Timber and Stone Guide

Timber and Stone Full Game Manual (Written by: TeoXD) for Timber and Stone

Timber and Stone Full Game Manual (Written by: TeoXD)

Overview

This is a full guide written by TeoXD, a tester and veteran of this game. In hopes to help new players understand the game, this guide will be jam packed full of information. Organized in a way that is easily approachable, neat, and nice to the eyes. However, understand the information included may change over the course of the games lifespan as it continues its update.

Guide Updated for Vers. 1.7.1

Timber and Stone: The Game

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Timber and Stone” is a project Robert Reed started in March of 2012. The start of it was from the contribution of supporters from Kickstarter fundraising program.
Timber and stone is a voxel-based sandbox city building game with a heavy emphasis on combat, fortifications, and siege warfare. While you build a village to a castle town, you are hit with waves of monsters that are either working together or fighting amongst each other, or even hit with famine while morale is causing your village population to dwindle on a line.

What will ‘Fate’ have in store for your city?
We can’t wait to hear your stories of demise or glory.
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◌ Link to the Games Official Website: [link]

◌ Developer email: [link]
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Timber and Stone: Game Features

Game Difficulty and Learning Curve

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Game Difficulty Vanilla Setting:
Medium to Hard

Reason: Because it was intended for the game to be challenging for players. There are no difficulty settings currently.

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Learning Curve:
Medium

Reason: There is a lot of information to digest at first, but it gets easier upon every mistake. However, due to negligence of the new playres to not properly learn from the tutorial, new players tend to fail and become frustrated. It is not reccommended for new players immediately dive into the game without properly learning the basics of the game, especially the basic controls.
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Default Game Controls & Shortcut Keys:

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Details:
Shortcut Keys:
Main Menu
ESC
Pause/Resume
P
Daytime Screenshot
F6
Nighttime Screenshot
Shift+F6
Back/Close Window/Cancel
Tab
Activate (Not sure if this works)
E
Block/object Information
Hold, or press, “Q” as hover over the block/object
Rotate structures/slopes
Space bar
To deconstruct objects (Not Blocks)
Left-click an object, and click “Deconstruct”.
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Settler’s Shortcut Key:

Details:
Shortcut Keys:
Selecting a Settler
Left-click the settler with your mouse
Settler’s Unit List
U
Settler’s Information Window (When a settler is selected)
F1
Settler’s Professions Window (When a settler is selected)
F2
Settler’s Equipment Window (When a settler is selected)
F3
Settler’s Preference Window (When a settler is selected)
F4
Unit Action: Halt (When a settler is selected)
X
Unit Action: Idle (When a settler is selected)
C
Tab Through Units: Forward
“[” [/th]
[/tr]

Tab Through Units: Backwards
“]”
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Camera Controls:

Details:
Shortcut Keys:
Move Camera: Up
W; or move mouse to the Top Edge of the Game Window
Move Camera: Down
S; or move mouse to the Bottom Edge of the Game Window
Move Camera: Left
A; or move mouse to the Left Edge of the Game Window
Move Camera: Right
D; or move mouse to the Right Edge of the Game Window
Faster Camera Movement
Hold down Shift while you use the Camera Controls (Shift + W/A/S/D)
Lower Depth
Page down; Or Hold down Alt key while scrolling mouse wheel Down
Raise Depth
Page UP; Or Hold down Alt key while scrolling mouse wheel UP
Rotate Camera
Hold Down Mouse Right-click (move left or right while it is held down)

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Camera Control Views:
– Right click on the map, and a window will show up. Under Camera, there are two types of camera views: Fixed RTS and Full Control.

– Fixed RTS:
Description: The normal controls and view.

– Full Control:
Description: Allows you to move around freely through the map using the regular controls.

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Construction Controls:

Details:
Shortcut Keys:
Rotating Slopes/Roofs
Space Bar
To place designation:
Left-click once to start laying out the blue designation blocks. Left-click again to complete it.
To cancel designation after the first left-click:
Right-Click to go back.
To Delete finalized Blue Designation:
First left-click with a blue designation block on the area you want to delete. Then hold Shift + Alt, and drag over the area you want to delete. The color of the designation should turn yellow. While holding Shift +Alt and selecting the area you want to delete, Left-click once more to delete.
Increasing/Decreasing the height of building blocks
Up/Down Arrow Key
To Build only in a straight line:
Left click to place the first designation block, then hold shift while dragging it. To finish, left click to complete the layout.
To designate square layouts:
Left click to place the first designation block, then hold Alt while dragging it. To finish, left click to complete the layout.
How To deconstruct already built blocks:
Use the Dig designation, and dig it out.
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How To Delete Designations:

Details:
How to:
Deselect/delete Designation (Mining, Roads, Construction, Removing Trees)
Select anyone of the listed designation options on the left that you want to deselect. Then left click the area, hold down Shift + Alt, and drag over the designation to select it. Color yellow will appear. Then left click again to delete. Same as Blue construction Blocks.
Deleting (Livestock’s, Guard Position, Farms)
Left click the designation and click remove.
How to delete Patrol Route:
Left-click any of the blue square markers, and click edit route. Then Right-click the blue square, and click “Cancel This Route”.

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Starting a New Game:

User Interface (UI): Design (Designation) Menu

Menu Bar:
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◌ Design Menu:

Description:
Objects
When clicked, a list of buttons will pop up: Workshops, Doors, Furniture, Military, Siege craft, Lighting, Decorations, and Storage.
Dig/Mine
Designates an area to mine for the miners. (Color of Designation: Red)
Construction
Gives options to designate building plans for the builder. (Color of Designation: Blue)
Farms
Designates Plots of land for farmers to farm. (Color pf Designation: Orange)
Remove Trees
Manually choose areas of trees to be cut down. (Color of Designation: Maroon)

  • Chop Mature – Cuts down trees, but leaves the stump behind to regrow.
  • Clear Cut – Cut the whole tree down, including the stump.
Roads
Designate Roads towards town halls and end of map to allow travelers to visit. (Color of Designation: Cyan)
Hall
Designate an area for the town hall where traders can sit and wait for merchants. (Color of Designation: Purple)
Livestock Pen
Designate an area for livestocks. (Color of Designation: Green)
Military
Designate guard positions, or patrol routes for your soldiers. (Color of Designation: Light Blue markers)
  • To deselect/cancel the designated areas for Dig, Construction blueprints, Remove Trees, and Roads, you must go to the corresponding designation box, Left-click the area you want to erase, hold shift+alt while dragging the yellow box over the designated area.
  • For farms, left click the plot of land and remove.
  • For Patrol Routes, Left-click any of the blue square markers, and click edit route. Then Right-click the blue square, and click “Cancel This Route”.
  • Halls cannot be deleted, only replaced.

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User Interface (UI): Queue Menu

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Queue:

  • Description: A queue menu for the user to use to prioritize the crafting order of items. “Currently in Queue” Option only.

    How to use:

  • Right-click items in the Queue List to change the order of crafted items, crafting priority order list.
  • After Right-clicking the item, a window with four options will pop up: “Move Up”, “Move Down”, “Move to Top”, “Select”, and “Remove”.
  • “Select” Option will bring up a window of the item from the resource menu.

    How to add items ot Queue List:
    The “Currently in queue” option in the resource window is the only way to add items in to the Queue list. This is so that players can prioritize the order in which items are crafted. Items in this list will always be prioritized first over the “Maintain in Storage” option.
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User Interface (UI): Resources Menu

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Resources Menu:

  • Seeds: Displays the amount of Seeds in storage.
  • Raw Materials: Displays the amount of Raw Materials in the storage.
  • Processed Materials: Crafting recipes for Processed Materials used in Construction, Objects, Tools, Weapons, and Armor.
  • Hand tools: Crafting Recipe for Hand tools such as Pickaxes, Axes, Hoes, and Fishing Rods.
  • Weapons: Crafting recipe for Weapons.
  • Armor set and Shields: Crafting recipe for armor sets and shields.

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Resources Item Window:

Description
“Item Description”
Displays brief information on the item.
” Blacksmith(image) & Lv . 5 ”
Displays the profession and level requirement for that item.
“Raw Wood 1 & Standard Ingot 2”
Displays the item requirements to craft that item.
“Forge & Anvil”
Displays the workshop required to make that item.
“Currently in Queue”
Use this option to add items you want your workers to prioritize crafting first into the queue. The player can set priority of which items to build first in the Queue option.
“Maintain in Storage”
  • Use this option to autonomously craft an amount of items to keep in storage. Your workers will automatically craft the items when there are no items for them to craft in the Queue Menu.
  • The Settlers will not prioritized “maintain in storage” items first. To prioritize the item, the player must add the item to “Currently in queue” and proceed to the queue bar to set priority.
  • Crafters will go down the resource list from top to bottom for “Maintain in Storage.” However they will switch to crafting Hand Tools first when a settler needs it.
“Track”
  • The player can Left-click any of the items in the Resources option and set them to “Track.” This is so that they can always keep track of the amount of resources they have in storage on the Right side of the screen.
  • A tracking list will appear on the Right side of the screen when tracked.
“Buy”
When this is ticked, it will tell the trader to buy the selected item from the Merchant.
“Sell”
When this is ticked, it will tell the trader to sell the selected item to the Merchant.

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User Interface (UI): Storage (Current Storage Capacity)

◌ Storage Menu:
Description: This menu will display the current amount of storage space the player has, in unit weight.

The Numbers on the left is: Amount of items you have in that storage Type.
The Number on the right is: Max Storage Space (Can be increased by building more storage buildings).

◌ Storage Menu:

Type
Item Category
Armor
Armor sets and Shields
Weapons
Weapons, Ballista bolts, and Arrows.
Tools
Hand Tools
Food
Seeds and Food.
Wheat
Wheat (Not the seeds)
Treasure
Gold Coins
Wood
Raw Wood, Timber, and Strong Timber.
Metals
Smelted Ingots, Scrap Metal, and Ore.
Masonry
Raw Stone, Dirt, Sand, Bricks, and Plaster.
Misc
Feathers, Leather, Wool, and everything else not listed.

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◌ Storage Menu Color Changes:
Description: The storage menu bar will change color from White to Yellow to Red.

White Color: Normal State
Description: Lots of space to fill up.

Yellow Color: Caution State
Description: Warns the player that it is close to full.

Red Color: Full State
Description: Warns the player that their storage is full.
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User Interface (UI): Notification Window (Bottom Left Corner)

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◌ Notification Window:

Description: At the bottom left corner is a scroll bar for notficantion window. It will display important information that the player may have miss: Game Pause, save, monster spotted, etc.

  • Notifications could be set through the Settler’s Preference WIndow.

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Settler’s Unit WIndow: Settler’s Information Window

Settler’s Unit Window: Settler’s Profession Window

Settler’s Unit Window: Settler’s Equipment Window

Settler’s Unit WIndow: Settler’s Preference Window

{ To be finished: TeoXD needs sleep, or is busy)


For now, go to my site for the full information while I am updating the Steam guide: TeoXD’s Full Guide, Game Manual, and More![timberandstone.wordpress.com]

Settler’s Unit Information: Setter’s Unit List (U)

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◌ Settler’s Unit List Window (U):
Description: This window will give the player with an overview of their settlers’ professions, profession level, and what their current job is; allows the player to manage their settlers.

To access this unit list, press the U key.

The window gives an overview of the current units in the settlement. The player can change their settlers’ professions, see professions levels, unit count total, and jump to settlers.

If the player Right-clicks on the profession name, the list will automatically organized from highest to lowest level of that profession. If the profession name is click once more, the list will display the levels from lowest to highest.
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Traits List

A list of current traits in the game.
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Positive Traits:
Effects:
Good Vision:
+33.33% to Line of Sight radius; + 8 to accuracy
Strong Back:
+25% increase to Max Encumbrance
Athletic:
+50% to Movement Speed
Courageous:
+25% to Courage; which also adds 1.5x more damage.
Quick Learner:
1.25x Experience gain
Hard Worker:
1.25x Crafting/Work Speed
Charismatic:
+5 levels to Trader Level (Max Level for Trader is still 20)

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Negative Traits:
Effects:
Bad Vision:
-33.33% increase to Line of Sight Radius; -8 to accuracy
Weak Back:
-16.66% to Max Encumbrance
Sluggish:
-50% to Movement Speed
Cowardly:
-25% to Courage; More likely to flee from a fight.
Disloyal:
Does Nothing in 1.7.1
Clumsy:
+ 0.02% of tools breaking
Over-eater:
Consumes 20 more Food than normal.
Lazy:
Crafting speed is slower than normal.

Professions: Military – Archers

Professions: Blacksmiths

Professions: Builders

Professions: Carpenters

Professions: Engineers

Professions: Herders

Professions: Famers

Professions: Fishermen

Professions: Foragers

Professions: Military – Infantries

Professions: Miners

Professions: Stonemasons

Professions: Tailors

Professions: Traders

Professions: Woodchoppers

Creatures: Wild Faunas – Boars

Boar:

Description: Boars are rugged, burly animals that can be foraged or herded.
Base Health: 1 Hp
Base Damage: 0
Item Drop: Animal Fur, Fat, Aniaml Hide, and food.
Spawn rate: Depends on the percentage given in the map generator when selecting a piece of land to start on.

How to Hunt:
If the player does not have a knife, he/she can equip foragers with a bow and a few arrows, or a bow
and wooden club.

When Domesticate:
– Information: Boars will offer the town with a renewable source of Animal Hair.
* To gather the materials with a herder, equip him with a shear to harvest animal hair.
* When a herder slaughters a domesticated boar with a knife, it will give: Fat, Animal Hide, Animal Hair, and food.

What do Domesticated Boars eat:
* Wheat
* Wheat can be obtained from Wild Wheat, wheat farms, merchants, and incoming settlers.
* Domesticated Boars requires a stone trough with wheat to eat; if not, they die.
* It will take 2 hours and 5 minutes (Real Time) from the last time it ate before animal starves to death.

◌ Animal Hair will refresh/grow in:
Real Time: 2 hours, 46.6 minutes

Creatures: Wild Faunas – Chickens


Chickens:

Description: Chicken are the cutest and delectable animal to forage and eat. They can be herded for greater use and effectiveness, but that’s up to you and how hungry your men are for food.
Base Health: 1 Hp
Base Damage: 0
Item Drop: Fat, Feather, and Eggs (Food).
Spawn rate: Depends on the percentage given in the map generator when selecting a piece of land to start on.

How to Hunt:
If the player does not have a knife, he/she can equip foragers with a bow and a few arrows, or a bow
and wooden club.

When Domesticate:
– Information: Chickens will offer the town with a renewable source of Feathers and Food.
* Does not need any tools to gather feathers.
* Does not need any tools to gather Eggs(food) from chickens.
* When a herder slaughters a domesticated chicken with a knife, it will provide: Fat, Feathers, and Eggs(food).

What does a Domesticated Chicken eat:
* Wheat
* Wheat can be obtained from Wild Wheat, wheat farms, merchants, and incoming settlers.
* Domesticated Chickens requires a stone trough with wheat to eat; if not, they die.
* It will take 2 hours and 5 minutes (Real Time) from the last time it ate before animal starves to death.

◌ Feathers will refresh/grow in:
Real Time: 2 hours, 46.6 Minutes
◌ Eggs(Food) will refresh/laid in:
Real Time:16.6 Minutes

Creatures: Wild Faunas – Fish


Fish:

Description: Fishes are abundant and can only be found near rivers and coastal areas.Fish are friends, not food. -kek.
Base Health: ??
Damage: 0
Item Drop: Fish(food).
Spawn rate: Spawns only on maps with water. 100% spawn rate.

How to Fish:
* Equip a Fishingrod to a Fisherman.
* The Fish will spawn in random water blocks around the map. Not all water blocks have fish spawns in them.
* The amount of food obtained from fishing is random, but will also be highly influenced by the level of the fisherman and their tools.

Creatures: Wild Faunas – Sheep


Sheep:

Description: Sheep are cute, fluffy, and full of life.
Base Health: 1 Hp
Base Damage: 0
Item Drop: Fat, Wool, Animal hide, and Mutton(food).
Spawn rate: Depends on the percentage given in the map generator when selecting a piece of land to start on.

How to Hunt:
If the player does not have a knife, he/she can equip foragers with a bow and a few arrows, or a bow
and wooden club.

When Domesticate:
– Information: The Sheep will offer the town with a renewable source of Wool.
* To gather the Wool with a herder, equip him with a shear to harvest Feathers.
* When a herder slaughters a domesticated sheep with a knife, it will provide: Animal Hide, Fat, Wool, and Mutton(food).

What does a Domesticated Sheep eat:
* Wheat
* Wheat can be obtained from Wild Wheat, wheat farms, merchants, and incoming Migrants.
* Domesticated Sheep requires a stone trough with wheat to eat; if not, they will die from starvation.
* It will take 2 hours and 5 minutes (Real Time) from the last time it ate before an animal starves to death.

◌ Wool will refresh/grow in:
Real Time: 5 Hours and 33 Minutes

Creatures: Wild Fauna – Wolves

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Wolves:

Description: Aggressive wild animals that cannot be tamed. It scours the land for food. Its favorite type of food are ones domesticated by humans.

Stats:

Base Health: 35
Base Damage: 15 – 25
Base Defence: 0
Base Line of Sight(LoS): 6 block radius (During the day), 4 Blocks Radius (During the night)
Base Courage: 6
Energy: 100; will sleep when energy hits 0
Base Movement Speed: 60% During the Day and Night.
Base Block Chance: 0%
Base Hp Regen: 0
Critical Damage Chance: 1.5%

Invasion Spawns:

  • Spawns 0 to 4 as the days go by.
  • Wolves will group up.
  • Will search for and attack Domesticated Animals.

Item Drop: Animal Fur, Fat, and Animal Hide.
Enemy: Goblins, Spiders, Undead, Humans, Migrants, Merchants, and Domesticated Animals.
Allies: Wild Animals
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Player Unit: Humans – Settlers

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Human – Settlers:
Description: A person who settles in an area, typically one with no or few earlier inhabitants.

Stats:
◌ Base Health: 120
◌ Base Damage: 5 – 15
◌ Base Defence: 0
◌ Base Line of Sight(LoS): 6 Block Radius (During the day), 4 Block Radius(During the night)
◌ Base Courage: 5
◌ Base Movement Speed: 85% on land; 50% in water
◌ Base Block Chance: 0%
◌ Critical Damage Chance: 0%
◌ Hunger: 1 Full bar of Hunger is equal to 40 Food (Overeater adds more)

Can be obtained from: Migrant Spawns
Population:

  • Player starts off with 8 settlers.
  • Max Population is 50.

Item Drop: Scrap Metal(Weapon,Armor, Tools), and other resources in inventory.
Enemy: Undead, Wolves, Spiders, and Goblins.
Allies: Wild and Domesticated Animals, Merchants, and Migrants
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Creatures: Monsters – Goblins

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Goblins:

Description: Goblins are ugly, dim-witted demi-humans who would wander throughout the land picking fights with anyone who would test their patience, and strength. In search of riches and women, they raid unguarded villages and towns. Goblins are weak alone, but in a group, they are strong.

Stats:
Base Health: 80
Base Damage: 5 – 15
Base Defence: 0
Base Line of Sight(LoS): 6 Block Radius (During the day), 4 Block Radius(During the night)
Base Courage: 5
Base Movement Speed: 50% on land and water
Base Block Chance: 0%
Base Hp Regen: 0
Critical Damage Chance: 0%

Invasion Spawns: 8 to 13 as the days go by; will group up with other goblins on the map.
Invasion Spawns: Spawns at level 1; Max Level: 20.
Item Drop: Coins, Food, and Scrap Metal
Enemy: Undead, Wolves, Spiders, Humans, Migrants, Merchants, and Domesticated Animals.
Allies: Wild Animals
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Equipment:
Weapon Type:
Damage
Defence
Goblin Boneclub
Melee
  • +10 Damage
  • +0.02% Crit Chance
+10% Damage Reduction
Goblin Shortsword
Melee
  • +20 Damage
  • +0.02% Crit Chance
+20% Damage Reduction
Goblin Cleaver
Melee
  • +25 Damage
  • +0.1% Crit Chance
+25% Damage Reduction
Goblin Shortbow
Range: 3 Blocks
+0.05% Crit Chance
Goblin Longbow
Range: 6 blocks
+0.05% Crit Chance
Goblin Plank Shield
Shield
+0.05% Block Chance
Goblin Buckler
Shield
+0.1% Block Chance
Stone Arrow
Arrows: Bow Ammunition
+6 Damage
Bodkin Arrow
Arrows: Bow Ammunition
+10 Damage
Broadhead Arrow
Arrows: Bow Ammunition
+15 Damge

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Creatures: Monsters – Skeletons

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Skeletons:

Description: Captive spirits from the Necromancers army. These skeletons roamed the earth in search of life to fill up the gaps in their hearts. However, when life is found, a necromancer will later follow suit.

Stats:
Base Health: 80
Base Damage: 12-24
Base Defence: 0
Base Line of Sight(LoS): 5 Block Radius (During the day), 6.5 Block Radius (During the night)
Base Courage: 9
Base Movement Speed: 30% during the day, and 35% during the night.
Base Block Chance: 0%
Base Hp Regen: 0
Critical Damage Chance: 0%

Invasion Spawns:

  • Spawns 6 to 13 as the days go by.
  • Skeletons will group up with other skeletons and necromancers on the map.
  • When Spawned, Skeletons will move towards and in search of the Human Settlers’ Town Hall.

Invasion Spawns: Spawns at level 1; Max Level: 20.
Item Drop: Scrap Metal
Enemy: Goblins, Wolves, Spiders, Humans, Migrants, Merchants, and Domesticated Animals.
Allies: Wild Animals
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Equipment:
Weapon Type:
Damage
Defence
Skeletal Shortsword
Melee
  • +25 Damage
  • +0.02% Crit Chance
+25% Damage Reduction
Skeletal Claymore
Melee
  • +45 Damage
  • +0.1% Crit Chance
+45% Damage Reduction
Skeletal bow
Range: 4.5 Blocks
+0.05% Crit Chance
Skeletal Round Shield
Shield
+0.15% Block Chance
Stone Arrow
Arrows: Bow Ammunition
+6 Damage
Bodkin Arrow
Arrows: Bow Ammunition
+10 Damage
Broadhead Arrow
Arrows: Bow Ammunition
+15 Damge

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Creatures: Monsters – Spiders

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Spiders:

Description: Small Spiders that traverse the land in search of areas to live and spread their presence.

Stats:
Base Health: 15
Base Damage: 5 – 10
Base Defence: 0
Base Line of Sight(LoS): 6 block radius (During the day), 4 Blocks Radius (During the night)
Base Courage: 5
Base Movement Speed: 50% During the Day and Night.
Base Block Chance: 0%
Base Hp Regen: 0
Critical Damage Chance: 0%

Invasion Spawns:

  • Spawns 0 to 5 as the days go by.
  • Spiders will group up.

Item Drop: Spider Silk
Enemy: Goblins, Wolves, Undead, Humans, Migrants, Merchants, and Domesticated Animals.
Allies: Wild Animals
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Creatures: Boss Monsters – Necromancer

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Necromancer:

Description: Necromancer, the lord of the undead, the ones who burn down villages when it pleases. In search of corpses to increase Nephthys army, she roams the land using her skeletons to search for new prey. Hide behind your walls for darkness is coming to haze your town with a wave of fire. Not even the high can save you from the brutality, they will bring.

Stats:

Base Health: 250
Base Damage: 0
Spells: Ball O’ Fire – Shoots devastating fireballs (+80 Damage)
Base Defence: 0
Base Line of Sight(LoS): 5 block radius (During the day), 6.5 Blocks Radius (During the night)
Base Courage: 12
Base Movement Speed: 50% During the Day and Night.
Base Block Chance: 0%
Base Hp Regen: 0
Critical Damage Chance: 0

Invasion Spawns:

  • Spawns 1 max at a time. It is possible that one spawn one day, while another spawns on another day after. When spawned, other monsters will not spawn with it until the next spawn time.
  • Always spawns at least once in the beginning on Day: 9, 10, or 11.
  • Will search for the town hall while shooting fireballs to burn down flammable objects.

Item Drop: Nothing
Enemy: Goblins, Spiders, Undead, Wolves, Humans, Migrants, Merchants, and Domesticated Animals.
Allies: Wild Animals
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Construction Block Window

Construction Blocks – Terrain, Walls, Flooring, Roofing, & Utlility Blocks

Item List: Equipment – Armor Set and Shields

Item List: Equipment – Hand Tools

Item List: Equipment – Weapons, Arrows, & Ballista Bolts

Item List: Seeds

Seed:
Obtainable From:
Quantity:
Carrot Seed
  • Can start with one on a new map.
  • Can be bought from the Merchant.
Dependent on the Farmer’s Level: 0-3
Corn Seed
  • Can start with one on a new map.
  • Can be bought from the Merchant.
Dependent on the Farmer’s Level: 0-3
Cotton Seed
  • Can start with one on a new map.
  • Can be bought from the Merchant.
Dependent on the Farmer’s Level: 0-3
Flax Seed
  • Can start with one on a new map.
  • Can be bought from the Merchant.
Dependent on the Farmer’s Level: 0-3
Potato Seed
  • Can start with one on a new map.
  • Can be bought from the Merchant.
Dependent on the Farmer’s Level: 0-3
Pumpkin Seed
  • Can start with one on a new map.
  • Can be bought from the Merchant.
Dependent on the Farmer’s Level: 0-3
Turnip Seed
  • Can start with one on a new map.
  • Can be bought from the Merchant.
Dependent on the Farmer’s Level: 0-3
Wheat Seed
  • Can start with one on a new map.
  • Can be bought from the Merchant.
  • Can be foraged from Wild Wheat with a Forager.
  • Dependent on the Farmer’s Level – Amount Gain: 0-3
  • Dependent on the Forager’s Level – Amount gain: (0 – 1)

Item List: Raw Materials

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All Items on this list could be boguht from Merchants.

Raw Materials:
Obtainable From:
Quantity:
Food
  • Farmer: Turnips, Pumpkins, Corn, Carrots, and Potatoes. Amount: (0 – 4)
  • Forager Hunting/herder slaughtered: Sheep, Boars, and Chickens(1 – 5).
  • Herding: Chickens Eggs – Amount: (1 – 5)
  • Forager Gathering: Berry Bushes – Amount: ( 2 – 4).
Food gathered is dependant on the Professions Level and their tool.
Dirt
  • Requires a level 1 Miner; Can be found on Depth 5 and higher.
4
Raw Stone
  • Requires a level 1 Miner; Can be found on any Depth.
4
Raw Wood
  • Cutting down trees,
Dependant on Woodchopper’s Level and tools.
Sand
  • Requires a level 1 Miner; Can be found on coastal maps from Depth 5 to 1.
4
Bones
Not in 1.7.1
Feathers
  • When Herded: 6 – 10 Feathers
  • When hunted/slaughtered: 3 Feathers
Dependant on Profession Level and tools used.
Spider Silk
  • Forager looting dead spiders: 0 -5 spider silk.
Dependant on Foragers level.
Coal
  • Requires a level 5 Miner; Can be found on any Depth.
1 – 2
Animal Hide
  • Can be looted from dead Wolves: 2 – 4 Animal hide
  • Can be obtained from hunting/slaughtering Boars(1) and Sheep(1).
Dependant on Forager Level.
Animal Fur
  • Can be looted from dead Wolves: 4 – 6 Animal Fur
  • Can be obtained from hunting/slaughtering Boars(0 – 5).
Dependant on Foragers Level. When boars are killed, they drop a static amount of resources.
Fat
  • Can be looted from dead Wolves: 0 – 3 Fat
  • Can be obtained from hunting/slaughtering Boars(2), Chickens(2), and Sheep(2).
Dependant on Foragers Level. When slaughtered/hunted, animals will drop a set amount of resources.
Wheat
  • Can be gathered by Foragers – Amount: (0 – 1)
  • Can be Farmed by using Wheat seed – Amount: (0-3)
Dependant on Professions Level and Tools.
Flax Fiber
  • Can only be farmed by using Flax Seed
Dependant on Farmers Profession Level and their tool.
Cotton
  • Can only be farmed by using Cotton Seed
Dependant on Farmers Profession Level and their tool.
Wool
  • Can only be hunted for 5 wool, or Herded for 8 – 11 Wool.
Dependant on Herders’ Profession Level and Shear type.
Seedling
  • Can be obtained from Berry Bushes and trees.
Dependant on the Professions level and tools.
Scrap Metal
  • Can be only be obtained from looting Skeletons, Goblins, and dead settlers/migrants.
Dependant on Forager’s Profession level.
Tin Ore
  • Requires a level 6 Miner; Can be found on any Depth.
1 – 2
Copper Ore
  • Requires a level 3 Miner; Can be found on any Depth.
1 – 2
Iron Ore
  • Requires a level 8 Miner; Can be found on any Depth.
1 – 2
Silver Ore
  • Requires a level 8 Miner; Can be found on any Depth.
1 – 2
Gold Ore
  • Requires a level 10 Miner; Can be found on Depth 5 to 1.
1 – 2
Mithril Ore
  • Requires a level 10 Miner; Can be found on Depth 5 to 1.
1 – 2

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Item List: Processed Materials

Item List: Buildable Objects – Decorations

Item List: Buildable Objects – Doors

Item List: Buildable Objects – Furnitures

Item List: Buildable Objects – Lighting

Item List: Buildable Objects – Military Training

Item List: Buildable Objects – Siege Craft

Item List: Buildable Objects – Storage Buildings

Item List: Buildable Objects – Workshops

Game Mechanics: Flammable Blocks

Game Mechanics: How to – Farm

Game Mechanics: Game Mechanics: How to – Herding & Livestocks

Game Mechanics: Arrivals of the Migrants

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How to get more units? Well you offer them gold and they say okay! – Yeah right. To gain more settlers, you need to have high food levels and roads connected to at least one of the four edges of the map to a hall. This doesn’t mean you will gain settlers instantly. This is due to the Migrant spawn mechanics of the game.

Migrant spawn mechanics:

  • Will need food to feed population. 40 food per settler (over-eater traits changes this)
  • Will need a town hall that connects to at least one of the four edges of the map.
  • The Chances of the players getting settlers is by chance of spawning during morning to midday.
  • Each edge connected to a hall with a road gives +24.99% chance to get a migrant.

Explanation: If one wants settlers to arrive at the town hall, the player will need 40 more than total food needed to sustain the population. For example, 8 settlers x 40 food = 320 + 40 = 360~. You need about 400 food in total to start seeing this mechanic in action. Over-eaters will affect the total amount of food needed.

Quote from Ethrel: There is a minimum food needed for migrants. You need to feed the ones you have as well as the migrant for at least a day in order for a migrant to even spawn.
settlers go through something like 40 food a day (I don’t have the exact number in front of me).

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Game Mechanics: Arrival of the Merchants

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Merchant Spawn Requirements:

  • You will need roads connecting from the hall to at least one of edges of the map. Each road connected to a four side of the map to a hall will increase the spanw rate by 24.99%. Max: 99%
  • Wealth points will also help in spawning more Merchants.

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Requirements to trade with a merchant:

  • A Trader (Charismatic will give a trader free +5 levels to the profession)
  • The old coins to buy items, and materials and resources to sell.
  • Halls and roads connected: Cannot be removed at the moment, but can be replaced by designating another area.
    Roads can be removed by clicking on design->roads, left click the area, hold shift + alt, and a yellow box will appear. Select the area to be deleted and left click again.

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The window that pops up when you left click on an item in the resources bar is where you mark for resource tracking, buying, and selling of items.
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When ticked to buy: This means the player wants to buy the item, telling the trader to trade items/gold for that item.

When ticked to sell: This means the player wants to sell item to the merchants.

When the merchant arrives, a trade window will pop up. They will either buy or sell items that the player ticked.

If the pop-up window doesn’t come up, that means the trade had failed because of these reasons:

  • You can’t buy or sell more than the current stoarage space allowed. Your storage is full.
  • The merchant doesn’t want to buy your items
  • He doesn’t have what you want.
  • You have no gold for your trader to buy items off the merchant

***If the problem is lack of coins for purchasing or the merchant not having or wanting goods, a bubble will alert you to that and the system will move on.
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Ethrel Quote:

“The amounts are randomized based on the amount of product you are giving the merchant — either goods in the case of selling or coin in the case of buying. More goods usually equals larger trades. The only exception is that the merchant will never ever give you more than you can store, be it coins or otherwise.

You control how much you get by manipulating those variables. If you want more stuff, get more coin. If you want to sell more stuff, make more of whatever it is you are selling. Make sure you have the stockpile space to support trades in the goods you are trading.”

The importance of traders is that they can trade with merchant’s to get seeds that you do not have. You want to aim to get at least 1 seed of every type before you start buying random items.”
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Game Mechanics: Left-clicking options (Must know!)

-If you left click objects, you can choose to deconstruct.

-If you left click a bed, you can set ownership.

-If you left click a (n) enemy, you can choose to charge the enemy. If enemy is dead, you can dispose corpse or even gather its resources.

-You can left click animals to either domesticate them or slaughter them.

-You can left click trees and bushes, to either cut them down fully through stump or harvest its materials.

Game Mechanics: Roads

Game Mechanics: How to Set-up Patrol Routes

Game Mechanics: How to Set-up Guard Positions

Game Mechanics: Monster Invasion Ticket System

Traders Chart: Buying from Merchant

Traders Chart: Selling to Merchants

Settler’s Chart: Settlers’ Damage to Monster

Settler’s Chart: Monster’s Damage to Settlers

Settler’s Chart: Profession Experience per Item/Object

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