Sealed Forest: Difference between revisions

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== Strategy ==
== Strategy ==


There are some clues in [[Glades]] providing Guidance to where the Seal is located. The Seal will always be located in a [[Dangerous Glade]], and Guidance to the Seal's location spawns in all [[Glades]] until the Seal is discovered.
There are some clues in [[Glades]] providing Guidance to where the Seal is located. The Seal will always be located in a [[Dangerous Glade]], and Guidance to the Seal's location spawns in all [[Glades]] until the Seal is discovered. The Guidance Stones can be deconstructed using the Destroy tool to recover some Stone and Resin.


In order to successfully complete the Sealed Forest, a Viceroy needs to reforge the [[Seal]] by completing [[Seal]] [[Orders]]. All [[Seals]] have the same [[Seal Orders]] to complete, no matter the color. It is a race against time to complete all the [[Seal Orders]] before the Queen's [[Impatience]] runs out. Only one order per level needs completion.  A Viceroy need not fill up the [[Reputation]] bar to complete the [[Biome]] as in other [[Biome]]s. A Viceroy cannot win the Sealed Forest by filling up the [[Reputation]] bar, once the bar is filled, it is no longer possible to lower [[Impatience]].
In order to successfully complete the Sealed Forest, a Viceroy needs to reforge the [[Seal]] by completing [[Seal]] [[Orders]]. All [[Seals]] have the same [[Seal Orders]] to complete, no matter the color. It is a race against time to complete all the [[Seal Orders]] before the Queen's [[Impatience]] runs out. Only one order per level needs completion.  A Viceroy need not fill up the [[Reputation]] bar to complete the [[Biome]] as in other [[Biome]]s. A Viceroy cannot win the Sealed Forest by filling up the [[Reputation]] bar, once the bar is filled, it is no longer possible to lower [[Impatience]].

Revision as of 14:48, 27 March 2024

File:Icon Biome SealedForest.png
The Sealed Forest

Overview

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

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

Effects


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

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

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

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

Requirements for Entry

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

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

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






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



Bronze

Lead

Silver

Gold

Platinum

Cobalt

Titanium

Adamantine

Required
4 12 20 35 45 60 75 105
Minimum
Difficulty
- Pioneer Veteran Viceroy Prestige 5 Prestige 10 Prestige 15 Prestige 20
Spawned fields
from Citadel
- 11 13 15 18 21 24 28

Seal Orders

Viceroys need only complete 1 Seal Order per Level.

Veteran - Prestige 20:

Option 1 Option 2 Option 3 Rewards
Level 1 Heart of Amber Heart of the Forest Mechanical Heart Gift of the Keeper
Deliver:
12 [Resource Link size not valid: med]
12 [Resource Link size not valid: med]
12 [Resource Link size not valid: med]
Open or Send 3 Abandoned Caches (NOT retroactive) Install 8 Rainpunk Engines in production Buildings Choose from an array of Epic Cornerstones
Level 2 Golden Blood Blood of the Stag Mortal Blood Gift of the Keeper
Reach Standing Level 2 with 3 settlements on Trade Routes
Earn 5 Reputation Points from Events (Retroactive)
Earn 6 Reputation points from Resolve (Retroactive)
Choose from an array of Epic Cornerstones
Level 3 Crystal Feathers Queen's Feathers Metal Feathers Gift of the Keeper
Deliver 80 Amber Amber
Fulfill the following needs for 60 Seconds:

25 Complex Food Need
25 Services Need
Coats Coats do NOT count
Deliver:
40 [Resource Link size not valid: med]
25 [Resource Link size not valid: med]
10 [Resource Link size not valid: med]
Choose from an array of Epic Cornerstones
Level 4 Forbidden Essence Fire Essence Essence of Corruption Reforge!
Deliver:
6 [Resource Link size not valid: med]s
Complete 2 Forbidden Glade Events
with no more than 1200 seconds between them.
(NOT retroactive)
Keep Fox Resolve above 35 for 300 seconds
Keep Beaver Resolve above 40 for 300 seconds
Keep Harpy Resolve above 35 for 300 seconds
Keep Lizard Resolve above 35 for 300 seconds
Keep Human Resolve above 45 for 300 seconds
(Retroactive)
Use any Rainwater in Rainpunk Engines: 600 Units
Burn 35 Blightrot Cysts (Retroactive)
Forging the Seal!

Pioneer:

Option 1 Option 2 Option 3 Rewards
Level 1 Heart of Amber Heart of the Forest Heart of the Ancient Flame Gift of the Keeper
Deliver:
8 [Resource Link size not valid: med]
8 [Resource Link size not valid: med]
8 [Resource Link size not valid: med]
Open or Send 2 Abandoned Caches (NOT retroactive) Sacrifice 125 Wood Wood in the Ancient Hearth

Deliver 3 Wildfire Essence Wildfire Essence
Choose from an array of Epic Cornerstones
Level 2 Golden Blood Blood of the Stag Mortal Blood Gift of the Keeper
Reach Standing Level 2 with 2 settlements on Trade Routes Earn 3 Reputation Points from Events (Retroactive) Earn 3 Reputation points from Resolve (Retroactive) Choose from an array of Epic Cornerstones
Level 3 Crystal Feathers Queen's Feathers Stormbird Feathers Gift of the Keeper
Deliver 40 Amber Amber Fulfill the following needs for 60 Seconds:

15 Complex Food Need
15 Services Need
Coats Coats do NOT count
Complete 1 Dangerous Glade Event Choose from an array of Epic Cornerstones
Level 4 Forbidden Essence Fire Essence Essence of Wealth Reforge!
Deliver:
4 [Resource Link size not valid: med]s
Complete 2 Dangerous or Forbidden Glade Events
with no more than 1200 seconds between them.
(NOT retroactive)
(Only two Species)
Keep Fox Resolve above 35 for 300 seconds
Keep Beaver Resolve above 30 for 300 seconds
Keep Harpy Resolve above 30 for 300 seconds
Keep Lizard Resolve above 35 for 300 seconds
Keep Human Resolve above 35 for 300 seconds
(Routes are NOT retroactive)
Complete 5 Trade Routes worth at least 15Amber Amber each.
Delivery 50 Pack of Luxury Goods Pack of Luxury Goods
Forging the Seal!

Settler:

Option 1 Option 2 Option 3 Rewards
Level 1 Heart of Amber Heart of the Forest Heart of the Ancient Flame Gift of the Keeper
Deliver:
8 [Resource Link size not valid: med]
8 [Resource Link size not valid: med]
8 [Resource Link size not valid: med]
Open or Send 2 Abandoned Caches (NOT retroactive) Sacrifice 125 Wood Wood in the Ancient Hearth

Deliver 3 Wildfire Essence Wildfire Essence
Choose from an array of Epic Cornerstones
Level 2 Golden Blood Blood of the Stag Mortal Blood Gift of the Keeper
Reach Standing Level 2 with 2 settlements on Trade Routes Earn 3 Reputation Points from Events (Retroactive) Earn 3 Reputation points from Resolve (Retroactive) Choose from an array of Epic Cornerstones
Level 3 Crystal Feathers Queen's Feathers Stormbird Feathers Gift of the Keeper
Deliver 40 Amber Amber Fulfill the following needs for 60 Seconds:

15 Complex Food Need
15 Services Need
Coats Coats do NOT count
Complete 1 Dangerous Glade Event Choose from an array of Epic Cornerstones
Level 4 Forbidden Essence Fire Essence Essence of Wealth Reforge!
Deliver:
4 [Resource Link size not valid: med]s
Complete 2 Dangerous or Forbidden Glade Events
with no more than 1200 seconds between them.
(NOT retroactive)
(Only two Species)
Keep Fox Resolve above 25 for 300 seconds
Keep Beaver Resolve above 30 for 300 seconds
Keep Harpy Resolve above 25 for 300 seconds
Keep Lizard Resolve above 25 for 300 seconds
Keep Human Resolve above 30 for 300 seconds
(Routes are NOT retroactive)
Complete 5 Trade Routes worth at least 15Amber Amber each.
Delivery 50 Pack of Luxury Goods Pack of Luxury Goods
Forging the Seal!

Resources

The Sealed Forest contains the following Resources:

Trees

Trees Charges Bonus Resources Description
Abyssal Trees 2 Meat (10%)
Sea Marrow (10%)
Leather (5%)
A bizarre, writhing growth... is this even really a tree?
Overgrown Abyssal Trees 20 Meat (10%)
Sea Marrow (10%)
Leather (10%)
A giant, bizarre growth... it's bigger than the other trees in the area.

Natural Resources

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

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

20 → Reed Field
40% + 40%

20% + 20%
Harvesters' Camp Harvesters' Camp★★ 00:05 none
Berries Berries

Mushrooms Mushrooms
70 → Dewberry Bush

70 → Bleeding Tooth Mushrooms
40%

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

Harpy
15 → Dewberry Bush

15 → Bleeding Tooth Mushrooms
20%

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

Sea Marrow Sea Marrow
60 → Clay Deposit

60 → Sea Marrow Deposit
75% + 30%

50% + 01% + 100%
Stonecutters' Camp Stonecutters' Camp★★ 00:05 none
20 → Clay Deposit

20 → Sea Marrow Deposit
50% + 20%

80% + 40%
Meat Meat

Insects Insects
70 → Slickshell Broodmother

70 → Wormtongue Nest
100%

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

Lizard
15 → Slickshell Broodmother

15 → Wormtongue Nest
20%

20%
Small Trappers' Camp Small Trappers' Camp★ 00:25
Copper Ore Copper Ore 20 → Copper Deposit 30%

Mine ★★
00:29 Engineering

Beaver

Plagues

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

The first 3 Plagues are always:

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

After that, Plague generation is random.

Plague Description
Plague of Blindness When they lost their sight, they lost all hope along with it. All villagers move slower and have a chance of destroying a production yield.
Plague of Corrupted Water The rainwater has become contaminated, so rainpunk machinery is now even more hazardous. Using rainwater in rain engines generates Blightrot cysts X quicker.
Plague of Darkness Some say this is the beginning of the end. The storm season is longer, and sacrificing goods at the Ancient Hearth is banned.
Plague of Death The Sealed Ones are thirsty for blood. Discover 3 Dangerous or Forbidden Glades during this storm. If you don't, villagers will be killed in the coming drizzle season.
Plague of Fire Even the eternal rain cannot stop the ghastly fires coming from the abyss. Fuel in the settlement's warehouses is disappearing at a rate of X units every X seconds.
Plague of Fishmen Fishmen will summon 1 Dangerous or Forbidden Glade Event near the Ancient Hearth.
Plague of the Dark Forest The Sealed Ones incite the forest to become even more sinister. Hostility from discovered Dangerous and Forbidden Glades is increased by X
Plague of Locusts Destroys X random resource nodes.
Plague of Malady The Sealed Ones have inflicted a mysterious disease on the settlement. Villagers take X longer rests and have a X higher chance of consuming twice as much food during a break.
Plague of Mosquitoes The sky turns black with a swarm of mosquitoes. Bitten villagers can't focus on work. Global production speed is X% slower.
Plague of Mysteries The Sealed Ones possess the power to control almost everything. Negative Forest Mysteries require a lower Hostility level X to activate during the storm.
Plague of Rats A horde of ravenous rats crawls out of the uncovered seal. Any cooked or raw food in the settlement's warehouses disappears at a rate of X items every X seconds.
Plague of Snakes Villagers are horrified by the sight of venomous snakes on the roads. -X to Global Resolve.
Plague of Thunderstorms Sinister storm clouds are approaching relentlessly, with bolts of lightning lacerating the sky. Lightning will destroy X buildings in the settlement.

The Beacon Tower

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

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


Level 1: Supplies (Choose 2)

Level 2: Bells (Choose 2)

  • Global Production rate is 50% faster for the current season.
  • Villagers with low resolve leave 50% slower for the current season.
  • All Trade Routes are 100% faster for the current season. (Active Trade Routes included.)

Level 3: Miracles (Choose 1)

  • Hostility is decreased by 100 for the duration of the current season.
  • The Ancient Hearth's resistance is increased by 250 for the duration of the current season.
  • Scouts work 50% faster on Glade Events for the duration of the current season.

Once the tower is built, it cannot be destroyed. Viceroys need Planks Planks, Bricks Bricks and Fabric Fabric to build it. On Prestige 6 and higher, 3 of each material. On Prestiges 5 and lower, 2 of each.



Strategy

There are some clues in Glades providing Guidance to where the Seal is located. The Seal will always be located in a Dangerous Glade, and Guidance to the Seal's location spawns in all Glades until the Seal is discovered. The Guidance Stones can be deconstructed using the Destroy tool to recover some Stone and Resin.

In order to successfully complete the Sealed Forest, a Viceroy needs to reforge the Seal by completing Seal Orders. All Seals have the same Seal Orders to complete, no matter the color. It is a race against time to complete all the Seal Orders before the Queen's Impatience runs out. Only one order per level needs completion. A Viceroy need not fill up the Reputation bar to complete the Biome as in other Biomes. A Viceroy cannot win the Sealed Forest by filling up the Reputation bar, once the bar is filled, it is no longer possible to lower Impatience.

Guidance Stones can be demolished, granting 15 Stone Stone and 8 Resin Resin.

It is always a good idea to hold in SHIFT while marking trees so you can choose to only chop Overgrown trees, which has 20 charges instead of 2, giving you more wood and less Hostility.

See Also