AlcawenTestPage
Trees
Tree | Biome | Additional resources | Description |
---|---|---|---|
![]() Crimsonreach Tree |
Coral Forest | ![]() ![]() |
A mineralized coral tree. |
![]() Musselsprout Tree |
Coral Forest | ![]() ![]() |
The unusually hard bark conceals soft, fleshy tissue. |
![]() Plateleaf Tree |
Coral Forest | ![]() |
A species of plant rarely seen above water. |
![]() Dying Tree |
Cursed Royal Woodlands | ![]() ![]() ![]() ![]() |
A bare, rotting tree infested with grubs. |
![]() Lush Tree |
Royal Woodlands | ![]() ![]() ![]() ![]() |
A perfect source of wood. |
![]() Coppervein Tree |
Scarlet Orchard | ![]() ![]() ![]() ![]() |
A scarlet tree covered in enormous thorns. |
![]() Abyssal Tree |
Sealed Forest | ![]() ![]() ![]() |
A bizarre, writhing growth... is this even really a tree? |
![]() Overgrown Abyssal Tree |
Sealed Forest | ![]() ![]() ![]() |
A giant, bizarre growth... it's bigger than the other trees in the area. |
![]() Mushwood Tree |
Marshlands | ![]() ![]() |
A giant fungal tree covered in a leathery bark. |
Resources
Primary Resources | Charges → Resource Deposits | Bonus Resources | Gathering Building | Speed per Unit |
Specialization Bonus | |
---|---|---|---|---|---|---|
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70 → ![]() 70 → ![]() 70 → ![]() |
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00:17 | ![]() ![]() | |
12 → ![]() 12 → ![]() 12 → ![]() |
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00:25 | |||
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60 → ![]() 20 → ![]() 60 → ![]() 20 → ![]() |
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00:05 | none | |
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70 → ![]() 70 → ![]() 70 → ![]() 70 → ![]() |
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00:17 | ![]() ![]() | |
15 → ![]() 15 → ![]() 15 → ![]() 15 → ![]() |
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00:25 | |||
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60 → ![]() 60 → ![]() 60 → ![]() |
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00:05 | none | |
20 → ![]() 20 → ![]() 20 → ![]() |
![]() ![]() ![]() ![]() ![]() ![]() | |||||
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70 → ![]() 70 → ![]() 70 → ![]() 70 → ![]() 70 → ![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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00:17 | ![]() ![]() | |
15 → ![]() 15 → ![]() 15 → ![]() 15 → ![]() 15 → ![]() |
![]() ![]() ![]() ![]() ![]() |
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00:25 | |||
![]() ![]() |
20 → ![]() 30 → ![]() |
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Mine ★★ |
00:29 | ![]() ![]() |
Marshland Forbidden Glades
There are always only 3 Forbidden Glades in the Marshlands Biome, and each Giant Resource can be found in one of them. These massive treasure troves of resources contain many bonus resources as well as almost-unlimited charges, more than enough to complete a settlement.
Leviathan | Charges → Resource | Bonuse Resources | Gathering Building | Worker Slots |
Specialization Bonus |
Build Cost | |
---|---|---|---|---|---|---|---|
![]() Ancient Proto Wheat |
1011 → ![]() |
![]() ![]() ![]() ![]() |
Foragers' Camp ★★ |
2 | ![]() ![]() |
![]() ![]() | |
![]() Dead Leviathan |
1011 → ![]() |
![]() ![]() ![]() ![]() |
Trappers' Camp ★★ |
2 | ![]() ![]() |
![]() ![]() | |
![]() Giant Proto Fungus |
1011 → ![]() |
![]() ![]() ![]() ![]() |
Herbalists' Camp★★ |
2 | ![]() ![]() |
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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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2 | ![]() ![]() |
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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:
Berries |
Eggs |
Insects |
Meat |
Mushrooms |
Roots |
Vegetables
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 always more efficient, because most Recipes yield more goods than the number of raw ingredients used to produce them.
The Complex Food Need Consumption Control Panel:
Note that the ingredients Flour, Grain, Herbs and Water 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.
Complex Food | Reputation Earned | Recipe | Recipe Ratio + Time |
Production Building | |
---|---|---|---|---|---|
1st ![]() |
2nd ![]() | ||||
![]() Biscuits |
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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![]() Jerky |
![]() ![]() |
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() |
![]() Pickled Goods |
![]() ![]() ![]() |
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![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() Pie |
![]() ![]() ![]() |
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![]() Porridge |
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![]() Skewers |
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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 | Used as Ingredient | Recipe | Recipe Ratio + Time |
Production Building | |
---|---|---|---|---|---|
1st ![]() |
2nd ![]() | ||||
![]() Bricks |
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none | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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![]() Fabric |
![]() ![]() |
![]() ![]() ![]() |
none | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() |
![]() Parts |
none | 15 ![]() 4 ![]() 4 ![]() 15 ![]() |
1 ![]() 2 ![]() 1 ![]() 5 ![]() |
02:48 → | ![]() |
![]() Pipes |
none | ![]() ![]() |
![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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![]() Planks |
![]() ![]() ![]() ![]() |
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none | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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![]() Wildfire Essence |
none | ![]() AND ![]() or ![]() |
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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
Some villagers use Coats as Clothing, they fulfill this need by the closest Hearth.
Services | Reputation Earned |
Service Goods |
Service Building |
Recipe | Recipe Ratio + Time |
Production Building | |
---|---|---|---|---|---|---|---|
1st ![]() |
2nd ![]() | ||||||
![]() Clothing |
![]() ![]() ![]() |
![]() Coats |
![]() Hearth |
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none | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Service Goods
Service Goods are used in Service Buildings to satisfy villagers' needs for Services|.
Service Goods |
Recipe | Recipe Ratio + Time |
Production Building | ||
---|---|---|---|---|---|
1st ![]() |
2nd ![]() |
3rd ![]() | |||
![]() Training Gear |
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- | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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![]() Scrolls |
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- | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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![]() Ale |
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![]() ![]() ![]() |
- | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() |
![]() Wine |
![]() ![]() ![]() |
![]() ![]() ![]() |
- | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() |
![]() Incense |
![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() |
- | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() |
![]() Tea |
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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 | |
---|---|---|---|---|---|
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 |
Trade Goods
Trade Goods are used in Trade and Orders. Generally, these items have the highest value of Amber among all of the resources because they are at the end of the production chains.
Producing these items consumes more ingredients than most other recipes, so be careful. When fulfilling Orders, setting limits is recommended, so you don't inadvertently use up all your building materials and food.
Amber is in this section, which is the currency of settlements and Trade.
Citadel Resources are also in this section, which are awarded after completing Orders and from Glade Events. They are not producible by any Buildings.
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.
Trade Goods | Amber value | Produced in | Recipe | ||
---|---|---|---|---|---|
1st Ingredient | 2nd Ingredient | Blightrot Footprint | |||
![]() |
0.87 ![]() |
Tinkerer (★★) Rain Mill (★) Makeshift Post (⊙) |
— | ![]() ![]() ![]() ![]() |
2% ![]() |
![]() |
0.59 ![]() |
Granary (★★) Brewery (★) Makeshift Post (⊙) |
— | ![]() ![]() ![]() ![]() |
2% ![]() |
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0.65 ![]() |
Carpenter (★★) Leatherworker (★) Press (★) |
— | ![]() ![]() ![]() ![]() ![]() ![]() |
2% ![]() |
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0.40 ![]() |
Provisioner (★★) Manufactory (★★) Makeshift Post (⊙) |
— | ![]() ![]() ![]() ![]() ![]() |
2% ![]() |
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0.80 ![]() |
Smithy (★★) Lumber Mill (★) Weaver (★) |
— | ![]() ![]() ![]() ![]() ![]() ![]() |
2% ![]() |
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1.00 ![]() |
Finesmith (★★★) | ![]() |
![]() ![]() |
4% ![]() |
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8.00 ![]() |
Cannot be produced. Found from solving Glade Events. |
Citadel Resources
Citadel Resources are special Trade Goods that are used to upgrade the Smoldering City. Citadel Resources cannot be produced, instead you earn them by completing settlements on the World Map. You earn more if you complete a settlement next to a Modifier. You can also find them in The Forest by Trading, solving Glade Events, and completing Orders.
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Tips on Trade Goods
Unlike Planks and Fabric, Bricks are not used in any Recipes except for Packs of Building Materials. Bricks are used in constructing buildings, but most buildings only require 2-4 Bricks. Service buildings tend to require more - usually 8 bricks (except for the Monastery which requires 20 Bricks). If you have a decent amount of Clay, it might be beneficial to primarily produce Packs of Building Materials using Bricks.
Berries can be farmed at Plantations (★★), Herbs can be farmed at Herb Gardens (★★), and Meat and Eggs can be produced by the Ranch (★). When producing Packs of Provisions, if you have any of those Buildings it might be beneficial to use their ingredients instead of Insects - which can be used to produce Jerky, Skewers, Pie, Incense, and Pigments.
Incense is probably the easiest ingredient to produce that is used in making Packs of Luxury Goods (just Wood and Herbs). Wine and Ale require vessels; Scrolls require Wine or Pigments; and Training Gear uses Stone, Copper Bars, or Crystalized Dew. Cosmetics is a close second (just Eggs and Herbs), but you may not run into the Buildings which produce it as easily as those for Incense.
Fuel & Exploration
This category includes the Fuel burned and Sacrificed in Hearths, the Wood obtained from opening Glades, and the tools for opening Caches and solving Glade Events.
Raw Fuel Resources
The Fuel resources in this category can be gathered from resource deposits on the map tiles. There are Recipes for Coal and Oil in the next table of all Fuel & Exploration resources.
Resource | Amber value | Gathered by | Farmed from Farm Fields | Produced by | |
---|---|---|---|---|---|
Camp | Near resource deposit | ||||
![]() |
0.31 ![]() |
none | none | ![]() | |
![]() |
0.31 ![]() |
Stonecutters' Camp (★) | ![]() |
none | none |
![]() |
0.06 ![]() |
Woodcutters' Camp (★) | Trees | none | none |
Produced Fuel & Exploration Resources
Some of the Fuel & Exploration Resources are produced in Buildings from Recipes. Coal is also gathered via the Mine, shown in the previous section.
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.
Fuel & Exploration Resource | Amber value | Produced in | Recipe | |||
---|---|---|---|---|---|---|
1st Ingredient | 2nd Ingredient | 3rd Ingredient | Blightrot Footprint | |||
![]() |
0.31 ![]() |
Kiln (★★★) Brick Oven (★) |
– | – | ![]() |
2% ![]() |
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0.16 ![]() |
Druid's Hut (★★★) Press (★★★) Butcher (★★) |
– | – | ![]() ![]() ![]() ![]() |
4% ![]() |
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1.38 ![]() |
Toolshop (★★★) Carpenter (★★) Smithy (★★) Tinkerer (★★) Scribe (★) |
– | ![]() ![]() |
![]() ![]() |
4% ![]() |
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1.76 ![]() |
Finesmith (★★★) Rainpunk Foundry (★★★) |
![]() ![]() |
![]() ![]() |
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4% ![]() |
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0.31 ![]() |
Blight Post (★) | – | – | ![]() ![]() ![]() ![]() |
none |