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 (15%) Plant Fiber (10%) 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 |
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.
|
Lush Tree |
2 |
Wood (2) |
Resin (15%) Plant Fiber (10%) Eggs (5%) |
Woodcutters' Camp |
Perfect source of wood.
|
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 |
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 (small) |
20 |
Sea Marrow |
Stone (40%) |
Stonecutters' Camp |
Ancient fossils rich in resources.
|
Wormtongue Nest (small) |
15 |
Insects |
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
|
Berry New Year |
Positive |
+3 Berry Production |
0 |
Gain additional Berries every yield (from gathering, farming, or production).
|
Fermented Rain |
Positive |
Rain Collector buildings produce Wine |
0 |
The rain is sticky and tastes like wine.
|
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.
|
Heavy Drops |
Positive |
+5 Sparkdew production |
0 |
Gain additional Sparkdew every yield (from gathering, farming, or production).
|
Worms After the Rain |
Positive |
Scavengers' Camp buildings can harvest Insect nodes |
0 |
Insects are extremely easy to collect after heavy rainfall.
|
Looming Darkness |
Negative |
-4 Global Resolve per Hostility level |
0 |
The rampaging storm stifles the spirit of all living creatures.
|
Creeping Shadows |
Negative |
-10 Global Resolve for 3 minutes after discovering a Glade |
1 |
Discovering a Glade during the Storm will decrease Global Resolve.
|
Fog |
Negative |
Villagers without Housing more 40% slower |
1 |
A veil of moisture obscures vision. It is hard to walk in these conditions.
|
Regular Storm |
Negative |
Villagers without Shelter have a 10% chance to die every 60 seconds |
1 |
Homeless villagers are especially vulnerable during the Storm.
|
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
|
- 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
|
- 6 Wood
|
- Rebuild (Harbalists' Camp)
- Salvage (random resources)
|
Safe
|
Leatherworker
|
- 4 Bricks or 2 Simple Tools or 1 Infused Tools
- 4 Fabric or 2 Simple Tools or 1 Infused Tools
|
- Rebuild (Leatherworker)
- Salvage (random resources)
|
Safe
|
Small Encampment
|
- 4 Food
|
- Welcome new people (random villagers)
- Send to the citadel (10 Amber)
|
Safe
|
Ancient Shrine Curse of the Forefathers
|
- 5 Planks or 20 Wood
- 5 Bricks or 5 Fabric
- 10 Simple Tools
|
|
Dangerous
|