The Forest: Difference between revisions

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* Rebuild (Harbalists' Camp)
* Rebuild (Harbalists' Camp)
* Salvage (30 Wood, 20 Roots)
* Salvage (random resources)
| Safe
| Safe
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# 4 Simple Tools
# 4 Simple Tools
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* Keep Goods (high quality reward)
* Keep Goods (random high quality reward)
* Send to the citadel (0.5 Reputation, 10 Amber)
* Send to the citadel (0.5 Reputation, 10 Amber)
| Safe
| Safe
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# 4 Food
# 4 Food
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* Welcome new people (2 villagers)
* Welcome new people (random villagers)
* Send to the citadel (10 Amber)
* Send to the citadel (10 Amber)
| Safe
| Safe

Revision as of 08:28, 27 October 2022

Resource deposits

Resource deposits are spots that allow villagers to gather resources. Each deposit has a number of Charges, representing the amount of times it can be harvested. Each deposit can have its own priority set, when it is preferred to be harvested more or less often than other deposits.

Deposit Charges Guaranteed resources Possible resources Gathered by Description
Clay Deposit (big) 60 Clay.png Clay CopperOre.png Copper Ore (40%)
Roots.png Roots (30%)
Stonecutter's Camp icon.png Stonecutters' Camp Soil infused with the essence of the rain.
Clay Deposit (small) 20 Clay.png Clay CopperOre.png Copper Ore (25%)
Roots.png Roots (20%)
Stonecutter's Camp icon.png Stonecutters' Camp Soil infused with the essence of the rain.
Flax Field (big) 60 PlantFiber.png Plant Fiber Clay.png Clay (20%)
Insects.png Insects (20%)
Harvester Camp icon.png Harvesters' Camp Resilient plants perfect for cloth-making.
Flax Field (small) 20 PlantFiber.png Plant Fiber Clay.png Clay (30%)
Insects.png Insects (20%)
Harvester Camp icon.png Harvesters' Camp Resilient plants perfect for cloth-making.
Lush Tree 2 Wood.png Wood (2) Resin.png Resin (15%)
PlantFiber.png Plant Fiber (10%)
Eggs.png Eggs (5%)
Woodcutters Camp icon.png Woodcutters' Camp Perfect source of wood.
Moss Broccoli Patch (big) 60 Vegetables.png Vegetables Insects.png Insects (30%)
Roots.png Roots (20%)
Forager's Camp icon.png Foregars' Camp An edible and tasty type of moss.
Slickshell Broodmother (small) 15 Meat.png Meat Leather.png Leather (40%) Trapper's Camp icon.png Trappers' Camp Small Slickshells are crawling out of the openings in the broodmother's shell. It's easy to collect them.

Inside Glades

Deposit Charges Guaranteed resources Possible resources Gathered by Description
Bleeding Tooth Mushroom 15 Mushrooms.png Mushrooms Insects (30%) Herbalists' Camp A resilient species that grows on marshy soil.
Dewberry Bush (small) 15 Berries.png Berries Berries (40%) Herbalists' Camp Fresh and sweet berries infused by the Rain.
Root Deposit (small) 15 Roots.png Roots Herbs (20%) Scavengers' Camp A tangled net of living vines.
Stormbird Nest (small) 15 Eggs.png Eggs Meat (20%) Scavengers' Camp
Trappers' Camp
An abandoned nest. Let's hope the owner doesn't come back...
Wormtongue Nest (small) 15 Insects.png Insects Insects (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) Glade type
Harbalists' Camp
  1. 6 Wood
  • Rebuild (Harbalists' Camp)
  • Salvage (random resources)
Safe
Small Abandoned Cache
  1. 4 Simple Tools
  • Keep Goods (random high quality reward)
  • Send to the citadel (0.5 Reputation, 10 Amber)
Safe
Small Encampment
  1. 4 Food
  • Welcome new people (random villagers)
  • Send to the citadel (10 Amber)
Safe
Ancient Shrine
Curse of the Forefathers
  1. 5 Planks or 20 Wood
  2. 5 Bricks or 5 Fabric
  3. 10 Simple Tools
  • 1 Ancient Tablet
Dangerous