All settlements are constructed in the Forest, which is made up of Trees and Glades.
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 |
Scarlet Orchard |
Copper Ore (10%) Resin (5%) Plant Fiber (5%)
|
Lush |
Royal Woodlands |
Resin (15%) Plant Fiber (10%) Eggs (5%)
|
Mushwood |
The Marshlands |
Mushrooms (15%) Leather (5%)
|
Crimsonreach |
Coral Forest |
Stone (40%) Incense (20%)
|
Musselsprout |
Coral Forest |
Meat (40%) Crystalized Dew (20%)
|
Plantleaf |
Coral Forest |
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.
Each node has a number of Charges, representing the amount of times it can be harvested. The number can be increased by certain Smoldering City upgrades.
Resource nodes come in two sizes. Big ones can only be found inside Dangerous Glades and Forbidden Glades.
Node |
Charges |
Guaranteed resources |
Possible resources |
Gathered by |
Biome |
Description
|
Bleeding Tooth Mushroom (small) |
15 |
Mushrooms |
Insects (30%) |
Herbalists' Camp |
Royal Woodlands The Marshlands |
A resilient species that grows on marshy soil.
|
Clay Deposit (big) |
60 |
Clay |
Copper Ore (40%) Roots (30%) |
Stonecutters' Camp |
Royal Woodlands The Marshlands |
Soil infused with the essence of the rain.
|
Clay Deposit (small) |
20 |
Clay |
Copper Ore (25%) Roots (20%)
|
Dewberry Bush (small) |
15 |
Berries |
Berries (40%) |
Herbalists' Camp |
Royal Woodlands Scarlet Orchard |
Fresh and sweet berries infused by the Rain.
|
Flax Field (big) |
60 |
Plant Fiber |
Clay (20%) Insects (20%) |
Harvesters' Camp |
Royal Woodlands |
Resilient plants perfect for cloth-making.
|
Flax Field (small) |
20 |
Plant Fiber |
Clay (40%) Insects (20%)
|
Moss Broccoli Patch (big) |
60 |
Vegetables |
Insects (30%) Roots (20%) |
Foregars' Camp |
Coral Forest Royal Woodlands |
An edible and tasty type of moss.
|
Moss Broccoli Patch (small) |
15 |
Vegetables |
Insects (30%) Roots (20%)
|
Root Deposit (small) |
15 |
Roots |
Herbs (20%) |
Scavengers' Camp |
Coral Forest Royal Woodlands Scarlet Orchard The Marshlands |
A tangled net of living vines.
|
Sea Marrow Deposit (big) |
60 |
Sea Marrow |
Stone (40%) Ancient Tablet (1%) |
Stonecutters' Camp |
Royal Woodlands Scarlet Orchard |
Ancient fossils rich in resources.
|
Sea Marrow Deposit (small) |
20 |
Sea Marrow |
Stone (40%)
|
Slickshell Broodmother (small) |
15 |
Meat |
Leather (40%) |
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.
|
Stone Deposit (small) |
20 |
Stone |
Insects (20%) Roots (20%) |
Stonecutters' Camp |
Coral Forest Scarlet Orchard The Marshlands |
Stones weathered by the everlasting rain.
|
Stormbird Nest (small) |
15 |
Eggs |
Meat (20%) |
Scavengers' Camp Trappers' Camp |
Coral Forest Royal Woodlands Scarlet Orchard The Marshlands |
An abandoned nest. Let's hope the owner doesn't come back...
|
Wormtongue Nest (big) |
60 |
Insects |
Insects (60%) |
Foregars' Camp Trappers' Camp |
Coral Forest Royal Woodlands The Marshlands |
A nest full of tasty Wormtongues.
|
Wormtongue Nest (small) |
15 |
Insects |
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 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
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.
Event |
Required goods |
Approaches (rewards)
|
Small Abandoned Cache
|
- 4 Simple Tools or 2 Infused Tools
|
- Keep Goods (random high quality reward)
- Send to the citadel (0.5 Reputation, 10 Amber)
|
Medium Abandoned Cache
|
- 8 Simple Tools or 4 Infused Tools
|
- Keep Goods (random high quality reward)
- Send to the citadel (0.75 Reputation, 20 Amber)
|
Harbalists' Camp
|
- 6 Wood
|
- Rebuild (Harbalists' Camp)
- Salvage (random resources)
|
Leatherworker
|
- 4 Bricks or 2 Simple Tools or 1 Infused Tools
- 4 Fabric or 2 Simple Tools or 1 Infused Tools
|
- Rebuild (Leatherworker)
- Salvage (random resources)
|
Small Encampment
|
- 4 Food
|
- Welcome new people (2 villagers)
- Send to the citadel (10 Amber)
|