The Forest

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The Forest, full of trees and glades

The Forest

All Settlements are constructed in The Forest. The Forest consists of multiple Glades separated by a dense carpet of Trees.

Seasons

Main article: Seasons

Each Settlement must brave the three seasons of The Forest:

  1. Drizzle.png Drizzle lasts 4:00 minutes.
  2. Clearance.png Clearance lasts 4:00 minutes.
  3. Storm 2.png Storm lasts 2:00 or 4:00 minutes depending on Difficulty.

Hostility

Main article: Hostility

With every fallen tree, with every ancient site sacked - the Forest grows angrier.

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 Global Resolve by 2 (6 during storms) and may activate a negative Forest Mystery. All modifiers that raise Hostility scale with Difficulty.

Trees

Trees can be harvested by Woodcutters' Camps to provide Wood Wood. Each tree has 2 charges, and may also grant additional Resources depending on the Biome. You can always hover over an individual tree to see what Resources it provides.

You can set what chopping behavior you want each Woodcutters' Camp to use. You can also set a Default Woodcutters' Camp Mode from the Gameplay Settings.

Woodcutters' Camp Modes

  • Fell All Trees - All trees will be felled
  • Avoid Glades - All trees will be felled EXCEPT trees that open glades.
  • Avoid Glades (except marked) - All trees will be felled EXCEPT trees that open glades, UNLESS you have marked glade-opening trees.
  • Only Marked Trees - Only marked trees will be felled.
  • Only Marked Trees & Avoid Glades - Only marked trees will be felled, and glade-opening trees will be avoided.
Mark and unmark tools

Usually (unless you are using Fell All Trees or Avoid Glades) you must mark which trees you would like to Woodcutters' camps to fell. You can click the green axe icon with the plus sign to the right of the building menus at the bottom of the screen - or use the hotkey (defaults to [F]) - to begin marking trees with a 3-tree width painting tool. Marked trees which are in range of a Woodcutters' Camp are highlighted in yellow, marked trees which are out of range are highlighted in grey.

If you need to unmark trees, you can click the green axe icon with the minus sign - or use the hotkey (defaults to [G]) - to begin unmarking trees with a similar 3-tree width painting tool.

If you hold the [Shift] key while using the marking or unmarking paint tool, the width of the tool decreases to a single tree - allowing you to be very precise. If you hold the [Ctrl] key while using the marking tool, you cannot mark trees which would open Glades. You can use both [Shift] and [Ctrl] at the same time.

Trees across Biomes
Tree Biome Additional resources Description Image
Abyssal Tree Sealed Forest Meat Meat (10%) +
Sea Marrow Sea Marrow (10%) +
Leather Leather (5%)
A bizarre, writhing growth... is this even really a tree?
Abyssal Trees
Coppervein Tree Scarlet Orchard Wood Wood (60%) +
Copper Ore Copper Ore (10%) +
Lua error in Module:ResourceLink at line 41: No resource found with name: Pigment. Please see the template documentation for how to use the parameters. (5%) +
Plant Fiber Plant Fiber (5%)
A scarlet tree covered in enormous thorns.
Coppervein Trees
Crimsonreach Tree Coral Forest Stone Stone (40%) +
Incense Incense (20%)
A mineralized coral tree.
Crimsonreach Trees
Dying Tree Cursed Royal Woodlands Wood Wood (60%) +
Insects Insects (10%) +
Plant Fiber Plant Fiber (10%) +
Roots Roots (10%)
A bare, rotting tree infested with grubs.
Dying Trees
Lush Tree Royal Woodlands Wood Wood (100%) +
Resin Resin (15%) +
Plant Fiber Plant Fiber (10%) +
Eggs Eggs (5%)
A perfect source of wood.
Lush Trees
Mushwood Tree The Marshlands Mushrooms Mushrooms (15%) +
Leather Leather (5%)
A giant fungal tree covered in a leathery bark.
Mushwood Trees
Musselsprout Tree Coral Forest Meat Meat (40%) +
Crystalized Dew Crystalized Dew (20%)
The unusually hard bark conceals soft, fleshy tissue.
Musselsprout Trees
Overgrown Abyssal Tree Sealed Forest Meat Meat (10%) +
Sea Marrow Sea Marrow (10%) +
Leather Leather (10%)
A giant, bizarre growth... it's bigger than the other trees in the area.
Overgrown Abyssal Tree
Plateleaf Tree Coral Forest Plant Fiber Plant Fiber (30%) A species of plant rarely seen above water.
Plateleaf Trees

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 before or after other deposits.

Resource deposits come in two types: Nodes and Veins. Nodes are gatherable with Camps and come in two sizes. Veins are gathered in the Mine.

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 60 times and only by big Camps. The number of charges can be increased by certain Smoldering City upgrades. Coal Coal and Copper Ore Copper Ore veins are not affected by Smoldering City upgrades.

Resource Deposits across Biomes
Deposit Guaranteed resources Possible resources Gathered by Biome Description
DebugNode SwampWheatBig icon.png Swamp Wheat Field (big) Grain Grain Plant Fiber Plant Fiber (100%) +
Plant Fiber Plant Fiber (20%)
Foragers' Camp Cursed Royal Woodlands
Scarlet Orchard
The Marshlands
A plant species at home in the swamp.
DebugNode SwampWheatSmall icon.png Swamp Wheat Field (small) Plant Fiber Plant Fiber (20%)
DebugNode RootsBig icon.png Root Deposit (big) Roots Roots Herbs Herbs (30%) +
Resin Resin (30%)
Foragers' Camp Royal Woodlands
Scarlet Orchard
Sealed Forest
A tangled net of living vines.
DebugNode RootsSmall icon.png Root Deposit (small) Herbs Herbs (20%)
DebugNode MossBroccoliBig icon.png Moss Broccoli Patch (big) Vegetables Vegetables Insects Insects (40%) +
Roots Roots (20%)
Foragers' Camp Coral Forest
Cursed Royal Woodlands
Royal Woodlands
An edible and tasty type of moss.
DebugNode MossBroccoliSmall icon.png Moss Broccoli Patch (small) Insects Insects (30%)
DebugNode FlaxBig icon.png Flax Field (big) Plant Fiber Plant Fiber Clay Clay (50%) +
Insects Insects (30%)
Harvesters' Camp Cursed Royal Woodlands
Royal Woodlands
Resilient plants perfect for cloth-making.
DebugNode FlaxSmall icon.png Flax Field (small) Clay Clay (25%) +
Insects Insects (20%)
DebugNode ReedBig icon.png Reed Field (big) Reed Reed Clay Clay (40%) +
Roots Roots (40%)
Harvesters' Camp Coral Forest
Scarlet Orchard
Sealed Forest
A very common plant, it thrives thanks to the magical rain.
DebugNode ReedSmall icon.png Reed Field (small) Clay Clay (20%) +
Roots Roots (20%)
DebugNode DewberryBushBig icon.png Dewberry Bush (big) Berries Berries Berries Berries (80%) Herbalists' Camp Royal Woodlands
Scarlet Orchard
Sealed Forest
Fresh and sweet berries infused by the Rain.
DebugNode DewberryBushSmall icon.png Dewberry Bush (small) Berries Berries (20%)
DebugNode HerbsBig icon.png Herb Deposit (big) Herbs Herbs Berries Berries (40%) +
Plant Fiber Plant Fiber (20%)
Herbalists' Camp Coral Forest
Cursed Royal Woodlands
Scarlet Orchard
A dense shrub full of many useful plant species.
DebugNode HerbsSmall icon.png Herb Deposit (small) Berries Berries (20%)
DebugNode MushroomBig icon.png Bleeding Tooth Mushroom (big) Mushrooms Mushrooms Insects Insects (40%) Herbalists' Camp Cursed Royal Woodlands
Royal Woodlands
Sealed Forest
A resilient species that grows on marshy soil.
DebugNode MushroomSmall icon.png Bleeding Tooth Mushroom (small) Insects Insects (20%)
DebugNode MarshlandsMushroomBig icon.png Grasscap Mushroom (big) Mushrooms Mushrooms Insects Insects (40%) Herbalists' Camp The Marshlands
A resilient species that grows on marshy soil.
DebugNode MarshlandsMushroomSmall icon.png Grasscap Mushroom (small) Insects Insects (20%)
DebugNode ClayBig icon.png Clay Deposit (big) Clay Clay Copper Ore Copper Ore (75%) +
Roots Roots (30%)
Stonecutters' Camp Cursed Royal Woodlands
Royal Woodlands
Sealed Forest
Soil infused with the essence of the rain.
DebugNode ClaySmall icon.png Clay Deposit (small) Copper Ore Copper Ore (50%) +
Roots Roots (20%)
DebugNode SeaMarrowBig icon.png Sea Marrow Deposit (big) Sea Marrow Sea Marrow Sea Marrow Sea Marrow (100%) +
Stone Stone (50%) +
Ancient Tablet Ancient Tablet (1%)
Stonecutters' Camp Cursed Royal Woodlands
Royal Woodlands
Scarlet Orchard
Sealed Forest
Ancient fossils rich in resources.
DebugNode SeaMarrowSmall icon.png Sea Marrow Deposit (small) Sea Marrow Sea Marrow (80%) +
Stone Stone (40%)
DebugNode StoneBig icon.png Stone Deposit (big) Stone Stone Insects Insects (30%) +
Roots Roots (30%) +
Copper Ore Copper Ore (10%)
Stonecutters' Camp Coral Forest
Scarlet Orchard
The Marshlands
Stones weathered by the everlasting rain.
DebugNode StoneSmall icon.png Stone Deposit (small) Insects Insects (20%) +
Roots Roots (20%)
DebugNode StormbirdNestBig icon.png Drizzlewing Nest (big) Eggs Eggs Meat Meat (40%) Trappers' Camp Royal Woodlands
Scarlet Orchard
An abandoned nest. Let's hope the owner doesn't come back...
DebugNode StormbirdNestSmall icon.png Drizzlewing Nest (big) Nest (small) Meat Meat (20%)
DebugNode SnakeNestBig icon.png Snake Nest (big) Eggs Eggs Leather Leather (40%) +
Meat Meat (20%)
Trappers' Camp The Marshlands
An abandoned nest. Let's hope the owner doesn't come back...
DebugNode SnakeNestSmall icon.png Snake Nest (small) Leather Leather (20%)
DebugNode WormtongueNestBig icon.png Wormtongue Nest (big) Insects Insects Insects Insects (60%) Trappers' Camp Coral Forest
Cursed Royal Woodlands
Sealed Forest
A nest full of tasty Wormtongues.
DebugNode WormtongueNestSmall icon.png Wormtongue Nest (small) Insects Insects (20%)
DebugNode SnailBroodmotherBig icon.png Slickshell Broodmother (big) Meat Meat Leather Leather (100%) Trappers' Camp Royal Woodlands
Sealed Forest
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) Leather Leather (20%)
DebugNode LeechBroodmotherSmall icon.png Leech Broodmother (big) Meat Meat Leather Leather (100%) +
Leather Leather (60%) +
Eggs Eggs (20%)
Trappers' Camp Coral Forest
The Marshlands
A dead leech broodmother. It has a strong and somewhat sweet smell.
DebugNode LeechBroodmotherSmall icon.png Leech Broodmother (small) Leather Leather (20%)
Copper Vein.png Copper Vein Copper Ore Copper Ore Clay Clay (30%) Mine Cursed Royal Woodlands
The Marshlands
Scarlet Orchard
Sealed Forest
A soft and malleable metal, resistant to rain.
Coal Vein.png Coal Vein Coal Coal Stone Stone (30%) Mine Coral Forest
The Marshlands
An effective source of fuel.

Glades

Main article: Glades

Rich glades are full of resources - yours for the taking.

Glades are empty areas of the Forest that are shrouded until they are first reached by clearing trees. They may contain resource deposits, fertile soil, and Glade Events.

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, but they always contain at least one Dangerous or Forbidden Glade Event, which requires delivering certain goods or completing a challenge.

Glade Events

Main article: Glade Events

Glade Events are points of interest found in the forest, like Abandoned Caches, Survivor Camps, Ruins 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.

See Also