Ruins: Difference between revisions

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{{Version|1.4.15}}
{{Version|1.9.5}}
[[File:Ruins.png|thumb|360px|Ruins in a Glade]]
[[File:Ruins.png|thumb|360px|Ruins in a Glade]]


== Overview ==
== Overview ==


Ruins are [[buildings]] found in [[Glades]] which can be repaired, salvaged or cleansed. There are regular Ruins and haunted Ruins.
Ruins are [[buildings]] found in [[Glades]] which can be repaired, salvaged, cleansed or burnt down. There are regular Ruins and haunted Ruins.
* Repairing a building grants Viceroys access to the building and all its production outputs. Workers can be assigned and it functions as a normal building.  
* Repairing a building grants Viceroys access to the building and all its production outputs. Workers can be assigned and it functions as a normal building.  
** Viceroys usually '''do not''' gain the [[blueprint]], so be careful, should you want to demolish it.
** Unless you obtain the [[Blueprint]] for the building, a repaired ruin cannot be built again if you demolish it.
* Salvaging a [[building]] will give some [[resources]] to Viceroys.
* Salvaging a [[building]] will give some [[resources]] to Viceroys.
* Cleansing a production building is much the same as repairing, except a cleansed building often has improved 3 {{3Star}} recipes.
** In rare circumstances, the building's blueprint will be provided as a reward for salvaging it.
* Cleansing a production building is much the same as repairing, except a cleansed building has {{3Star}} recipes instead of {{1Star}} and {{2Star}} recipes.
** Cleansed farm buildings have an extra worker slot in addition to the improved recipes.
* Cleansed [[housing]] has 6 slots instead of 2.
* Cleansed [[housing]] has 6 slots instead of 2.
* Cleansed Service buildings have a powerful additional effect.
* Cleansed Service buildings have a powerful additional effect.


Constructed buildings can be turned into Ruins by the [[Viceroy_-_P20_Glade_Events#Lightning_Catcher | Lightning Catcher]] [[Glade Event]] and [[Forest_Mysteries#Simple_Negative_Forest_Mysteries | Devastation]] [[Forest Mystery]].
Constructed buildings can be turned into Ruins by the [[Viceroy_-_P20_Glade_Events#Lightning_Catcher | Lightning Catcher]] [[Glade Event]] and [[Forest_Mysteries#Simple_Negative_Forest_Mysteries | Devastation]] [[Forest Mystery]].
The {{Species link|Frogs}} [[Starting Ability]] reveals the position and identity of the nearest unrevealed Ruin, allowing for advance planning of Building availability and eliminating the randomness of certain [[Orders]] like '''Reconnaissance''' and '''Call of the Ruins'''.


== Ruins map generation ==
== Ruins map generation ==
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[[File:Haunted Druid's Hut.png|thumb|300px|Haunted Druid's Hut]]
[[File:Haunted Druid's Hut.png|thumb|300px|Haunted Druid's Hut]]


The list of possible haunted Ruins is quite limited compared to regular Ruins, which can be most [[buildings]] in the game. Cleansing a haunted Ruin requires 30 {{rl|Incense}}, {{rl|Tea}}, {{rl|Oil}}, {{rl|Resin}}, or {{rl|Scrolls}}, and imposes a working [[effect]] that lowers Global [[Resolve]] by 3 every 45 seconds. Alternatively, you can burn the Ruin down with 24 {{rl|Planks}} or 15 {{rl|Oil}}, 15 {{rl|Sea Marrow}}, 15 {{rl|Coal}} for a moderate amount of [[resources]]. Base solve time is 3 minutes and 50 seconds.
The list of possible haunted Ruins is quite limited compared to regular Ruins, which can be most [[buildings]] in the game. Cleansing a haunted Ruin at imposes a working [[effect]] that lowers Global [[Resolve]] by 3 every 60 seconds (45 seconds at Viceroy and above). Alternatively, you can burn the Ruin down for a moderate amount of [[resources]].  


Haunted Ruins and cleansed buildings can be distinguished from their regular counterparts visually by the light blue aura they emanate.
Haunted Ruins and cleansed buildings can be distinguished from their regular counterparts visually by the light blue aura they emanate. All [[Orders]] that require a specific building will accept its cleansed version.


You can find the list of all possible cleansed buildings below:
You can find the list of all possible cleansed buildings below:


* {{bl|Flawless Brewery|med}}
* {{bl|Flawless Brewery|medium}}
* {{bl|Flawless Cellar|med}}
* {{bl|Flawless Cellar|medium}}
* {{bl|Flawless Cooperage|med}}
* {{bl|Flawless Cooperage|medium}}
* {{bl|Flawless Druid's Hut|med}}
* {{bl|Flawless Druid's Hut|medium}}
* {{bl|Flawless Leatherworker|med}}
* {{bl|Flawless Leatherworker|medium}}
* {{bl|Flawless Rain Mill|med}}
* {{bl|Flawless Rain Mill|medium}}
* {{bl|Flawless Smelter|med}}
* {{bl|Flawless Smelter|medium}}
* {{bl|Holy Guild House|med}}
* {{bl|Holy Guild House|medium}}
* {{bl|Holy Market|med}}
* {{bl|Holy Market|medium}}
* {{bl|Holy Temple|med}}
* {{bl|Holy Temple|medium}}
* {{bl|Hallowed Herb Garden|med}}
* {{bl|Hallowed Herb Garden|medium}}
* {{bl|Hallowed Small Farm|med}}
* {{bl|Hallowed Small Farm|medium}}
* Purified Beaver House*
* {{bl|Purified Bat House|medium}}*
* Purified Fox House*
* {{bl|Purified Beaver House|medium}}*
* Purified Frog House*
* {{bl|Purified Fox House|medium}}*
* Purified Harpy House*
* {{bl|Purified Frog House|medium}}*
* Purified Human House*
* {{bl|Purified Harpy House|medium}}*
* Purified Lizard House*
* {{bl|Purified Human House|medium}}*
* {{bl|Purified Lizard House|medium}}*


<nowiki>*</nowiki>Purified Housing has 6 Housing slots instead of the regular 2. In all other respects it is identical to regular Species Housing.
<nowiki>*</nowiki>Purified Housing has 6 Housing slots instead of the regular 2. In all other respects it is identical to regular Species Housing.


== Solve Requirements for Ruins ==
=== Normal Ruins ===
''<center>A building destroyed by the storm. It can be rebuilt or salvaged.</center>''
{| class="wikitable" style="font-weight:bold; text-align:center; vertical-align:middle;width:100%;"
|-
! colspan="2" style="width:33.33%;"| Salvage
! rowspan="2" colspan="2" style="width:33.33%;"| Threats:<br />-
! Rebuild
|- style=""
| colspan="2" style="" | Rewards:
| style="" | Rewards:
|- style="font-weight:normal;"
| colspan="2" | 5 - 40 [[Goods]]<br />5 - 40 [[Goods]]<br />Small chance of unlocking the building's [[Blueprint]]
| colspan="2" | -
| The Ruin is replaced by a functioning building of the appropriate type
|- style=""
| style="" | Requirements:
| style="" | Options:
| colspan="2" style="" | Solve Time:
| style="" | Requirements:
|- style="font-weight:normal; text-align:left;"
| 10 {{rl|Wood}}
| 5 {{rl|Clay}}<br />5 {{rl|Stone}}<br />5 {{rl|Reed}}
| rowspan="3" colspan="2" style="text-align:center;" | 1:00 (Ruined Housing)<br />2:00 (Ruined Service Building)<br />1:30 (Other Ruins)<br />
| Various building materials related to the construction cost of the appropriate building
|-
| colspan="2" style="" | Working Effects:
| style="" | Working Effects:
|- style="font-weight:normal;"
| colspan="2" | -
| -
|}
=== Haunted Ruins ===
<tabber>
|-|Settler=
''<center>This building is haunted by evil spirits. They are protecting it because it's one of a kind. It can be rebuilt or destroyed.</center>''
{| class="wikitable" style="font-weight:bold; text-align:center; vertical-align:middle;width:100%;"
|-
! style="width:33.33%;"| Burn Down
! rowspan="2" colspan="2" style="width:33.33%;"| Threats:<br />-
! Cleanse
|- style=""
| style="" | Rewards:
| style="" | Rewards:
|- style="font-weight:normal;"
| 5 - 40 [[Goods]]<br />5 - 40 [[Goods]]<br />Small chance of unlocking the building's [[Blueprint]]
| colspan="2" | -
| The Ruin is replaced by a unique building of the appropriate type (Flawless, Purified, Hallowed, or Holy version)
|- style=""
| style="" | Options:
| colspan="2" style="" | Solve Time:
| style="" | Options:
|- style="font-weight:normal; text-align:left;"
| 5 {{rl|Oil}}<br />5 {{rl|Coal}}<br />5 {{rl|Sea Marrow}}<br />8 {{rl|Planks}}
| rowspan="3" colspan="2" style="text-align:center;" | 2:20<br />
| 10 {{rl|Incense}}<br />10 {{rl|Scrolls}}<br />10 {{rl|Tea}}<br />10 {{rl|Oil}}<br />10 {{rl|Resin}}
|-
| style="" | Working Effects:
| style="" | Working Effects:
|- style="font-weight:normal;"
| -
| -3 Global [[Resolve]] every 60 seconds.
|}
|-|Pioneer=
''<center>This building is haunted by evil spirits. They are protecting it because it's one of a kind. It can be rebuilt or destroyed.</center>''
{| class="wikitable" style="font-weight:bold; text-align:center; vertical-align:middle;width:100%;"
|-
! style="width:33.33%;"| Burn Down
! rowspan="2" colspan="2" style="width:33.33%;"| Threats:<br />-
! Cleanse
|- style=""
| style="" | Rewards:
| style="" | Rewards:
|- style="font-weight:normal;"
| 5 - 40 [[Goods]]<br />5 - 40 [[Goods]]<br />Small chance of unlocking the building's [[Blueprint]]
| colspan="2" | -
| The Ruin is replaced by a unique building of the appropriate type (Flawless, Purified, Hallowed, or Holy version)
|- style=""
| style="" | Options:
| colspan="2" style="" | Solve Time:
| style="" | Options:
|- style="font-weight:normal; text-align:left;"
| 8 {{rl|Oil}}<br />8 {{rl|Coal}}<br />8 {{rl|Sea Marrow}}<br />12 {{rl|Planks}}
| rowspan="3" colspan="2" style="text-align:center;" | 2:50<br />
| 15 {{rl|Incense}}<br />15 {{rl|Scrolls}}<br />15 {{rl|Tea}}<br />15 {{rl|Oil}}<br />15 {{rl|Resin}}
|-
| style="" | Working Effects:
| style="" | Working Effects:
|- style="font-weight:normal;"
| -
| -3 Global [[Resolve]] every 60 seconds.
|}
|-|Veteran=
''<center>This building is haunted by evil spirits. They are protecting it because it's one of a kind. It can be rebuilt or destroyed.</center>''
{| class="wikitable" style="font-weight:bold; text-align:center; vertical-align:middle;width:100%;"
|-
! style="width:33.33%;"| Burn Down
! rowspan="2" colspan="2" style="width:33.33%;"| Threats:<br />-
! Cleanse
|- style=""
| style="" | Rewards:
| style="" | Rewards:
|- style="font-weight:normal;"
| 5 - 40 [[Goods]]<br />5 - 40 [[Goods]]<br />Small chance of unlocking the building's [[Blueprint]]
| colspan="2" | -
| The Ruin is replaced by a unique building of the appropriate type (Flawless, Purified, Hallowed, or Holy version)
|- style=""
| style="" | Options:
| colspan="2" style="" | Solve Time:
| style="" | Options:
|- style="font-weight:normal; text-align:left;"
| 10 {{rl|Oil}}<br />10 {{rl|Coal}}<br />10 {{rl|Sea Marrow}}<br />16 {{rl|Planks}}
| rowspan="3" colspan="2" style="text-align:center;" | 3:20<br />
| 20 {{rl|Incense}}<br />20 {{rl|Scrolls}}<br />20 {{rl|Tea}}<br />20 {{rl|Oil}}<br />20 {{rl|Resin}}
|-
| style="" | Working Effects:
| style="" | Working Effects:
|- style="font-weight:normal;"
| -
| -3 Global [[Resolve]] every 60 seconds.
|}
|-|Viceroy - P20=
''<center>This building is haunted by evil spirits. They are protecting it because it's one of a kind. It can be rebuilt or destroyed.</center>''
{| class="wikitable" style="font-weight:bold; text-align:center; vertical-align:middle;width:100%;"
|-
! style="width:33.33%;"| Burn Down
! rowspan="2" colspan="2" style="width:33.33%;"| Threats:<br />-
! Cleanse
|- style=""
| style="" | Rewards:
| style="" | Rewards:
|- style="font-weight:normal;"
| 5 - 40 [[Goods]]<br />5 - 40 [[Goods]]<br />Small chance of unlocking the building's [[Blueprint]]
| colspan="2" | -
| The Ruin is replaced by a unique building of the appropriate type (Flawless, Purified, Hallowed, or Holy version)
|- style=""
| style="" | Options:
| colspan="2" style="" | Solve Time:
| style="" | Options:
|- style="font-weight:normal; text-align:left;"
| 15 {{rl|Oil}}<br />15 {{rl|Coal}}<br />15 {{rl|Sea Marrow}}<br />24 {{rl|Planks}}
| rowspan="3" colspan="2" style="text-align:center;" | 3:50<br />
| 30 {{rl|Incense}}<br />30 {{rl|Scrolls}}<br />30 {{rl|Tea}}<br />30 {{rl|Oil}}<br />30 {{rl|Resin}}
|-
| style="" | Working Effects:
| style="" | Working Effects:
|- style="font-weight:normal;"
| -
| -3 Global [[Resolve]] every 45 seconds.
|}
</tabber>
== World Modifiers affecting Ruins ==
== World Modifiers affecting Ruins ==
{| class="wikitable" style="text-align:center; border:hidden"
{{MainArticle|World Map modifiers}}
|- style="font-weight:bold; border:hidden"
 
|-style="border:hidden"
{| class="wikitable"
| {{Perk|LimeGreen|File:RuinsModifier.png}}<br />Ruins Modifier
! World modifier !! Description
| style="text-align:left;border:hidden" | This region was settled very frequently in the past. The chance of finding Ruins in [[Glades]] is much higher.
|-
|  {{Perk|{{PerkGreen}}|File:AbandonedSettlement.png}} Abandoned Settlement
| Another Viceroy tried to settle this area, but unfortunately failed... You start with a small destroyed settlement (3 Ruins) in your initial [[glade]].
|-
| {{Perk|{{PerkGreen}}|File:RuinsModifier.png}} Ruins
| This region was settled very frequently in the past. The chance of finding Ruins in glades is much higher.
|}
|}


== Trivia ==
== Trivia ==
 
* Small [[Glades]] can only contain ruins of Gathering Camps and Huts.
* Before [[update 1.4]], basic and species-specific [[Housing]] could be found as Ruins.
* Before [[update 1.4]], basic and species-specific [[Housing]] could be found as Ruins.
* Since [[update 1.4]], Small [[Warehouse]] can only be found as a Ruin as part of special [[Glades]].
* Since [[update 1.4]], Small [[Warehouse]] can only be found as a Ruin as part of special [[Glades]].

Latest revision as of 09:52, 21 December 2025

This article was last updated during version 1.9.5. The game is now in 1.11.2. Some information may be out of date. Help us keep the wiki up to date by comparing this article against the patch notes and updating it.

Ruins in a Glade

Overview

Ruins are buildings found in Glades which can be repaired, salvaged, cleansed or burnt down. There are regular Ruins and haunted Ruins.

  • Repairing a building grants Viceroys access to the building and all its production outputs. Workers can be assigned and it functions as a normal building.
    • Unless you obtain the Blueprint for the building, a repaired ruin cannot be built again if you demolish it.
  • Salvaging a building will give some resources to Viceroys.
    • In rare circumstances, the building's blueprint will be provided as a reward for salvaging it.
  • Cleansing a production building is much the same as repairing, except a cleansed building has ★★★ recipes instead of ★ and ★★ recipes.
    • Cleansed farm buildings have an extra worker slot in addition to the improved recipes.
  • Cleansed housing has 6 slots instead of 2.
  • Cleansed Service buildings have a powerful additional effect.

Constructed buildings can be turned into Ruins by the Lightning Catcher Glade Event and Devastation Forest Mystery.

The Frogs Frogs Starting Ability reveals the position and identity of the nearest unrevealed Ruin, allowing for advance planning of Building availability and eliminating the randomness of certain Orders like Reconnaissance and Call of the Ruins.

Ruins map generation

Based on a sample of 1000 Dangerous Glades[1], the chance to find a Ruin, 3 Ruins, or a haunted Ruin in a Dangerous Glade is roughly between 50 and 56%.

You will never find a Ruin in a Scarlet Orchard Glade with one of the Excavation Sites or a Sealed Forest Glade with the Ancient Seal. They seem to take up the Ruin "slot" of the Glade they generate in.

Around 5% of all Dangerous Glades will generate with 3 Ruins. Around 10% of all Ruins found will be haunted. Glades with 3 Ruins may have more than 1 haunted Ruin.

Haunted Ruins

Haunted Druid's Hut

The list of possible haunted Ruins is quite limited compared to regular Ruins, which can be most buildings in the game. Cleansing a haunted Ruin at imposes a working effect that lowers Global Resolve by 3 every 60 seconds (45 seconds at Viceroy and above). Alternatively, you can burn the Ruin down for a moderate amount of resources.

Haunted Ruins and cleansed buildings can be distinguished from their regular counterparts visually by the light blue aura they emanate. All Orders that require a specific building will accept its cleansed version.

You can find the list of all possible cleansed buildings below:

*Purified Housing has 6 Housing slots instead of the regular 2. In all other respects it is identical to regular Species Housing.

Solve Requirements for Ruins

Normal Ruins

A building destroyed by the storm. It can be rebuilt or salvaged.
Salvage Threats:
-
Rebuild
Rewards: Rewards:
5 - 40 Goods
5 - 40 Goods
Small chance of unlocking the building's Blueprint
- The Ruin is replaced by a functioning building of the appropriate type
Requirements: Options: Solve Time: Requirements:
10 Wood Wood 5 Clay Clay
5 Stone Stone
5 Reed Reed
1:00 (Ruined Housing)
2:00 (Ruined Service Building)
1:30 (Other Ruins)
Various building materials related to the construction cost of the appropriate building
Working Effects: Working Effects:
- -

Haunted Ruins

This building is haunted by evil spirits. They are protecting it because it's one of a kind. It can be rebuilt or destroyed.
Burn Down Threats:
-
Cleanse
Rewards: Rewards:
5 - 40 Goods
5 - 40 Goods
Small chance of unlocking the building's Blueprint
- The Ruin is replaced by a unique building of the appropriate type (Flawless, Purified, Hallowed, or Holy version)
Options: Solve Time: Options:
5 Oil Oil
5 Coal Coal
5 Sea Marrow Sea Marrow
8 Planks Planks
2:20
10 Incense Incense
10 Scrolls Scrolls
10 Tea Tea
10 Oil Oil
10 Resin Resin
Working Effects: Working Effects:
- -3 Global Resolve every 60 seconds.

This building is haunted by evil spirits. They are protecting it because it's one of a kind. It can be rebuilt or destroyed.
Burn Down Threats:
-
Cleanse
Rewards: Rewards:
5 - 40 Goods
5 - 40 Goods
Small chance of unlocking the building's Blueprint
- The Ruin is replaced by a unique building of the appropriate type (Flawless, Purified, Hallowed, or Holy version)
Options: Solve Time: Options:
8 Oil Oil
8 Coal Coal
8 Sea Marrow Sea Marrow
12 Planks Planks
2:50
15 Incense Incense
15 Scrolls Scrolls
15 Tea Tea
15 Oil Oil
15 Resin Resin
Working Effects: Working Effects:
- -3 Global Resolve every 60 seconds.

This building is haunted by evil spirits. They are protecting it because it's one of a kind. It can be rebuilt or destroyed.
Burn Down Threats:
-
Cleanse
Rewards: Rewards:
5 - 40 Goods
5 - 40 Goods
Small chance of unlocking the building's Blueprint
- The Ruin is replaced by a unique building of the appropriate type (Flawless, Purified, Hallowed, or Holy version)
Options: Solve Time: Options:
10 Oil Oil
10 Coal Coal
10 Sea Marrow Sea Marrow
16 Planks Planks
3:20
20 Incense Incense
20 Scrolls Scrolls
20 Tea Tea
20 Oil Oil
20 Resin Resin
Working Effects: Working Effects:
- -3 Global Resolve every 60 seconds.

This building is haunted by evil spirits. They are protecting it because it's one of a kind. It can be rebuilt or destroyed.
Burn Down Threats:
-
Cleanse
Rewards: Rewards:
5 - 40 Goods
5 - 40 Goods
Small chance of unlocking the building's Blueprint
- The Ruin is replaced by a unique building of the appropriate type (Flawless, Purified, Hallowed, or Holy version)
Options: Solve Time: Options:
15 Oil Oil
15 Coal Coal
15 Sea Marrow Sea Marrow
24 Planks Planks
3:50
30 Incense Incense
30 Scrolls Scrolls
30 Tea Tea
30 Oil Oil
30 Resin Resin
Working Effects: Working Effects:
- -3 Global Resolve every 45 seconds.

World Modifiers affecting Ruins

Main article: World Map modifiers
World modifier Description
Abandoned Settlement Another Viceroy tried to settle this area, but unfortunately failed... You start with a small destroyed settlement (3 Ruins) in your initial glade.
Ruins This region was settled very frequently in the past. The chance of finding Ruins in glades is much higher.

Trivia

References

1. Testing done by Discord user @aphannnt https://discord.com/channels/418545968666116096/716220199182925825/1256622780015710248