powers crafting and artistry buildings, and [[File:StormWaterCircle.png|16px]] [[Storm Water]] powers heavy industrial buildings that produce fuels and metals.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; border-width: 0&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
  {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
   |- style=&amp;quot;font-weight:bold; text-align:center&amp;quot;&lt;br /&gt;
   ! [[File:DrizzleWaterCircle.png|16px]] Drizzle Water&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Bakery|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Beanery|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Brewery|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Brick Oven|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Butcher|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Cellar|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Cookhouse|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Distillery|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Field Kitchen|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Granary|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Greenhouse|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Grill|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Ranch|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Smokehouse|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Teahouse|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Tinctury|med}}&lt;br /&gt;
   |}&lt;br /&gt;
|&lt;br /&gt;
  {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
   |- style=&amp;quot;font-weight:bold; text-align:center&amp;quot;&lt;br /&gt;
   ! [[File:ClearanceWaterCircle.png|16px]] Clearance Water&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Alchemist&#039;s Hut|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Apothecary|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Artisan|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Clay Pit|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Clothier|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Cooperage|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Druid&#039;s Hut|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Finesmith|med}} &lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Leatherworker|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Makeshift Post|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Press|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Provisioner|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Rain Mill|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Scribe|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Stamping Mill|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Supplier|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Weaver|med}}&lt;br /&gt;
   |}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
  {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
   |- style=&amp;quot;font-weight:bold; text-align:center&amp;quot;&lt;br /&gt;
   ! [[File:StormWaterCircle.png|16px]] Storm Water&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Brickyard|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Carpenter|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Crude Workstation|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Furnace|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Kiln|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Lumber Mill|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Manufactory|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Rainpunk Foundry|med}} &amp;lt;!-- added since it wasn&#039;t in list. I haven&#039;t built one yet. --&amp;gt;&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Smelter|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Smithy|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Tinkerer|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Toolshop|med}}&lt;br /&gt;
   |-&lt;br /&gt;
   | {{bl|Workshop|med}}&lt;br /&gt;
&lt;br /&gt;
   |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sourcing Rainwater ==&lt;br /&gt;
There are two ways of sourcing Rainwater:&lt;br /&gt;
* Collecting Rainwater from the sky via buildings such as the [[Rain Collector]] and [[Advanced Rain Collector]].&lt;br /&gt;
* Building a {{bl|Geyser Pump}} on top of Water Geysers.&lt;br /&gt;
=== Rainwater Collectors ===&lt;br /&gt;
[[File:Rain Collector icon.png|right|thumb|150px|A Rainwater Collector]] Most players will start with building a Rain Collector that collects Rainwater during the season. Collection is based on seasons, so [[File:StormWaterCircle.png|16px]] [[Storm Water]] can only be collected during the [[Storm Season]], and so forth. Rain Collectors have tanks with a capacity of 50 units and collect 2 units every 16 seconds, and Advanced Rain Collectors, which you unlock in later levels, has double the capacity and speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rainwater Geysers ===&lt;br /&gt;
[[File:Geysers.png|right|thumb|150px|A Geyser and Geyser Pump]]A {{bl|Geyser Pump}} is a building you can place on top of Rainwater Geysers to collect Rainwater, they have a base capacity of 50 units, upgradable to 100 units. Geysers produce 2 units of water every 6 seconds. They have two worker slots, upgradable to  place two Automatons in worker slots for uninterrupted collection. It is important to note that a Rainwater Geyser will only produce Rainwater of the type that is the colour of the geyser, it does not change with seasons.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+Chance of Geyser type per Glade type*&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! [[File:DrizzleWaterCircle.png|16px]] Drizzle&lt;br /&gt;
! [[File:ClearanceWaterCircle.png|16px]] Clearance&lt;br /&gt;
! [[File:StormWaterCircle.png|16px]] Storm&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Small&lt;br /&gt;
| 50%&lt;br /&gt;
| 30%&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Dangerous&lt;br /&gt;
| 30%&lt;br /&gt;
| 40%&lt;br /&gt;
| 30%&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Forbidden&lt;br /&gt;
| 20%&lt;br /&gt;
| 30%&lt;br /&gt;
| 50%&lt;br /&gt;
|}*assuming the Glade does have a Geyser&lt;br /&gt;
&lt;br /&gt;
== Engine Usage ==&lt;br /&gt;
[[File:InstallRainEngines.png|500px|border|Install Panel]][[File:RainwaterEngineControls.png|500px|border|Engine Controls]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Viceroys can control how much water, and for what purpose, is used in a [[Building]]. &lt;br /&gt;
To the left we can see a Viceroy clicked on the 3rd panel of a [[Building]] information box to open the engine controls of a {{bl|Manufactory|med}}.&lt;br /&gt;
We can see:&lt;br /&gt;
# The 3rd panel with Rainpunk Information.&lt;br /&gt;
# The option and cost associated with installing Rainpunk. &lt;br /&gt;
&lt;br /&gt;
On the right, we see:&lt;br /&gt;
# The 3rd panel with Rainpunk Information.&lt;br /&gt;
# The Controls. Click &#039;&#039;&#039;on&#039;&#039;&#039; this button with LMB to increase, and RMB to decrease usage.&lt;br /&gt;
# The Blightrot meter. Viceroys can &#039;&#039;&#039;hover&#039;&#039;&#039; on this panel so see how much [[Blightrot]] is being generated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
Engine Controls are as follows:&lt;br /&gt;
&lt;br /&gt;
Left: (Uses 2 Units of Water per Level per Recipe / Minute )&lt;br /&gt;
*1 - Increase production speed by 50%.&lt;br /&gt;
*2 - Increase chance of double production yields by 25%.&lt;br /&gt;
*3 - Increase production speed by a further 50%.&lt;br /&gt;
&lt;br /&gt;
Right: (Uses 1 Unit of Rainwater per Level per Worker / Minute)&lt;br /&gt;
*1 - Workers gain 5 [[Resolve]].&lt;br /&gt;
*2 - Workers gain a further 5 [[Resolve]]&lt;br /&gt;
&lt;br /&gt;
It is important to note that as long as there are workers assigned and the secondary resolve-boosting engines are turned on, the Rainwater will be used and Blightrot will generate, &#039;&#039;&#039;even if no products are being produced.&#039;&#039;&#039; This can be useful sometimes to generate Blightrot Cysts. The &#039;&#039;&#039;rate of Rainwater usage&#039;&#039;&#039; depends on the amount of workers assigned, with more workers using more Rainwater.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blightrot ==&lt;br /&gt;
&lt;br /&gt;
See the Main page on [[Blightrot]] for further information.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
1. Data was shared by Discord user ballistafreak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Many thanks to Discord users Jhazrun, die_dai and MoronicCinamun1984 for the editing and proof-reading!&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561198008112347</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Glades&amp;diff=7922</id>
		<title>Glades</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Glades&amp;diff=7922"/>
		<updated>2024-06-17T07:16:17Z</updated>

		<summary type="html">&lt;p&gt;76561198008112347: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Glades.png|thumb|600px|Different Glades]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
There are 3 different types of Glades.&lt;br /&gt;
&lt;br /&gt;
* [[File:SmallGladeIcon.png|94px]] Small Glades (no icon)&lt;br /&gt;
* [[File:DangerousGladeIcon.png|94px]] Dangerous Glades (a skull with no red glow)&lt;br /&gt;
* [[File:ForbiddenGladeIcon.png|94px]] Forbidden Glades (a skull with red background glow)&lt;br /&gt;
&lt;br /&gt;
== Glade Contents ==&lt;br /&gt;
=== Small Glades ===&lt;br /&gt;
[[File:SmallGladeContents.png|300px|right|borderless|Common Contents of a Small Glade]]&lt;br /&gt;
These Glades contain some combination of the following:&lt;br /&gt;
* Small [[Encampments]]&lt;br /&gt;
* [[Rainwater Geysers]]&lt;br /&gt;
* Camp [[Ruins]]&lt;br /&gt;
* [[Small Resources]]&lt;br /&gt;
* Small [[Abandoned Caches]]&lt;br /&gt;
* [[Obelisks]]&lt;br /&gt;
* [[Stags]]&lt;br /&gt;
* [[Drills]]&lt;br /&gt;
* [[Wandering Traders]]&lt;br /&gt;
* [[Fertile Soil]] plots are not uncommon&lt;br /&gt;
&lt;br /&gt;
=== Dangerous Glades ===&lt;br /&gt;
[[File:DangerousGladeContents.png|300px|right|borderless|Common Contents of a Dangerous Glade]]&lt;br /&gt;
These Glades contain some combination of the following:&lt;br /&gt;
* A Dangerous [[Glade Event]] - always&lt;br /&gt;
* Large [[Encampments]]&lt;br /&gt;
* [[Rainwater Geysers]]&lt;br /&gt;
* [[Ruins]]&lt;br /&gt;
* Small or Large [[Resources]]&lt;br /&gt;
* Medium or Large [[Abandoned Cache]]s&lt;br /&gt;
* 1 [[Fertile Soil]] plot is common, depending on the [[Biome]]&lt;br /&gt;
&lt;br /&gt;
=== Forbidden Glades ===&lt;br /&gt;
[[File:ForbiddenGladeContents.png|300px|right|borderless|Common Contents of a Forbidden Glade]]&lt;br /&gt;
These Glades contain some combination of the following:&lt;br /&gt;
* A Forbidden [[Glade Event]] - always&lt;br /&gt;
* Large [[Encampments]]&lt;br /&gt;
* [[Rainwater Geysers]]&lt;br /&gt;
* [[Ruins]]&lt;br /&gt;
* Small or Large [[Resources]]&lt;br /&gt;
* Large or Medium [[Abandoned Cache]]s&lt;br /&gt;
* 1-2 [[Fertile Soil]] plots are common, depending on the [[Biome]]&lt;br /&gt;
&lt;br /&gt;
== Glade Events ==&lt;br /&gt;
Glade Events are objects found in the forest, like abandoned caches, survivor camps, ruins, wild beasts, etc. Some of them are positive, offering goods or new villagers in exchange for a small amount of resources. Others are dangerous, forcing you to act quickly to avoid negative consequences (while also giving you generous rewards should you complete them). &lt;br /&gt;
&lt;br /&gt;
Once you select a Glade Event, the Event Panel will appear. There you&#039;ll be able to find a few different sections: effects, worker slots, requirements, and rewards. The effect section shows you the possible negative consequences of the event, and how much time you have left before they occur. To complete an event, you need to assign workers to it, choose one of two options (if the event has more than one solution), and select “investigate”. Very often, events have more than one way of being solved. &lt;br /&gt;
&lt;br /&gt;
Most events offer two different approaches, with each approach having its own requirements, rewards, and so called &amp;quot;working effects&amp;quot;.&lt;br /&gt;
Working effects are special conditions that activate once you give the order to investigate an event (like a Resolve penalty, a slow debuff, etc.). &lt;br /&gt;
&lt;br /&gt;
Your goal is to survive these conditions for a set amount of time. After an event has been completed, your workers will deliver the rewards to your Warehouse, and no negative effects will trigger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please see [[Glade Events]] for a complete list of Events found in Glades.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
* The first trader arrives at the start of Year 2 at the earliest, you can time building [[Trading Post]] and opening the first [[Dangerous Glade]] at the same time to buy what you need from trader.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Glade Events]]&lt;/div&gt;</summary>
		<author><name>76561198008112347</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Forbidden_Events&amp;diff=7921</id>
		<title>Forbidden Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Forbidden_Events&amp;diff=7921"/>
		<updated>2024-06-17T06:47:56Z</updated>

		<summary type="html">&lt;p&gt;76561198008112347: redirect to Glade Events for full lists of events&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Glade Events]]&lt;/div&gt;</summary>
		<author><name>76561198008112347</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Dangerous_Events&amp;diff=7920</id>
		<title>Dangerous Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Dangerous_Events&amp;diff=7920"/>
		<updated>2024-06-17T06:45:06Z</updated>

		<summary type="html">&lt;p&gt;76561198008112347: change to redirect to Glade Events from Settler Glade Events so readers can pick for their own difficulty&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Glade Events]]&lt;/div&gt;</summary>
		<author><name>76561198008112347</name></author>
	</entry>
</feed>