The Forest: Difference between revisions

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! Tree !! Biome !! Additional resources
! Tree !! Biome !! Additional resources
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| '''Coppervein Tree''' || Scarlet Orchard || [[File:CopperOre.png|25px]] Copper Ore (10%)<br>[[File:Resin.png|25px]] Resin (5%)<br>[[File:PlantFiber.png|25px]] Plant Fiber (5%)
| '''Coppervein''' || Scarlet Orchard || [[File:CopperOre.png|25px]] Copper Ore (10%)<br>[[File:Resin.png|25px]] Resin (5%)<br>[[File:PlantFiber.png|25px]] Plant Fiber (5%)
|-
|-
| '''Lush Tree''' || Royal Woodlands || [[File:Resin.png|25px]] Resin (15%)<br>[[File:PlantFiber.png|25px]] Plant Fiber (10%)<br>[[File:Eggs.png|25px]] Eggs (5%)
| '''Lush''' || Royal Woodlands || [[File:Resin.png|25px]] Resin (15%)<br>[[File:PlantFiber.png|25px]] Plant Fiber (10%)<br>[[File:Eggs.png|25px]] Eggs (5%)
|-
|-
| '''Mushwood tree''' || The Marshlands || [[File:Mushrooms.png|25px]] Mushrooms (15%)<br>[[File:Leather.png|25px]] Leather (5%)
| '''Mushwood''' || The Marshlands || [[File:Mushrooms.png|25px]] Mushrooms (15%)<br>[[File:Leather.png|25px]] Leather (5%)
|-
|-
| '''Crimsonreach Tree''' || Coral Forest || [[File:Stone.png|25px]] Stone (40%)<br>[[File:Incense.png|25px]] Incense (20%)
| '''Crimsonreach''' || Coral Forest || [[File:Stone.png|25px]] Stone (40%)<br>[[File:Incense.png|25px]] Incense (20%)
|-
|-
| '''Musselsprout Tree''' || Coral Forest || [[File:Meat.png|25px]] Meat (40%)<br>[[File:CrystalizedDew.png|25px]] Crystalized Dew (20%)
| '''Musselsprout''' || Coral Forest || [[File:Meat.png|25px]] Meat (40%)<br>[[File:CrystalizedDew.png|25px]] Crystalized Dew (20%)
|-
|-
| '''Plantleaf Tree''' || Coral Forest || [[File:Resin.png|25px]] Resin (30%)
| '''Plantleaf''' || Coral Forest || [[File:Resin.png|25px]] Resin (30%)
|}
|}



Revision as of 18:57, 28 October 2022

Trees

Trees can be harvested by Woodcutters' Camp buildings to give Wood. They may also grant additional resources depending on the biome.

Tree Biome Additional resources
Coppervein Scarlet Orchard Copper Ore (10%)
Resin (5%)
Plant Fiber (5%)
Lush Royal Woodlands Resin (15%)
Plant Fiber (10%)
Eggs (5%)
Mushwood The Marshlands Mushrooms (15%)
Leather (5%)
Crimsonreach Coral Forest Stone (40%)
Incense (20%)
Musselsprout Coral Forest Meat (40%)
Crystalized Dew (20%)
Plantleaf Coral Forest Resin (30%)

Resource nodes

Resource nodes are spots that allow villagers to gather resources. Each node can have its own priority set, when it is preferred to be harvested more or less often than other nodes.

Each node has a number of Charges, representing the amount of times it can be harvested. The number can be increased by certain Smoldering City upgrades.

Node Charges Guaranteed resources Possible resources Gathered by Description
Clay Deposit (big) 60 Clay Copper Ore (40%)
Roots (30%)
Stonecutters' Camp Soil infused with the essence of the rain.
Clay Deposit (small) 20 Clay Copper Ore (25%)
Roots (20%)
Stonecutters' Camp Soil infused with the essence of the rain.
Flax Field (big) 60 Plant Fiber Clay (20%)
Insects (20%)
Harvesters' Camp Resilient plants perfect for cloth-making.
Flax Field (small) 20 Plant Fiber Clay (40%)
Insects (20%)
Harvesters' Camp Resilient plants perfect for cloth-making.
Moss Broccoli Patch (big) 60 Vegetables Insects (30%)
Roots (20%)
Foregars' Camp An edible and tasty type of moss.
Moss Broccoli Patch (small) 15 Vegetables Insects (30%)
Roots (20%)
Foregars' Camp An edible and tasty type of moss.
Root Deposit (small) 15 Roots Herbs (20%) Scavengers' Camp A tangled net of living vines.
Slickshell Broodmother (small) 15 Meat Leather (40%) Trappers' Camp Small Slickshells are crawling out of the openings in the broodmother's shell. It's easy to collect them.
Stormbird Nest (small) 15 Eggs Meat (20%) Scavengers' Camp
Trappers' Camp
An abandoned nest. Let's hope the owner doesn't come back...

Inside Glades

Node Charges Guaranteed resources Possible resources Gathered by Description
Bleeding Tooth Mushroom (small) 15 Mushrooms Insects (30%) Herbalists' Camp A resilient species that grows on marshy soil.
Dewberry Bush (small) 15 Berries Berries (40%) Herbalists' Camp Fresh and sweet berries infused by the Rain.
Sea Marrow Deposit (big) 60 Sea Marrow Stone (40%)
Ancient Tablet (1%)
Stonecutters' Camp Ancient fossils rich in resources.
Sea Marrow Deposit (small) 20 Sea Marrow Stone (40%) Stonecutters' Camp Ancient fossils rich in resources.
Wormtongue Nest (small) 15 Insects Meat (20%) Foragers' Camp
Trappers' Camp
A nest full of tasty Wormtongues.

Glades

Glades are empty areas of the Forest that are shrouded until they are first reached by clearing trees. They may contain resources, treasures, fertile soil, ruined buildings, and more.

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' Camp and white if outside one.

The best rewards come from Dangerous Glades and Forbidden Glades (both marked with a skull icon), but they always contain at least one dangerous Glade Event, which requires delivering certain goods or completing a challenge.

Glade Events

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 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).

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 "investigate".

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.

Event Required goods Approaches (rewards)
Small Abandoned Cache
  1. 4 Simple Tools or 2 Infused Tools
  • Keep Goods (random high quality reward)
  • Send to the citadel (0.5 Reputation, 10 Amber)
Medium Abandoned Cache
  1. 8 Simple Tools or 4 Infused Tools
  • Keep Goods (random high quality reward)
  • Send to the citadel (0.75 Reputation, 20 Amber)
Harbalists' Camp
  1. 6 Wood
  • Rebuild (Harbalists' Camp)
  • Salvage (random resources)
Leatherworker
  1. 4 Bricks or 2 Simple Tools or 1 Infused Tools
  2. 4 Fabric or 2 Simple Tools or 1 Infused Tools
  • Rebuild (Leatherworker)
  • Salvage (random resources)
Small Encampment
  1. 4 Food
  • Welcome new people (2 villagers)
  • Send to the citadel (10 Amber)