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Timber and Stone Full Guide Version 1.6.3
Timber and Stone Full Guide Version 1.6.3
TABLE OF CONTENTS
***The Symbols are just there for aesthetic. ***
Archer: ................................................................................................................................................. 16
Adventurers: ........................................................................................................................................ 16
Blacksmith:........................................................................................................................................... 17
Objects Blacksmith can build: ......................................................................................................... 17
Carpenter: ............................................................................................................................................ 21
Objects Carpenter can build: .......................................................................................................... 21
Trader: ................................................................................................................................................. 24
Traders can build:............................................................................................................................ 24
Fisherman: .......................................................................................................................................... 25
Fisherman can build: ....................................................................................................................... 25
Engineer: .............................................................................................................................................. 26
Engineers can build: ........................................................................................................................ 26
Tailor: ................................................................................................................................................... 27
Tailors can build: ............................................................................................................................. 27
Traits: .................................................................................................................................................. 29
Game Item List: ....................................................................................................................................... 30
Seeds:................................................................................................................................................... 30
Raw Materials: ..................................................................................................................................... 30
Processed Materials: ........................................................................................................................... 33
Hand Tools: .......................................................................................................................................... 36
Weapons: ............................................................................................................................................. 39
Armor: .................................................................................................................................................. 42
Workshops: ............................................................................................................................................. 45
Doors: ...................................................................................................................................................... 47
Furniture: ................................................................................................................................................ 48
Military: ................................................................................................................................................... 49
Siege craft: .............................................................................................................................................. 49
Lighting:................................................................................................................................................... 49
Dcorations: ............................................................................................................................................ 50
Storage: ................................................................................................................................................... 51
Animals: ................................................................................................................................................. 54
Chicken: ............................................................................................................................................... 54
Boar:..................................................................................................................................................... 54
Sheep: .................................................................................................................................................. 54
Fish: ...................................................................................................................................................... 55
Monsters: ................................................................................................................................................ 56
Undead: ................................................................................................................................................ 56
Skeleton Infantry: ............................................................................................................................ 56
Necromancer: .................................................................................................................................. 57
Arachnid: .............................................................................................................................................. 58
Spiders: ............................................................................................................................................ 58
Spider Matriarch: ............................................................................................................................. 58
Demi-Human: ....................................................................................................................................... 59
Goblins: .......................................................................................................................................... 59
Tertiary Predators: ............................................................................................................................... 60
Beginner guide ........................................................................................................................................ 61
Preferred Starters: ............................................................................................................................... 61
Hints & Tips: ..................................................................................................................................... 62
Defense Tactics 101: ............................................................................................................................ 63
How to defend against Necromancer: ............................................................................................ 64
How to defend against a Spider Matriarch: .................................................................................... 64
Farming Mechanic:............................................................................................................................... 65
How to gain more Settlers/Units ......................................................................................................... 65
Migrant spawn mechanics: .............................................................................................................. 65
Trading Mechanics: .............................................................................................................................. 66
Requirements: ................................................................................................................................. 66
Herding & Live Stocks:.......................................................................................................................... 68
Requirements: ................................................................................................................................. 68
Update Log: ................................................................................................................................................. 70
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 in this twisted wilderness? We can't wait to hear your stories of demise
or glory.
Link to the game: http://www.timberandstonegame.com/
Developer email: Robert@timberandstonegame.com
TeoXD YouTube link: http://www.youtube.com/playlist?list=PLsHkWC3dv-NSohuVWKRGWHiFBVLjtgE-W
GAME MECHANICS:
GAME CONTROLS:
Main menu
ESC
Pause/Resume
Settler Information
F1
Settler Professions
F2
Settler Equipment
F3
Settler Preferences
F4
Move Camera up
Lower Depth
Raise Depth
Back/Close/Cancel
Tab
Activate
Rotate Structure
Space
Rotating Camera
Up/down arrow
Unit List
Traits: Random Characteristics that came with the character. It can either be good or bad depending on
what it is. For example, disloyal means the settler will always be losing morale and have a higher chance of
leaving the settlement because of it. Quick Learner means they will gain experience in their current
profession at a much higher rate than others without the trait. (Traits)
Current Task: This area tells you where the settler is currently planning to go, or what their next action may
be.
This is the Profession screen where you choose which profession you want your settler to be and what their current
level in those profession are. You can switch in between professions at the cost of morale loss. You will not lose
experience points in those professions that you switched out of.
This concept allows you to have many types of profession on any one settler without any cost towards freedom, but
be aware of the morale loss since it can cause your settlers to leave the settlement.
This is the Equipment Screen, where you can choose what your settler can have equipped on.
****All professions can equip any type of weapons, but only Infantry can equip heavy type armor.
To equip the items, you need to click Maintain in Inventory option in order to do so.
The left window will pop up after. You click -/+ to either add the item to settler or to take it off so that the settler
can either have it equip or unequipped. You can also adjust the total inventory limit on the bottom, Encumbrance.
Be warned! The fuller the inventory is, the slower the settler moves.
The Settler Preference window allows you to adjust the Autonomy, notification, and sleep options of the settler.
Wait in Hall while idle Your Settler will automatically move to the area you designated as the Town Hall when
they have no more work to do.
Notification Options:
Notification bubbles Notifies you what the settlers are thinking/doing.
Tool Breakage notifies you when the tool they are using breaks.
Resource collected Notifies you what they collected.
Resource crafted Notifies you what they crafted.
The sleep function has two configuration:
1) Automatic sleep cycles based on the fatigue gauge bar.
2) Or manually set when the settlers sleep during the cycles of the day.
GAME UI
DESIGN:
Objects: This is where you find structures to build for workshops, furniture, storage, decoration, etc.
Dig/Mine: Designates an area to mine for the miners. (Color Red)
Construction: Designates building plans for the builder. (Color Blue)
Farms: Designates Plots of land for farmers to farm. (Color gold)
Remove trees: Manually designate areas of trees to cut down. (Color maroon)
Roads: Designate Roads towards town halls and end of map to allow travelers to visit. (Color cyan)
Hall: Designate an area to be the town hall where traders and merchants will come. (Color purple)
Livestock Pen: Designate an area for livestock to be herded to by herders. (Color Green)
Military: Designate guard points, or patrol routes for your soldiers. (Color Blue markers)
(To deselect/cancel the designated areas, the first seven options, you must hold shift+alt while clicking dragging to
designated area. For Military, you just right click on it if you wish to cancel.)
QUEUE:
Shows you what is in plans for crafting that you prioritized. Right click the items to change priority order of
the items being crafted.
You use the Currently in queue option to add the item to the Queue list so that you can prioritize the item
for workers to work on first.
RESOURCES:
-Seeds: Shows you the amount of seeds you have in stock.
-Raw Materials: Shows what kind of raw materials you have in possession.
-Processed Materials: Crafting recipes needed for buildings, objects, tools, weapons, and armor.
-Hand tools: Crafting Recipe for building tools.
-Weapons: Crafting recipe for Weapons.
-Armor: Crafting recipe for armor.
CURRENTLY IN QUEUE :
Use this option to add items you want your worker to prioritize to build in to the queue. You can set priority
of which items to build first in the Queue option.
MAINTAIN IN STORAGE :
You cant prioritized maintain in storage items. To prioritize, you add them to
Currently in queue and go to the queue bar to set priority.
RESOURCE TRACKING:
You can left click any of the items in the Resources option and set
them to Track so you can see the amount you have in stock immediately on the Right side
of the screen. E.g. tracking what is stored such as food, wheat, etc.
STORAGE:
This menu tells the amount of storage you have left. This menu you will turn
color form yellow to red to tell that the storage is almost full requiring you to construct
more storage areas.
NOTIFICATION AREA:
At the bottom left corner is a scroll bar for notifications that
you have ticked on other settlers. It tells you if the game is paused,
game saving, if monsters are spotted, settlers are killed, etc.
UNIT LIST:
-To access this unit list. You press the U key. This list gives you an overall chart to your units, you can change their
professions here, you can see their job levels, unit count, and you can jump to them more easily.
- If you right click on a profession, the list will be reorganized highest lowest level of that profession you have
clicked on. If you click the same profession again, the list will show from lowest highest level.
10
LEFT-CLICKING:
-if you left click objects, you can choose to deconstruct.
-if you left click a bed, you 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.
CONSTRUCTION BLOCK TYPES:
- The construction option allows the player to build their own buildings using different
type of blocks provided by the game. This gives the user/player the ability to customize
their own buildings , defence, and terrain.
- You can find the construction option in the Design option of the UI.
- Types:
Walls black: Castle Bricks, Castle Ruins, Timbered Brick, Fieldstone, Full Timber,
Timbered Plaster, Mossy Palster, Umber Brick, Pale Brick, and Plastered Brick.
Roofing Blocks: Ceramic Roof, Wood Tile Roof, Thatch Roof, and Ceramic Tiles.
11
PROFESSIONS:
STONE MASON:
o
o
o
o
Tools
Stone Tongs (1)
Stone Hammer (1)
Stone Pick (1)
Stone Axe (1)
Stone Hoe (1)
Furniture
Fireplace (6)
Decoration
Stone Bench (4)
Statue (11)
Well (13)
Workshops
Workbench (1)
Stone Anvil (3)
Stone Forge (1)
Feeding Trough (3)
Processed Materials
Bricks (3)
Plaster (6)
12
MINER:
o
o
Storage
(Masonry)
lvl 3 Copper
Masonry
Stockpile (2)
lvl 5 Coal
lvl 6 Tin
lvl 8 Iron, Silver
lvl 10 Gold & Mithril
Masonry Stockpiles:
o Used for storing ores, dirt, stone, and building Materials called bricks and plaster.
Can be upgraded: 300 800 1500
13
FARMER:
Furniture
Hay Pile:
o Used for Hay.
Can be upgraded:
12 24
Storage (Wheat)
14
WOOD CHOPPER:
o
o
Decoration
Tree (2)
Hedge (5)
Shrubbery (7)
Storage (Wood):
15
BUILDER:
FORAGER:
Foragers job is to scout for enemies while gathering food from nearby
bushes or by killing the wild faunas running about.
Can gathering resources from corpses of the enemy.
Equip a knife so they can harvest Wild Wheat, and kill boars, chickens,
and sheep.
You can also equip them with a bow and arrow to hunt boars, chickens,
and sheep. Normally, maps are generated with a bow and arrow.
HERDER:
16
INFANTRY:
The Infantry profession is your basic melee unit that can wield swords,
shields, and spears while being able to wear the stronger armor
compared to archers and villagers.
You can set them to guard positions or patrol manually selected routes.
You can train them on training dummies to level them, but they gain
more experience fighting enemy monsters than dummies. As they level
up, Infantries become more useful as they do more damage, better
evasion, and can survive longer than rookie infantries.
Max level for training using dummies and targets is level 11.
ARCHER:
ADVENTURERS:
17
BLACKSMITH:
Process Materials
Standard Ingot
Solid Ingot
Strong Ingot
Coins ( 8)
Metal Gear (14)
Chain (8)
Doors
Dungeon Door (12)
Lighting
Wall Sconce ( 8)
Storage
Storage (Armor):
Armor Chest (4)
Storage (Metal)
Minecart (2)
Ingot Stock (2)
18
Hand Tools
Knife (3)
Sharp Knife (9)
Shears (4)
Sharp shears (10)
Solid tongs (6)
Strong Tongs (10)
Solid Hammer (6)
Strong Hammer (10)
Solid Pick (6)
Sharp Pick (10)
Solid axe (6)
Sharp Axe (10)
Solid Hoe (6)
Strong Hoe (10)
19
Weapons
Swords
Short sword (5)
Gladius (8)
Spatha (12)
Broadsword (16)
Spears (5)
Voulge (10)
Glaive (13)
Halbred (18)
Armor
Helmet/Hood
Light Helmets
Chainmail Coif (7)
Spangenhelm (9)
Heavy Helmet
Barbute Helm (7)
Great Helm (14)
Armet (20)
20
Armor
Heavy Armor
Hauberk (6)
Breastplate (13)
Cuirass (20)
Heavy armored Shoes/boots
Sabatons (8)
Cuisses (13)
Greaves (20)
Shields
Kite Shield (9)
Heater Shield (14)
Tower Shield (19)
21
CARPENTER:
Workshops
Doors
22
Furniture
Lighting
Storage
23
Processed Material
Timber (2)
Strong Timber (10)
Wheel (9)
Wooden Gear (12:
Hand Tools
Torch (4)
Fishing Rod (3)
Strong Fishing Rod (11)
Herding Crook (2)
Weapon
Club (1)
Bows
Shortbow(5)
Self bow (9)
Compound bow (12)
Longbow (17)
Arrows
Stone Arrow (1)
Bodkin Arrow (5)
Broadhead Arrow(10)
Fire Arrow ( 8)
Ballista Bolt (14)
24
Armor
Pattens (3)
Buckler (6)
TRADER:
Storage (Treasure)
25
FISHERMAN:
Storage( food/seed)
Fish Rack(1)
26
ENGINEER:
Doors
Military
Siegecraft
Ballista (12)
27
TAILOR:
Workshops
Decoration
Post Banner(10)
Pennant Banner (l8)
Processed Materials
Twine (1)
Rope(5)
Leather (5)
Bandages(8)
28
Armor
Tunic (5)
Gambeson (9)
Brigandine (14)
Leather Boots (7)
29
TRAITS:
Hard Worker: 1.25x Work Speed (all but removing stumps)
Lazy: slower EXP gain than normal.
Strong back: Can carry more weight without the reduction on speed.
Weak Back: Haul less items in their inventory than normal; greatly decrease movement speed the fuller the units
inventory becomes
Bad Vision: -1 Line of Sight Radius, -8 levels on accuracy check
Good Vision: +0.5 Line of Sight radius, +8 levels on accuracy check
Charismatic: slower rate of fatigue
Courageous: 1.5x Attack Damage, if not archer, infantry, or forager, guaranteed to fight
Disloyal: Higher chance of leaving town at low morale
Overeater: +2 food eaten every 2-4 hours
Clumsy: +0.2% chance to break tools/weapons, +20% chance to fall off ladder
Quick Learner: 1.25x EXP
Cowardly: If is not archer, infantry, or forager, guaranteed flee from enemies
Athletic: Faster movement speed
Sluggish: Slower movement speed
30
Obtainable from:
Quantity
Carrot Seed
Corn Seed
Cotton Seed
Flax Seed
Potato Seed
Pumpkin Seed
Turnip Seed
Wheat Seed
RAW MATERIALS:
Name
Food
Obtainable from:
Quantity
31
From Skeletons
From Chickens
Dirt
Raw Stone
Raw Wood
Sand
Bones
Feathers
Spider Silk
Coal
Animal Hide
32
Animal fur
Wheat
Cotton
Scrap Metal
Tin Ore
Copper Ore
Iron Ore
Silver Ore
Gold Ore
Mithril Ore
Wool
Seedling
33
PROCESSED MATERIALS:
Name
Coin
Requirement:
Crafted From:
Quantity:
Requires a forge, a
blacksmith, a
hammer, and a tong
Materials Needed:
8 Copper Ore
OR
Requires level 6 blacksmith
Materials Needed:
4 Silver Ore
OR
Requires level 8 blacksmith
Materials Needed:
1 Gold Ore
Timber
Strong Timber
Twine
Requires a
Carpenter, an axe,
and a Timbering
bench
Requires a
Carpenter, an axe,
and a Timbering
bench
Requires a Tailor
and his bare hands
2 raw wood
4 raw wood
1 Animal Fur
Or
Requires level 2 tailor:
2 Flax Fiber
Or
Requires level 5 tailor:
1 Spider Silk
34
Rope
Requires a Tailor
and his bare hands
OR
Requires level 8 tailor:
1 leather
Plaster
Requires a Stone
mason, a hammer,
and a workbench
Amount Crafted: 4
plasters
Materials Needed:
3 raw stones
1 dirt
Brick
Requires a Stone
mason, a hammer, a
workbench, and a
forge
Materials Needed:
3 raw stone
1 dirt
Cloth
Requires a tailor,
shears, and a loom
or
4 Flax fiber
Leather
Standard Ingot
Requires a tailor, a
tanning rack, and
shears
Requires a level 1
blacksmith, a
hammer, a tong, and
a forge
Materials Needed:
1 Animal Hide
2 copper ore
OR
Req. level 3 blacksmithMaterials Needed:
2 Scrap Metal
Solid Ingot
Requires a
blacksmith, a
hammer, a tong, and
a forge
Amount crafted in
general: 1 solid ingot per
order
2 Iron ore
OR
Req. level 7 blacksmithMaterials Needed:
1 Tin ore
1 standard Ingot
35
Strong ingot
Requires a
blacksmith, a
hammer, a tong, and
a forge
Amount crafted in
general: 1 strong ingot
per order
1 Coal
1 Solid Ingot
OR
Req. level 16 blacksmithMaterials Needed:
2 Mithril Ore
Bandages
Wheel
Wooden Gear
Metal Gear
Chain
Requires a
Carpenter, a
hammer, and an
artisan workbench
Requires a
Carpenter, a
hammer, and an
artisan workbench
Requires a
blacksmith, a
hammer, a tong, an
artisan workbench,
and a forge
Requires a
blacksmith, a
hammer, a tong, an
artisan workbench,
and a forge
2 Cloths
Amount crafted: 1
bandage
1 standard ingot
2 Timber
1 Timber
Materials Needed:
Amount crafted: 1
wooden gear
1 Solid Ingot
Materials Needed:
2 Standard Ingot
36
HAND TOOLS:
Name
Torch
Details
Crafted by:
Requirement:
A carpenter with a
hammer
Requires level 4
carpenter
Materials Needed:
1 Cloth
1 fat
1 raw wood
Knife
A blacksmith with a
hammer, a forge, and
an anvil.
Requires level 3
blacksmith
Materials needed
1 raw wood
1 Standard Ingot
Sharp Knife
Unbreakable; 6 % Bonus
Resources
A blacksmith with a
hammer, a forge, and
an anvil.
Requires level 9
blacksmith
Materials Needed:
1 raw wood
1 solid Ingot
Shears
A blacksmith with a
hammer, a forge, and
a workbench
Requires level 4
blacksmith
Materials needed
3 Standard Ingot
Sharp Shears
Unbreakable; 6 % Bonus
Resources
A blacksmith with a
hammer, a forge, and
a workbench
Requires level 10
blacksmith
Materials needed:
3 Solid Ingot
Stone Tongs
Unbreakable
Solid tongs
A blacksmith with a
hammer, a forge, and
an anvil.
Requires level 6
blacksmith
Materials Needed:
1 raw wood
3 standard ingot
37
Unbreakable
Strong Tongs
A blacksmith with a
hammer, a forge, and
an anvil.
Requires level 10
blacksmith
Materials needed:
1 raw wood
3 Solid Ingot
Stone Hammer
Unbreakable
Solid Hammer
A blacksmith with a
hammer, a forge, and
an anvil.
Requires level 6
blacksmith
Materials Needed:
1 raw wood
3 standard ingot
Unbreakable
Strong Hammer
A blacksmith with a
hammer, a forge, and
an anvil.
Requires level 10
blacksmith
Materials needed:
1 raw wood
3 Solid Ingot
Solid Pick
Unbreakable; 4% Bonus
Resources
A blacksmith with a
hammer, a forge, and
an anvil.
Requires level 6
blacksmith
Materials Needed:
1 raw wood
4 standard ingot
Sharp Pick
Unbreakable; 8% Bonus
resources
A blacksmith with a
hammer, a forge, and
an anvil.
Requires level 10
blacksmith
Materials Needed:
1 raw wood
Stone Axe
4 Solid Ingot
Requires level 1 stone
mason
Materials Needed:
2 raw wood
2 raw stone
38
Solid Axe
Unbreakable; 4% Bonus
Resources
A blacksmith with a
hammer, a forge, and
an anvil.
Requires level 6
blacksmith
Materials needed:
2 raw wood
2 standard ingot
Sharp Axe
Unbreakable; 8% Bonus
resources
A blacksmith with a
hammer, a forge, and
an anvil.
requires level 10
blacksmith
Materials Needed:
2 raw wood
2 Solid Ingot
Fishing Rod
Breakable; Used by
Fishermans
A carpenter with a
hammer and a
workbench.
Requires level 3
carpenter
Materials needed:
2 twine
2 raw wood
Unbreakable; 6 % Bonus
Resources
A carpenter with a
hammer and a
workbench.
Requires level 11
carpenter
Materials needed:
3 Twine
1 Timber
Solid Hoe
Unbreakable; 4% Bonus
Resources
A blacksmith with a
hammer, a forge, and
an anvil.
Requires level 6
blacksmith
Materials needed:
1 raw wood
2 standard ingot
Strong Hoe
Unbreakable; 8% Bonus
resources
A blacksmith with a
hammer, a forge, and
an anvil.
Requires level 10
blacksmith
Materials needed:
1 raw wood
2 Solid Ingot
A carpenter with a
hammer and a
workbench.
Requires level 2
carpenter
Materials Needed:
3 raw wood
39
WEAPONS:
Name
Effects
Crafted by:
Requirements:
8 Damage
A carpenter with a
hammer.
Requires level 1
Carpenter
Club
Materials Needed:
2 raw wood
Short sword
15 damage, 2% Critical
Chance
A blacksmith with a
hammer and tong
using a forge and anvil.
Requires level 5
blacksmith
Materials needed:
1 raw wood
2 standard ingot
Gladius
18 Damage, 5% Critical
Chance
A blacksmith with a
hammer and tong
using a forge and anvil.
Requires level 8
blacksmith
Materials needed:
1 leather
1 raw wood
2 standard ingot
Spatha
A blacksmith with a
hammer and tong
using a forge and anvil.
Requires level 12
blacksmith
Materials needed:
1 leather
4 Solid ingot
Broad sword
A blacksmith with a
hammer and tong
using a forge and anvil.
Requires level 16
blacksmith
Materials needed:
1 leather
5 strong ingot
A carpenter with a
hammer and a
workbench.
Requires level 5
carpenter
Materials needed:
1 Twine
2 raw wood
Self-Bow
A carpenter with a
hammer and a
workbench.
Requires level 9
carpenter
Materials needed:
1 twine
1 Timber
40
Compound Bow
A carpenter with a
hammer and a
workbench.
Requires level 12
carpenter
Materials needed:
1 leather
1 Twine
2 Timber
Long Bow
A carpenter with a
hammer and a
workbench.
Requires level 17
carpenter
Materials needed:
1 leather
2 Twine
2 Strong Timber
Spear
10 Damage, 6% Critical
Chance
A blacksmith with a
hammer and tong
using a forge and anvil.
Requires level 5
blacksmith
Materials needed:
2 raw wood
1 standard ingot
Voulge
A blacksmith with a
hammer and tong
using a forge and anvil.
Requires level 10
blacksmith
Materials Needed:
2 raw wood
2 standard ingot
Glaive
A blacksmith with a
hammer and tong
using a forge and anvil.
Requires level 13
blacksmith
Materials needed:
1 Timber
2 Solid Ingot
Halberd
A blacksmith with a
hammer and tong
using a forge and anvil.
Requires level 18
blacksmith
Materials needed:
2 Timber
3 Strong ingots
10 Damage
Stone Arrow
A carpenter with a
hammer.
Requires level 1
carpenter
Materials needed:
1 feather
1 raw stone
1 raw wood
41
14 Damage
Bodkin Arrow
A carpenter with a
hammer and a
workbench.
Requires level 5
carpenter
Materials needed:
1 feather
1 standard ingot
1 raw wood
20 Damage
Broad-head Arrow
A carpenter with a
hammer and a
workbench.
Requires level 10
carpenter
Materials needed:
1 feather
1 solid ingot
1 raw wood
A carpenter with a
hammer and a
workbench.
Requires level 8
carpenter
Materials needed:
1 feather
2 Cloth
1 raw wood
200 Damage
Ballista Bolt
A carpenter with a
hammer and a
workbench.
Requires level 14
carpenter
Materials needed:
2 Strong ingot
1 Strong timber
42
ARMOR:
Name
Effects
Crafted by:
Requirements:
4 % Damage Protection
Tunic (Light)
Materials needed:
4 Cloth
8 % Damage Protection
Gambeson (Light)
12 % Damage Protection
Brigandine (Light)
Crafted by a
blacksmith with a
hammer, forge, and an
anvil.
Requires level 6
blacksmith
Materials needed:
2 leather
3 Solid Ingot
Crafted by a
blacksmith with a
hammer, forge, and an
anvil.
Requires level 13
blacksmith
Materials needed:
2 leather
3 Strong Ingot
Crafted by a
blacksmith with a
hammer, forge, and an
anvil.
Requires level 20
blacksmith
Materials needed:
3 leather
7 Strong ingot
4 % Damage Protection
8 % Damage Protection
Crafted by a
blacksmith with a
hammer, forge, and an
anvil.
Requires level 7
blacksmith
Materials needed:
2 Cloth
2 Solid Ingot
43
12 % Damage Protection
Spangen-Helm (Light)
Crafted by a
blacksmith with a
hammer, forge, and an
anvil.
Requires level 9
blacksmith
Materials needed:
2 Cloth
4 Strong Ingot
Crafted by a
blacksmith with a
hammer, forge, and an
anvil.
Requires level 7
blacksmith
Materials needed:
1 leather
2 Solid Ingot
Crafted by a
blacksmith with a
hammer, forge, and an
anvil.
Requires level 14
blacksmith
Materials needed:
1 leather
2 cloth
4 Strong ingot
Crafted by a
blacksmith with a
hammer, forge, and an
anvil.
Requires level 20
blacksmith
Materials needed:
1 leather
2 cloth
5 Strong ingot
4 % Speed Increase
Pattens (Light)
Crafted by a carpenter
with a hammer and a
workbench.
Requires level 3
carpenter
Materials needed:
2 Cloth
2 Raw Wood
8% Speed Increase
Leather Boots (Light)
8 % Damage Protection
Sabatons (Heavy)
Crafted by a
blacksmith with a
hammer, forge, and an
anvil.
Requires level 8
blacksmith
Materials needed:
4 Solid Ingot
3 Leather
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12 % Damage Protection
Cuisses (Heavy)
Crafted by a
blacksmith with a
hammer, forge, and an
anvil.
Requires level 13
blacksmith
Materials needed:
4 Strong Ingot
3 Leather
Crafted by a
blacksmith with a
hammer, forge, and an
anvil.
Requires level 20
blacksmith
Materials needed:
6 Strong Ingot
3 Leather
5 % Block Chance
Buckler
Crafted by a carpenter
with a hammer and a
workbench.
Requires level 6
Carpenter
Materials needed:
1 Standard Ingot
3 Timber
Crafted by a
blacksmith with a
hammer, forge, and an
anvil.
Requires level 9
blacksmith
Materials needed:
1 leather
3 Solid Ingot
Crafted by a
blacksmith with a
hammer, forge, and an
anvil.
Requires level 14
blacksmith
Materials needed:
1 leather
4 Strong Ingot
Crafted by a
blacksmith with a
hammer, forge, and an
anvil.
Requires level 19
blacksmith
Materials needed:
1 leather
6 Strong Ingot
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WORKSHOPS:
Objects:
Workbench:
Requirement:
Requires level 1 stone mason
Materials needed:
2 raw stone
2 raw wood
Stone Anvil:
Stone Forge:
Feeding Trough:
Byproducts:
Plaster, Brick, shears, sharp shears,
fishing rod, strong fishing rod,
herding crook, Shortbow, Self-bow,
Compound bow, long bow, bodkin
arrow, broadhead arrow, fire
arrow, ballista bolt, pattens, and
buckler.
Knife, sharp knife, solid tongs,
strong tongs, strong hammer, solid
hammer, solid pick, sharp pick,
solid axe, sharp axe, solid hoe,
strong hoe, Shortsword, Gladius,
Spatha, Broadsword, spear, voulge,
glaive, halberd, Hauberk,
breastplate, Cuirass, chainmail coif,
spangenhelm, barbute helm, great
helm, armet, sabatons, cuisses,
greaves, kite shield, heater shield,
and tower shield.
Coins, Brick, standard ingot, solid
ingot, Strong ingot, Metal gear,
Chain, shears, sharp shears, solid
tongs, strong tongs, strong
hammer, solid hammer, solid pick,
sharp pick, solid axe, sharp axe,
solid hoe, strong hoe, Shortsword,
Gladius, Spatha, Broadsword,
spear, voulge, glaive, halberd,
Hauberk, breastplate, Cuirass,
chainmail coif, spangenhelm,
barbute helm, great helm, armet,
sabatons, cuisses, greaves, kite
shield, heater shield, and tower
shield.
Herders will use this to
automatically feed animals by
putting wheat in.
8 raw stone
Tanning Rack:
Leather
Materials needed:
4 Timber
8 Twine
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Loom:
1 raw rock
8 twine
4 timber
Timbering Bench:
Materials Needed:
2 raw stone
6 raw wood
Artisans
Workbench:
2 raw stone
12 Timber
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DOORS:
Dungeon Door:
Requires level 12 blacksmith
Materials needed:
4 Solid Ingot
6 Timber
Castle Arch Gate:
Requires level 7 engineer
5 standard Ingot
10 Strong Timber
Castle Gate:
Requires level 7 engineer
6 Strong Ingot
8 Strong Timber
Timber Door:
Requires level 1 Carpenter
8 Timber
Braced Door:
Requires level 5 Carpenter
2 Standard ingot
6 Timber
Studded Door:
Requires level 9 Carpenter
3 Standard ingot
6 Timber
Fence Gate:
Requires level 2 Carpenter
3 raw wood
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FURNITURE:
Fireplace:
Requires level 6 stone mason
Materials Needed:
2 raw wood
4 raw stone
12 bricks
Straw bed:
Requires level 2 farmer
Materials needed:
1 Animal Hide
8 Wheat
Wooden Chair:
Requires level 4 carpenter
2 Timber
Blanketed Bed:
Requires level 5 carpenter
8 wheat
6 cloth
4 timber
Comfortable bed:
Requires level 16 carpenter
12 Cloth
20 Cotton
6 Timber
Medium Table:
Requires level 5 carpenter
4 timber
Long Table:
Requires level 6 carpenter
8 Timber
Dresser:
Requires level 6 carpenter
4 timber
Small Bookcase:
Requires level 7 carpenter
4 Timber
Large Bookcase:
Requires level 8 carpenter
8 Timber
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MILITARY:
Archery Target:
Requires level 2 engineer
1 Timber
4 Twine
6 Wheat
Training Dummy:
Requires level 3 engineer
1 timber
4 Twine
6 Wheat
SIEGE CRAFT:
Ballista:
Requires level 12 engineer
2 Wooden Gears
4 Ropes
4 Strong Ingots
14 Strong Timbers
LIGHTING:
Campfire:
Requires level 1 wood chopper
Materials needed:
1 raw stone
3 raw wood
Wall Sconce:
Requires level 5 blacksmith
Materials needed:
1 torch
1 Standard ingot
Lamp Post:
Requires level 7 Carpenter
1 fat
2 Twine
1 Standard Ingot
4 timber
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DCORATIONS:
Stone Bench:
Requires level 4 stone mason
Materials Needed:
3 raw stone
Statue:
Requires level 11 stone mason
Materials Needed:
8 raw stone
Well:
Requires level 13 stone mason
Materials Needed:
2 ropes
5 timber
4 raw stone
2 dirt
Tree:
Requires level 2 wood chopper
Materials needed:
1 seedling
Hedge:
Requires level 5 wood chopper
Materials needed:
2 seedlings
Shrubbery:
Requires level 7 wood chopper
Materials Needed:
1 seedling
Post Banner:
Requires level 10 tailor
1 Timber
5 Cloth
Pennant Banner:
Requires level 8 tailor
1 Timber
4 Cloth
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STORAGE:
Storage (Masonry) Masonry Stockpile
Requires level 1 miner
Materials Needed:
20 raw stones
Upgrade (req. level 3 Miner)
Materials needed:
35 raw stone
Upgrade (req. level 4 Miner)
Materials needed:
50 raw stones
Storage (Wheat) Hay Pile:
Requires level 1 farmer
Materials needed:
8 wheat
Upgrade:
Requires level 3 farmer
Materials needed:
8 wheat
Storage (Wood) Raw Wood Stack:
Requires level 1 wood chopper
Materials needed:
6 raw wood
Upgrade:
Requires level 2 wood chopper
Materials needed:
6 raw wood
Upgrade:
Requires level 3 wood chopper
Materials needed:
6 raw wood
Storage (Wood) Timber Pile:
Requires level 2 carpenter
8 Timber
Storage (Armor) Armor Chest:
Requires level 4 blacksmith
Materials needed:
1 Standard ingot
3 Timber
52
53
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ANIMALS:
CHICKEN:
Chicken are the cutest and delectable animal to eat, but these guys love to jump
out of their pen way too much!
They provide you with food, feather, and sometimes animal fat.
You can butcher them and kill them early if you are desperate for food in the beginning Piii~
Renewable source of feathers, eggs (food), and animal fat (hardly drops).
They eat wheat and only wheat. Wheat can be obtained from Wild Wheat, wheat farms, merchants, and
incoming settlers. Herders will place wheat into Feeding troughs that are built by stone mason.
BOAR:
Boars are rugged, burly animals that provide you with animal hair, fur, and fat.
Renewable source of animal hair.
Boars, when butchered, drops animal fat, animal hide, animal hair, and food.
Animal hair can be obtained after the boar turns dark brown with a shear.
SHEEP:
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FISH:
There are no images for fish so here is one. Fishes are abundant and can only be
found near rivers and coastal areas.
Fisherman profession are the only one who can catch these with fishing rods.
Renewable source of food; Can only be caught on river/coastal/ocean maps.
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MONSTERS:
*Mob Monsters that spawns on the edges of the map.
UNDEAD:
**** Spiders will ignore the undead and hide from necromancers out of fear of fire***
***But the harbinger of death kills all***
Kills everything, but spiders unless boss monster tells them to.
SKELETON INFANTRY:
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NECROMANCER:
+ Fireballs =
Necromancer, the lord of the undead, the ones who burn down villages whenever it pleases.
A boss monster with the ability to shoot dark fire balls and burn your town and forest down to the ground.
Fire balls will 1-2 shot your units even with armor. Only thick walls can protect your men.
Health: Medium, defense: none, Attack: High
Ability: Dark Fire ball
Drops: Nothing
It spawns the map has a large mod of skeleton + High wealth level. When spawning, the Necromancer will
gather all the idle skeletons on the map and attack you all at once.
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ARACHNID:
***Arachnid Monsters will not attack and stay in their holes that they dug.
***Only attacks when someone walks by its lair or when threatened. Only Attacks you!
SPIDERS:
Boss spider type, likes to collect spiders from around your map before attacking, high
damage and health, but weak to fire arrows.
Health: high (2300?), Attack: High, Defense: None
Drops: Spider silk
Their attack speed is extra fast, and can kill soldier in full steel armor on 2-3 hits. They can
climb walls fast, and move faster than wolves.
Spawns when there is a large presence of spiders on the map + Wealth.
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DEMI-HUMAN:
GOBLINS:
***Attracted to roads & light
*** Cut down trees to create campfires at night, kill live stocks, and eat non-aggressive animals.
***Only Attacks you and non-aggressive animals
ARCHER:
Goblin Archers are the weakest of the goblin race. They are weak in defense, but make
up for it with their deadly fire arrows. Be careful of fire!
Attack Power: low (Short Bow), Defense Power: none, Health: Low
Ability: Fire Arrow, Demolition: Ability to destroy structures
Drops: Fire Arrows/ Stone Arrows, Scrap iron
MARAUDER:
Goblin Marauders are the short swordsman practitioners of the goblin race. Their main
front liners and their basic infantry unit. They can tame and ride wolves to boost their mobility
and damage.
Health: Medium. Defense: none, Attack: low
Ability: Wolf rider
Drops: scrap metal
GOBLIN MARAUDER WOLF RIDERS:
A goblin mounted on a wolf. Extremely mobile and aggressive, generally takes
over twice as long to destroy. Requires you to kill the wolf first, then the marauder.
Spawns randomly and if a marauder meets an alpha wolf.
Health: Medium, Attack: Medium, Defense: none
Ability: Increase Mobility, double-team: Attacks you twice.
Drops: animal hair, animal fat, scrap metal, and animal hide.
RAVAGER:
Goblin Ravagers are two-handed sword specialist with jagged weapons on both hands.
Strong and deadly against unarmored units because of its ability to do critical blows. They
can tame and ride wolves to boost their mobility and damage.
Health: Medium, Defense: low, Attack: Medium
Ability: Critical blow: 5% Critical Damage
Drops: Scrap metal
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TERTIARY PREDATORS:
WOLVES:
*** Wolves are more attracted by animals, especially livestock and freshly hunted wild animals.
*** Wolves can form packs with other wolves in to a large force, but the problem is they only attack you.
DARKER BROWN WOLVES:
Darker Brown wolves are the main attacking force of wolf pack. They run around
eating livestocks and forest animals and raising havoc. Only the gray wolves can
control them and goblins to tame them.
Health: low, Attack: low, Defense: None
Ability: Pack Instinct; Goblins friend: Allows goblins to ride on their backs.
Drops: Animal Hair, Animal hide, and Animal fat
GRAY WOLVES:
Known as the alpha wolves of the packs. They run around eating livestocks while
forming packs with darker brown wolves. Stronger than normal darker brown
wolves.
Health: low, Attack: medium, Defense: none
Ability: Pack Instinct; Goblins friend: Allows goblins to ride on their backs.
Drops: Animal Hair, Animal hide, and Animal fat
61
BEGINNER GUIDE
PREFERRED STARTERS:
When I start a new game, I play on large for the ability to build lots of villages and farm lands. What I look
for in the World map are 3 things:
1) Terrain: water, lots of trees, and hill/mountains.
2) An abundant of different types of ores: important iron and tin.
3) And does it have Chicken? Yes chicken.
After loading in to the selected area of preferred, I would look for an area on the map that has defensive terrain
such as a peninsula, between rock mountains, or if you can minimize the amount of entrances in to your base.
As you can see, I chose to build on a corner near the ocean water. I dictated in which way enemies on land can attack
me by choosing the area that deem safer than building straight in the open. Never build on the edges of the map
because monsters will spawn in your base, on top of walls, and even underground if you have a mine.
After choosing the area, I check my seven settlers traits and profession level. The trait I am looking for is quick
learner (This trait allows your settler to gain experience faster than normal.). Afterwards, I then look at all my settlers
profession level. The reason why I am doing this is to make sure before the game starts, I have set up a way to use
my settlers more efficiently. I reallocate my settlers to these professions:
1) 2 farmers (one with quick learner); quick learner can be level 1-2 and the other at least 2-3.
2) 2 wood choppers (These guys are the ones with lowest profession levels that doesnt matter early
game).
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3) 1 forager (to collect food for the first 2-3 days. To gain at least a total of 150 food.)
4) 2 Miners; ones with the highest level of that profession.
5) 1 settler as a go between profession of both carpenter and stone mason.
I then designate a farming area, mining area, set my wood choppers to independently chop trees, and started
focusing on getting at least 10 in stock for all basic tools. I make sure my stone mason is constantly maintaining the
amount of tools set. I also always set up my trackers for inventory to make sure I am always aware of what I need.
1) For farmers, they are farming wheat seeds and certain type of seed that produce food. I put the wheat
seed/flax to 4 x 3 and the food seed to 4x 2. If I only have food seeds, then I create 2 plots of land of 4x
2. This is so you know your farmers will have a constant flow of work to gain experience till level 7.
Wheat is for chicken herding, and flax is for creating twine used to make fishing pools for fishing.
2) I designate lands for my miners in focus of building rivers and lakes to beautify the area while collecting
much needed stone, dirt, and minerals.
3) My stone mason is set on auto-maintaining my stone tools and my wood choppers are chopping away
at trees.
4) Forager is set to auto pick berries.
On my 6-7 day with this, I am to have a sustain food system with my farmers reach level 7-9. My forager can now be
put to become a carpenter to create timber, while my stone mason starts creating bricks. At this time, I would focus
on building a chicken farm and continually dig out my landscape to create moat-like rivers. Once I have gained
enough wheat, I would build the coop, and gather at least 6 chickens. Afterwards I would build walls and city gates
so that I can change one of my wood chopper into a blacksmith. With this set-up, I am able to have a renewable
source of food and wood, and a huge accumulation of dirt, stones, and ore on the days afterwards.
To survive against attacks, I tend to micro the settlers in order to pull the monsters towards my group of 6 settlers
so I can kill the enemy faster by mobbing. After making sure my man-made river is depleted of minerals and stone,
I let the water flow through the whole moat. After you are done, you can finally focus on covering up areas with
walls, towers, and gates. After that, I would start a towns hall, connect roads, and start gathering more settlers
while I smelt with my blacksmith to start crafting weapons and armor for my army.
HINTS & TIPS:
(Hint: Use always keep a certain # in stock for stone tools and have a stone mason auto build the tools whenever it
gets low. Reduces macro management at early level. Only do this after you create tools. Prioritize any needed tools
by queueing them in manually so workers can focus on that item first.)
(Hint: Make sure to use wood for the forge. Burning coal is a waste and it is not a renewable source of material.
Make sure to use the seedlings youve obtained for a tree farm before using them for decorations.)
(Hint: You can use seedlings to create a logging camp and set your wood chopper to auto-cut those trees so that
they dont wander out into the dangerous wilderness.)
(Hint: Only start an animal farm after you have a wheat farm producing more wheat than the animals consuming
wheat. Gathering chickens are the most important out of the animals for feather.)
(Hint: After building your defense, use your archers to whittle down your enemies that are approaching so that when
your infantries do attack, they wont have a hard time finishing them off.)
63
(Hint: Fire arrows are great at killing spider Monarchs, but it comes with environmental dangers called forest fire.)
(Hint: Be careful building stronger tools, weapons, or even ingots early since it will increase your towns wealth,
which in turn increases the monster spawn on the map.)
(Hint: Be careful building stronger tools, weapons, or even ingots early since it will increase your towns wealth,
which in turn increases the monster spawn on the map.)
When creating defense, I would focus on funneling enemies towards one area at first. This will make it
easier for you to defend and not need for you to reallocate yourself to other areas of the attack. I normally build a
moat or huge lake to divide the outside land, then a long bridge from the entrance to the outside lands.
The picture up here is an example of a man-made river, lake, or moat. You can see that I am even
constructing a man-made valley to help reduce the enemy from climbing over slopes. This is known as the Twoblock rule anything over two blocks, the enemy cant melee you. Enemies will not climb over walls 2 blocks off
the ground; including water. When building, make sure to not leave a random space that enemies can come in.
The only exception are spiders and spider matriarch. To combat these monsters, you have to know that
they are coming or they will devastate your villagers during a fight. I have experiences where during a large battle,
spiders would crawl into my base and kill off my villagers without me noticing they have climbed the walls. Warning:
If a spider Matriarch arrives, burn it to the ground with fire arrows. Matriarchs are boss monsters and will make or
break your town settlement in one go.
64
After completing my walls and entrances, I would build towers for my archers so that they can spot enemies
quicker and shoot them at safe distances without worrying that a melee enemy or archer will shoot him/her down.
In those towers, build a food crate and a weapon rack so that you can reduce the movements of your archers.
After the main defenses are done, you would want to build sleeping quarters for your units. Military units
are set on a rotation sleep cycle where one is asleep while the other is awake guarding. Fatigue is a detriment to a
soldier and morale. Build storage facilities, equipment facilities, training facilities, and eating areas so that they can
have high morale and be fully rested.
***Defense preparation complete***
HOW TO DEFEND AGAINST NECROMANCER:
Defensive tactics: Necromancers cannot burn stone and obviously water. So you would want to utilize 1 x
1 x 3 stone walls and create a defensive boundary line where necromancers cant burn your base down. Surround
your base with stone walls as a first defense against necromancers. Also have trees at the edges of your map so it
can be your first warning sign that a necromancer has spawned by the sound of fire.
Kill or be killed: When trying to kill necromancers, make sure to have a shield equipped. This is due to the
ability to take a lucky chance and block a necromancer fireball that instantly kill lightly to no armored units. Also if
there are too many skeletons around the necromancer, slowly but surely, only aggravate the skeletons and kill them
one by one. If you do not, skeletons will surround your units and create a huge morale loss where your troops would
flee rather than fight. After pulling the skeletons away/killing them, the necromancer is left vulnerable to any attacks.
The skeletons are its main defense, but by itself, it has none except for high damage.
HOW TO DEFEND AGAINST A SPIDER MATRIARCH:
Defensive tactics: To defend against a spider matriarch, it is better to let it come to you
(your base) than to go outside and fight it. Spider matriarchs have high attack speed,
damage, and health points and is known to be an end game boss at the moment if it
strikes. This is because it can actually end your game. You need to build your base with
overhangs, your walls need to be 1x 1 x 4 high and from the top block, 2 x 2 x 1 away from
the wall. The reason to have it 2 x 2 x 1 away from the wall is because they cant go over
walls that they cant reach by a block. Spiders cant crawl over walls with long extended
hangings since its unreachable.
Burn: Make sure to equip your archers with fire arrows since the DoT is necessary to kill
it fast.
65
FARMING MECHANIC:
Farming Mechanic:
1) Your farmers will prefer to collect seeds during harvest until you have enough to provide for the
amount of farming space youve designated.
This means that when you designate a 4x4 farming plot, your farmers will continue harvesting seed until it
reaches the threshold 16 seeds (give or take). After reaching the seed threshold of 16 for that plot of land, the
farmers will start producing food and seeds until the food to seed ratio is stable. Thats why when I first start out. I
would build 4 x 3 plots of lands to reach the seed-to-plot threshold faster and slowly increase from there.
(Hint: At the beginning, immediately start farming with two farmers. If you have wheat seed and food seed (corn,
etc.), start growing wheat with a 4x3 plot of land and food with a 4 x 2. If you have only food seeds, starting
designating two plots of land, both with food 4 x 3.)
HOW TO GAIN MORE SET TLERS/UNITS
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/wealth levels and roads connected to all 4 edges of the map to a hall. This doesnt mean
you will gain settlers instantly. This is due to the Migrant spawn mechanics of the game.
MIGRANT SPAWN MECHANICS:
1)
2)
3)
4)
You need food to feed your population. About 30 food per settler (+/- overeater traits)
You need a town hall that is connected to all 4 edges of the map.
Chances of you getting villagers and merchants are at random.
Each edge connected to your hall by a road gives you +25% chance to get a migrant / merchant
So if you want merchants and settlers to arrive at your town, you need 30 more than the population needs of
food. For example, 7 settlers x 30 food each = 210 + 30 = 240~. You need about 300 food in total to start seeing this
mechanic in action.
Quote from Ethrel: There is a minimum food requirement for migrants. You need to be able to feed the ones
you have as well as the migrant for at least a day in order for a migrant to even spawn.
Villagers go through something like 30 food a day (I don't have the exact number in front of me).
66
TRADING MECHANICS:
REQUIREMENTS:
1) Roads connecting from the Hall to all 4 edges of the map. (Can be located in the Design tab(pg.7))
2) A trader
3) Gold coins and/or Materials to sell/trade.
Example: A road connected to a hall to an
edge of the map.
The reason for connecting the roads to all 4
edges of the map is because it increases the
arrival rate of merchants and migrating settlers.
Food and wealth level of your town also
plays a role in spawning these merchants.
Halls cannot be removed at the moment, but
can be replaced by designating another area.
67
When you tick buy: This means you want this item, telling your trader
to trade items/gold for that item.
When you tick sell: This means you want to sell the current items to the
merchants that are coming.
When the merchants come, if they have the items, and if you have the gold or item that they want, a trade
pop-up window will pop up like in previous version. In this window, you cant buy more than your storage space or
sell more than your gold space.
If the Pop-up window doesnt come up, that means the trade failed because of these reasons:
1)
2)
3)
4)
***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.
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 merchants 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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First, you build a livestock area. It can be as small as the image above or even test your creativity and
build a chicken coop or a large barn. As long as it is an enclosed area so that animals dont jump out of the
livestock designation zone. The amount of animals you can domesticate is dependent on the size of the
livestock zone. If the zone is too small and you domesticate over the limit, the animals will start hopping
out of the zone and causing your herders to keep going to grab them and putting them back in.
Finally, after you have built your zone, you can go run around domesticating animals. Livestock animals only
eat wheat. Wheat can be found by foraging Wild Wheat and farming wheat seeds. I normally wait till I have
a sustainable wheat production before domesticating animals. This is because you will lose one worker to
herding and if the herder does not have wheat, they cant fill up the trough. Without wheat, your animals
will die. The most important animal to me is the chicken because they give you food, feathers, and they are
cute!
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To sum up: It takes a long time. To put it in perspective, 1 hour is approximately 1 in-game day.
EDIT: Note that running at 2X speed also speeds up these counters, so at 2X, the times are shortened by
half.
***Happy Herding***
70
UPDATE LOG:
Updated:
-Jan 18, 2015 6:18 PM PST Added Professions and details on them (Completed)
- Jan 18, 2015 8:08 PM PST Added Game Mechanic help and UI, Added About t&S (Completed)
-Jan 18, 2015 9:00 PM PST Added Table of contents, Edited the pages to look a little bit less cluttered (Completed);
still editing clutters
-Jan 19, 2015 6:10 AM PST Added beginner guides (Almost there), updated Game Mechanics, Added Traits,
Working on monsters, and items.
-Jan 19, 2015 9:43 Am PST Beginner Guide (Completed), traits (Completed), Items (Completed), Monsters and
Animals (working on it)
-Jan 19, 2015 12:33 PM PST Monster (Complete), Animals (Completed), Final edits (revision & awaiting for critics
and inputs), Farming Technique (complete)
Jan 19, 2015 4:56 PM PST Added Trading Mechanics, Added and edited information
Jan 20, 2015 2:28 PM PST: Updated Guide: Reorganized guide, edited sections to be basic information, all
suggestions and hints moved to beginner guide section, Images for clarification
Jan 20, 2015 4:52 Pm PST: Added Images to game item list (complete), Added images to monster (Only need
picture of Goblin Wolf Rider)
Jan 30, 2015 Updated to New version
Feb 19, 2015 Updated to New version 1.6.3, Updated Guide to be easier to read, added a crafting section for a
listing of all needed materials to build the necessary items, Added construction, Added new images, Planning
feature (adding Hp/damage for monsters and villagers), Added Defense tips for Necromancer and Spider
Matriarch.
March 21, 2015 Merged item list and crafting list together to make it easily readable and decipher. Added in
hyperlinks per request, but am unable to add hyperlinks to charts, add images for workshop, increased clarity and
readability. (Still planning to add hp to monsters), Added in herder timer for materials.!