Testpage
Acquiring Resources
Resources can be acquired in four ways:
- Gathered from Trees and Resource Deposits
- Farmed from Farm Fields
- Produced by Buildings
- Given as rewards for completing Orders
Trees
Main article: The Forest#Trees
Trees can be harvested by Woodcutters' Camp buildings to give
Wood. They may also grant additional resources depending on the biome.
Deposit | Bonus Resources | Guaranteed Resource | Gathered By | Biome | Description |
---|---|---|---|---|---|
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Sealed Forest | A bizarre, writhing growth... is this even really a tree? |
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Coral Forest | A scarlet tree covered in enormous thorns. | ||
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Coral Forest | A mineralized coral tree. | ||
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Cursed Woodlands | A bare, rotting tree infested with grubs. | ||
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Royal Woodlands | A perfect source of wood. | ||
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Marshland | A giant fungal tree covered in a leathery bark. | ||
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Coral Forest | The unusually hard bark conceals soft, fleshy tissue. | ||
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Sealed Forest | A giant, bizarre growth... it's bigger than the other trees in the area. | ||
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Coral Forest | A species of plant rarely seen above water. |
Resource Gathering
Main article: The Forest#Resource Deposits
Resource deposits are spots that allow villagers to gather resources. Each deposit can have its own priority set, when it is preferred to be harvested more or less often than other deposits.
Resource deposits come in two sizes. With the exception of the tutorial, Large resource deposits can only be found inside Dangerous Glades and Forbidden Glades.
Each deposit has a number of Charges, representing the amount of times it can be harvested. Small resource deposits can be harvested 15 times if they provide raw food, and 20 times if they provide raw crafting materials. Large resource deposits can be harvested 70 times. The number of Charges can be increased by certain Smoldering City upgrades or Corberstones like "Rich Glades" , "Rooty Ground" and "Woodcutters' Prayer".
Primary Resources |
Bonus Resources |
Resource Deposits | Gathering Building | Worker Slots |
Specialization Bonus |
Build Cost Prestige 5≤ |
Build Cost Prestige 6≥ |
---|---|---|---|---|---|---|---|
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2 | ![]() ![]() |
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2 | none | ![]() ![]() |
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Resource Production
All of the following buildings except the Ranch need
Fertile Soil to function. Buildings such as the
Greenhouse and
Clay Pit needs to be placed directly on the
Fertile Soil, while all others (excluding the
Ranch) need
Fertile Soil to be converted to
Farm Fields. The Resources are then grown on the
Farm Fields.
Resources | Building | Worker Slots |
Specialization Bonus |
Build Cost Prestige 5≤ |
Build Cost Prestige 6≥ |
---|---|---|---|---|---|
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3 | ![]() ![]() |
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4 | ![]() ![]() |
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3 | ![]() ![]() ![]() ![]() |
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2 | ![]() ![]() |
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3 | ![]() ![]() |
Found in Glades, cannot be built. | |
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3 | ![]() ![]() |
Found in Glades, cannot be built. | |
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2 | ![]() ![]() |
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2 | ![]() ![]() |
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3 | ![]() ![]() |
Found in Glades, cannot be built. | |
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Food
Main article: Food
Every few minutes, Villagers will go to rest at a Hearth and try to eat food from Storage. If they cannot eat, they will get a Resolve penalty. Alternatively, if Complex Food is available, villagers will eat that instead of raw food, rewarding a bonus to Resolve. Therefore, it is essential that your settlement have a steady income of food resources.
Raw Food
Initially only Raw Food will be available around the beginning of each settlement. Raw Food prevents villagers from getting hungry, but will not satisfy their needs for Complex Food. Compared to the number and diversity of ingredients, Complex Food feeds more villagers than Raw Food. In general, plan ahead to convert Raw Food into Complex Food, so that you can feed more villagers sustainably and satisfy their needs for Complex Foods.
You can prevent your villagers from eating one or more of these Raw Food resources via Consumption Control, once the Upgrade Obsidian Archives Level 3 is unlocked. For example, if you are running low on Roots and need Flour, you may want to disable Roots in the Consumption panel.
The Consumption Control Panel Raw Food Section:
Producing and Gathering Raw Food
Farms produce raw food and several other resources. Farms can be created on Fertile Soil by building
Farm Fields. The "Mushroom Seedlings" cornerstone adds the ability to grow
Mushrooms (★★) (or (★★★) if a Stormforge Cornerstone in any building that uses fertile soil fields, while the "Moss Broccoli Seeds" cornerstone allows you to grow
Vegetables in the
Greenhouse.
Raw Food that can be grown or gathered:
Complex Food
Main article: Complex Food Need
These food resources are produced from Recipes and will satisfy the villagers' needs for Complex Food. Villagers prefer these food items over Raw Food when resting at Hearths. Satisfying villagers with Complex Food is more efficient, because most Recipes yield more goods than the number of raw ingredients used to produce them.
Note that the ingredients Flour, Grain, and Herbs are not edible, but are required in many Complex Food recipes.
Also note that the amount of ingredients, the amount produced, and the time it takes to produce all vary depending on the Building in which the Recipe is working. Consult the Recipes Panel in the game or the specific, linked Building page or Resource page for these further details.
Complex Food | Amber Value | Produced in | Recipe | ||
---|---|---|---|---|---|
1st Ingredient | 2nd Ingredient | Blightrot Footprint | |||
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0.25 ![]() |
Apothecary (★★) Bakery (★★) Cookhouse (★★) Smelter (★) Field Kitchen (⊙) |
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2% ![]() |
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0.14 ![]() |
Smokehouse (★★★) Butcher (★★) Kiln (★) Field Kitchen (⊙) |
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2% ![]() |
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0.20 ![]() |
Granary (★★) Brewery (★) Cellar (★) Field Kitchen (⊙) |
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2% ![]() |
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0.25 ![]() |
Brick Oven (★★★) Bakery (★★) Furnace (★★) |
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2% ![]() |
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0.20 ![]() |
Grill (★★★) Butcher (★★) Cookhouse (★★) |
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2% ![]() |
Building Materials
Building Materials are mostly used for constructing new Buildings, however there are Recipes that require these materials as ingredients. All materials are refunded if a Building is demolished.
Note that the amount of ingredients, the amount produced, and the time it takes to produce all vary depending on the Building in which the Recipe is working. Consult the Recipes Panel in the game or the specific, linked Building page or Resource page for these further details.
Building Material | Amber value | Produced in | Recipe | ||
---|---|---|---|---|---|
1st Ingredient | 2nd Ingredient | Blightrot Footprint | |||
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0.31 ![]() |
Brickyard (★★) Furnace (★★) Workshop (★★) Kiln (★) Crude Workstation (⊙) |
— | ![]() ![]() |
2% ![]() |
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0.31 ![]() |
Weaver (★★★) Granary (★★) Leatherworker (★★) Workshop (★★) Crude Workstation (⊙) |
— | ![]() ![]() ![]() |
2% ![]() |
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0.18 ![]() |
Lumber Mill (★★★) Carpenter (★★) Supplier (★★) Workshop (★★) Crude Workstation (⊙) |
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2% ![]() |
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2.39 ![]() |
Rainpunk Foundry (★★★) | ![]() ![]() ![]() ![]() |
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4% ![]() |
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5.00 ![]() |
Cannot be produced. Found from Trading, solving Glade Events, and fulfilling Orders. |
Consumable Items
Consumable items include Clothing and Service Goods. Some of these items can also be used as ingredients when producing Trade Goods.
Note that the amount of ingredients, the amount produced, and the time it takes to produce all vary depending on the Building in which the Recipe is working. Consult the Recipes Panel in the game or the specific, linked Building page or Resource page for these further details.
Clothing
Humans and Beavers have a need for Clothing.
Consumable Item | Used in Service | Amber value | Produced in | Recipe | ||
---|---|---|---|---|---|---|
1st Ingredient | 2nd Ingredient | Blightrot Footprint | ||||
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Clothing (at Hearths) | 0.10 ![]() |
Clothier (★★★) Artisan (★★) Smithy (★★) Druid's Hut (★) |
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2% ![]() |
Service Goods
Service Goods are used in Service Buildings to satisfy villagers' needs for Services.
Consumable Item | Used in Service | Amber value | Produced in | Recipe | ||
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1st Ingredient | 2nd Ingredient | Blightrot Footprint | ||||
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Leisure | 0.17 ![]() |
Brewery (★★★) Tinctury (★★) Scribe (★★) Grill (★) |
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4% ![]() |
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Cleanliness | 0.14 ![]() |
Alchemist's Hut (★★) Apothecary (★★) Cooperage (★) |
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4% ![]() |
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Religion | 0.18 ![]() |
Apothecary (★★) Brick Oven (★) Druid's Hut (★) Smokehouse (★) |
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4% ![]() |
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Education | 0.14 ![]() |
Scribe (★★★) Clothier (★) Lumber Mill (★) Rain Mill (★) |
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4% ![]() |
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Brawling | 0.21 ![]() |
Cooperage (★★) Manufactory (★★) Tinkerer (★★) Weaver (★) |
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4% ![]() |
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Luxury | 0.14 ![]() |
Cellar (★★★) Alchemist's Hut (★★) Tinctury (★★) |
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4% ![]() |
Bonus Consumable Items
Additionally, some of these resources are available as bonuses when villagers work deposits on map tiles. If you have no access to their main production methods, you will still find a few as bonuses. They are infrequent extra resources that happen during normal gathering (between 5% and 40% of the time, typically about 1-in-5 times). See Bonus Resources for more information.
Consumable Item | From resource deposit |
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none |
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none |
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Crimsonreach Trees (Coral Forest) |
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none |
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none |
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none |
Crafting Materials
Crafting Materials are goods used in Recipes, and most don't have another purpose except as intermediate products. These are the most diversely and frequently used resources, some being used in almost a dozen recipes. Materials for building Roads also falls into this broad category.
Crafting Materials are split into roughly two groups, one raw from the map and one produced in Buildings. The exceptions that appear in both lists are Crystalized Dew and Leather.
Crafting Materials can frequently be found as rewards from Glade Events and Orders.
Note that the amount of ingredients, the amount produced, and the time it takes to produce all vary depending on the Building in which the Recipe is working. Consult the Recipes Panel in the game or the specific, linked Building page or Resource page for these further details.
Raw Crafting Materials
These Crafting Materials are gathered or farmed from map tiles with resource deposits. Some only need a Camp or Mine, while others need Fertile Soil to be improved to Farm Fields and a nearby farming building.
Note that Crystalized Dew appears here because it can be farmed raw from the Grove. It is also produced in three buildings, listed here for quick reference, and its Recipe appears in the second table for Crafting Materials.
Raw Crafting Material | Amber value | Gathered by | Farmed from Farm Fields by | Produced by | |
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Camp | Near resource deposit | ||||
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0.14 ![]() |
Stonecutters' Camp (★) | ![]() |
none | Clay Pit (★★) |
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0.12 ![]() |
none | none | ![]() | |
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0.59 ![]() |
none | Grove (★★) | Alchemist's Hut (★★) Brickyard (★★) Smelter (★) | |
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0.20 ![]() |
Foragers' Camp (★) | ![]() |
Homestead (★★) Small Farm (★★) |
none |
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0.20 ![]() |
Herbalists' Camp (★) | ![]() |
Greenhouse (★★) Herb Garden (★★) |
none |
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0.14 ![]() |
none | none | Ranch (★) | |
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0.14 ![]() |
Harvesters' Camp (★) | ![]() |
Plantation (★★) | none |
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0.14 ![]() |
Harvesters' Camp (★) | ![]() |
none | Clay Pit (★★) |
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0.14 ![]() |
none | Grove (★★) | none | |
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0.06 ![]() |
none | none | Rain Collector (★) | |
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0.14 ![]() |
Stonecutters' Camp | ![]() |
none | none |
Bonus Raw Crafting Materials
Additionally, some of these resources are available as bonuses when villagers work other deposits. If you have no access to their main gathering, farming, or production methods, you will still find a few as bonuses. They are infrequent extra resources that happen during normal gathering (between 5% and 40% of the time, typically about 1-in-5 times). See Bonus Resources for more information.
Raw Crafting Material | From resource deposit |
---|---|
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![]() Coppervein Trees (Scarlet Orchard) |
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Musselsprout Trees (Coral Forest) |
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none |
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Mushwood Trees (The Marshlands) ![]() ![]() |
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Coppervein Trees (Scarlet Orchard) ![]() Lush Trees (Royal Woodlands) Plateleaf Trees (Coral Forest) ![]() |
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none |
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Lush Trees (Royal Woodlands) Plantleaf Trees (Coral Forest) |
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none |
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![]() Crimsonreach Trees (Coral Forest) ![]() |
Refined Crafting Materials
These Crafting Materials are produced from Recipes in Buildings. They are not available from gathering, with the exception of Crystalized Dew.
Note that the amount of ingredients, the amount produced, and the time it takes to produce all vary depending on the Building in which the Recipe is working. Consult the Recipes Panel in the game or the specific, linked Building page or Resource page for these further details.
Bonus Refined Crafting Materials
Additionally, some of these resources are available as bonuses when villagers work deposits on map tiles. If you have no access to their main production methods, you will still find a few as bonuses. They are infrequent extra resources that happen during normal gathering (between 5% and 40% of the time, typically about 1-in-5 times). See Bonus Resources for more information.
Crystalized Dew and Leather are repeated here for quick reference; they are also in #Bonus Raw Crafting Materials, above.
Crafting Material | From resource deposit |
---|---|
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none |
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none |
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Musselsprout Trees (Coral Forest) |
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none |
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Mushwood Trees (The Marshlands) ![]() |
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Coppervein Trees (Scarlet Orchard) |
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none |
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none |