Timber and Stone Full Guide version 1.6.3
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Transcript of Timber and Stone Full Guide version 1.6.3
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Guide by Simpson Dinh
Game Creator Robert Reed
2/18/2015
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TABLE OF CONTENTS
***The Symbols are just there for aesthetic. ***
About Timber and Stone ........................................................................................................................... 1
Game Mechanics: ...................................................................................................................................... 2
Game Controls: ..................................................................................................................................... 2
Settler Information (F1) ........................................................................................................................ 3
Settler Profession (F2) ........................................................................................................................... 4
Settler Equipment (F3) .......................................................................................................................... 5
Settler Preferences (F4) ........................................................................................................................ 6
Game UI ................................................................................................................................................ 7
Design: ............................................................................................................................................... 7
Queue: ............................................................................................................................................... 7
Resources: .......................................................................................................................................... 7
Currently in Queue: ........................................................................................................................ 8
Maintain in Storage: ....................................................................................................................... 8
Resource tracking: ............................................................................................................................. 8
Storage: .............................................................................................................................................. 8
Notification area: ............................................................................................................................... 9
Unit List: ............................................................................................................................................. 9
Left-clicking: ..................................................................................................................................... 10
Construction block types: ................................................................................................................. 10
Stone Mason: ....................................................................................................................................... 11
Objects Stone Mason can build and create: ................................................................................... 11
Miner: .................................................................................................................................................. 12
Objects Miners can build: ............................................................................................................... 12
Farmer: ................................................................................................................................................ 13
Objects Farmers can build: ............................................................................................................. 13
Wood Chopper: ................................................................................................................................... 14
Objects Wood Chopper can build: .................................................................................................. 14
Builder:................................................................................................................................................. 15
Forager: ................................................................................................................................................ 15
Herder: ................................................................................................................................................. 15
Infantry: ............................................................................................................................................... 16
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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
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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
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Timber and Stone
ABOUT TIMBER AND STONE
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 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: [email protected]
TeoXD YouTube link: http://www.youtube.com/playlist?list=PLsHkWC3dv-NSohuVWKRGWHiFBVLjtgE-W
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GAME MECHANICS:
GAME CONTROLS:
Main menu ESC
Pause/Resume P
Settler Information F1
Settler Professions F2
Settler Equipment F3
Settler Preferences F4
Unit Action: Halt X
Unit Action: Idle C
Tab through Unit forward [
Tab through Unit Backwards ]
Move Camera up W
Move Camera down S
Move Camera left A
Move Camera Right D
Lower Depth Page down, Or Alt + mouse wheel down
Raise Depth Page up, Or Alt + mouse wheel up
Back/Close/Cancel Tab
Activate E
Mouse Hover Info Q
Rotate Structure Space
Faster camera Movement Hold Shift + Camera movement
Rotating Camera Right Mouse Click
Deselect/delete Designation (Mining, Roads, Construction, Trees)
Select anyone of the listed options on the left, then left click the area and Shift + Alt +drag. Color yellow is shown and left click again to delete.
Deleting by right clicking (Livestocks, Military, Farms, Objects)
Right click the designation and click remove.
To delete buildings blocks already constructed Use the dig option and dig them out.
Increase/Decreasing height of building blocks Up/down arrow
Unit List U
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SETTLER INFORMATION (F1)
Name: The settlers name. It can be changed by left-clicking on her name.
Level: Her current Profession level & Experience points
Status: (?)
Health: Full blue gauge bar means the settler is at full health points.
Morale: Full gauge bar means high morale, while empty gauge bar (more towards the left) means low morale.
***Flee Mode: When Units health or morale becomes low during a fight, the unit enters flee mode where the settler
runs away and the morale bar flashes red as a sign of panic.
Fatigue: If the blue color is more to the right than the settler is fatigue, but if the blue is more to the left, then it is
less fatigue (for example the picture)
Hunger: If the blue color is more to the right than the settler is hungry, but if the blue is more to the left, then it is
less hungry (for example the picture).
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.
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SETTLER PROFESSION (F2)
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.
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SETTLER EQUIPMENT (F3)
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.
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SETTLER PREFERENCES (F4)
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.
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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.
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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:
Use this option to autonomously maintain a certain amount of item in storage.
Your workers will automatically build these after all the items in Queue are crafted.
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.
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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.
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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:
Terrain blocks: Dirt, grass, sand, and stone.
Walls black: Castle Bricks, Castle Ruins, Timbered Brick, Fieldstone, Full Timber,
Timbered Plaster, Mossy Palster, Umber Brick, Pale Brick, and Plastered Brick.
Flooring Blocks: Cobblestone Brown, Cobblestone Grey, Flatsone, Pavestone
Brown, Pavestone Grey, Smooth Timber, Timbered Floor, Timber Tiles, and Timber
Planks.
Roofing Blocks: Ceramic Roof, Wood Tile Roof, Thatch Roof, and Ceramic Tiles.
Utility Blocks: Fence and Scaffolding.
- At the moment, there are only 4 options for building blocks (Solid, Decorate,
Slopes, and Pillar) and each of them are currently only available in different options;
not to all.
- Options for the block:
Solid (Red circle): Available to terrain, walls, flooring, and ultility. To gain
this effect, make sure the other ticks are off just like the
green circle. Only the red circle should be on. Example is
on the left.
Decorate walls (Blue circle): Available only to Wall
blocks. Have only the red and blue circle ticked for this to
work. Example on the right.
Pillar (Green circle): Avalilavble on to Wall Blocks. Every 1 x 1 x 3 block
is a pillar. Have the red and green on, and blue off.
Slope (Brown circle): Available only for terrain and roofs.
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PROFESSIONS:
STONE MASON:
o Stone Mason are the masters of crafting stones
into usable objects.
o They are used to build the primary beginning
tools (e.g. stone tools) and the ones who focuses
on building materials such as bricks.
o They use only hammers and tongs.
o Can Equip: stone hammers, solid hammers
(unbreakable), and strong hammers
(unbreakable).
Objects Stone Mason can build and create:
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)
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MINER:
o This profession allows you to mine minerals and ores.
Without this, you will not be able to get the materials
needed to build tools/objects.
o As this profession levels, it opens you up to faster mining
speed, higher ore gathering rate, and the requirement
level needed to mine the ores of copper, iron, etc.
o With stronger tools, the efficiency of gathering ores will
increase at a much better rate.
o Equip with stone picks, solid picks (unbreakable, 4% bonus
resources), and sharp picks (unbreakable, 8% bonus
resources).
OBJECTS MINERS CAN BUILD:
Masonry Stockpiles:
o Used for storing ores, dirt, stone, and building Materials called bricks and plaster.
Can be upgraded: 300 800 1500
Ore level Requirement
lvl 1 -Stone, Dirt, Sand
lvl 3 -Copper
lvl 5 -Coal
lvl 6 -Tin
lvl 8 -Iron, Silver
lvl 10 -Gold & Mithril
Storage (Masonry)
Masonry Stockpile (2)
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FARMER:
Farmers are farmers! The Masters of the agricultural
expertise!
This profession opens you to renewable food sources such as
corn, turnips, etc., but this food source is hard at first until you gain a
level 6-10 farmer through leveling him up. With practice makes
perfect.
As they level up, their work time decreases and harvest abundant of both food and seeds are increased.
Food will start coming up out of the plots of land as long as your farmers gained more seeds than the
number of allotted plots of designated farming land. So as long as you have more seeds than plotted land,
you will start harvesting food, but the difficulty is getting there and producing enough food to sustain your
population. ( Pg. 65 Farming Mechanics)
Can plant: Wheat, turnip, corn, pumpkin, carrot, and cotton, flax, and potato seeds. (Best start seeds are
wheat, flax, and 1 type of food seed.)
Equip with stone hoe, solid hoe (unbreakable, 4% bonus resources), and strong hoe (unbreakable, 8% bonus
resources).
OBJECTS FARMERS CAN BUILD:
Straw bed (2)
Furniture
Hay Pile (1)
Storage (Wheat)
o Hay Pile:
o Used for Hay.
Can be upgraded:
12 24
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WOOD CHOPPER:
o This profession allows you to gather wood by chopping down trees
and collect seedlings from trees they cut. They can be set to
autonomously cut down trees.
o As this profession levels, they start to cutting down trees at higher
speed and increase wood and seedling drop rate.
o Equip with stone picks, solid axe (unbreakable, 4% bonus
resources), and sharp axe (unbreakable, 8% bonus resources).
OBJECTS WOOD CHOPPER CAN BUILD:
o Raw Wood Stack:
o Used for raw wood.
Can be upgraded: 80 120 200
Tree (2)
Hedge (5)
Shrubbery (7)
Decoration
Raw Wood Stack (1)
Storage (Wood):
Campfire (1)
Lighting
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BUILDER:
This profession allows you to build houses, walls, etc. As it is named,
they build using building materials from the storage.
Equip with stone hammers, solid hammers (unbreakable), and strong
hammers (unbreakable).
The builder can build 2 block up and 1 block down from the villager
model.
Equip with stone hammers, solid hammers (unbreakable), and strong
hammers (unbreakable).
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:
This profession is used for domesticating animals and
autonomous care taking of the animals.
You can herd chickens, sheep, and boars to the designated
livestock area.
o You can obtain feather, food, animal hair, animal fat,
and wool.
o Animal hide is obtained from killing sheep and boars.
Make sure to equip herders with a knife, shear, and crook.
Herding Requirement Pg. 68
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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:
Archers are your primary source of range damage other than
bolt ballista. While vulnerable to melee attacks, they can dish
out a lot of damage from long range.
Archers can equip bows and arrows. Most effective with a long
bow. Can equip other weapons also, but no heavy armor.
Great at taking down bosses like the spider matriarch with fire
arrows.
Max level for training using targets and targets is level 11.
ADVENTURERS:
The Adventurer class is the only profession to allow you to
control and play as an adventurer in your town.
Its uses are just like both infantry and archers in that he/she
can equip swords, shields, and bows, but only light armor.
Can be used in first person view to fight monsters, travel the
land, and have your own small adventure.
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BLACKSMITH:
The blacksmith professions allow you to smelt ores into ingots
using a forge and anvil. You can then use those ingots to create
armors, weapons, and shields.
Blacksmiths can build lamps and stronger tools
Equip with stone hammers & tongs, solid hammers & tongs
(unbreakable), and strong hammers (unbreakable).
Blacksmith needs both tongs and hammer equipped.
OBJECTS BLACKSMITH CAN BUILD:
Standard Ingot
Solid Ingot
Strong Ingot
Coins ( 8)
Metal Gear (14)
Chain (8)
Process Materials
Dungeon Door (12)
Doors
Wall Sconce ( 8)
Lighting
Storage (Armor):
Armor Chest (4)
Storage (Metal)
Minecart (2)
Ingot Stock (2)
Storage
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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)
Hand Tools
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Swords
Short sword (5)
Gladius (8)
Spatha (12)
Broadsword (16)
Spears (5)
Voulge (10)
Glaive (13)
Halbred (18)
Weapons
Helmet/Hood
Light Helmets
Chainmail Coif (7)
Spangenhelm (9)
Heavy Helmet
Barbute Helm (7)
Great Helm (14)
Armet (20)
Armor
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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)
Armor
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CARPENTER:
The Carpenter profession can build a variety of items from processed
items to even armors such as light weight shoes.
Carpenters uses axe for cutting timber.
Equip with stone hammer (breakable), solid hammers (unbreakable),
and strong hammers (unbreakable).
Equip with stone axe (breakable), solid axe (unbreakable, 4% bonus
resources), and sharp axe (unbreakable, 8% bonus resources).
OBJECTS CARPENTER CAN BUILD:
Timbering Bench (1)
Artisan Workbench (10)
Workshops
Timber Door (1)
Braced Door (5)
Studded Door (9)
Fence Gate (2)
Doors
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Wooden Chair (4)
Blanketed Bed (5)
Comfortable bed(16)
Medium Table (5)
Long Table(6)
Dresser (6)
Small Bookcase (7)
Large Bookcase (8)
Furniture
Lamp Post (7)
Lighting
Weapon Rack (3)
Tools Chest (3)
Food Crate (1)
Food Barrel (5)
Treasure Chest (5)
Timber Pile (2)
Resource Crate (2)
Storage
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Timber (2)
Strong Timber (10)
Wheel (9)
Wooden Gear (12:
Processed Material
Torch (4)
Fishing Rod (3)
Strong Fishing Rod (11)
Herding Crook (2)
Hand Tools
Club (1)
Bows
Shortbow(5)
Self bow (9)
Compound bow (12)
Longbow (17)
Weapon
Stone Arrow (1)
Bodkin Arrow (5)
Broadhead Arrow(10)
Fire Arrow ( 8)
Ballista Bolt (14)
Arrows
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TRADER:
The Trader professions work is to trade with merchants and
greet incoming migrating settlers at the Town hall.
At the town hall, the trader waits for Merchants to come
sell/buy items off of you. The higher the level of your trader,
the more bargains from trades you can get.
Trading Mechanics on Page 66
TRADERS CAN BUILD:
Pattens (3)
Buckler (6)
Armor
Coin Pile (1)
Storage (Treasure)
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FISHERMAN:
The Fisherman Profession are dominates the coastal/river
regions with mastery of catching fishes.
The only profession at the moment that can catch fish as long
as there is water.
The can equip Fishing rod (breakable) and Strong Fishing rod
(unbreakable, 6% bonus resources).
FISHERMAN CAN BUILD:
Fish Rack(1)
Storage( food/seed)
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ENGINEER:
Engineer Profession class, master of techniques with their
devastating fingers.
Used to build training dummies and targets for infantry and
archer practices.
Can build strong castle gates and build Ballista. Yes those
things that can hurl one of your men 10 squares and lodge
him/her into a tree. Dont try it at home.
Engineers can be equip with stone hammers, solid hammers
(unbreakable), and strong hammers (unbreakable).
ENGINEERS CAN BUILD:
Castle Arch Gate (7)
Castle Gate (7)
Doors
Archery Target (2)
Training Dummy (3)
Military
Ballista (12)
Siegecraft
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TAILOR:
Tailors are experts at clothing and weaving.
They can craft clothings such as tunics and create a variety of processed
goods for later crafting.
Tailors can equip shears (breakable) and sharp Shears (unbreakable, 6%
bonus resources).
TAILORS CAN BUILD:
Tanning Rack (4)
Loom (3)
Workshops
Post Banner(10)
Pennant Banner (l8)
Decoration
Twine (1)
Rope(5)
Leather (5)
Bandages(8)
Processed Materials
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Tunic (5)
Gambeson (9)
Brigandine (14)
Leather Boots (7)
Armor
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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
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GAME ITEM LIST:
*All Raw Materials, Processed Materials, and seeds can be bought from merchants or brought in by new settlers.
SEEDS:
Name Obtainable from: Quantity
Carrot Seed
Farms or purchase from merchants. Dependent on the levels of farmers: 0-3
Corn Seed
Farms or purchase from merchants. Dependent on the levels of farmers: 0-3
Cotton Seed
Farms or purchase from merchants. Dependent on the levels of farmers: 0-3
Flax Seed
Farms or purchase from merchants. Dependent on the levels of farmers: 0-3
Potato Seed
Farms or purchase from merchants. Dependent on the levels of farmers: 0-3
Pumpkin Seed
Farms or purchase from merchants. Dependent on the levels of farmers: 0-3
Turnip Seed
Farms or purchase from merchants. Dependent on the levels of farmers: 0-3
Wheat Seed
Farms or purchase from merchants. Dependent on the levels of farmers: 0-3
RAW MATERIALS:
Name Obtainable from: Quantity
Food farming, foraging, herding, and fishing
Farming: pumpkin seeds, carrot seeds, corn seeds, potato seeds, and turnip seeds.
Herding: chickens eggs or slaughtering sheeps, boars, and chickens
Forager: Berry bushes
Dependent on the level of the farmer: 1 4
Dependent on the level of the Herder : 1 9
Dependent on the level of the Forager : 1 - 4
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Dirt
Mining Grass tiles Dependent on the level of the miner : 1 - 4
Raw Stone
Mining stone tiles from mountain ranges, valleys, and from depth 1-5
Dependent on the level of the miner : 1 - 4
Raw Wood
Cutting Mature/saplings trees Dependent on the level of the woodchopper: 1 - 9
Sand
Mining beach, under water, coastal regions.
Dependent on the level of the miner : 1 - 4
Bones
From Skeletons Dependent on the level of the Forager : 1 - 4
Feathers
From Chickens Dependent on the level of the Herder and Forager: 1 - 9
Spider Silk
From Spider-Type Monsters Dependent on the level of the Forager : 1 - 4
Coal
Can be mined from Mountains, valleys, depth 1-5
Dependent on the level of the miner : 1 - 4
Animal Hide
Forager and herders need to be equipped with a knife or bow to harvest from Boars, chicken, wolves, sheep
Dependent on the level of the Forager and Herder : 1 - 4
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Animal fur
Forager need to be equipped with a knife or bow to harvest from Boar, wolves, sheep
Herders can farm these from the boars with a shear at certain time intervals.
Dependent on the level of the Forager and Herder : 1 - 4
Fat Forager and herders need to be equipped with a knife or bow to harvest from chicken, wolves, boar, and sheep after killing them.
Dependent on the level of the Forager and Herder : 1 - 4
Wheat
Can be obtained from wheat farms by farming it with a farmer, a hoe, and the seed.
Can also be obtained through foragers by foraging wheat grass with a knife.
Dependent on the level of the Forager and Farmer : 1 - 4
Flax Fiber
Can be obtained from wheat farms by farming it with a farmer, a hoe, and the seed.
Dependent on the level of the farmer: 1 4
Cotton
Can be obtained from wheat farms by farming it with a farmer, a hoe, and the seed.
Dependent on the level of the farmer: 1 4
Wool
Equip the herder with a shear to collect wool from the sheep at certain time intervals
Dependent on the level of the Herder : 1 9
Seedling
Can be obtain from Bushes and trees when being cut down by woodchoppers or foraged by foragers.
Dependent on the level of the Woodchopper : 1 3
Scrap Metal
Can be obtained from dead Goblins and migrants with a forager.
Dependent on how much they spawn with and level: 1- 8
Tin Ore
Can be mined from mountains, valleys, and depth 1-5
Dependent on the level of the miner : 1 - 4
Copper Ore
Can be mined from mounts, valleys, and depth 1-5
Dependent on the level of the miner : 1 - 4
Iron Ore
Can be mined from mounts, valleys, and depth 1-5
Dependent on the level of the miner : 1 - 4
Silver Ore
Can be mined from mounts, valleys, and depth 1-5
Dependent on the level of the miner : 1 - 4
Gold Ore
Can be mined from mounts, valleys, and depth 1-5
Dependent on the level of the miner : 1 - 4
Mithril Ore
Can be mined from mounts, valleys, and depth 1-5
Dependent on the level of the miner : 1 - 4
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PROCESSED MATERIALS:
Name Requirement: Crafted From: Quantity:
Coin Requires a forge, a blacksmith, a hammer, and a tong
Requires level 4 blacksmith
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
Amount crafted from copper: 2 coins
Amount crafted from Silver and Gold: 4
Timber
Requires a Carpenter, an axe, and a Timbering bench
Requires level 2 carpenter
2 raw wood
Amount crafted from raw wood: 4 timber
Strong Timber
Requires a Carpenter, an axe, and a Timbering bench
Requires level 10-carpenter
4 raw wood
Amount crafted from raw wood: 4 strong timber
Twine
Requires a Tailor and his bare hands
Requires level 1 tailor
1 Animal Fur
Or
Requires level 2 tailor:
2 Flax Fiber
Or
Requires level 5 tailor:
1 Spider Silk
Amount crafted from Animal fur or spider silk: 2 Twine
Amount crafted from Flax fiber: 1 Twine
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Rope
Requires a Tailor and his bare hands
Requires level 5 tailor
4 Twine
OR
Requires level 8 tailor:
1 leather
Amount crafted from twine or leather: 1 rope
Plaster
Requires a Stone mason, a hammer, and a workbench
Requires a level 6 stone mason
Materials Needed:
3 raw stones
1 dirt
Amount Crafted: 4 plasters
Brick
Requires a Stone mason, a hammer, a workbench, and a forge
Requires a level 3 stone mason
Materials Needed:
3 raw stone
1 dirt
Amount crafted: 4 brick
Cloth
Requires a tailor, shears, and a loom
Requires level 3 tailor
1 wool
or
3 cotton
or
4 Flax fiber
Amount crafted from wool: 2 cloth
Amount crafted from cotton or flax fiber: 1 cloth
Leather
Requires a tailor, a tanning rack, and shears
Requires level 5 tailor
1 Animal Hide
Amount crafted from animal hide: 1 leather
Standard Ingot Requires a level 1 blacksmith, a hammer, a tong, and a forge
Materials Needed:
2 copper ore
OR
Req. level 3 blacksmith-
Materials Needed:
2 Scrap Metal
Amount crafted from copper ore or scrap metal: 1 standard ingot
Solid Ingot Requires a blacksmith, a hammer, a tong, and a forge
Req. level 6 blacksmith -
Materials Needed:
2 Iron ore
OR
Req. level 7 blacksmith-
Materials Needed:
1 Tin ore
1 standard Ingot
Amount crafted in general: 1 solid ingot per order
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Strong ingot
Requires a blacksmith, a hammer, a tong, and a forge
Req. level 13 blacksmith-
Materials Needed:
1 Coal
1 Solid Ingot
OR
Req. level 16 blacksmith-
Materials Needed:
2 Mithril Ore
Amount crafted in general: 1 strong ingot per order
Bandages
Requires a tailor and his bare hands
Requires level 8 tailor
2 Cloths
Amount crafted: 1 bandage
Wheel
Requires a Carpenter, a hammer, and an artisan workbench
Requires level 9 carpenter
1 standard ingot
2 Timber
Amount crafted: 1 wheel
Wooden Gear
Requires a Carpenter, a hammer, and an artisan workbench
Requires level 12 carpenter
1 Timber
Amount crafted: 1 wooden gear
Metal Gear
Requires a blacksmith, a hammer, a tong, an artisan workbench, and a forge
Requires level 14 blacksmith
Materials Needed:
1 Solid Ingot
Amount crafted: 1 metal gear
Chain
Requires a blacksmith, a hammer, a tong, an artisan workbench, and a forge
Require level 8 blacksmith
Materials Needed:
2 Standard Ingot
Amount crafted: 1 chain
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HAND TOOLS:
Name Details Crafted by: Requirement:
Torch
Lights up the surrounding when equipped. Used for wall Sconce.
A carpenter with a hammer
Requires level 4 carpenter
Materials Needed:
1 Cloth
1 fat
1 raw wood
Knife
Used for butchering animals, and Wild Wheat. Can be used in combat.
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
Unbreakable; Used to shear boars and sheeps fur
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 Breakable; used by Blacksmith and Stone Mason for forge
A stone mason with a hammer.
Requires level 1 stone mason
Materials Needed:
3 raw stone
Solid tongs
Unbreakable A blacksmith with a hammer, a forge, and an anvil.
Requires level 6 blacksmith
Materials Needed:
1 raw wood
3 standard ingot
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Strong Tongs
Unbreakable A blacksmith with a hammer, a forge, and an anvil.
Requires level 10 blacksmith
Materials needed:
1 raw wood
3 Solid Ingot
Stone Hammer
Breakable; Used for building any objects or building structures
A stone mason with his bare hands
Requires level 1 stone mason
Materials needed:
1 raw wood
3 raw stone
Solid Hammer Unbreakable A blacksmith with a
hammer, a forge, and an anvil.
Requires level 6 blacksmith
Materials Needed:
1 raw wood
3 standard ingot
Strong Hammer
Unbreakable A blacksmith with a hammer, a forge, and an anvil.
Requires level 10 blacksmith
Materials needed:
1 raw wood
3 Solid Ingot
Stone Pick
Breakable; Used by miners A stone mason with a hammer.
Requires level 1 stone mason
Materials Needed:
1 raw wood
4 raw stone
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
4 Solid Ingot
Stone Axe Breakable; Used by Wood choppers and Carpenters
A stone mason with a hammer.
Requires level 1 stone mason Materials Needed: 2 raw wood
2 raw stone
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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
Strong Fishing Rod
Unbreakable; 6 % Bonus Resources
A carpenter with a hammer and a workbench.
Requires level 11 carpenter
Materials needed:
3 Twine
1 Timber
Stone Hoe Breakable; Used by Farmers A stone mason with a
hammer. Requires level 1 stone mason
Materials Needed: 1 raw wood
2 raw stone
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
Herding Crook
Unbreakable; Used by Herders A carpenter with a hammer and a workbench.
Requires level 2 carpenter
Materials Needed:
3 raw wood
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WEAPONS:
Name Effects Crafted by: Requirements:
Club
8 Damage A carpenter with a hammer.
Requires level 1 Carpenter
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
20 Damage, 10% Critical Chance
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
30 Damage, 10% Critical Chance
A blacksmith with a hammer and tong using a forge and anvil.
Requires level 16 blacksmith
Materials needed:
1 leather
5 strong ingot
Short bow
15 range, 5% Critical Chance A carpenter with a hammer and a workbench.
Requires level 5 carpenter
Materials needed:
1 Twine
2 raw wood
Self-Bow
20 Range, 10% Critical Chance
A carpenter with a hammer and a workbench.
Requires level 9 carpenter
Materials needed:
1 twine
1 Timber
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Compound Bow
22.5 Range, 15% Critical Chance
A carpenter with a hammer and a workbench.
Requires level 12 carpenter
Materials needed:
1 leather
1 Twine
2 Timber
Long Bow
30 Range, 25% Critical Chance
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
12 Damage, 10% Critical Chance
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
15 Damage, 16% Critical Chance
A blacksmith with a hammer and tong using a forge and anvil.
Requires level 13 blacksmith
Materials needed:
1 Timber
2 Solid Ingot
Halberd
22 Damage, 20% critical Chance
A blacksmith with a hammer and tong using a forge and anvil.
Requires level 18 blacksmith
Materials needed:
2 Timber
3 Strong ingots
Stone Arrow
10 Damage A carpenter with a hammer.
Requires level 1 carpenter
Materials needed:
1 feather
1 raw stone
1 raw wood
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Bodkin Arrow
14 Damage A carpenter with a hammer and a workbench.
Requires level 5 carpenter
Materials needed:
1 feather
1 standard ingot
1 raw wood
Broad-head Arrow
20 Damage A carpenter with a hammer and a workbench.
Requires level 10 carpenter
Materials needed:
1 feather
1 solid ingot
1 raw wood
Fire Arrow
24 Damage, Causes fires A carpenter with a hammer and a workbench.
Requires level 8 carpenter
Materials needed:
1 feather
2 Cloth
1 raw wood
Ballista Bolt
200 Damage A carpenter with a hammer and a workbench.
Requires level 14 carpenter
Materials needed:
2 Strong ingot
1 Strong timber
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ARMOR:
Name Effects Crafted by: Requirements:
Tunic (Light) 4 % Damage Protection Crafted by tailor with
shears, a hammer, and a loom.
Requires level 5 tailor
Materials needed:
4 Cloth
Gambeson (Light)
8 % Damage Protection Crafted by tailor with shears, a hammer, and a loom.
Requires level 9 tailor
Materials needed:
5 Cloth
Brigandine (Light)
12 % Damage Protection Crafted by tailor with shears, a hammer, and a loom.
Requires level 14 tailor
Materials needed:
1 standard Ingot
2 Leather
3 Cloth
Hauberk (Heavy)
16% Damage Protection Crafted by a blacksmith with a hammer, forge, and an anvil.
Requires level 6 blacksmith
Materials needed:
2 leather
3 Solid Ingot
Breast plate (Heavy)
22% Damage Protection Crafted by a blacksmith with a hammer, forge, and an anvil.
Requires level 13 blacksmith
Materials needed:
2 leather
3 Strong Ingot
Cuirass (Heavy)
28% Damage Protection Crafted by a blacksmith with a hammer, forge, and an anvil.
Requires level 20 blacksmith
Materials needed:
3 leather
7 Strong ingot
Arming Cap (Light)
4 % Damage Protection Crafted by tailor with shears, a hammer, and a loom.
Chainmail Coif (Light)
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
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Spangen-Helm (Light)
12 % Damage Protection Crafted by a blacksmith with a hammer, forge, and an anvil.
Requires level 9 blacksmith
Materials needed:
2 Cloth
4 Strong Ingot
Barbute-Helm (Heavy)
16% Damage Protection Crafted by a blacksmith with a hammer, forge, and an anvil.
Requires level 7 blacksmith
Materials needed:
1 leather
2 Solid Ingot
Great Helm (Heavy)
22% Damage Protection Crafted by a blacksmith with a hammer, forge, and an anvil.
Requires level 14 blacksmith
Materials needed:
1 leather
2 cloth
4 Strong ingot
Armet (Heavy)
28% Damage Protection Crafted by a blacksmith with a hammer, forge, and an anvil.
Requires level 20 blacksmith
Materials needed:
1 leather
2 cloth
5 Strong ingot
Pattens (Light)
4 % Speed Increase Crafted by a carpenter with a hammer and a workbench.
Requires level 3 carpenter
Materials needed:
2 Cloth
2 Raw Wood
Leather Boots (Light)
8% Speed Increase Crafted by tailor with shears, a hammer, and a loom.
Requires level 7 tailor
Materials needed:
4 Leather
Sabatons (Heavy) 8 % Damage Protection 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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Cuisses (Heavy)
12 % Damage Protection Crafted by a blacksmith with a hammer, forge, and an anvil.
Requires level 13 blacksmith
Materials needed:
4 Strong Ingot
3 Leather
Greaves (Heavy)
16% Damage Protection Crafted by a blacksmith with a hammer, forge, and an anvil.
Requires level 20 blacksmith
Materials needed:
6 Strong Ingot
3 Leather
Buckler 5 % Block Chance Crafted by a carpenter
with a hammer and a workbench.
Requires level 6 Carpenter
Materials needed:
1 Standard Ingot
3 Timber
Kite Shield
10% Block Chance Crafted by a blacksmith with a hammer, forge, and an anvil.
Requires level 9 blacksmith
Materials needed:
1 leather
3 Solid Ingot
Heater Shield
15% Block Chance Crafted by a blacksmith with a hammer, forge, and an anvil.
Requires level 14 blacksmith
Materials needed:
1 leather
4 Strong Ingot
Tower Shield
20% Block Chance 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: Requirement: Byproducts:
Workbench: Requires level 1 stone mason
Materials needed:
2 raw stone
2 raw wood
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.
Stone Anvil:
Requires a level 3 stone mason
Materials needed:
2 Twine
4 raw stone
4 raw wood
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.
Stone Forge: Requires a level 1 stone mason
Materials needed:
12 raw stone
4 dirt
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.
Feeding Trough: Requires level 3 stone mason
Materials needed:
8 raw stone
Herders will use this to automatically feed animals by putting wheat in.
Tanning Rack: Requires level 4 tailor
Materials needed:
4 Timber
8 Twine
Leather
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Loom: Requires level 4 tailor
Materials needed:
1 raw rock
8 twine
4 timber
Cloth, Tunic, Gambeson, brigandine, arming cap, and leather boots.
Timbering Bench: Requires level 1 Carpenter
Materials Needed:
2 raw stone
6 raw wood
Timber, Strong Timber
Artisans Workbench:
Requires level 10 Carpenter
Materials needed:
2 raw stone
12 Timber
wheel, Wooden Gear, Metal gear, and Chain
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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
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Storage (Metal) Mine cart:
Requires level 2 blacksmith
Materials Needed:
3 Timber
Upgrade:
Requires level 3 blacksmith
Materials needed:
2 standard ingot
Storage (Metal) Ingot Stock:
Requires level 2 blacksmith
Materials Needed:
2 Standard Ingot
Upgrade:
Requires level 3 blacksmith
Materials needed:
4 Standard ingot
Storage (Treasure) Coin Pile:
Requires level 1 trader
Materials needed:
24 Coins
Upgrade:
Requires level 3 trader
Materials needed:
60 coins
Storage (Treasure) Treasure Chest:
Requires level 5 carpenter
Materials needed:
2 Solid Ingot
3 Timber
Storage (food/seed) Fish Rack:
Requires level 1 fisherman
Materials needed:
1 rope
3 raw wood
Storage (food/seed) Food Crate:
Requires level 1 carpenter
Materials Needed:
3 Timber
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Storage (food/seed) Food Barrel:
Requires level 5 carpenter
Materials needed:
1 Standard ingot
4 Timber
Storage (Weapon) Weapon Rack:
Requires level 3 Carpenter
Materials needed:
4 Timber
Storage (Tools) Tools Chest:
Requires level 3 carpenter
Materials needed:
3 Timber
Storage (Miscellaneous) Resource Crate:
Requires level 2 carpenter
Materials needed:
3 timber
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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:
Sheep are cute, fluffy, and full of life.
Renewable source of wool. Can be used in place of cotton to create cloth.
Sheep drops animal fat, wool, animal hide, and food when butchered.
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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:
Servants of the Necromancer. Oh The necromancer
Skeletons Infantry comes in three types: Regular skeletons, Skeletons with red fist, and Heavy Skeletons.
From left to right: Weakest to strongest.
Regular Skeleton: Health: Medium, Attack: low, Defense: none
Skeletons with red fist: Health: Medium, Attack: Medium, Defense: none
Heavy Skeleton: Health: Medium, attack: high, Defense: low.
Drops: bones
Skeletons are more likely to attack at night, and receive a boost to vision and mobility after nightfall.
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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:
Underlings of the Spider Matriarch.
There are two types of spider: Normal Spider(original size: small and the venomous spider (slightly
bigger)
Health: low, Defense: none, Attack: low; The second type has the Ability: Venomous bite
Drops: Spider Silk
The weakest of the mob monsters, but can be deadly depending on which type is attacking you.
You dont need a fully armed settler to kill them, but be wary of them invading you at night by climbing over
your defenses.
SPIDER MATRIARCH:
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
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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.)
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(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.)
DEFENSE TACTICS 101:
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 Two-
block 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.
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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 sur