The Forest: Difference between revisions

From Against the Storm Official Wiki
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{| class="wikitable"
{| class="wikitable"
! Event !! Required goods !! Approaches (rewards) !! Glade type
! Event !! Required goods !! Approaches (rewards) !! Glade type
|-
| '''Small Abandoned Cache'''
|
# 4 Simple Tools
|
* Keep Goods (random high quality reward)
* Send to the citadel (0.5 Reputation, 10 Amber)
| Safe
|-
| '''Medium Abandoned Cache'''
|
# 8 Simple Tools
|
* Keep Goods (random high quality reward)
* Send to the citadel (0.75 Reputation, 20 Amber)
| Safe
|-
|-
| '''Harbalists' Camp'''
| '''Harbalists' Camp'''
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| Safe
| Safe
|-
|-
| '''Small Abandoned Cache'''
| '''Leatherworker'''
|  
|  
# 4 Simple Tools
# 4 Bricks or 2 Simple Tools or 1 Infused Tools
# 4 Fabric or 2 Simple Tools or 1 Infused Tools
|  
|  
* Keep Goods (random high quality reward)
* Rebuild (Leatherworker)
* Send to the citadel (0.5 Reputation, 10 Amber)
* Salvage (random resources)
| Safe
| Safe
|-
|-

Revision as of 09:05, 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
Lush Tree Royal Woodlands Resin.png Resin (15%)
PlantFiber.png Plant Fiber (10%)
Eggs.png Eggs (5%)

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.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 (40%)
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.
Moss Broccoli Patch (small) 15 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.
Root Deposit (small) 15 Roots.png Roots Herbs.png Herbs (20%) Scavenger Camp icon.png Scavengers' Camp A tangled net of living vines.
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.
Stormbird Nest (small) 15 Eggs.png Eggs Meat.png Meat (20%) Scavenger Camp icon.png Scavengers' Camp
Trapper's Camp icon.png 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 15 Mushrooms.png Mushrooms Insects.png Insects (30%) Herbalists' Camp A resilient species that grows on marshy soil.
Dewberry Bush (small) 15 Berries.png Berries Berries.png Berries (40%) Herbalists' Camp Fresh and sweet berries infused by the Rain.
Sea Marrow Deposit (small) 20 SeaMarrow.png Sea Marrow Stone.png Stone (40%) Stonecutters' Camp Ancient fossils rich in resources.
Wormtongue Nest (small) 15 Insects.png Insects Insects.png Insects (20%) Foragers' Camp
Trappers' Camp
A nest full of tasty Wormtongues.

Forest Mysteries

Forest Mysteries are generated at the start of each game, based on the map’s difficulty and biome. Each effect is only active during its corresponding season. Positive effects occur in Drizzle, negative ones are active during the Storm. Some effects are simple modifiers influencing production, lowering speed or destroying buildings, but some are based on your villagers' needs. For example: Hailstorm can kill villagers during the Storm, but if they have a home, they are safe.

Forest Mystery Type Effects Required Hostility Description
B 25.png Berry New Year Positive +3 Berry Production 0 Gain additional Berries every yield (from gathering, farming, or production).
Addon 17.png Fermented Rain Positive Rain Collector buildings produce Wine 0 The rain is sticky and tastes like wine.
Yellow 09.png Fresh Breeze Positive Villagers with Complex Food and housing move 20% faster 0 A refreshing current of air lifts the spirit. Those with basic needs taken care of are more willing to work.
Violet 24 modified.png Heavy Drops Positive +5 Sparkdew production 0 Gain additional Sparkdew every yield (from gathering, farming, or production).
Gr 12.png Worms After the Rain Positive Scavengers' Camp buildings can harvest Insect nodes 0 Insects are extremely easy to collect after heavy rainfall.
Storm.png Looming Darkness Negative -4 Global Resolve per Hostility level 0 The rampaging storm stifles the spirit of all living creatures.
SpellBook01 47.png Creeping Shadows Negative -10 Global Resolve for 3 minutes after discovering a Glade 1 Discovering a Glade during the Storm will decrease Global Resolve.
B 13.png Fog Negative Villagers without Housing more 40% slower 1 A veil of moisture obscures vision. It is hard to walk in these conditions.
SpellBook01 55.png Regular Storm Negative Villagers without Shelter have a 10% chance to die every 60 seconds 1 Homeless villagers are especially vulnerable during the Storm.
SpellBook01 07.png Strange Lights Negative People without Services have a 20% chance to destroy the yield 4 People report seeing strange visages in the woods. They need something to put their minds at ease.

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
Small Abandoned Cache
  1. 4 Simple Tools
  • Keep Goods (random high quality reward)
  • Send to the citadel (0.5 Reputation, 10 Amber)
Safe
Medium Abandoned Cache
  1. 8 Simple Tools
  • Keep Goods (random high quality reward)
  • Send to the citadel (0.75 Reputation, 20 Amber)
Safe
Harbalists' Camp
  1. 6 Wood
  • Rebuild (Harbalists' Camp)
  • Salvage (random resources)
Safe
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)
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