The Forest

From Against the Storm Official Wiki
Revision as of 09:20, 21 December 2022 by Kram (talk | contribs) (→‎Trees: Added Dying Tree and added the bonus wood to the table)

All settlements are constructed in the Forest, which is made up of Trees and Glades.

Hostility

Hostility is a measure of how wary the forest is of the settlement. It always starts at 0. Each Hostility level above 0 will decrease Globel Resolve by 2 and may activate a negative Forest Mystery.

Hostility is increasd by the following:

  • Years passing
  • Exploring Glades
  • Having villagers
  • Having woodcutters

Hostility is decreased by the following

  • Having Hearths
  • Raising Queen's Impatience Level
  • Sacrificing Wood

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 Tree Scarlet Orchard Wood.png Wood (60%)
CopperOre.png Copper Ore (10%)
Resin.png Resin (5%)
PlantFiber.png Plant Fiber (5%)
Lush Tree Royal Woodlands Wood.png Wood (100%)
Resin.png Resin (15%)
PlantFiber.png Plant Fiber (10%)
Eggs.png Eggs (5%)
Mushwood Tree The Marshlands Mushrooms.png Mushrooms (15%)
Leather.png Leather (5%)
Dying Tree Cursed Royal Woodlands Wood.png Wood (60%)
Insects.png Insects (10%)
PlantFiber.png Plant Fiber (10%)
Roots.png Roots (10%)
Crimsonreach Tree Coral Forest Stone.png Stone (40%)
Incense.png Incense (20%)
Musselsprout Tree Coral Forest Meat.png Meat (40%)
CrystalizedDew.png Crystalized Dew (20%)
Plantleaf Tree Coral Forest Resin.png 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.

Resource nodes come in two sizes. With the exception of the tutorial, big resource nodes can only be found inside Dangerous Glades and Forbidden Glades.

Each node has a number of Charges, representing the amount of times it can be harvested. Small resource nodes can be harvested 15 times if they provide raw food and 20 times if they provide raw resources. Large resource nodes can be harvested 60 times. The number can be increased by certain Smoldering City upgrades.

Node Guaranteed resources Possible resources Gathered by Biome Description
DebugNode MushroomBig icon.png Bleeding Tooth Mushroom (big) Mushrooms.png Mushrooms Insects.png Insects (30%) Herbalist's Camp icon.png Herbalists' Camp Royal Woodlands
The Marshlands
A resilient species that grows on marshy soil.
DebugNode MushroomSmall icon.png Bleeding Tooth Mushroom (small) Mushrooms.png Mushrooms Insects.png Insects (30%)
DebugNode ClayBig icon.png Clay Deposit (big) Clay.png Clay CopperOre.png Copper Ore (40%)
Roots.png Roots (30%)
Stonecutter's Camp icon.png Stonecutters' Camp Royal Woodlands
The Marshlands
Soil infused with the essence of the rain.
DebugNode ClaySmall icon.png Clay Deposit (small) Clay.png Clay CopperOre.png Copper Ore (25%)
Roots.png Roots (20%)
DebugNode DewberryBushBig icon.png Dewberry Bush (big) Berries.png Berries Berries.png Berries (80%) Herbalist's Camp icon.png Herbalists' Camp Royal Woodlands
Scarlet Orchard
Fresh and sweet berries infused by the Rain.
DebugNode DewberryBushSmall icon.png Dewberry Bush (small) Berries.png Berries Berries.png Berries (40%)
DebugNode FlaxBig icon.png Flax Field (big) PlantFiber.png Plant Fiber Clay.png Clay (20%)
Insects.png Insects (20%)
Harvester Camp icon.png Harvesters' Camp Royal Woodlands Resilient plants perfect for cloth-making.
DebugNode FlaxSmall icon.png Flax Field (small) PlantFiber.png Plant Fiber Clay.png Clay (40%)
Insects.png Insects (20%)
DebugNode HerbsBig icon.png Herb Node (big) Herbs.png Herbs Berries.png Berries (20%)
PlantFiber.png Plant Fiber (20%)
Herbalist's Camp icon.png Herbalists' Camp Coral Forest
Scarlet Orchard
A dense shrub full of many useful plant species.
DebugNode HerbsSmall icon.png Herb Node (small) Herbs.png Herbs Berries.png Berries (20%)
PlantFiber.png Plant Fiber (20%)
DebugNode MossBroccoliBig icon.png Moss Broccoli Patch (big) Vegetables.png Vegetables Insects.png Insects (30%)
Roots.png Roots (20%)
Forager's Camp icon.png Foregars' Camp Coral Forest
Royal Woodlands
An edible and tasty type of moss.
DebugNode MossBroccoliSmall icon.png Moss Broccoli Patch (small) Vegetables.png Vegetables Insects.png Insects (30%)
Roots.png Roots (20%)
DebugNode ReedBig icon.png Reed Field (big) Reeds.png Reed Clay.png Clay (20%)
Roots.png Roots (20%)
Harvester Camp icon.png Harvesters' Camp Coral Forest
Scarlet Orchard
A very common plant, it thrives thanks to the magical rain.
DebugNode ReedSmall icon.png Reed Field (small) Reeds.png Reed Clay.png Clay (20%)
Roots.png Roots (20%)
DebugNode RootsBig icon.png Root Deposit (big) Roots.png Roots Herbs.png Herbs (20%) Scavenger Camp icon.png Scavengers' Camp Coral Forest
Royal Woodlands
Scarlet Orchard
The Marshlands
A tangled net of living vines.
DebugNode RootsSmall icon.png Root Deposit (small) Roots.png Roots Herbs.png Herbs (20%)
DebugNode SeaMarrowBig icon.png Sea Marrow Deposit (big) SeaMarrow.png Sea Marrow Stone.png Stone (40%)
AncientTablet.png Ancient Tablet (1%)
Stonecutter's Camp icon.png Stonecutters' Camp Royal Woodlands
Scarlet Orchard
Ancient fossils rich in resources.
DebugNode SeaMarrowSmall icon.png Sea Marrow Deposit (small) SeaMarrow.png Sea Marrow Stone.png Stone (40%)
DebugNode SnailBroodmotherBig icon.png Slickshell Broodmother (big) Meat.png Meat Leather.png Leather (80%) Trapper's Camp icon.png Trappers' Camp Royal Woodlands
The Marshlands
Small Slickshells are crawling out of the openings in the broodmother's shell. It's easy to collect them.
DebugNode SnailBroodmotherSmall icon.png Slickshell Broodmother (small) Meat.png Meat Leather.png Leather (40%)
DebugNode StoneBig icon.png Stone Deposit (big) Stone.png Stone Insects.png Insects (20%)
Roots.png Roots (20%)
CopperOre.png Copper Ore (10%)
Stonecutter's Camp icon.png Stonecutters' Camp Coral Forest
Scarlet Orchard
The Marshlands
Stones weathered by the everlasting rain.
DebugNode StoneSmall icon.png Stone Deposit (small) Stone.png Stone Insects.png Insects (20%)
Roots.png Roots (20%)
DebugNode StormbirdNestBig icon.png Stormbird Nest (big) Eggs.png Eggs Meat.png Meat (40%) Scavenger Camp icon.png Scavengers' Camp
Trapper's Camp icon.png Trappers' Camp
Coral Forest
Royal Woodlands
Scarlet Orchard
The Marshlands
An abandoned nest. Let's hope the owner doesn't come back...
DebugNode StormbirdNestSmall icon.png Stormbird Nest (small) Eggs.png Eggs Meat.png Meat (20%)
DebugNode SwampWheatBig icon.png Swamp Wheat Field (big) Grain.png Grain PlantFiber.png PlantFiber (20%) Forager's Camp icon.png Foregars' Camp Scarlet Orchard
The Marshlands
A plant species at home in the swamp.
DebugNode SwampWheatSmall icon.png Swamp Wheat Field (small) Grain.png Grain PlantFiber.png PlantFiber (20%)
DebugNode WormtongueNestBig icon.png Wormtongue Nest (big) Insects.png Insects Insects.png Insects (60%) Forager's Camp icon.png Foregars' Camp
Trapper's Camp icon.png Trappers' Camp
Coral Forest
Royal Woodlands
The Marshlands
A nest full of tasty Wormtongues.
DebugNode WormtongueNestSmall icon.png Wormtongue Nest (small) Insects.png Insects Insects.png Insects (20%)

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 especially 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

Main article: 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.

Ruins

Ruins are ruined versions of non-essential buildings that may sometimes be encountered in Glades. For a certain amount of resources they can be either rebuilt, giving a fully functional building, or salvaged, giving a random reward of resources.