*Tip*If you need to eat, you better specify it this turn. Don't expect me to hold up the next update just so you can survive.
Turn 12All food items aside from Love Berries have been eaten, and 1 love berry has been eaten. Imic and Finsternis Geist take 2 starvation damage.
After many turns of not upgrading the farmland, Beatrix Purnima finally gets around to expanding the farmland. Research finished on the shield.
The insect swarm disperses.
Asker of Questions moves to F6 and forages the tile. 1 branch and 1 mushroom is found. The Carpentry Tool has been researched, which can increase efficiency when construcing buildings out of wood.
Easter Sunday finishes creating the Pit Trap at E7. Attempting to cover it with vegetation however, causes gravity to pull said vegetation into the hole... Research begins on selective breeding. This research appears to be just plain complicated as opposed to missing pre-requisites.
Imic harvests his current tile. 1 Waterleaf is located. Surprisingly, Imic has discovered a large amount of Glowroot in this tile, adding 5 to the communal inventory. The Masonry research has finished.
Finsternis Geist stops research on better tools to start research on the Basic Torch. The knowledge put towards advanced tools has been lost. On the plus side, the torch has already been figured out! Finsternis Geist goes to explore and forage on D7. An unknown branch has been found. Finsternis comes face to face with a large creature on this tile! It is roughly three times her size. It has two stubby legs and two long arms, and is covered in hair. It stares right at her, but does not appear to be immediately aggressive.
Finsternis cannot move back to E7 this turn. Remember that you can act then move, OR move then act.
A large and fast unidentified object can be seen moving high above the ground at a high speed...
Agriculture: The building "Farmland" may be created on a tile. A size 0 farmland can be created for 5 labor, and its size can be increased by 1 at the expense of 2 labor and 2 plants. Not all plants can be grown and the farmland can only accommodate one type. Each size on the farmland allows up to 1 plant to be harvested from it per turn by civilians who spend time working it. Much more reliable than foraging.
Arrows: The item "Basic Arrows" can be created with 1 wood and 2 labor. One is expended when attacking with a bow. Expect to get several of them when this is crafted.
Basic Tools: The tool "Gathering Tool" may be created at a cost of 1 labor and 1 building material. When the tool is created, one resource is designated. Using the tool increases labor by 1 when attempting to gather that material. Does not stack with most other tools.
Basic Torch: The weapon "Torch" may be created at the cost of 1 wood on a tile that contains a campfire. The wielder of this item may choose to create fire on the tile they are on. Fire inflicts an unknown amount of damage to targets, and can cause Fear. This item may be used to remove the labor cost when building a campfire. Each turn this item has a chance of breaking. Note that it can be dangerous to its wielder.
Bow: the weapon "Bow" may be created at a cost of 2 building material and 1 string. Not all materials will create a functional weapon. A bow may be used to make a ranged attack in an adjacent tile.
Carpentry: The building "House" may be created on a tile at the cost of 5 labor and 10 wood. Most animals will have difficulty accessing the contents of a house, and resting in a house will restore 1 additional health.
Carpentry Tool: The tool "Carpentry Tool" may be created at the cost of 1 labor and 2 wood building material. Provides +1 labor when constructing buildings with wood.
Cooking: Cooking may now be attempted on a tile with a Campfire by expending one or more items as well as at least 1 labor. Results will vary wildly.
Farming: A "Farming tool" may be created at the cost of 2 labor and 2 building materials. Farming tools increase labor when performing a farming action by 2. Does not stack with most other tools.
Fertility: the item "Fertilizer" may be made with 1 plant and 1 labor, or 2 labor in a area with an abundance of plants. Fertilizer can repair 2 points of damage to farmland, or contribute 2 points of labor to its construction. Also has a chance to cause positive effects to occur when working the farm. The plant used to make it does not need to be edible.
Fire: The building "Campfire" may be created at a cost of 2 labor and 2 wood. Each turn the Campfire requires a maintenance cost of 1 burnable material in order to continue functioning. If a campfire stops burning it will be destroyed. Note that someone must declare what material is being used to keep the fire burning on literally every single turn to keep it going. Resting at a campfire will restore an additional point of health, and fire has a chance to cause fear to non-intelligent creatures. This fear may bypass fear immunity.
Fishing Rod: The tool "Fishing Rod" may be created at a cost of 3 labor and 1 building material. This tool can be used to obtain otherwise unattainable items from water sources; but it is otherwise less effective than foraging.
Healing: A civilian may consume an additional food in a turn to restore its health by 1.
Herbology: A "Salve" may be created at the cost of 1 labor, 2 herbs and 1 water. The water cost is not applicable on a tile that has water. The effect of the salve varies on the item used to make it. Note that the communal inventory cannot directly store liquids such as salves.
Hoe: The tool "Hoe" may be created at a cost of 1 labor and 2 building materials. Equipping a hoe will give you a x2 labor multiplier when creating farmland. Does not stack with most other tools.
Irrigation: The building "Paddy field" may be made on a tile with natural water. A size 0 Paddy Field may be created at a cost of 8 labor, and its size can be increased by 1 at the expense of 2 labor and 2 plants. Not all plants can be grown and the Paddy Field can only accommodate one type. Each size on the Paddy Field allows up to 1 plant to be harvested from it per turn by civilians who spend time working it. The Paddy Field can be used to cultivate plants that require large amounts of water.
Knife: The weapon "Knife" may be created at the cost of 1 labor, 1 building material and 1 sharp material. A knife will increase final melee damage by 1 and may have other utilities.
Masonry: Stone may be collected from most tiles; especially mountainous regions. This works like a foraging action; though it is less efficient than other kinds of foraging. When used as a building material, stone is highly durable.
Palisade: The building "Palisade" may be created on a tile at the cost of 2 labor and 3 building material. Attacking this building without a tool deals retalliation damage to the attacker based on the materials used. Cannot be used to wall off large areas.
Rationing: A material may now be marked as "Rationed". A rationed item will not be consumed even if it would cause starvation. This can have negative effects on morale, but can preserve high value food items or prevent higher starvation levels later.
Rope: The building material "Rope" may be created at the cost of 4 string and 1 labor. Has miscellaneous uses.
Shields: The weapon "Shield" may be created at a cost of 2 labor and 2 building material. Additional material may optionally be used. If a shield is used in combat there is a chance that the item will take damage instead of the wielder. If you forget to specifically declare you are using the shield that chance drops to 0%
Shovel: The tool "Shovel" may now be created at a cost of 1 labor and 2 building material. Equipping a shovel gives an x2 labor multiplier when digging. Does not stack with most other tools.
Stone Flail: The weapon "Stone Flail" may be created at a cost of 1 building material, 1 string and 1 masonry. This weapon increases base damage by 1 and may have other utility.
String: The material "Simple String" may be created at the cost of 1 labor and any plant. Items created with Simple String may break under stress. Not all Simple Strings are of equal quality.
Trap Design: The building "Pit Trap" may be created on a tile. The labor cost to create a pit trap is [building size]*[building size]. (EX: A size 3 trap would cost 9 labor). Not effective on all creatures, and completely ineffective if the trap is smaller than the target.
Better Tools: 10/?? (Finsternis Geist)
Selective Breeding: 5/?? (Easter Sunday)
D7: Unfamiliar area. Trees
E5: Familiar Cliff Area
E6: Familiar Plains Area, Small Prey
E7: Familiar Plains Area, River, Predator Sighting, Tall Plants, Flying creatures, Size 3 Pitfall Trap (7 Labor to size 4)
E8: Familiar Hybrid area, waterfall, River, predator Nest, Herbs, sand
E9: Unfamiliar area, caves, Cannot move to D9 from here
F5: Familiar Waterfall
F6: Ygdrassil, Mushrooms
F7: Familiar Grassland Area, River, Berries, Thorns, Herbs, Glowroot
Size 4 Farmland (+). (1 Labor, 2 Love Berry until size 5), Size 0 Paddy Field (+). (2 Labor, 2 Plants until size 1)
F8: Unfamiliar area. Contains a plateau.
F9: Unfamiliar area. Sand, Cannot move to F8 from here.
G5: Familiar Cliff Area, Rocks
G6: Familiar Forest Area, Fruit, Thieving Animals
G7: Familiar Desert Area, River
Yider: A large yellow hexapod with a long and thick neck, and sharp claws and teeth. It is also about twice your size. This creature is known to avoid hunting dangerous prey, and can be scared off by a co-ordinated assault. Known to have over 37 health.
Vine Grabber: A plant that latches onto prey. Not a serious threat, unless something else is in the area. Expected to have 3 or less health.
Asker of Questions (Maegil). Alpha Male. Analysis, Research, Building, Oratory, Teaching. 2 Health. F6
Beatrix Purnima (S34N1C). Alpha Female. Smart, Green Thumb, Hand-to-Hand, Fast, Diplomatic. 9 Health. F7
Easter Sunday (vishdafish). Alpha Male. Ranged Weapons, Stealth, Poison, Trapping, Crafting. 4 Health. E7.
Finsternis Geist (Sprityo). Alpha Female. Inspirational Leader, Hawkeye, Blacksmith, Blessing of the Wind, Trapper. 16 Health. E7. Starvation 1
Imic (Imic). Alpha Male. Building, Born Leader, Dreams Big, Creative, Strong. 13 Health. F7. Starvation 1
1 Gathering Tool: Golden Fruit (+1 labor for gathering Golden Fruit)
1 Gathering Tool: Love Berry (+1 labor for gathering Love Berries)
1 Farming Tool (+2 Labor for farming actions)
1 Fertilizer: See the Fertility tech.
1 Love Berry: (food)(RATIONED) A red colored berry.
0 Giant Love Berry: (food x2) A red colored berry. Grows regular love berries if used in farmland creation.
0 Unnamed Green Berry: (food) A green colored berry.
1 Waterleaf: (food) A dark green plant that grows in water.
0 Golden Fruit: (food) A yellow fruit.
1 Unnamed Mushrooms: (food) A light brown colored mushroom
0 Unnamed Plant Tissue: (food) An edible part of a carnivorous plant
0 Unnamed Blue Herb: (food) A blue herb
1 Yggdrasil Branches: Fallen branches from the giant tree.
1 Unnamed Branch: Fallen branch from a tree
3 Bloody Thorns: A plant that causes harm on contact.
6 Glowroot: A plant that glows.
1 Ropevine: A plant that can function as a string as it is.
3 Unnamed Yellow Plant: A tall yellow plant. Not edible. Also not a string.
1 Unnamed nut: A large circular plant product with a tough outer shell.
2 Vine Grabber plate: A flat and durable plant product. Not edible.