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Dead In Vinland Wiki
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The family stumbles upon this run down camp after crashing on the island. At first, it only has a serviceable Shelter, Crafting Station, barrels for storing your Water Supplies and the remains of an Expedition Camp. With the right supplies and dedication, the family can construct a number of additions that will be vital to their survival.


Unupgradable Station(s)[ | ]

Icon Name Usage
The Shipwreck The Shipwreck It has 10 scavenging opportunities before the family will have collected all they can from their former life. (See the main page for items that are scavenged) This station is available at the beginning of the game and will become unusable after the family has collected from it 10 times.



Stations


Icon Name Usage Repair Materials Resource Increase/Decrease
Shelter Shelter Characters left inside the Shelter will recover a little fatigue. 1 Wood = 5-15% This station is available at the beginning of the game. None.
Expedition Camp Expedition Camp Enables exploration activity. You can send characters to explore the island from this station, choosing an area and whether to focus on stealth or exploration. Cannot be damaged. This station is available at the beginning of the game. None.
Workshop Station Workshop Enables crafting activity. Characters placed here can choose a crafting plan and begin making additional stations. 1 Stone = 5-15% This station is available at the beginning of the game. None.
Water Supplies Water Supplies Enables water fetching activity. Characters placed here fetch Non-potable water, which is boiled over the fire and becomes Potable Water. 1 Wood = 5-15% This station is available at the beginning of the game. None.
Lumber Camp Lumber Camp Enables woodcutting activity. Characters placed here use their Forestry skill to gather Wood. 1 Rope = 5-15% The lower the available resources, the more Fatigue gained when gathering and fewer wood.
  • Overnight Evolution: +6% to +10%
  • Charge per use: -6% to -4%
Rest Area Rest Area Enables napping activity. Characters placed here decrease their Fatigue and may gain a temporary trait: Energised. 1 Fabric = 5-15% None.
Tavern Tavern Enables Drinking activity & brewing Beer. Characters placed here decrease their Stress and may gain 1 or 2 temporary traits: Excited/Drunk. 1 Wood = 5-15% None.
Harvesting Camp Harvesting Camp Enables Fresh Fruit harvesting activity & making Fruit juice which gives Potable water. Characters placed here use their Harvesting skill to gather Fresh Fruit 1 Rope = 5-15% The lower the available resources, the more Fatigue gained when gathering and fewer fruit.
  • Overnight Evolution: +5% to +20%
  • Charge per use: -15% to -7%
Cooking Pot Cooking Pot Enables cooking activity & salt making. Characters placed here use their Cooking skill to make meals out of Raw Vegetables, Raw Meat and Raw Fish. There is a chance a recipe may fail, resulting in Crap Meal 1 Stone = 5-15% None.
Herbalist Herbalist Enables plant gathering activity. Characters use their Harvesting skill to gather Hemp, Healing Plants or Seeds. They can choose to focus on gathering an individual item. 1 Fabric = 5-15% The lower the available resources, the more Fatigue gained when gathering and fewer plants.
  • Overnight Evolution: +3% to +8%
  • Charge per use: -6% to -4%
Healing Tent Healing Tent Enables Healing activity & the crafting of Bandages & Cure Potions. This station requires 2 characters: 1 character to act as medic and the other as patient. You can focus on healing disease or injury. 1 Fabric = 5-15% None.
Forge Forge Enables crafting activity. The forge enables the crafting of items, such as Rope and Arrows, rather than stations. 1 Stone = 5-15% None.
Fishing Camp Fishing Camp Enables Fishing activity & and the crafting of Fish Bait. Characters placed here use their Fishing skill and Fish Bait to gather Raw Fish 1 Rope = 5-15% The lower the available resources, the more Depression gained when gathering and fewer fish.
  • Overnight Evolution: +4% to +7%
  • Charge per use: -8% to -2%
Hunting Camp Hunting Camp Enables Hunting activity & and the placing of Traps. Characters placed here use their Hunting skill and Arrows to gather Raw Meat, Pelts and Bones. 1 Wood = 5-15% The lower the available resources, the more Fatigue gained when gathering and fewer animals hunted.
  • Overnight Evolution: +12% to +22%
  • Charge per use: -20% to -10%
Mining Camp Mining Camp Enables Mining activity. Characters placed here use their Mining skill to gather Stone and Iron. 1 Wood = 5-15% None.
Dryer Dryer Enables the possibility to dry Raw Fish/Meat using Salt made at the Cooking Pot. Fresh Fruit may also be dried. 1 Wood = 5-15% The lower the available resources, the more Fatigue gained when gathering and fewer ores mined.
  • Overnight Evolution: +1% to +2%
  • Charge per use: -3% to -1%
Garden Garden Enables Gardening activity. Characters can use their Gardening skill to grow Vegetables, Wheat or Hemp. 1 Wood = 5-15% None.
Pens Pens Enables Animal Handling activity. Sheep can be raised in the pens, but must be found in the wild by exploring via the Expedition Camp. 1 Rope = 5-15% None.
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