Sealed Forest: Difference between revisions

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| Gift of the Keeper
| Gift of the Keeper
|- style="vertical-align:middle;"
|- style="vertical-align:middle;"
| Sell 30 {{rl|Pack of Trade Goods}} to any [[Trader]]<br />Buy at least 3 [[Blueprints]] or [[Perks]].
| Reach [[Standing Level]] 2 with 3 Settlements.
| Earn 5 [[Reputation]] Points from [[Events]] (Retroactive) <br />
| Earn 5 [[Reputation]] Points from [[Events]] (Retroactive) <br />
| Earn 6 [[Reputation]] points from [[Resolve]] (Retroactive)<br />
| Earn 6 [[Reputation]] points from [[Resolve]] (Retroactive)<br />

Revision as of 07:28, 7 May 2024

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

Icon Biome Sealed AbyssalRevenge.png
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)
Icon Biome Sealed HiddenSeal.png
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.
Icon Biome Sealed BeaconTower.png
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
Icon Biome Sealed OvergrownVegetation.png
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 SealFragment.png 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 SealFragment.png Seal Fragments carefully.






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


Icon Biome Sealed HiddenSeal-modified.png BronzeSeal.png
Bronze
LeadSeal.png
Lead
SilverSeal.png
Silver
GoldSeal.png
Gold
PlatinumSeal.png
Platinum
CobaltSeal.png
Cobalt
TitaniumSeal.png
Titanium
AdamantineSeal.png
Adamantine
SealFragment.png
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 Pack of Crops Pack of Crops
12 Pack of Provisions Pack of Provisions
12 Pack of Building Materials Pack of Building Materials
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. 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 Tools Tools
25 Pipes Pipes
10 Parts Parts
Choose from an array of Epic Cornerstones
Level 4 Forbidden Essence Fire Essence Essence of Corruption Reforge!
Deliver:
6 Ancient Tablet Ancient Tablets
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 Pack of Crops Pack of Crops
8 Pack of Provisions Pack of Provisions
8 Pack of Building Materials Pack of Building Materials
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 Ancient Tablet Ancient Tablets
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 Pack of Crops Pack of Crops
8 Pack of Provisions Pack of Provisions
8 Pack of Building Materials Pack of Building Materials
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 Ancient Tablet Ancient Tablets
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)
Sell goods worth at least 30 Amber Amber
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.png Abyssal Trees 2 Meat.png Meat (10%)
SeaMarrow.png Sea Marrow (10%)
Leather.png Leather (5%)
A bizarre, writhing growth... is this even really a tree?
Giant Abyssal Tree.png Overgrown Abyssal Trees 20 Meat.png Meat (10%)
SeaMarrow.png Sea Marrow (10%)
Leather.png 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 → DebugNode RootsBig icon.png Roots Node Herbs.png 30% + Resin.png 30% Foragers' Camp Foragers' Camp★★ 00:17 Icon Spec Farm 64x64.png Farming

Human circle.png Human
12 → DebugNode RootsSmall icon.png Roots Deposit Herbs.png 20% Small Foragers' Camp Small Foragers' Camp 00:25
Reed Reed 60 → DebugNode ReedBig icon.png Reed Field

20 → DebugNode ReedSmall icon.png Reed Field
Roots.png 40% + Icon Resource Clay.png 40%

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

Mushrooms Mushrooms
70 → DebugNode DewberryBushBig icon.png Dewberry Bush

70 → DebugNode MushroomBig icon.png Bleeding Tooth Mushrooms
Icon Resource Berries.png 40%

Insects.png 40%
Herbalists' Camp Herbalists' Camp★★ 00:17 Icon Spec Alchemy 64x64.png Alchemy

Harpy circle.png Harpy
15 → DebugNode DewberryBushSmall icon.png Dewberry Bush

15 → DebugNode MushroomSmall icon.png Bleeding Tooth Mushrooms
Icon Resource Berries.png 20%

Insects.png 20%
Small Herbalists' Camp Small Herbalists' Camp 00:25
Clay Clay

Sea Marrow Sea Marrow
60 → DebugNode ClayBig icon.png Clay Deposit

60 → DebugNode SeaMarrowBig icon.png Sea Marrow Deposit
CopperOre.png 75% + Roots.png 30%

Stone.png 50% + Icon Resource AncientTablet.png 01% + SeaMarrow.png 100%
Stonecutters' Camp Stonecutters' Camp★★ 00:05 none
20 → DebugNode ClaySmall icon.png Clay Deposit

20 → DebugNode SeaMarrowSmall icon.png Sea Marrow Deposit
CopperOre.png 50% + Roots.png 20%

SeaMarrow.png 80% + Stone.png 40%
Meat Meat

Insects Insects
70 → DebugNode SnailBroodmotherBig icon.png Slickshell Broodmother

70 → DebugNode WormtongueNestBig icon.png Wormtongue Nest
Leather.png100%

Insects.png 60%
Trappers' Camp Trappers' Camp★★ 00:17 Icon Spec Meat 64x64.png Meat Production

Lizard circle.png Lizard
15 → DebugNode SnailBroodmotherSmall icon.png Slickshell Broodmother

15 → DebugNode WormtongueNestSmall icon.png Wormtongue Nest
Leather.png 20%

Insects.png 20%
Small Trappers' Camp Small Trappers' Camp 00:25
Copper Ore Copper Ore 20 → Icon Resource CopperOre.png Copper Deposit Clay.png 30%
Mine icon.png

Mine ★★
00:29 Engineering.png Engineering

Beaver circle.png 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
Plagueofblindness.png
Plague 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.png
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.
Plagueofdarkness.png
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.
Plagueofdeath.png
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.
Plagueoffire.png
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.
Plagueoffishmen.png
Plague of Fishmen
Fishmen will summon 1 Dangerous or Forbidden Glade Event near the Ancient Hearth.
Plagueofthedarkforest.png
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
Plagueoflocusts.png
Plague of Locusts
Destroys X random resource nodes.
Plagueofmalady.png
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.
Plagueifmosquitoes.png
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.
Plagueofmysteries.png
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.
Plagueofrats.png
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.
Plagueofsnakes.png
Plague of Snakes
Villagers are horrified by the sight of venomous snakes on the roads. -X to Global Resolve.

The Beacon Tower

Beacon Tower Options
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