The Forest
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.
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 |
---|---|---|---|---|---|
Bleeding Tooth Mushroom (big) | Mushrooms | Insects (40%) | Herbalists' Camp | Royal Woodlands The Marshlands Cursed Royal Woodlands |
A resilient species that grows on marshy soil. |
Bleeding Tooth Mushroom (small) | Insects (20%) | ||||
File:DebugNode GrasscapMushroomBig icon.png Grasscap Mushroom (big) | Mushrooms | Insects (40%) | Herbalists' Camp | Royal Woodlands The Marshlands Cursed Royal Woodlands |
A resilient species that grows on marshy soil. |
File:DebugNode GrasscapMushroomSmall icon.png Grasscap Mushroom (small) | Insects (20%) | ||||
Clay Deposit (big) | Clay | Copper Ore (40%) Roots (30%) |
Stonecutters' Camp | Royal Woodlands Cursed Royal Woodlands |
Soil infused with the essence of the rain. |
Clay Deposit (small) | Copper Ore (25%) Roots (20%) | ||||
Dewberry Bush (big) | Berries | Berries (80%) | Herbalists' Camp | Royal Woodlands Scarlet Orchard |
Fresh and sweet berries infused by the Rain. |
Dewberry Bush (small) | Berries (20%) | ||||
Flax Field (big) | Plant Fiber | Clay (20%) Insects (20%) |
Harvesters' Camp | Royal Woodlands Cursed Royal Woodlands |
Resilient plants perfect for cloth-making. |
Flax Field (small) | Clay (20%) Insects (20%) | ||||
Herb Node (big) | Herbs | Berries (40%) Plant Fiber (20%) |
Herbalists' Camp | Coral Forest Scarlet Orchard Cursed Royal Woodlands |
A dense shrub full of many useful plant species. |
Herb Node (small) | Berries (20%) | ||||
Moss Broccoli Patch (big) | Vegetables | Insects (40%) Roots (20%) |
Foragers' Camp | Coral Forest Royal Woodlands Cursed Royal Woodlands |
An edible and tasty type of moss. |
Moss Broccoli Patch (small) | Insects (30%) | ||||
Reed Field (big) | Reed | Clay (40%) Roots (40%) |
Harvesters' Camp | Coral Forest Scarlet Orchard |
A very common plant, it thrives thanks to the magical rain. |
Reed Field (small) | Clay (20%) Roots (20%) | ||||
Root Deposit (big) | Roots | Herbs (30%) Resin (30%) |
Foragers' Camp | Royal Woodlands Scarlet Orchard |
A tangled net of living vines. |
Root Deposit (small) | Herbs (20%) | ||||
Sea Marrow Deposit (big) | Sea Marrow | Sea Marrow (100%) Stone (50%) Ancient Tablet (1%) |
Stonecutters' Camp | Royal Woodlands Scarlet Orchard Cursed Royal Woodlands |
Ancient fossils rich in resources. |
Sea Marrow Deposit (small) | Sea Marrow | Sea Marrow (80%) Stone (40%) | |||
Slickshell Broodmother (big) | Meat | Leather (100%) | Trappers' Camp | Royal Woodlands The Marshlands Coral Forest |
Small Slickshells are crawling out of the openings in the broodmother's shell. It's easy to collect them. |
Slickshell Broodmother (small) | Leather (20%) | ||||
Stone Deposit (big) | Stone | Insects (30%) Roots (30%) Copper Ore (10%) |
Stonecutters' Camp | Coral Forest Scarlet Orchard The Marshlands |
Stones weathered by the everlasting rain. |
Stone Deposit (small) | Insects (20%) Roots (20%) | ||||
Stormbird Nest (big) | Eggs | Meat (40%) | Trappers' Camp |
Royal Woodlands Scarlet Orchard The Marshlands |
An abandoned nest. Let's hope the owner doesn't come back... |
Stormbird Nest (small) | Meat (20%) | ||||
Snake Nest (big) | Eggs | Leather (40%) Meat (20%) |
Trappers' Camp |
Coral Forest Royal Woodlands Scarlet Orchard The Marshlands |
An abandoned nest. Let's hope the owner doesn't come back... |
Snake Nest (small) | Leather (20%) | ||||
Swamp Wheat Field (big) | Grain | Plant Fiber (100%) Plant Fiber (20%) |
Foragers' Camp | Scarlet Orchard The Marshlands |
A plant species at home in the swamp. |
Swamp Wheat Field (small) | Plant Fiber (20%) | ||||
Wormtongue Nest (big) | Insects | Insects (60%) | Trappers' Camp |
Coral Forest Cursed Royal Woodlands |
A nest full of tasty Wormtongues. |
Wormtongue Nest (small) | 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.