NameSources

Box of Simple Tools

Orders

6 Simple Tools

Wildfire Essence

Orders

1 Wildfire Essence

Newcomers

Orders

A group of 2 villagers.

Large Berry Baskets

Orders

+1 to Berries production. Gain additional Berries every yield (from gathering, farming, or production).

Crate of Vegetables

Orders

30 Vegetables

Basket of Jerky

Orders

30 Jerky

Parts

Orders

3 Parts

Newcomers

Orders

A group of 4 villagers.

Ancient Sewing Technique

Orders

+1 to Coats production. Gain additional Coats every yield (from gathering, farming, or production).

Bundle of Fabric

Orders

10 Fabric

Mold Supply

Traders
Orders

+1 to Grain production. Gain additional Grain every yield (from gathering, farming, or production).

Pack of Mushrooms

Orders

30 Mushrooms

Nets

Orders

+1 to Insects production. Gain additional Insects every yield (from gathering, farming, or production).

Crate of Stone

Orders

30 Stone

Box of Planks

Orders

10 Planks

Crate of Bricks

Orders

10 Bricks

Steel Penknives

Orders

+1 to Roots production. Gain additional Roots every yield (from gathering, farming, or production).

Crate of Clay

Orders

35 Clay

Sharp Sickles

Traders
Orders

+1 to Herbs production. Gain additional Herbs every yield (from gathering, farming, or production).

Bundle of Herbs

Orders

30 Herbs

Heavy Millstone

Orders

+2 to Flour production. Gain additional Flour every yield (from gathering, farming, or production).

Newcomers

Orders

A group of 3 villagers.

Nets

Orders

+1 to Meat production. Gain additional Meat every yield (from gathering, farming, or production).

Advanced Smelting

Traders
Orders

+1 to Copper Bars production. Gain additional Copper Bars every yield (from gathering, farming, or production).

Chest of Coal

Orders

15 Coal

Tanning Racks

Orders

+1 to Leather production. Gain additional Leather every yield (from gathering, farming, or production).

Pack of Meat

Orders

30 Meat

Group of Beavers

Orders

2 Beavers will join the settlement.

Pack of Roots

Orders

30 Roots

Group of Harpies

Orders

2 Harpies will join the settlement.

Basket of Berries

Orders

30 Berries

Group of Humans

Orders

2 Humans will join the settlement.

Box of Grain

Orders

30 Grain

Group of Lizards

Orders

2 Lizards will join the settlement.

Steel Pickaxes

Traders
Orders

+1 to Stone production. Gain additional Stone every yield (from gathering, farming, or production).

Steel Shovels

Traders
Orders

+1 to Clay production. Gain additional Clay every yield (from gathering, farming, or production).

Steel Shovels

Traders
Orders

+1 to Copper Ore production. Gain additional Copper Ore every yield (from gathering, farming, or production).

Toolshop

Traders
Orders

Can produce: Simple Tools (), Barrels (), Waterskins ().

Root Delivery Line

Orders

5 Roots per minute.

Box of Simple Tools

Orders

10 Simple Tools

Group of Beavers

Orders

3 Beavers will join the settlement.

Bigger Barrels

Traders
Orders

+2 to Ale production. Gain additional Ale every yield (from gathering, farming, or production).

Butcher

Orders

Can produce: Skewers (), Jerky (), Oil ().

Meat Cleavers

Orders

+50% to amount of goods produced in the Butcher.

Reinforced Needles

Orders

+2 to Fabric production. Gain additional Fabric every yield (from gathering, farming, or production).

Reinforced Saw Blades

Orders

+2 to Planks production. Gain additional Planks every yield (from gathering, farming, or production).

Reinforced Brick Mold

Orders

+2 to Bricks production. Gain additional Bricks every yield (from gathering, farming, or production).

Herb Delivery Line

Orders

5 Herbs per minute.

Parts

Orders

5 Parts

Group of Harpies

Orders

3 Harpies will join the settlement.

Wildfire Essence

Orders

2 Wildfire Essence

Grain Delivery Line

Orders

5 Grain per minute.

Group of Humans

Orders

3 Humans will join the settlement.

Meat Delivery Line

Orders

5 Meat per minute.

Group of Lizards

Orders

3 Lizards will join the settlement.

Coat Delivery Line

Orders

5 Coats per minute.

Ancient Sewing Technique

Traders
Orders

+2 to Coats production. Gain additional Coats every yield (from gathering, farming, or production).

Bundle of Fabric

Orders

30 Fabric

Apothecary

Traders
Orders

Can produce: Cosmetics (), Incense (), Biscuits ().

Bigger Grill

Orders

+2 to Skewers production. Gain additional Skewers every yield (from gathering, farming, or production).

Reed Delivery Line

Orders

5 Reed per minute.

Box of Simple Tools

Orders

12 Simple Tools

Export Specialization

Traders
Biomes
Orders

Gain +1 to production yields for all packs of goods.

Bundle of Coats

Orders

25 Coats

Artisan

Orders

Can produce: Coats (), Pigment (), Barrels ().

Reinforced Tools

Orders

+50% to amount of goods produced in the Stonecutters' Camp.

Weaver

Traders
Orders

Can produce: Fabric (), Training Gear (), Pack of Trade Goods ().

Amber Pouch

Orders

10 Amber

Oil Vessels

Orders

20 Oil

Scout's Pack

Traders
Orders

Workers assigned to Glade Events can carry 5 more items.

Box of Planks

Orders

5 Planks

Pack of Mushrooms

Orders

20 Mushrooms

Bath House

Traders
Orders

A place where villagers can fulfill their need for: Cleanliness. Passive effects: Regular Baths, Good Health.

Stone Delivery Line

Orders

5 Stone per minute.

Brickyard

Traders
Orders

Can produce: Bricks (), Pottery (), Crystalized Dew ().

Thrill of Exploration

Biomes
Orders

Discovering a glade gives a +3 boost to Global Resolve for 1.5 minutes (this effect stacks duration).

Resin

Orders

10 Resin

Small Farm

Traders
Orders

Uses a small number of farm fields nearby to produce Vegetables (), Grain ().

Reinforced Saw Blades

Traders
Orders

+1 to Planks production. Gain additional Planks every yield (from gathering, farming, or production).

Crate of Bricks

Orders

20 Bricks

Box of Simple Tools

Orders

4 Simple Tools

Crate of Clay

Orders

15 Clay

Bundle of Reeds

Orders

15 Reed

Industrialized Farming

Orders

+1 to Pack of Crops production. Gain additional Pack of Crops every yield (from gathering, farming, or production).

Obsidian Shovels

Traders
Orders

Planting crops is 25% faster.

Shovels

Traders
Orders

Useful tools for creating drainage ditches. Villagers move 10% faster on roads.

Crate of Stone

Orders

10 Stone

Box of Grain

Orders

20 Grain

Basket of Insects

Orders

30 Insects

Reinforced Needles

Traders
Orders

+1 to Fabric production. Gain additional Fabric every yield (from gathering, farming, or production).

Parts

Orders

4 Parts

Amber Pouch

Orders

15 Amber

Workstation Upgrade

Traders
Orders

+50% to amount of goods produced in the Makeshift Post.

Better Packaging

Orders

packs of trade goods () can be produced at the Makeshift Post.

Basket of Biscuits

Orders

20 Biscuits

Quick Deliveries

Traders
Orders

All packs of goods are produced 33% faster.

Beaver Clan Support

Traders
Orders

Ever since the Great Civil War, all species have been locked in a constant struggle to gain the Queen's favor. The Beaver clan remembers your help. (+3 to Beavers Resolve)

Parts

Orders

2 Parts

Harpy Clan Support

Orders

The Flock was neutral during the Great Civil War, but you've proven your worth to them now. (+3 to Harpies Resolve)

Human Clan Support

Traders
Orders

Ever since the Great Civil War, all species have been locked in a constant struggle to gain the Queen's favor. The Humans remember your help. (+3 to Humans Resolve)

Lizard Clan Support

Orders

Ever since the Great Civil War, all species have been locked in a constant struggle to gain the Queen's favor. The Lizard elders remember your help. (+3 to Lizards Resolve)

Big Phials

Traders
Orders

+1 to Pigment production. Gain additional Pigment every yield (from gathering, farming, or production).

Bundle of Reeds

Orders

30 Reed

Group of Beavers

Orders

5 Beavers will join the settlement.

Barrels of Ale

Orders

15 Ale

Lumber Mill

Traders
Orders

Can produce: Planks (), Scrolls (), Pack of Trade Goods ().

Pickled Goods

Orders

30 Pickled Goods

Purging Fire

Orders

10 Purging Fire

Crate of Sea Marrow

Orders

30 Sea Marrow

Tavern

Traders
Orders

A place where villagers can fulfill their need for: Leisure, Brawling. Passive effects: Gleeman's Tales.

Rain-Powered Pottery Wheel

Traders
Orders

+1 to Pottery production. Gain additional Pottery every yield (from gathering, farming, or production).

Pickled Goods

Orders

20 Pickled Goods

Packs of Provisions

Orders

5 Pack of Provisions

Old Ghran's Technique

Orders

+25% to amount of goods produced in the Small Farm.

Large Baskets

Orders

+25% to amount of goods produced in the Plantation.

Advanced Herbalism

Orders

+25% to amount of goods produced in the Herb Garden.

Amber Pouch

Orders

20 Amber

Basket of Insects

Orders

40 Insects

Crate of Stone

Orders

35 Stone

Box of Simple Tools

Orders

7 Simple Tools

Bundle of Coats

Orders

40 Coats

Reinforced Axes

Traders
Orders

Woodcutting is way easier. Woodcutters' Camp production is 15% quicker.

Basket of Biscuits

Orders

30 Biscuits

Bigger Grill

Traders
Orders

+1 to Skewers production. Gain additional Skewers every yield (from gathering, farming, or production).

Vials of Pigment

Orders

25 Pigment

Basket of Pies

Orders

30 Pie

Human Friendship

Traders
Orders

2 additional Humans will come with each group of newcomers.

Salted Jerky

Orders

+1 to Jerky production. Gain additional Jerky every yield (from gathering, farming, or production).

Lizard Friendship

Traders
Orders

2 additional Lizards will come with each group of newcomers.

Group of Harpies

Orders

5 Harpies will join the settlement.

Pack of Skewers

Orders

40 Skewers

Alchemist's Hut

Traders
Orders

Can produce: Crystalized Dew (), Cosmetics (), Wine ().

Group of Humans

Orders

5 Humans will join the settlement.

Crate of Bricks

Orders

15 Bricks

Vessel of Incense

Orders

25 Incense

Basket of Pies

Orders

40 Pie

Brick Oven

Orders

Can produce: Pie (), Coal (), Incense ().

Pack of Meat

Orders

40 Meat

Sahilda's Secret Cookbook

Traders
Biomes
Orders

Top 10 tips on how to cook more efficiently - by Sahilda. Gain 10 Jerky for every 10 Pie produced.

Basket of Eggs

Orders

30 Eggs

Sacks of Flour

Orders

30 Flour

Group of Lizards

Orders

5 Lizards will join the settlement.

Training Gear

Orders

20 Training Gear

Chest of Coal

Orders

25 Coal

Heavy Millstone

Traders
Orders

+1 to Flour production. Gain additional Flour every yield (from gathering, farming, or production).

Crate of Clay

Orders

40 Clay

Bundle of Leather

Orders

40 Leather

Heavy Press

Traders
Orders

+1 to Oil production. Gain additional Oil every yield (from gathering, farming, or production).

Chest of Coal

Orders

20 Coal

Builder's Pack

Traders
Orders

Any Builder can carry 5 additional items.

Amber Pouch

Orders

5 Amber

Crate of Stone

Orders

15 Stone

Farmer's Pack

Traders
Orders

Any Farmer can carry 5 additional items.

Newcomers

Orders

A group of 5 villagers.

Specialized Mining

Traders
Orders

+1 to Coal production. Gain additional Coal every yield (from gathering, farming, or production).

Secret Techniques of the Firekeeper

Traders
Orders

An old manuscript detailing long-forgotten burning rites. Fuel burns 25% longer in Hearths.

Advanced Fuel

Biomes
Orders

All fuel recipes are 25% faster.

Box of Planks

Orders

15 Planks

Chest of Coal

Orders

30 Coal

Woodpecker Technique

Biomes
Orders

Gain 1 Insects every time woodcutters cut down 2 trees.

Wildfire Essence

Orders

3 Wildfire Essence

Explorers' Lodge

Traders
Orders

A place where villagers can fulfill their need for: Brawling, Education. Passive effects: The Crown Chronicles.

Basket of Jerky

Orders

40 Jerky

Big Phials

Traders
Orders

+2 to Pigment production. Gain additional Pigment every yield (from gathering, farming, or production).

Clay Pit

Traders
Orders

Produces Clay (), Reed (), regardless of the season. Must be placed on fertile soil.

Bigger Pans

Orders

+2 to Biscuits production. Gain additional Biscuits every yield (from gathering, farming, or production).

Greenhouse

Traders
Orders

Produces Mushrooms (), Herbs (), regardless of the season. Must be placed on fertile soil.

Granary

Orders

Can produce: Pack of Crops (), Pickled Goods (), Fabric ().

Salted Jerky

Traders
Orders

+2 to Jerky production. Gain additional Jerky every yield (from gathering, farming, or production).

Plantation

Traders
Orders

Uses nearby farm fields to produce Berries (), Plant Fiber ().

Smokehouse

Traders
Orders

Can produce: Jerky (), Pottery (), Incense ().

Fungal Growth

Orders

+2 to Mushrooms production. Gain additional Mushrooms every yield (from gathering, farming, or production).

Supplier

Orders

Can produce: Waterskins (), Flour (), Planks ().

Kiln

Traders
Orders

Can produce: Coal (), Bricks (), Jerky ().

Steel Pickaxes

Biomes
Orders

+2 to Stone production. Gain additional Stone every yield (from gathering, farming, or production).

Grove

Orders

Uses nearby farm fields to produce Resin (), Crystalized Dew ().

Bigger Ovens

Traders
Orders

+2 to Pie production. Gain additional Pie every yield (from gathering, farming, or production).

Herb Garden

Traders
Orders

Uses nearby farm fields to produce Roots (), Herbs ().

Grill

Orders

Can produce: Skewers (), Copper Bars (), Ale ().

Exploration Contract

Biomes
Orders

The Royal Academy wants a detailed map of the region, and will supply anyone willing to help. Gain 20 Reed and 20 Clay for each discovered glade.

Parts

Orders

10 Parts

Clay Delivery Line

Orders

5 Clay per minute.

Pickled Goods

Orders

40 Pickled Goods

Termite Nest

Orders

5 Insects per minute.

Pack of Skewers

Orders

30 Skewers

Fiber Delivery Line

Orders

5 Plant Fiber per minute.

Coal Delivery Line

Orders

5 Coal per minute.

Parts

Orders

8 Parts

Reinforced Tools

Orders

+50% to amount of goods produced in the Woodcutters' Camp.

Provisioner

Orders

Can produce: Flour (), Barrels (), Pack of Provisions ().

Oil Delivery Line

Orders

5 Oil per minute.

Ancient Artifact

Biomes
Orders

A strange device left behind by the Great Civilization. When soaked in rainwater, it radiates warm light and brings encouragement to those around it. (+3 to Global Resolve)

Value Added Tax

Biomes
Orders

Gain 2 Amber for every 6 Pack of Trade Goods produced.

Beneficial Agreement

Traders
Orders

Traders will arrive +15% quicker.

Advanced Coopering

Traders
Orders

+1 to Barrels production. Gain additional Barrels every yield (from gathering, farming, or production).

Bigger Barrels

Traders
Orders

+1 to Ale production. Gain additional Ale every yield (from gathering, farming, or production).

Barrels of Ale

Orders

30 Ale

Crate of Waterskins

Orders

30 Waterskins

Trade Logs

Traders
Biomes
Orders

Detailed notes on different traders and their wares. Gain 1 additional active trade route slot. Traders will arrive +25% quicker.

Basket of Biscuits

Orders

40 Biscuits

Archaeological Tools

Traders
Orders

Glades are examined more carefully. Gain 20 Pottery every time you discover a new glade.

Pack of Roots

Orders

50 Roots

Sturdy Boots

Traders
Orders

Villagers move 10% quicker.

Copper Bars

Orders

30 Copper Bars

Bundle of Fabric

Orders

20 Fabric

Advanced Press

Orders

+1 to Scrolls production. Gain additional Scrolls every yield (from gathering, farming, or production).

Box of Crystalized Dew

Orders

30 Crystalized Dew

Basket of Insects

Orders

50 Insects

Mortar and Pestle

Traders
Orders

+2 to Cosmetics production. Gain additional Cosmetics every yield (from gathering, farming, or production).

Bundle of Herbs

Orders

40 Herbs

Pack of Mushrooms

Orders

50 Mushrooms

Reinforced Brick Mold

Traders
Orders

+1 to Bricks production. Gain additional Bricks every yield (from gathering, farming, or production).

Oil Vessels

Orders

30 Oil

Barrels

Orders

30 Barrels

Cellar

Orders

Can produce: Wine (), Pickled Goods (), Jerky ().

Pack of Meat

Orders

50 Meat

Packs of Provisions

Orders

15 Pack of Provisions

Box of Simple Tools

Orders

8 Simple Tools

Advanced Filters

Traders
Orders

+2 to Wine production. Gain additional Wine every yield (from gathering, farming, or production).

Vessel of Incense

Orders

40 Incense

Barrels

Orders

40 Barrels

Box of Pottery

Orders

35 Pottery

Crystal Growth

Traders
Orders

+1 to Crystalized Dew production. Gain additional Crystalized Dew every yield (from gathering, farming, or production).

Mold Supply

Traders
Orders

+2 to Grain production. Gain additional Grain every yield (from gathering, farming, or production).

Large Berry Baskets

Orders

+2 to Berries production. Gain additional Berries every yield (from gathering, farming, or production).

Steel Penknives

Orders

+2 to Roots production. Gain additional Roots every yield (from gathering, farming, or production).

Group of Harpies

Orders

3 Harpies will join the settlement.

Bundle of Plant Fiber

Orders

40 Plant Fiber

Group of Humans

Orders

3 Humans will join the settlement.

Sacks of Flour

Orders

35 Flour

Nets

Biomes
Orders

+2 to Meat production. Gain additional Meat every yield (from gathering, farming, or production).

Barrels

Orders

35 Barrels

Vessel of Incense

Orders

+1 to Incense production. Gain additional Incense every yield (from gathering, farming, or production).

Oil Vessels

Orders

30 Oil

Cosmetic Specialization

Biomes
Orders

The settlement specializes in cosmetic production. Gain +1 to Harpy Resolve for every 70 Cosmetics produced.

Crate of Cosmetics

Orders

30 Cosmetics

Bigger Pans

Orders

+1 to Biscuits production. Gain additional Biscuits every yield (from gathering, farming, or production).

Religious Settlement

Biomes
Orders

The settlement specializes in incense production. Gain +1 to Human Resolve for every 70 Incense produced.

Bigger Ovens

Orders

+1 to Pie production. Gain additional Pie every yield (from gathering, farming, or production).

Training Grounds

Biomes
Orders

The settlement specializes in training gear production. Gain +1 to Lizard Resolve for every 70 Training Gear produced.

Woodworking Tools

Orders

+2 to Training Gear production. Gain additional Training Gear every yield (from gathering, farming, or production).

Advanced Smithing

Traders
Orders

+1 to Simple Tools production. Gain additional Simple Tools every yield (from gathering, farming, or production).

Box of Pottery

Orders

40 Pottery

Lost in the Wilds

Biomes
Orders

Gain one villager every time you discover a new glade.

Amber Pouch

Orders

30 Amber

Crate of Waterskins

Orders

40 Waterskins

Bakery

Traders
Orders

Can produce: Biscuits (), Pie (), Pottery ().

Bigger Barrels

Orders

+3 to Ale production. Gain additional Ale every yield (from gathering, farming, or production).

Brewery

Traders
Orders

Can produce: Ale (), Pickled Goods (), Pack of Crops ().

Wildfire Essence

Orders

5 Wildfire Essence

Incense Delivery Line

Orders

5 Incense per minute.

Export Specialization

Orders

Gain +2 to production yields for all packs of goods.

Barrel Delivery Line

Biomes
Orders

5 Barrels per minute.

Monastery

Traders
Orders

A place where villagers can fulfill their need for: Religion, Leisure. Passive effects: The Green Brew.

Rainpunk Drills

Orders

+100% to amount of goods produced in the Mine.

Pottery Delivery Line

Orders

5 Pottery per minute.

Press

Orders

Can produce: Oil (), Flour (), Pack of Luxury Goods ().

Box of Simple Tools

Orders

24 Simple Tools

Reinforced Saw Blades

Orders

+3 to Planks production. Gain additional Planks every yield (from gathering, farming, or production).

Metallurgic Proficiency

Traders
Biomes
Orders

All recipes that use metal or ore will be produced +33% quicker.

Crystal Growth

Orders

+2 to Crystalized Dew production. Gain additional Crystalized Dew every yield (from gathering, farming, or production).

Amber Pouch

Orders

25 Amber

Wine Delivery Line

Orders

5 Wine per minute.

Vegetable Delivery Line

Orders

10 Vegetables per minute.

Advanced Filters

Orders

+3 to Wine production. Gain additional Wine every yield (from gathering, farming, or production).

Market

Traders
Orders

A place where villagers can fulfill their need for: Luxury, Cleanliness. Passive effects: Market Carts.

Giant Vegetables

Orders

+3 to Vegetables production. Gain additional Vegetables every yield (from gathering, farming, or production).

Carpenter

Traders
Orders

Can produce: Planks (), Simple Tools (), Pack of Luxury Goods ().

Box of Simple Tools

Orders

20 Simple Tools

Salted Jerky

Orders

+3 to Jerky production. Gain additional Jerky every yield (from gathering, farming, or production).

Bigger Ovens

Orders

+3 to Pie production. Gain additional Pie every yield (from gathering, farming, or production).

Parts

Orders

12 Parts

Metal Delivery Line

Orders

4 Copper Bars per minute.

Protected Trade

Biomes
Orders

The forest recedes, as heavily guarded trade caravans pour into the settlement. Hostility is reduced by -15 points every time you sell goods worth 25 Amber.

Trade Contract

Traders
Orders

Traders will arrive +25% quicker.

Training Gear

Orders

30 Training Gear

Barrels of Wine

Orders

30 Wine

Vineyard Town

Biomes
Orders

The settlement specializes in wine production. Gain +1 to Beaver Resolve for every 70 Wine produced.

Sacks of Flour

Orders

45 Flour

Grubbing Tools

Traders
Orders

A set of tools designed for grubbing tree stumps. Gain 15 Roots every time you discover a new glade.

Crate of Copper Ore

Orders

40 Copper Ore

Crate of Sea Marrow

Orders

40 Sea Marrow

Forum

Traders
Orders

A place where villagers can fulfill their need for: Leisure, Education. Passive effects: Public Lectures.

Survivor Bonding

Biomes
Orders

The people in your settlement have survived many hardships, bringing them closer together (+10% villager speed, 1 Global Resolve).

Stormwalker Training

Biomes
Orders

Your villagers learn how to travel the wilderness from the very best - the Royal Stormwalkers. All trade routes are faster by 40%.

Gathering Tools

Traders
Orders

Vital equipment when exploring the wilds. Gain 6 Pack of Provisions every time you discover a new glade.

Specialized Mining

Orders

+2 to Coal production. Gain additional Coal every yield (from gathering, farming, or production).

Barrels of Wine

Orders

40 Wine

Amber Pouch

Orders

80 Amber

Reinforced Tools

Orders

+100% to amount of goods produced in the Woodcutters' Camp.

Amber Pouch

Orders

70 Amber

Drizzle Totem

Traders
Orders

+25% to Drizzle duration.

Clearance Totem

Traders
Orders

+25% to Clearance duration.

Amber Pouch

Orders

35 Amber

Respected Business Partner

Orders

Traders value your efforts in keeping the region safe. Amber is worth +10% more for every completed Dangerous and Forbidden Glade Event.

Guild House

Traders
Orders

A place where villagers can fulfill their need for: Luxury. Passive effects: Guild House, The Guild's Welfare.

Advanced Brewing

Orders

+60% to amount of goods produced in the Brewery.

Amber Pouch

Orders

60 Amber

Box of Simple Tools

Orders

30 Simple Tools

Wildfire Essence

Orders

4 Wildfire Essence

City Renown

Orders

The city is becoming known among folk as a great place to live. (+3 to Global Resolve)

Crate of Bricks

Orders

30 Bricks

Box of Planks

Orders

20 Planks

Crate of Sea Marrow

Orders

50 Sea Marrow

Viceroy's Survival Guide

Traders
Orders

A handy set of notes on how to survive in the wilderness, written by an anonymous viceroy. Increases global food production speed by 20%.

Oil Vessels

Orders

50 Oil

Reinforced Axes

Biomes
Orders

Woodcutting is way easier. Woodcutters' Camp production is 40% quicker.

Box of Planks

Orders

30 Planks

Reinforced Stoves

Orders

+50% to amount of goods produced in the Bakery.

Viceroy's Survival Guide

Orders

A handy set of notes on how to survive in the wilderness, written by an anonymous viceroy. Increases global food production speed by 50%.

Barrels

Orders

50 Barrels

Mortar and Pestle

Orders

+3 to Cosmetics production. Gain additional Cosmetics every yield (from gathering, farming, or production).

Leather Delivery Line

Orders

10 Leather per minute.

Advanced Press

Orders

+3 to Scrolls production. Gain additional Scrolls every yield (from gathering, farming, or production).

Parts

Orders

15 Parts

Working Hard and Smart

Traders
Orders

A motivational pamphlet. Has a 10% chance of producing double yields when under the effect of education.

Obsidian Sickles

Traders
Orders

Harvesting crops is 25% faster.

Advanced Press

Traders
Orders

+2 to Scrolls production. Gain additional Scrolls every yield (from gathering, farming, or production).

Crate of Stone

Orders

40 Stone

Bundle of Fabric

Orders

40 Fabric

Light Timber

Orders

Any Woodcutter can carry 5 additional items.

Ale Delivery Line

Biomes
Orders

5 Ale per minute.

Amber Pouch

Orders

40 Amber

Quick Planting

Orders

Planting crops is 50% faster.

Quick Harvest

Orders

Harvesting crops is 50% faster.

Big Phials

Orders

+3 to Pigment production. Gain additional Pigment every yield (from gathering, farming, or production).

Vessel of Incense

Orders

+3 to Incense production. Gain additional Incense every yield (from gathering, farming, or production).

Temple

Traders
Orders

A place where villagers can fulfill their need for: Religion, Education. Passive effects: Sacrament of the Flame.

Bigger Grill

Orders

+3 to Skewers production. Gain additional Skewers every yield (from gathering, farming, or production).

Pickled Goods

Orders

60 Pickled Goods

Ranch

Traders
Orders

Can produce: Meat (), Leather (), Eggs ().

Basket of Biscuits

Orders

60 Biscuits

Workstation Upgrade

Traders
Orders

+50% to amount of goods produced in the Crude Workstation.

Giant Vegetables

Traders
Orders

+1 to Vegetables production. Gain additional Vegetables every yield (from gathering, farming, or production).

Rich in Fiber

Traders
Orders

+1 to Plant Fiber production. Gain additional Plant Fiber every yield (from gathering, farming, or production).

Barrels

Orders

25 Barrels

Bundle of Reeds

Orders

20 Reed

Barrels

Orders

20 Barrels

Chicken or Egg?

Biomes

Gain 1 Harpy for every 25 Eggs produced.

Surprise Child

Biomes

Gain 1 Lizard for every 25 Eggs produced.

Small Press

Biomes

A useful mill upgrade. Gain 3 Oil for every 12 Flour produced.

Dye Extractor

Biomes

Gain 5 Pigment for every 10 Insects produced.

Peasant Supplies

Biomes

Receive 3 Pack of Provisions for every new villager.

Golden Marrow

Biomes

Some fossils contain valuable surprises. Gain 2 Amber for every 20 Sea Marrow produced.

Deep Pockets

Biomes

Receive 10 Amber for every 5 completed trade routes.

Bed and Breakfast

Biomes

This time, it's the guild who’s going to pay you, not the other way around. Gain 10 Amber every time a trader arrives.

Bread Peels

Biomes

Bakery production is 50% quicker.

Blood Price Contract

Traders
Biomes

A shady, but lucrative deal. Gain 10 Amber every time a villager dies or leaves.

Rain Pumps

Biomes

Brewery production is 50% quicker.

Cannibalism

Biomes

Gain 30 Meat every time a villager dies or leaves.

Clay Delivery Line

Biomes

3 Clay per minute.

Burnt to a Crisp

Biomes

Gain 20 Coal for every 3 burned Blightrot Cysts.

Firekeeper's Armor

Biomes

Allows firekeepers to combat corruption more efficiently. Every burned cyst removes an additional 50 corruption.

Leftover Crops

Biomes

Gain 1 Pack of Provisions for every 10 Herbs produced.

Guild Catalogue

Biomes

Traders will have 1 more cornerstone for sale.

Fiber Delivery Line

Biomes

3 Plant Fiber per minute.

Grain Delivery Line

Biomes

3 Grain per minute.

Grain Bags

Traders
Biomes

Specialized grain farming techniques. Grain production increases by +1 every 25 times it's produced.

Spices

Biomes

herb and root production is increased by +1 for every 75 Biscuits produced.

Silent Looting

Biomes

Your scouts have learnt how to be cautious when looting abandoned caches. Every opened cache lowers Hostility by -15 points.

Forest Mitigation

Biomes

Each newly completed Glade Event lowers Hostility by -10.

Safe Haven

Biomes

-40 to Hostility for every hub upgraded to level Neighborhood (or higher).

Generous Gifts

Biomes

Wealthy settlements attract wealthy settlers. Newcomers bring 40% more goods with them for every hub level gained.

Tanning Racks

Biomes

+2 to Leather production. Gain additional Leather every yield (from gathering, farming, or production).

Flame Amulets

Biomes

An artifact infused with the power of the Holy Flame. Hostility from woodcutters is decreased by 4.

Local Taxes

Biomes

Villagers will give you their very last piece Amber just for a pint of decent ale. Gain 20 Amber for every 100 Ale produced.

Meat Specialization

Biomes

You've managed to enlist some excellent hunters. Meat production increases by +1 every 25 times it's produced.

Moldy Grain Seeds

Biomes

A new type of grain. Gain 3 Mushrooms for every 10 Grain produced.

Trade Negotiations

Biomes

Trade routes are worth 1 more Amber. Doesn't apply to routes already in progress. This effect scales along with the quantity of goods exported.

Fungal Guide

Traders
Biomes

Ancient mushroom farming techniques are described within. Mushroom production increases by +1 every 25 times it's produced.

Biscuit Diet

Biomes

A farmer's favorite food. Farmers have a +75% chance of producing double yields when under the effect of biscuits.

Well-Rested Workers

Biomes

Just. The. Right. Amount. Villagers with the leisure need fulfilled have a +10% chance of doubling their yields.

Crowded Caravan

Biomes

Each newcomer group has 2 additional villagers.

Prosperous Archaeology

Biomes

The people are invigorated by every discovered cache. Gain a stack of the Wealth Effect (+1 to Global Resolve) for every 2 caches opened.

Friendly Relations

Biomes

Boosts Global Resolve by 1 for every 3 levels of standing with other settlements in trade routes. (the bonus is added retroactively)

Root Delivery Line

Biomes

3 Roots per minute.

Fiery Wrath

Biomes

Resources you sacrifice in the Ancient Hearth burn 5% longer for every Impatience Point you have.

Reinforced Tools

Biomes

+50% to amount of goods produced in the Small Farm.

Steel Mattocks

Biomes

Stone () can now be produced in the Clay Pit.

Hidden Reward

Biomes

Gain 1 Ancient Tablet for every 2 completed Glade Events. (the bonus is added retroactively)

Tightened Belt

Biomes

Travel cost on trade routes is reduced by -1. Doesn't apply to routes already in progress. This effect scales along with the quantity of goods exported.

Giant Vegetables

Traders
Biomes

+2 to Vegetables production. Gain additional Vegetables every yield (from gathering, farming, or production).

Moss Broccoli Seeds

Biomes

Vegetables () can now be produced in the Greenhouse.

Prayer Book

Biomes

Scouts work 10% faster on Glade Events for every firekeeper assigned to a Hearth.

Over-Diligent Woodworkers

Biomes

Some woodworkers just can't stop working. Gain 3 Barrels for every 10 Planks produced.

Lumber Tax

Biomes

Gain 1 Amber for every 50 Wood produced.

Extraction Tools

Biomes

A set of specialized tools made to extract artifacts. Gain 1 Artifacts (Citadel Resource) for every 2 completed Dangerous and Forbidden Glade Events.

Back to Nature

Biomes

An old, forbidden ritual. Increases yields by 100% in all buildings that use fertile soil. You will lose all stored food (cooked and raw) upon choosing this cornerstone.

Cheap Construction

Biomes

All buildings cost 40% less, but every discovered resource node has -5 fewer charges.

Without Restrictions

Biomes

Villagers have a +10% chance of receiving bonus yields from production, but consumption control is disabled.

Copper Extractor

Biomes

Machinery specialized in extracting copper from petrified trees. Gain 1 Copper Ore for every 5 Wood produced. All Crystalized Dew production is reduced by 1 (whether from gathering, farming, or production).

Small Distillery

Biomes

The fresh resin still glows softly with the rain's essence. Gain 4 Crystalized Dew for every 20 Resin produced.

Rain Collector Filter

Biomes

Powerful equipment for filtering small crystals. Crystalized Dew can be produced in the Rain Collector, but doing so lowers worker Resolve by -5.

Exploration Training

Biomes

Rigorous training has made your scouts exceptionally efficient. For every 5 villagers with the need for brawling fulfilled, the chance of bringing back twice as many goods from events increases by +20%.

Exploration Expedition

Biomes

You took some of the best explorers from the Smoldering City with you. Get a constant -5 penalty to Global Resolve, but +15 to Global Resolve for 5 min. every time a new glade is discovered.

Worker's Rations

Biomes

All workers have a +10% higher chance of doubling their production, but they also have a +25% higher chance of consuming twice as much food during a break.

Family Gratitude

Biomes

Relatives of your villagers send gifts for treating their family members well. Get 40 Waterskins for every full Reputation Point obtained through high Resolve.

Rooty Ground

Biomes

Strange roots spread across the land. Wood production is increased by +1, but harvesting and planting are 25% slower.

Old Fedora Hat

Biomes

An old inscription on the bottom of the hat says: "Fortune and glory". Increases the chance of bringing back twice as much from Glade Events by 50%.

Forge Trip Hammer

Biomes

A powerful hammer is installed in each Crude Workstation, but working conditions decrease. Parts () can be produced at the Crude Workstation, but each worker takes a -5 penalty to their Resolve.

Calming the Forest

Biomes

Every 2 newly completed Dangerous and Forbidden Glade Events lowers Hostility by -50.

Baptism of Fire

Biomes

Every 2 burnt Blightrot Cysts lowers Hostility by -10. While the Hearth is corrupted, you’re unable to sacrifice resources.

Crowded Houses

Biomes

All houses have room for 1 more villagers.

Queen's Gift

Biomes

A mysterious Amber orb with a magical flame trapped within. Increases the Ancient Hearth's resistance by +50 for every Impatience point you have.

Hunter-Gatherers

Biomes

All camp production is increased by 50%, but all buildings that use fertile soil have their yields decreased by 50%. Bonus does not affect the Woodcutters' Camp.

Blight Extractor

Biomes

A curious invention used for extracting Amber from Blightrot Cysts. Every completely infected building (100% Blightrot) generates 3 Amber per minute, but also adds +5 Hostility.

Ancient Pact

Biomes

The cost of knowledge can be very high. You can see the content of undiscovered glades, but discovering Dangerous or Forbidden Glades kills 1 villager.

Firelink Ritual

Biomes

There is nothing the forest hates more than fire. Every 5 villagers with the need for religion fulfilled decrease the forest’s Hostility by -25.

Lost Supplies

Biomes

An unusual amount of supplies can be found in some glades. Gain 40 Meat and 40 Grain for each completed Dangerous or Forbidden Glade Event.

Mist Piercers

Biomes

You are allowed to use the legendary Mist Piercers. With such a rare gift at your disposal, the Queen's expectations are high. The content of glades will be revealed, but each discovered glade increases the Queen’s Impatience by 0.5.

Mushroom Seedlings

Biomes

All farms can plant mushrooms () on farm fields during drizzle season.

Overexploitation

Biomes

Newly discovered resource nodes have 20 more charges, but you’ll gain +15 Hostility upon picking this cornerstone.

Free Samples

Biomes

Gain 1 Parts every time you sell goods worth 25 Amber.

Work Safety Guide

Biomes

A standardized set of rules. Every 5 villagers with the need for education fulfilled will increase global production speed by 25%.

Rich Glades

Biomes

Newly discovered resource nodes have 10 more charges.

Firekeeper's Prayer

Biomes

Glade event work speed increased by 30%. Resources you sacrifice in the Ancient Hearth burn 25% quicker.

Trade Hub

Biomes

The settlement is known as a trading hub in the region. Gain 1 Reputation Point every time you sell goods worth 60 Amber, while slowing the Reputation gained from Resolve by -50%.

Generous Rations

Biomes

Global Resolve is increased by 5, but the chance of villagers consuming twice the amount of food during a break is increased by +50%.

Rebellious Spirit

Biomes

The people are feeling oddly rebellious. Gain +1 Global Resolve for every 2 Impatience Points.

Prosperous Settlement

Biomes

Gain a stack of the Wealth Effect (+1 to Global Resolve) each time you sell goods worth 40 Amber.

Frequent Caravans

Biomes

The constant flow of goods keeps your villagers distracted. Boosts Global Resolve by 3 for 60 seconds every time you finish a trade route (duration stacks).

Bone Tools

Biomes

Gain 2 Infused Tools every time a villager leaves or dies.

Improvised Tools

Biomes

Woodcutters are tasked with creating makeshift tools. Discovering a glade grants 5 Simple Tools, at a cost of -5 to woodcutters’ Resolve.

Deserted Caravans

Biomes

Global production is 50% faster, but trading is unavailable.

Urban Planning

Biomes

For every 10 completed trade routes, all houses will have room for one more person, but construction is 25% slower.

Hidden from the Queen

Biomes

The crown doesn't need to know everything. Impatience doesn't grow when villagers leave or die.

Smuggler's Visit

Biomes

A shady character appears in your settlement. You can choose one blueprint from all unlocked blueprints.

No Quality Control

Biomes

Gain +2 to wood production. After each storm, all stored wood is removed, and you get 50 Insects in return.

Woodcutter's Prayer

Biomes

If you want to take, you first must give. +1 to Wood production. Lose all stored fuel upon picking this cornerstone.

Sharp Sickles

Biomes

+2 to Herbs production. Gain additional Herbs every yield (from gathering, farming, or production).

Leather Gloves

Biomes

+2 to Reed production. Gain additional Reed every yield (from gathering, farming, or production).

Carpenter's Tools

Biomes

Building materials are the foundation of every settlement. Production is 50% quicker in the building: Crude Workstation.

Fiber Delivery Line

Biomes

15 Plant Fiber per minute.

Egg Delivery Line

Biomes

15 Eggs per minute.

Reinforced Tools

Biomes

+50% to amount of goods produced in the Small Farm.

Efficient Brewing

Traders
Biomes

+50% to amount of goods produced in the Brewery.

Salted Jerky

Biomes

+5 to Jerky production. Gain additional Jerky every yield (from gathering, farming, or production).

Herbalists' Camp

Traders

Starting point for herbalists going out into the wild to gather Herbs (), Berries (), Mushrooms ().

Foragers' Camp

Traders

Starting point for foragers going out into the wild to gather Vegetables (), Grain (), Insects ().

Trappers' Camp

Traders

Starting point for trappers going out into the wild to collect Meat (), Insects (), Eggs ().

Pocket Knives

Traders

Handy tools for cutting stems and leaves. Gain 4 Plant Fiber for every 12 Vegetables produced.

Fungal Growth

Traders

+1 to Mushrooms production. Gain additional Mushrooms every yield (from gathering, farming, or production).

Dual Brewing Tools

Traders

A set of specialized alchemical tools. Gain 3 Wine for every 15 Ale produced.

Biscuit Recipes

Traders

Biscuits () can now be produced in the Kiln and Rain Mill.

Ancient Sewing Technique

Traders

+3 to Coats production. Gain additional Coats every yield (from gathering, farming, or production).

Furniture

Traders

Some much needed furnishings. Adds an additional +1 to Resolve for villagers with a home. (This effect is applied to villagers during their break)

Generous Donation

Traders

Reputation: 0.5

Orderly Storage

Traders

All buildings have their storage capacity increased by 10.

Specialized Boots

Traders

Woodcutters move +20% faster.

Cookhouse

Traders

Can produce: Skewers (), Biscuits (), Pigment ().

Insect Traps

Traders

Insect traps let you catch any insects feeding on mushrooms. Gain 1 Insects for every 2 Mushrooms produced.

Fragrant Roots

Traders

Gain 3 Incense for every 10 Roots produced.

Contraband

Traders

Let's hope the Queen doesn't find out. You can choose one blueprint from all unlocked blueprints.

Smelter

Traders

Can produce: Copper Bars (), Crystalized Dew (), Biscuits ().

Smithy

Traders

Can produce: Simple Tools (), Coats (), Pack of Trade Goods ().

Rain Mill

Traders

Can produce: Flour (), Scrolls (), Pack of Building Materials ().

Repurposed Clay

Traders

Nothing goes to waste. Gain 2 Bricks for every 10 Pottery produced.

Salvaging Tools

Traders

Caches discovered in glades can now be salvaged. Gain 10 Copper Ore and 30 Wood for every opened cache.

Accumulated Dew

Traders

Gain 2 Crystalized Dew for every 10 Berries produced.

Ways of the Forest

Traders

A book by the renowned Stormwalker, Pervun Runebeak. Lowers Hostility by 50 points.

Beaver Friendship

Traders

2 additional Beavers will come with each group of newcomers.

Enhanced Blueprints

Traders

Builders construct buildings 50% faster.

Druid's Hut

Traders

Can produce: Oil (), Incense (), Coats ().

Tinctury

Traders

Can produce: Pigment (), Wine (), Ale ().

Storm Shield

Traders

-15% to Storm duration.

Spiced Ale

Traders

Spiced ale is even better than regular ale. Additional +1 to Resolve when under the effect of leisure.

Harpy Friendship

Traders

2 additional Harpies will come with each group of newcomers.

Experienced Scout

Traders

Scouts can open chests 40% faster.

Drying Boards

Traders

A clever invention that makes it easier to dry clothes. Time spent resting is reduced by -20% when under the effect of clothing.

Bleeding Trees

Traders

+1 to Resin production. Gain additional Resin every yield (from gathering, farming, or production).

Stamping Mill

Traders

Can produce: Pottery (), Flour (), Copper Bars ().

Scribe

Traders

Can produce: Scrolls (), Ale (), Simple Tools ().

Clan Hall

Traders

A place where villagers can fulfill their need for: Brawling, Religion. Passive effects: Ancient Ways.

Small Mystery Box

Traders

A mysterious box full of surprises. Contains a small number of goods, and one uncommon perk.

Small Mystery Box

Traders

A mysterious box full of surprises. Contains a small number of goods, and one uncommon perk.

Medium Mystery Box

Traders

A mysterious box full of surprises. Contains a medium number of goods, and one or two rare perks.

Medium Mystery Box

Traders

A mysterious box full of surprises. Contains a medium number of goods, and one or two rare perks.

Big Mystery Box

Traders

A mysterious box full of surprises. Contains a large number of goods, and two epic perks.

Big Mystery Box

Traders

A mysterious box full of surprises. Contains a large number of goods, and two epic perks.

Grim Fate

The forest will claim a villager's life during each storm (multiplied by the amount of years that have passed).

The Queen's People

For the Queen, nothing is more important than her people. Losing villagers will add 0.5 more points to her Impatience.

Over-Diligent Woodworkers (Stormforged)

Some woodworkers just can't stop working. Gain 5 Barrels for every 5 Planks produced.

Small Press (Stormforged)

A useful mill upgrade. Gain 5 Oil for every 10 Flour produced.

Dye Extractor (Stormforged)

Gain 10 Pigment for every 10 Insects produced. +1 to Insects production. Gain additional Insects every yield (from gathering, farming, or production).

Deep Pockets (Stormforged)

Receive 15 Amber for every 3 completed trade routes.

Back to Nature (Stormforged)

An old, forbidden ritual. Gain +150% more yield in all buildings that use fertile soil.

Vineyard Town (Stormforged)

The settlement specializes in wine production. Gain +1 to Beaver Resolve for every 50 Wine produced.

Blood Price Contract (Stormforged)

A shady, but lucrative deal. Gain 20 Amber and 1 Ancient Tablet every time a villager dies or leaves.

Cannibalism (Stormforged)

Gain 30 Meat and 20 Jerky every time a villager dies or leaves.

Cheap Construction (Stormforged)

All buildings cost 50% less.

Copper Extractor (Stormforged)

Machinery specialized in extracting copper from petrified trees. Gain 1 Copper Bars for every 15 Wood produced.

Forsaken Seal (Stormforged)

An artifact of the Forsaken Gods. Gain one cornerstone reroll charge at the beginning of each storm.

[unknown] (Stormforged)

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Leftover Crops (Stormforged)

Gain 1 Pack of Crops and 1 Pack of Provisions for every 12 Herbs produced.

Forge Trip Hammer (Stormforged)

A powerful hammer is installed in each Crude Workstation. Parts () can be produced at the Crude Workstation and +100% to amount of goods produced in the Crude Workstation.

Advanced Fuel (Stormforged)

All fuel recipes are +33% faster and produce +33% more goods.

Secret Techniques of the Firekeeper (Stormforged)

An old manuscript detailing long-forgotten burning rites. Fuel burns 33% longer in Hearths. Resources you sacrifice in the Ancient Hearth burn for 25% longer.

Cosmetic Specialization (Stormforged)

The settlement specializes in cosmetic production. Gain +1 to Harpy Resolve for every 50 Cosmetics produced.

Spices (Stormforged)

herb and root production is increased by +1 for every 50 Biscuits produced.

Crowded Houses (Stormforged)

All houses have room for 1 more villagers, and break time for villagers is 50% shorter.

Generous Gifts (Stormforged)

Wealthy settlements attract wealthy settlers. Newcomers bring 75% more goods with them for every hub level gained.

Religious Settlement (Stormforged)

The settlement specializes in incense production. Gain +1 to Human Resolve for every 50 Incense produced.

Hunter-Gatherers (Stormforged)

All camp production is increased by 100%. Bonus does not affect the Woodcutters' Camp.

Ancient Pact (Stormforged)

You can see the content of undiscovered glades.

Flame Amulets (Stormforged)

An artifact infused with the power of the Holy Flame. Hostility from woodcutters is decreased by 8. Woodcutters have a +20% chance of producing twice the normal yield.

Training Grounds (Stormforged)

The settlement specializes in training gear production. Gain +1 to Lizard Resolve for every 50 Training Gear produced.

Ancient Stabilizer (Stormforged)

A strange relic that fits into the Hearth. +1 to Wood production. Fuel burns 20% longer in Hearths.

Metallurgic Proficiency (Stormforged)

All recipes that use metal or ore will be produced 66% quicker.+1 to copper bar and crystalized dew production.

Mist Piercers (Stormforged)

You can see the content of undiscovered glades.

Moldy Grain Seeds (Stormforged)

A new type of grain. Gain 8 Mushrooms for every 10 Grain produced.

Trade Negotiations (Stormforged)

Trade routes are worth 3 more Amber. Doesn't apply to routes already in progress. This effect scales along with the quantity of goods exported.

Crowded Caravan (Stormforged)

Each newcomer group has 3 additional villagers. New villagers bring 50% more goods with them.

Overexploitation (Stormforged)

Newly discovered resource nodes have 25 more charges.

Export Specialization (Stormforged)

Gain +2 to production yields for all packs of goods. All packs of goods are produced 50% faster.

Export Contract (Stormforged)

Increases the production yield of packs of goods by +100%. Gain 2 additional active trade route slots.

Free Samples (Stormforged)

Gain 2 Parts every time you sell goods worth 15 Amber.

Stormwalker Training (Stormforged)

Your villagers learn how to travel the wilderness from the very best - the Royal Stormwalkers. Trade route caravans travel faster by 40%. Traders will arrive +33% quicker.

Bone Tools (Stormforged)

Gain 4 Infused Tools every time a villager leaves or dies.

[unknown] (Stormforged)

Discovering a glade grants 6 Simple Tools

Improvised Tools (Stormforged)

Woodcutters are tasked with creating makeshift tools. Discovering a glade grants 6 Simple Tools.

Tightened Belt (Stormforged)

Travel cost on trade routes is reduced by -3. Doesn't apply to routes already in progress. This effect scales along with the quantity of goods exported.

Urban Planning (Stormforged)

For every 8 completed trade routes, all houses will have room for one more person.

Trade Logs (Stormforged)

Detailed notes on different traders and their wares. Gain 2 additional active trade route slots. Traders will arrive +33% quicker and have +1 more cornerstones on sale.

Prayer Book (Stormforged)

Scouts work 20% faster on Glade Events for every firekeeper assigned to a Hearth.

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Absorption

Blightrot Cysts consume the storm's energy and become more resilient. Burning cysts takes 5 seconds longer.

Blightrot Mutation

The Blightrot has begun to mutate, creating a more invasive strain. Production buildings now also generate Blightrot during the storm.

Ritual of Denial

Fishmen hate fire, and will do anything in their power to extinguish every last flame in the world. Blocks the ability to sacrifice goods in the Hearth. (Is active only when the corresponding Glade Event is being worked on)

Cursed Rain

It's no use making sacrifices during the storm here.

No contact

Harsh weather conditions make it impossible to reach the Citadel. Gaining Reputation doesn't lower Impatience.

Higher Expectations

The Queen expects a lot from a viceroy of your rank. Impatience falls by 0.5 points less for every Reputation Point you gain.

Politically Outmaneuvered

Your rivals in the court are making sure all your deeds are discredited. Impatience falls by 0.5 points less for every Reputation Point you gain.

Unearthly Element

The firekeeper's power weakens in the face of an otherworldly force. The maximum amount of sacrifice stacks in the Ancient Hearth is lowered by 1.

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Forsaken Altar

An ancient altar to the Forsaken Gods. In the midst of the raging storm, you can make sacrifices here to gain unimaginable powers.

Beaver House

Building specifically made for Beavers. Has to be built near a Hearth. Number of places: 2.

Forsaken Altar

A specialized building dedicated to fighting Blightrot. Blight Fighters will prepare Purging Fire during drizzle and clearance seasons, and use it to burn Blightrot Cysts during the storm.

Rain Collector

Can produce: Sparkdew ().

Cooperage

Can produce: Barrels (), Training Gear (), Cosmetics ().

Crude Workstation

Can produce: Planks (), Fabric (), Bricks ().

Homestead

Uses a large area of nearby farm fields to produce Grain (), Vegetables (), Mushrooms (), Plant Fiber ().

Finesmith

Can produce: Amber (), Infused Tools ().

Furnace

Can produce: Copper Bars (), Bricks (), Pie ().

Human House

Building specifically for Humans. Has to be built near a Hearth. Number of places: 2.

Forsaken Altar

A small storage for Purging Fire. Blight Fighters will use it to restock their fuel when fighting Blightrot in the storm.

Leatherworker

Can produce: Waterskins (), Fabric (), Pack of Luxury Goods ().

Library

A place where villagers can fulfill their need for: Religion, Leisure. Passive effects: The Green Brew.

Lizard House

Building specifically for Lizards. Has to be built near a Hearth. Number of places: 2.

Manufactory

Can produce: Training Gear (), Pigment (), Pack of Provisions ().

Clothier

Can produce: Coats (), Waterskins (), Scrolls ().

Tinkerer

Can produce: Simple Tools (), Training Gear (), Pack of Building Materials ().

Royal Archaeologists

Every viceroy embarking on an expedition to the Scarlet Orchard is assigned a royal archaeologist. You gain access to a new essential building: Archaeologist's Office.

Efficient Brewing

+50% to amount of goods produced in the Brewery.

Advanced Brewing

+60% to amount of goods produced in the Brewery.

Efficient Brewing

+50% to amount of goods produced in the Flawless Brewery.

Advanced Brewing

+60% to amount of goods produced in the Flawless Brewery.

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Reinforced Tools

+50% to amount of goods produced in the Clay Pit.

Reinforced Tools

+50% to amount of goods produced in the Clay Pit.

Workstation Upgrade

+100% to amount of goods produced in the Crude Workstation.

Obsidian Tools

+100% to amount of goods produced in the Homestead.

Obsidian Tools

+150% to amount of goods produced in the Homestead.

Obsidian Tools

+50% to amount of goods produced in the Homestead.

Reinforced Tools

+50% to amount of goods produced in the Homestead.

Reinforced Tools

+100% to amount of goods produced in the Foragers' Camp.

Reinforced Tools

+50% to amount of goods produced in the Foragers' Camp.

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Reinforced Tools

+50% to amount of goods produced in the Greenhouse.

Reinforced Tools

+50% to amount of goods produced in the Greenhouse.

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Reinforced Tools

+50% to amount of goods produced in the Grove.

Reinforced Tools

+50% to amount of goods produced in the Grove.

Reinforced Tools

+100% to amount of goods produced in the Harvesters' Camp.

Reinforced Tools

+50% to amount of goods produced in the Harvesters' Camp.

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Advanced Herbalism

+25% to amount of goods produced in the Hallowed Herb Garden.

Advanced Herbalism

+25% to amount of goods produced in the Herb Garden.

Advanced Herbalism

+50% to amount of goods produced in the Hallowed Herb Garden.

Advanced Herbalism

+50% to amount of goods produced in the Herb Garden.

Reinforced Tools

+50% to amount of goods produced in the Herb Garden.

Reinforced Tools

+50% to amount of goods produced in the Herb Garden.

Reinforced Tools

+100% to amount of goods produced in the Herbalists' Camp.

Reinforced Tools

+50% to amount of goods produced in the Herbalists' Camp.

Rainpunk Drills

+30% to amount of goods produced in the Mine.

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Large Baskets

+50% to amount of goods produced in the Plantation.

Reinforced Tools

+50% to amount of goods produced in the Plantation.

Reinforced Tools

+100% to amount of goods produced in the Scavengers' Camp.

Reinforced Tools

+50% to amount of goods produced in the Scavengers' Camp.

Untapped Wealth

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Untapped Wealth

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Untapped Wealth

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Untapped Wealth

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Untapped Wealth

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Untapped Wealth

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Exposed Resources

The ground is soft, and soaked with the rain's essence. Mines produce 50% more goods during drizzle season.

Rotting Wood

Woodcutters cut down trees 50% faster, but have a +100% chance of destroying their yield. The rain is causing trees to rot and fall apart.

Intensive Mutations

Riches from plant life blooming on supplements. Doubles the yield of bonus resources claimed from trees.

Reinforced Tools

+100% to amount of goods produced in the Hallowed Small Farm.

Reinforced Tools

+100% to amount of goods produced in the Small Farm.

Reinforced Tools

+150% to amount of goods produced in the Hallowed Small Farm.

Reinforced Tools

+150% to amount of goods produced in the Small Farm.

Old Ghran's Technique

+25% to amount of goods produced in the Hallowed Small Farm.

Old Ghran's Technique

+25% to amount of goods produced in the Small Farm.

Reinforced Tools

+50% to amount of goods produced in the Hallowed Small Farm.

Reinforced Tools

+50% to amount of goods produced in the Hallowed Small Farm.

Reinforced Tools

+50% to amount of goods produced in the Small Farm.

Reinforced Tools

+100% to amount of goods produced in the Stonecutters' Camp.

Reinforced Tools

+100% to amount of goods produced in the Trappers' Camp.

Reinforced Tools

+50% to amount of goods produced in the Trappers' Camp.

Lightning Strike

Some scholars are trying to capture and harness the power of lightning... but their experiments usually bring destruction instead. Destroys 4 random buildings in the settlement.

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Corrosive Torrent

The rain is especially toxic in this region. No resources will be refunded after destroying a building.

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Insatiable Hunger

Working in this environment requires a lot of energy. Villagers have a 10% chance of consuming twice the amount of food on each break. This effect scales with Hostility.

Vanishing Goods

Some goods seem to be mysteriously disappearing. Maybe there's a thief in the settlement? Villagers have a 10% chance of consuming twice the amount of goods when using services. This effect scales with Hostility.

Consumerism

Villagers have forgotten what a modest life looks like. They want to enjoy life to the fullest. Villagers have a 50% chance to consume double the amount of luxury goods.

Parasites

One of the villagers was sick, and infected the rest of the settlement with a parasite. All villagers have a 50% chance of eating twice as much during their break.

Settler

Villagers eat less food.

Mitosis

Living matter has a tendency to spread uncontrollably. It multiplies, creating new clusters.

Barrel Schematics

Barrels () can now be produced in the Lumber Mill and Toolshop.

Haste Makes Waste

Scouts work 50% faster on Dangerous Glade Events, but there’s a 50% chance that one of them will die.

Crowded Houses

All houses have room for 1 more villagers.

Stormbird's Anger

Disturbing the Stormbird's nest will instantly summon a storm, which will continue until your scouts have finished working on the event. (Active only when the corresponding Glade Event is being worked on, but canceling the work will not stop the storm)

Ancient Ways

No species can claim the forest as their own, but the Lizard clans are closest to the wilderness. All camp production is increased by +50%. Bonus does not affect Woodcutters' Camps. Same building effects do not stack.

Ancient Stabilizer

A strange relic that fits into the Hearth. Wood production is increased by +2, but the storm will last 40% longer.

Fishmen Rituals

Heavy clouds are gathering around the Sacrifice Totem. The storm’s duration is increased by +100%, while drizzle and clearance seasons are decreased by -50%.

Giant Beast

Villagers are afraid of going into the woods. All woodcutters and gatherers get a -18 penalty to Resolve. (Is active only when the corresponding Glade Event is being worked on)

Giant Beast

Villagers are afraid of going into the woods. All woodcutters and gatherers get a -22 penalty to Resolve. (Is active only when the corresponding Glade Event is being worked on)

Giant Beast

Villagers are afraid of going into the woods. All woodcutters and gatherers get a -16 penalty to Resolve. (Is active only when the corresponding Glade Event is being worked on)

Giant Beast

Villagers are afraid of going into the woods. All woodcutters and gatherers get a -20 penalty to Resolve. (Is active only when the corresponding Glade Event is being worked on)

Export Contract

Increases the production yield of packs of goods by +50%. Gain 1 additional active trade route slot.

Untapped Wealth

Gatherers have a +50% chance of collecting additional resources when harvesting resource nodes.

Regrowth

Plants seem to grow exceptionally fast after the storm. All buildings using fertile soil produce +50% more goods during drizzle season (crops collected during clearance also benefit from this effect).

Termite Infestation

Harvesting and planting are -60% slower. (Is active only when the corresponding Glade Event is being worked on)

Termite Infestation

Harvesting and planting are -80% slower. (Is active only when the corresponding Glade Event is being worked on)

Termite Infestation

Harvesting and planting are -50% slower. (Is active only when the corresponding Glade Event is being worked on)

Termite Infestation

Harvesting and planting are -70% slower. (Is active only when the corresponding Glade Event is being worked on)

Ominous Whispers

Strange voices can be heard from the sealed vault. All woodcutters and gatherers get a -14 penalty to Resolve. (Is active only when the corresponding Glade Event is being worked on)

Ominous Whispers

Strange voices can be heard from the sealed vault. All woodcutters and gatherers get a -18 penalty to Resolve. (Is active only when the corresponding Glade Event is being worked on)

Ominous Whispers

Strange voices can be heard from the sealed vault. All woodcutters and gatherers get a -12 penalty to Resolve. (Is active only when the corresponding Glade Event is being worked on)

Ominous Whispers

Strange voices can be heard from the sealed vault. All woodcutters and gatherers get a -16 penalty to Resolve. (Is active only when the corresponding Glade Event is being worked on)

Sloppy Woodcutting

Woodcutting speed is increased by +100%, but fuel burns 200% faster in the Hearth.

Cursed Battlefield

The forest has reshaped itself. It is impossible to recognize the danger of the glades, which are now all of even size.

Diverse Flora

Vegetation here mutates into unique strands. Each type of tree provides distinct bonus resources.

Giant Organisms

The Marshlands are home to enormous lifeforms. Giant resource nodes can be found in Forbidden Glades (). Each glade will have a different one.

Buried Mysteries

A lush and exotic land, filled with prehistoric remains. Ancient excavation sites can be found here.

Blightrot & Corruption

Pollution from industrial production feeds the growth of Blightrot Cysts. Deploy Blight Fighters to prevent your Hearths from becoming corrupted during the storm.

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District

The town is booming with activity and industry thrives. +10% to global extra production chance. The Ancient Hearth's resistance to corruption is increased by 150.

Neighborhood

Some viceroys say aesthetics don't matter out in the wilds, but you know better than that. +10% to global production speed. The Ancient Hearth's resistance to corruption is increased by 150.

Encampment

Gathered around the blazing fire, folks keep each other's spirits high. (+2 to Global Resolve). The Ancient Hearth's resistance to corruption is increased by 150.

Flooded Mines

This region was heavily exploited by other viceroys. Hostility doesn't grow with each passing year, but you’ll gain 2 more Hostility Points per villager.

Monastery of the Holy Flame

The Monks of the Holy Flame are a fanatically egalitarian order. You cannot forbid food consumption, or favor any species.

Watchtower

The Royal Guard is watching over this region. Discovering glades doesn't increase Hostility.

Forsaken Gods Temple

Due to a strange curse, people can't leave the settlement, but they also don't generate Reputation from Resolve.

Advent of Flame

A sacred period for all members of the Church. Start with the Temple Blueprint. Impatience grows 4% slower for each person that has their religion need fulfilled.

Calm Lands

The forest seems to have been soothed. Opening glades no longer increases Hostility.

Missing Crude Workstation

Some half-witted fool lost the blueprint for the Crude Workstation. Start without the Crude Workstation, but with 15 of each building material.

Scavenging Party

The caravan is prepared for all conditions. Start with all basic camps unlocked.

Third Party

The forest is more inviting than usual, but there seems to be something extremely oppressive in this region. Hostility gained by exploring glades reduces by 5, while each year gives an extra 20 Hostility.

Wine Shortage

The Smoldering City is running low on wine, and demand is soaring. Start with the Cellar Blueprint. The settlement specializes in wine production. Gain +1 to Beaver Resolve for every 70 Wine produced.

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Wet Soil

It's particularly hard to build anything in this region. Buildings require 50% more materials.

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Royal Permit

Gain 1 additional cornerstone reroll charge.

Heavy Fog

The forest is shrouded in a thick miasma, making it impossible to see past the trees (Dangerous and Forbidden Glade warnings disabled). (Is active only when the corresponding Glade Event is being worked on)

Haunted Forest

Sometimes, viceroys condemn their people to a terrible fate... Dangerous and Forbidden Glade warnings are disabled.

Haunted Forest

The forest is shrouded in a thick miasma, making it impossible to see past the trees (Dangerous and Forbidden Glade warnings disabled).

Toxic Ooze

A toxic substance of unknown origin. Destroys all planted crops in farm fields.

Earthquake

Drainage moles are intelligent beings, but they can be very bad-tempered when hungry. Kills villagers and destroys all resource nodes and buildings within a 20 field radius.

Magical Explosion

The core of the machinery is unstable, and could explode at any minute. Destroys everything within a 18 field radius.

Magical Explosion

The core of the machinery is unstable, and could explode at any minute. Destroys everything within a 10 field radius.

Small Miasma Cloud

A thick, spreading cloud of miasma. It kills every living being within a radius of 20 fields.

Scientific Award

The Queen has decided to reward you for your exceptional achievements in science. You receive an additional cornerstone choice.

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Ruined Settlement

A once prosperous settlement, ravaged by the Blightstorm. A lot of ruined buildings can be found nearby.

Scientific Council

The Queen has decided to reward you for your exceptional achievements in science. You receive an additional blueprint choice.

Budget Cuts

The Queen has visited the Obsidian Archives in person, and was dissatisfied with the amount of funding spent on expeditions. You have one fewer initial blueprint.

Queen's Support

This expedition is of special interest to the crown. You gain an extra blueprint choice at the beginning of the game.

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Flooding

Though it may be primitive, Fishmen magic can be very effective. Destroys all roads in the settlement.

Wildfire Presence

Fuel consumption is increased by 150%. (Is active only when the corresponding Glade Event is being worked on)

Wildfire Presence

Fuel consumption is increased by 200%. (Is active only when the corresponding Glade Event is being worked on)

Wildfire Presence

Fuel consumption is increased by 250%. (Is active only when the corresponding Glade Event is being worked on)

Wildfire Presence

Fuel consumption is increased by 300%. (Is active only when the corresponding Glade Event is being worked on)

Fickle Flame

The miasma is getting closer and closer to the Hearth... Fuel consumption is increased by 33%.

Secret Techniques of the Firekeeper

Fuel burns 20% longer in Hearths.

Secret Techniques of the Firekeeper

An old manuscript detailing long-forgotten burning rites. Fuel burns 33% longer in Hearths.

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Pragmatic Frugality

Beaver firekeepers know a lot about burning techniques (20% slower fuel consumption).

Piercing Winds

Extremely strong winds make it difficult to sustain the Holy Flame. Fuel efficiency is 200% lower.

Humid Climate

The humidity in this region is unbearable. Fuel efficiency is 25% lower. This effect scales with Hostility.

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You can see the content of undiscovered glades.

Fertile Grounds

Glades have an increased chance of including fertile soil.

Barren Lands

The soil is too acidic. There is no fertile soil anywhere in this region.

Light as a Feather

Harpy firekeepers can teach villagers how to be more nimble and agile. Global carrying capacity is increased by 5.

Market Carts

Small wooden carts, perfect for transporting goods. Global carrying capacity is increased by 10. Same building effects do not stack.

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Public Lectures

All are curious by nature. Villagers are quick to implement newly acquired knowledge in their daily lives. The chance for bonus production yields is increased by 15%. Same building effects do not stack.

Inspiring Pressure

The forest is as scary as it is beautiful. Villagers’ have a 5% chance of earning bonus yields from production and gathering for each Hostility level.

District

The town is booming with activity and industry thrives. +10% to global extra production chance.

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+5% to global production speed.

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Good Health

Regular baths improve everyone's well-being. Global production rate is 25% faster. Same building effects do not stack.

Overheating

Global production speed is 15% slower.

Sacrifice Oil

global production speed increased by 25%.

Neighborhood

Some viceroys say aesthetics don't matter out in the wilds, but you know better than that. +10% to global production speed.

Industrialized Agriculture

New farming methods are very effective, but cause a lot of pollution. (-1 to Global Resolve)

Explorers' Boredom

Who would have thought that great explorers are not so great at planting mushrooms? (-5 to Global Resolve)

Scared

The ghost from the Forsaken Crypt is threatening the villagers. (-4 to Global Resolve)

Scared

The ghost from the Forsaken Crypt is threatening the villagers. (-6 to Global Resolve)

Scared

The ghost from the Forsaken Crypt is threatening the villagers. (-3 to Global Resolve)

Scared

The ghost from the Forsaken Crypt is threatening the villagers. (-5 to Global Resolve)

Frequent Caravans

The constant flow of goods keeps your villagers distracted. (+3 to Global Resolve for 1 min)

Haunted

Villagers are haunted by terrifying visions. (-3 to Global Resolve)

Generous Rations

A surplus of food makes the villagers happy. (+5 to Global Resolve)

Sacred Pyre

Lizard firekeepers are very adept at ancient rites. (+1 to Global Resolve)

Converted Harmony Spirit Altar

When your villagers' needs are met, Harmony is fostered. Each unique service building adds {0} to Global Resolve. (+2 to Global Resolve)

Gleeman's Tales

Every evening, a Gleeman tells stories about past glories, and times before the Great Civil War. (+3 to Global Resolve) Same building effects do not stack.

Joy Of Discovery

There’s something truly magical about setting one's foot in a place that’s been hidden for millennia. (+15 to Global Resolve for 5 min)

Rebellious Spirit

The people are feeling oddly rebellious. (+1 to Global Resolve)

Converted Totem of Denial

A Totem of Denial cleansed by the Holy Flame. Grants a Global Resolve bonus. (+3 to Global Resolve)

Creeping Shadows

People fear the unknown during the storm. (-10 to Global Resolve for 3 min)

Gentle Dawn

People are willing to venture into the wilds and explore. (+3 to Global Resolve for 3 min)

Ancient Artifact

The people in your settlement have survived many hardships, bringing them closer together. (+1 to Global Resolve)

Thrill of Exploration

Discovering new lands lifts people's spirits. (+3 to Global Resolve for 2 min)

Tales of Discovery

Tales of distant lands and brave explorers. (+1 to Global Resolve)

Spices from the Citadel

Spices from the Smoldering City - a favorite of Humans and Lizardfolk. (+1 to Global Resolve)

Wealth

The people are enjoying living in a prosperous settlement. (+1 to Global Resolve)

Encampment

Gathered around the blazing fire, folks keep each other's spirits high. (+2 to Global Resolve)

Living Matter

The odor from living matter is making people feel sick. (-3 to Global Resolve)

Chaos

Harmony has been disturbed. (-5 to Global Resolve)

Gate Presence

The mere presence of a Dark Gate makes the villagers fear for their lives. (-6 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)

Gate Presence

The mere presence of a Dark Gate makes the villagers fear for their lives. (-10 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)

Gate Presence

The mere presence of a Dark Gate makes the villagers fear for their lives. (-4 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)

Gate Presence

The mere presence of a Dark Gate makes the villagers fear for their lives. (-8 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)

Fear of the Wilds

People are afraid of whatever destroyed the caravan. (-4 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)

Fear of the Wilds

People are afraid of whatever destroyed the caravan. (-6 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)

Fear of the Wilds

People are afraid of whatever destroyed the caravan. (-3 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)

Fear of the Wilds

People are afraid of whatever destroyed the caravan. (-5 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)

Fear of the Wilds

People are afraid of whatever destroyed the caravan. (-6 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)

Fear of the Wilds

People are afraid of whatever destroyed the caravan. (-8 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)

Fear of the Wilds

People are afraid of whatever destroyed the caravan. (-5 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)

Fear of the Wilds

People are afraid of whatever destroyed the caravan. (-7 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)

Creeping Fishmen

Something is observing the villagers from the edge of the woods. (-2 to Global Resolve)

Foul Taste

Food tastes terrible due to contaminants from a leaking cauldron. (-8 to Global Resolve)

Dangerous Move

Villagers don't approve of discovering Dangerous and Forbidden Glades during the storm. (-2 to Global Resolve)

Devastating Storms

The rampaging storm stifles the spirit of all living creatures. (-20 to Global Resolve)

Cloudburst

The heavy rain is unbearable. (-10 to Global Resolve for 3 min)

Stonetooth Swarm

Agitated termites can be a real nuisance. (-6 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)

Stonetooth Swarm

Agitated termites can be a real nuisance. (-8 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)

Stonetooth Swarm

Agitated termites can be a real nuisance. (-5 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)

Stonetooth Swarm

Agitated termites can be a real nuisance. (-7 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)

Growing Darkness

With its giant wings, the Stormbird can bring even more stormy clouds over the settlement. (-4 to Global Resolve)

Forsaken Gods Temple

ModifierEffect_TempleResolve_Desc (-1 to Global Resolve)

Looming Darkness

The rampaging storm stifles the spirit of all living creatures. An additional stack of this effect is added for each Hostility level. (-4 to Global Resolve)

Looming Darkness

The rampaging storm stifles the spirit of all living creatures. An additional stack of this effect is added for each Hostility level. (-4 to Global Resolve)

Barrels of Ale

10 Ale

Barrels of Ale

20 Ale

Barrels of Ale

35 Ale

Barrels of Ale

40 Ale

Barrels of Ale

5 Ale

Barrels of Ale

50 Ale

Amber Pouch

1 Amber

Amber Pouch

2 Amber

Amber Pouch

3 Amber

Amber Pouch

2 Amber

Amber Pouch

45 Amber

Amber Pouch

50 Amber

Amber Pouch

55 Amber

Amber Pouch

7 Amber

Amber Pouch

8 Amber

Chest of Ancient Tablets

1 Ancient Tablet

Chest of Ancient Tablets

8 Ancient Tablet

Chest of Ancient Tablets

2 Ancient Tablet

Chest of Ancient Tablets

3 Ancient Tablet

Chest of Ancient Tablets

5 Ancient Tablet

Chest of Ancient Tablets

8 Ancient Tablet

Artifacts

1 Artifacts

Artifacts

10 Artifacts

Artifacts

2 Artifacts

Artifacts

3 Artifacts

Artifacts

4 Artifacts

Artifacts

5 Artifacts

Crate of Cosmetics

20 Cosmetics

Crate of Cosmetics

40 Cosmetics

Barrels

1 Barrels

Barrels

15 Barrels

Barrels

2 Barrels

Barrels

3 Barrels

Barrels

4 Barrels

Barrels

5 Barrels

Basket of Berries

10 Berries

Basket of Berries

25 Berries

Basket of Berries

40 Berries

Basket of Berries

50 Berries

Basket of Biscuits

10 Biscuits

Basket of Biscuits

15 Biscuits

Crate of Bricks

2 Bricks

Crate of Bricks

25 Bricks

Crate of Bricks

4 Bricks

Crate of Bricks

5 Bricks

Crate of Bricks

8 Bricks

Crate of Clay

10 Clay

Crate of Clay

20 Clay

Crate of Clay

25 Clay

Crate of Clay

30 Clay

Crate of Clay

5 Clay

Crate of Clay

50 Clay

Crate of Clay

8 Clay

Chest of Coal

10 Coal

Chest of Coal

40 Coal

Chest of Coal

50 Coal

Bundle of Coats

10 Coats

Bundle of Coats

15 Coats

Bundle of Coats

20 Coats

Bundle of Coats

35 Coats

Bundle of Coats

5 Coats

Bundle of Coats

50 Coats

Copper Bars

1 Copper Bars

Copper Bars

10 Copper Bars

Copper Bars

15 Copper Bars

Copper Bars

20 Copper Bars

Crate of Copper Ore

1 Copper Ore

Crate of Copper Ore

10 Copper Ore

Crate of Copper Ore

15 Copper Ore

Crate of Copper Ore

20 Copper Ore

Crate of Copper Ore

30 Copper Ore

Crate of Copper Ore

5 Copper Ore

Box of Crystalized Dew

1 Crystalized Dew

Box of Crystalized Dew

10 Crystalized Dew

Box of Crystalized Dew

15 Crystalized Dew

Box of Crystalized Dew

2 Crystalized Dew

Box of Crystalized Dew

20 Crystalized Dew

Box of Crystalized Dew

25 Crystalized Dew

Box of Crystalized Dew

4 Crystalized Dew

Box of Crystalized Dew

40 Crystalized Dew

Box of Crystalized Dew

5 Crystalized Dew

Box of Crystalized Dew

8 Crystalized Dew

Basket of Eggs

20 Eggs

Basket of Eggs

25 Eggs

Basket of Eggs

40 Eggs

Basket of Eggs

50 Eggs

Bundle of Fabric

15 Fabric

Bundle of Fabric

2 Fabric

Bundle of Fabric

4 Fabric

Bundle of Fabric

5 Fabric

Sacks of Flour

10 Flour

Sacks of Flour

20 Flour

Sacks of Flour

25 Flour

Sacks of Flour

35 Flour

Sacks of Flour

45 Flour

Food Stockpiles

1 Food Stockpiles

Food Stockpiles

10 Food Stockpiles

Food Stockpiles

2 Food Stockpiles

Food Stockpiles

3 Food Stockpiles

Food Stockpiles

4 Food Stockpiles

Food Stockpiles

5 Food Stockpiles

Oil Vessels

10 Oil

Oil Vessels

15 Oil

Oil Vessels

20 Oil

Oil Vessels

3 Oil

Oil Vessels

40 Oil

Box of Grain

15 Grain

Box of Grain

40 Grain

Box of Grain

50 Grain

Box of Grain

60 Grain

Bundle of Herbs

10 Herbs

Bundle of Herbs

15 Herbs

Bundle of Herbs

5 Herbs

Bundle of Herbs

50 Herbs

Bundle of Herbs

60 Herbs

Bundle of Herbs

70 Herbs

Vessel of Incense

12 Incense

Vessel of Incense

15 Incense

Vessel of Incense

3 Incense

Vessel of Incense

30 Incense

Vessel of Incense

5 Incense

Vessel of Incense

8 Incense

Box of Infused Tools

10 Infused Tools

Box of Infused Tools

12 Infused Tools

Box of Infused Tools

15 Infused Tools

Box of Infused Tools

2 Infused Tools

Box of Infused Tools

3 Infused Tools

Box of Infused Tools

4 Infused Tools

Box of Infused Tools

5 Infused Tools

Box of Infused Tools

6 Infused Tools

Box of Infused Tools

7 Infused Tools

Box of Infused Tools

8 Infused Tools

Box of Infused Tools

9 Infused Tools

Vials of Pigment

10 Pigment

Vials of Pigment

16 Pigment

Vials of Pigment

35 Pigment

Vials of Pigment

40 Pigment

Vials of Pigment

5 Pigment

An Insect

1 Insects

An Insect

10 Insects

An Insect

2 Insects

An Insect

20 Insects

Basket of Jerky

10 Jerky

Basket of Jerky

15 Jerky

Basket of Jerky

20 Jerky

Basket of Jerky

5 Jerky

Bundle of Leather

10 Leather

Bundle of Leather

20 Leather

Bundle of Leather

30 Leather

Bundle of Leather

5 Leather

Machinery

1 Machinery

Machinery

10 Machinery

Machinery

2 Machinery

Machinery

3 Machinery

Machinery

4 Machinery

Machinery

5 Machinery

Box of Simple Tools

3 Simple Tools

Box of Simple Tools

34 Simple Tools

Box of Simple Tools

40 Simple Tools

Box of Simple Tools

5 Simple Tools

Box of Simple Tools

9 Simple Tools

Pack of Mushrooms

10 Mushrooms

Pack of Mushrooms

15 Mushrooms

Pack of Mushrooms

3 Mushrooms

Pack of Mushrooms

40 Mushrooms

Pack of Mushrooms

5 Mushrooms

Pack of Mushrooms

60 Mushrooms

Pack of Mushrooms

8 Mushrooms

Pack of Meat

10 Meat

Pack of Meat

15 Meat

Pack of Meat

20 Meat

Pack of Meat

25 Meat

Pack of Meat

5 Meat

Pack of Meat

6 Meat

Pack of Meat

60 Meat

Oil Vessels

10 Oil

Oil Vessels

15 Oil

Oil Vessels

2 Oil

Oil Vessels

3 Oil

Oil Vessels

40 Oil

Oil Vessels

5 Oil

Oil Vessels

6 Oil

Packs of Building Materials

1 Pack of Building Materials

Packs of Building Materials

10 Pack of Building Materials

Packs of Building Materials

12 Pack of Building Materials

Packs of Building Materials

15 Pack of Building Materials

Packs of Building Materials

5 Pack of Building Materials

Packs of Building Materials

8 Pack of Building Materials

Packs of Crops

1 Pack of Crops

Packs of Crops

10 Pack of Crops

Packs of Crops

15 Pack of Crops

Packs of Crops

5 Pack of Crops

Packs of Provisions

1 Pack of Provisions

Packs of Provisions

10 Pack of Provisions

Packs of Provisions

3 Pack of Provisions

Packs of Provisions

6 Pack of Provisions

Pack of Trade Goods

10 Pack of Trade Goods

Pack of Trade Goods

6 Pack of Trade Goods

Pack of Luxury Goods

10 Pack of Luxury Goods

Pack of Luxury Goods

5 Pack of Luxury Goods

Bundle of Scrolls

10 Scrolls

Bundle of Scrolls

25 Scrolls

Bundle of Scrolls

30 Scrolls

Bundle of Scrolls

40 Scrolls

Parts

1 Parts

Parts

14 Parts

Parts

20 Parts

Pickled Goods

15 Pickled Goods

Basket of Pies

20 Pie

Box of Planks

2 Planks

Box of Planks

25 Planks

Box of Planks

3 Planks

Bundle of Plant Fiber

10 Plant Fiber

Bundle of Plant Fiber

15 Plant Fiber

Bundle of Plant Fiber

20 Plant Fiber

Bundle of Plant Fiber

25 Plant Fiber

Bundle of Plant Fiber

30 Plant Fiber

Bundle of Plant Fiber

4 Plant Fiber

Bundle of Plant Fiber

50 Plant Fiber

Box of Pottery

10 Pottery

Box of Pottery

20 Pottery

Box of Pottery

3 Pottery

Box of Pottery

30 Pottery

Box of Pottery

5 Pottery

Box of Pottery

6 Pottery

Purging Fire

5 Purging Fire

Bundle of Reeds

10 Reed

Bundle of Reeds

25 Reed

Bundle of Reeds

35 Reed

Bundle of Reeds

40 Reed

Bundle of Reeds

5 Reed

Bundle of Reeds

50 Reed

Bundle of Reeds

8 Reed

Resin

2 Resin

Resin

4 Resin

Resin

6 Resin

Pack of Roots

10 Roots

Pack of Roots

15 Roots

Pack of Roots

20 Roots

Pack of Roots

40 Roots

Gift from the Woods

These seem to be the ideal conditions in which to create Amber. Gain 5 Amber every drizzle season, plus an additional 5 Amber for each Hostility level reached.

Crate of Sea Marrow

10 Sea Marrow

Crate of Sea Marrow

15 Sea Marrow

Crate of Sea Marrow

20 Sea Marrow

Crate of Sea Marrow

25 Sea Marrow

Crate of Sea Marrow

5 Sea Marrow

Pack of Skewers

20 Skewers

Vessels of Sparkdew

10 Sparkdew

Vessels of Sparkdew

15 Sparkdew

Vessels of Sparkdew

25 Sparkdew

Vessels of Sparkdew

30 Sparkdew

Vessels of Sparkdew

35 Sparkdew

Vessels of Sparkdew

40 Sparkdew

Training Gear

40 Training Gear

Crate of Vegetables

40 Vegetables

Crate of Vegetables

50 Vegetables

Crate of Vegetables

40 Vegetables

Crate of Waterskins

10 Waterskins

Crate of Waterskins

15 Waterskins

Crate of Waterskins

20 Waterskins

Crate of Waterskins

5 Waterskins

Crate of Waterskins

50 Waterskins

Crate of Stone

20 Stone

Crate of Stone

25 Stone

Crate of Stone

5 Stone

Crate of Stone

50 Stone

Crate of Stone

8 Stone

Barrels of Wine

10 Wine

Barrels of Wine

20 Wine

Barrels of Wine

3 Wine

Crate of Wood

10 Wood

Crate of Wood

100 Wood

Crate of Wood

15 Wood

Crate of Wood

20 Wood

Crate of Wood

30 Wood

Crate of Wood

40 Wood

Crate of Wood

5 Wood

Crate of Wood

50 Wood

Crate of Wood

60 Wood

Crate of Wood

70 Wood

Ale Delivery Line

3 Ale per minute.

Amber Tax

3 Amber per minute

Amber Tax

3 Amber per minute.

Amber Tax

5 Amber per minute.

Barrel Delivery Line

3 Barrels per minute.

Berry Delivery Line

10 Berries per minute.

Berry Delivery Line

5 Berries per minute.

Clay Delivery Line

10 Clay per minute.

Coal Delivery Line

10 Coal per minute.

Coat Delivery Line

10 Coats per minute.

Metal Delivery Line

2 Copper Bars per minute.

Metal Delivery Line

3 Copper Bars per minute.

Metal Delivery Line

5 Copper Bars per minute.

Ore Delivery Line

10 Copper Ore per minute.

Egg Delivery Line

10 Eggs per minute.

Egg Delivery Line

3 Eggs per minute.

Nest Eggs

Eggs laid by a tamed Stormbird. 5 Eggs per minute.

Fiber Delivery Line

10 Plant Fiber per minute.

Grain Delivery Line

10 Grain per minute.

Grain Delivery Line

15 Grain per minute.

Herb Delivery Line

10 Herbs per minute.

Herb Delivery Line

2 Herbs per minute.

Incense Delivery Line

3 Incense per minute.

Termite Nest

3 Insects per minute.

Leather Delivery Line

5 Leather per minute.

Scroll Delivery Line

3 Scrolls per minute.

Scroll Delivery Line

5 Scrolls per minute.

Meat Delivery Line

10 Meat per minute.

Mushroom Delivery Line

10 Mushrooms per minute.

Mushroom Delivery Line

5 Mushrooms per minute.

Oil Delivery Line

10 Oil per minute.

Reed Delivery Line

10 Reed per minute.

Root Delivery Line

10 Roots per minute.

Sparkdew Delivery Line

10 Sparkdew per minute.

Sparkdew Delivery Line

15 Sparkdew per minute.

Sparkdew Delivery Line

5 Sparkdew per minute.

Stone Delivery Line

10 Stone per minute.

Stone Delivery Line

3 Stone per minute.

Tool Delivery Line

2 Simple Tools per minute.

Tool Delivery Line

4 Simple Tools per minute.

Training Gear Delivery Line

3 Training Gear per minute.

Training Gear Delivery Line

5 Training Gear per minute.

Vegetable Delivery Line

3 Vegetables per minute.

Barrel Delivery Line

5 Barrels per minute.

Mortar and Pestle

+1 to Cosmetics production. Gain additional Cosmetics every yield (from gathering, farming, or production).

Advanced Coopering

+2 to Barrels production. Gain additional Barrels every yield (from gathering, farming, or production).

Advanced Coopering

+3 to Barrels production. Gain additional Barrels every yield (from gathering, farming, or production).

Large Berry Baskets

+3 to Berries production. Gain additional Berries every yield (from gathering, farming, or production).

Bigger Pans

+3 to Biscuits production. Gain additional Biscuits every yield (from gathering, farming, or production).

Reinforced Brick Mold

+3 to Bricks production. Gain additional Bricks every yield (from gathering, farming, or production).

Steel Shovels

+2 to Clay production. Gain additional Clay every yield (from gathering, farming, or production).

Steel Shovels

+3 to Clay production. Gain additional Clay every yield (from gathering, farming, or production).

Specialized Mining

+3 to Coal production. Gain additional Coal every yield (from gathering, farming, or production).

Advanced Smelting

+2 to Copper Bars production. Gain additional Copper Bars every yield (from gathering, farming, or production).

Advanced Smelting

+3 to Copper Bars production. Gain additional Copper Bars every yield (from gathering, farming, or production).

Steel Shovels

+2 to Copper Ore production. Gain additional Copper Ore every yield (from gathering, farming, or production).

Steel Shovels

+3 to Copper Ore production. Gain additional Copper Ore every yield (from gathering, farming, or production).

Advanced Smithing

+2 to Simple Tools production. Gain additional Simple Tools every yield (from gathering, farming, or production).

Advanced Smithing

+3 to Simple Tools production. Gain additional Simple Tools every yield (from gathering, farming, or production).

Crystal Growth

+3 to Crystalized Dew production. Gain additional Crystalized Dew every yield (from gathering, farming, or production).

Crystal Growth

All Crystalized Dew production is reduced by 1 (whether from gathering, farming, or production).

Reinforced Needles

+3 to Fabric production. Gain additional Fabric every yield (from gathering, farming, or production).

Heavy Millstone

+3 to Flour production. Gain additional Flour every yield (from gathering, farming, or production).

Mold Supply

+3 to Grain production. Gain additional Grain every yield (from gathering, farming, or production).

Sharp Sickles

+3 to Herbs production. Gain additional Herbs every yield (from gathering, farming, or production).

Vessel of Incense

+2 to Incense production. Gain additional Incense every yield (from gathering, farming, or production).

Rainpunk Smithing

+1 to Infused Tools production. Gain additional Infused Tools every yield (from gathering, farming, or production).

Rainpunk Smithing

+2 to Infused Tools production. Gain additional Infused Tools every yield (from gathering, farming, or production).

Rainpunk Smithing

+3 to Infused Tools production. Gain additional Infused Tools every yield (from gathering, farming, or production).

Nets

+2 to Insects production. Gain additional Insects every yield (from gathering, farming, or production).

Nets

+3 to Insects production. Gain additional Insects every yield (from gathering, farming, or production).

Tanning Racks

+3 to Leather production. Gain additional Leather every yield (from gathering, farming, or production).

Nets

+3 to Meat production. Gain additional Meat every yield (from gathering, farming, or production).

Fungal Growth

+3 to Mushrooms production. Gain additional Mushrooms every yield (from gathering, farming, or production).

Heavy Press

+2 to Oil production. Gain additional Oil every yield (from gathering, farming, or production).

Heavy Press

+3 to Oil production. Gain additional Oil every yield (from gathering, farming, or production).

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Industrialized Farming

+2 to Pack of Crops production. Gain additional Pack of Crops every yield (from gathering, farming, or production).

Industrialized Farming

+3 to Pack of Crops production. Gain additional Pack of Crops every yield (from gathering, farming, or production).

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Rich in Fiber

+2 to Plant Fiber production. Gain additional Plant Fiber every yield (from gathering, farming, or production).

Rich in Fiber

+3 to Plant Fiber production. Gain additional Plant Fiber every yield (from gathering, farming, or production).

Rain-Powered Pottery Wheel

+2 to Pottery production. Gain additional Pottery every yield (from gathering, farming, or production).

Rain-Powered Pottery Wheel

+3 to Pottery production. Gain additional Pottery every yield (from gathering, farming, or production).

Leather Gloves

+1 to Reed production. Gain additional Reed every yield (from gathering, farming, or production).

Leather Gloves

+3 to Reed production. Gain additional Reed every yield (from gathering, farming, or production).

Bleeding Trees

+2 to Resin production. Gain additional Resin every yield (from gathering, farming, or production).

Bleeding Trees

+3 to Resin production. Gain additional Resin every yield (from gathering, farming, or production).

Steel Penknives

+3 to Roots production. Gain additional Roots every yield (from gathering, farming, or production).

Berry New Year

+3 to Berries production. Gain additional Berries every yield (from gathering, farming, or production).

Mating Season

+3 to Meat production. Gain additional Meat every yield (from gathering, farming, or production).

Mushrooms After Rain

+3 to Mushrooms production. Gain additional Mushrooms every yield (from gathering, farming, or production).

Heavy Drops

+5 to Sparkdew production. Gain additional Sparkdew every yield (from gathering, farming, or production).

Steel Pickaxes

+3 to Stone production. Gain additional Stone every yield (from gathering, farming, or production).

Woodworking Tools

+1 to Training Gear production. Gain additional Training Gear every yield (from gathering, farming, or production).

Woodworking Tools

+3 to Training Gear production. Gain additional Training Gear every yield (from gathering, farming, or production).

Advanced Filters

+1 to Wine production. Gain additional Wine every yield (from gathering, farming, or production).

Steel Axes

+1 to Wood production.

Steel Axes

+2 to Wood production. Gain additional Wood every yield (from gathering, farming, or production).

Steel Axes

+3 to Wood production. Gain additional Wood every yield (from gathering, farming, or production).

Scarlet Tears

Pain and suffering speak through the phantoms of the past. Destroys all stored Amber, Ancient Tablet.

Scarlet Tears

Pain and suffering speak through the phantoms of the past. Destroys all stored Biscuits, Jerky, Pickled Goods, Pie, Skewers.

Scarlet Tears

Pain and suffering speak through the phantoms of the past. Destroys all stored Sea Marrow, Oil, Coal.

Scarlet Tears

Pain and suffering speak through the phantoms of the past. Destroys all stored Ale, Coats, Incense, Training Gear, Wine, Scrolls, Cosmetics.

Scarlet Tears

Pain and suffering speak through the phantoms of the past. Destroys 6 stored

Pain and suffering speak through the phantoms of the past. Destroys all stored Berries, Eggs, Grain, Herbs, Insects, Meat, Mushrooms, Roots, Vegetables.

Scarlet Tears

Pain and suffering speak through the phantoms of the past. Destroys all stored Simple Tools, Infused Tools.

Mistworm Infestation

Where there is one mistworm, soon many more will follow. Destroys all stored food (both raw and cooked).

Forced Sacrifice

The Temple demands offerings. Destroys all trade goods in the Warehouse (packs of goods, Amber, Ancient Tablets).

Agitated Swarm

Nothing can stop a hungry stonetooth termite swarm from feeding. Destroys all stored building materials (bricks, fabric, planks).

Petrified Wood

The sickness of the petrified tree spreads throughout the settlement. Destroys all stored wood (planks, wood).

Combustion

The mere presence of a fire spirit can cause spontaneous combustion in its vicinity. Destroys all stored fuel (Coal, Oil, Wood, Sea Marrow).

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The mere presence of a fire spirit can cause spontaneous combustion in its vicinity. Destroys all stored fuel ({0}).

Human Influx

2 additional Humans will come with each group of newcomers.

Quick Harvest

Harvesting crops is 100% faster.

Slow Harvest

Harvesting crops is 25% faster.

Slow Harvest

Harvesting crops is 50% faster.

Slow Harvest

Harvesting crops is 60% faster.

Slow Harvest

Harvesting crops is 70% faster.

Slow Harvest

Harvesting crops is 80% faster.

Gift of the Woodlands

Harvesting speed in the Royal Woodlands is increased by +10%.

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The Ancient Hearth's resistance to corruption is increased by 100.

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The Ancient Hearth's resistance to corruption is increased by 150.

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The Ancient Hearth's resistance to corruption is increased by 50.

Leakage

The cover of the Ancient Hearth has been damaged due to an exceptionally strong storm. The Hearth's resistance has decreased by 200.

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Firekeeper's Armor

Allows firekeepers to combat corruption more efficiently. Every burned cyst removes an additional 10% corruption.

Sacrament of the Flame

There can be nothing more sacred than a flame in a world soaked with rain. Goods sacrificed in the Ancient Hearth will burn 25% longer. Same building effects do not stack.

Hearth Defect

The Ancient Hearth seems to have a defect. No matter how hard the firekeeper tries, sacrificed resources are burning 35% quicker.

Sacrificial Rituals

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Scientific Grant

The Queen has decided to reward you for your exceptional achievements in science. Gain 70 Amber for every fully restored archaeological find.

Luxury Tax

Amber is worth +5% more for every 2 villagers with the need for luxury fulfilled.

Overcharged Rainpunk Technology

The corrupting power of the rain is seeping through your Rainpunk machinery. Every 110 seconds, a piece of living matter is spawned around the Rainpunk Foundry. (Is active only when the corresponding Glade Event is being worked on)

Overcharged Rainpunk Technology

The corrupting power of the rain is seeping through your Rainpunk machinery. Every 90 seconds, a piece of living matter is spawned around the Rainpunk Foundry. (Is active only when the corresponding Glade Event is being worked on)

Overcharged Rainpunk Technology

The corrupting power of the rain is seeping through your Rainpunk machinery. Every 120 seconds, a piece of living matter is spawned around the Rainpunk Foundry. (Is active only when the corresponding Glade Event is being worked on)

Overcharged Rainpunk Technology

The corrupting power of the rain is seeping through your Rainpunk machinery. Every 100 seconds, a piece of living matter is spawned around the Rainpunk Foundry. (Is active only when the corresponding Glade Event is being worked on)

Carpenter's Tools

Additional tools allow for increased yields. Gain 1 Pack of Building Materials for every 10 Planks produced.

Copper Extractor

Machinery specialized in extracting copper from petrified trees. Gain 1 Copper Ore for every 5 Wood produced.

Frightening Visions

Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 50 seconds.

Frightening Visions

Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 30 seconds.

Frightening Visions

Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds.

Frightening Visions

Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 40 seconds.

Whispering Tombs

Some secrets are better left untold. Get 20 Hostility every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)

Worker Mobilization

The courage and hard work of the town's scouts mobilizes other workers to be more productive. All workers get a +10% higher chance of doubling their production for every Dangerous Glade Event that is being worked on.

Fishmen Traps

Trying to enter the Fishmen cave triggers hidden traps. A Fishmen Totem spawns every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)

Small Altar Box

The forest requires sacrifices. Gain a -15 reduction in Hostility every time 2 villagers die.

Decryption

Archaeologists have learned how to decipher ancient tablets, and can now use that knowledge to appease the angry forest. You get -15 Hostility for every Ancient Tablet in your settlement's Warehouse.

Disturbing the Dead

Woodcutting angers the dead. Hostility increases by +5 points for every 4 fallen trees. (Is active only when the corresponding Glade Event is being worked on)

Disturbing the Dead

Woodcutting angers the dead. Hostility increases by +5 points for every 2 fallen trees. (Is active only when the corresponding Glade Event is being worked on)

Disturbing the Dead

Woodcutting angers the dead. Hostility increases by +5 points for every 5 fallen trees. (Is active only when the corresponding Glade Event is being worked on)

Disturbing the Dead

Woodcutting angers the dead. Hostility increases by +5 points for every 3 fallen trees. (Is active only when the corresponding Glade Event is being worked on)

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The Crown Chronicles

A generation which ignores history has no past and no future. Gain a stack of the Wealth Effect (+1 to Global Resolve) for each rebuilt or salvaged ruin (the bonus will be added retroactively). Same building effects do not stack.

The Guild's Welfare

According to custom, a small part of the Amber that goes through each Guild should be repaid to support the locals. Gain a stack of the Wealth Effect (+1 to Global Resolve) every time you sell goods worth 60 Amber (the bonus will be added retroactively). Same building effects do not stack.

Consecrated Scrolls

Learning from the consecrated scrolls allows us to better understand the threats we're facing. Every 2 villagers with the need for education fulfilled decreases the forest’s Hostility by -10.

Prayers

Impatience grows 4% slower for each person that has their religion need fulfilled.

Seized Inheritance

The property of the deceased is seized for the benefit of the whole settlement. Gain 20 random goods every time a villager dies.

Land of Luxury

Reputation generated through high Resolve grows +20% faster for every 2 villagers with the need for luxury fulfilled.

Converted Harmony Spirit Altar

When your villagers' needs are met, Harmony is fostered. Each unique service building adds 2 to Global Resolve. (the bonus is added retroactively)

Creeping Fishmen

With each fallen tree, the Fishmen grow closer. Global Resolve is hit by a -2 penalty for every 7 fallen trees.

Creeping Fishmen

With each fallen tree, the Fishmen grow closer. Global Resolve is hit by a -2 penalty for every 5 fallen trees.

Creeping Fishmen

With each fallen tree, the Fishmen grow closer. Global Resolve is hit by a -2 penalty for every 8 fallen trees.

Creeping Fishmen

With each fallen tree, the Fishmen grow closer. Global Resolve is hit by a -2 penalty for every 6 fallen trees.

Robbed Dead

The scent of your wealth makes the robbed spirit angry. You get -4 to Global Resolve for every 10 Amber in the settlement's Warehouses. (Is active only when the corresponding Glade Event is being worked on)

Robbed Dead

The scent of your wealth makes the robbed spirit angry. You get -6 to Global Resolve for every 10 Amber in the settlement's Warehouses. (Is active only when the corresponding Glade Event is being worked on)

Robbed Dead

The scent of your wealth makes the robbed spirit angry. You get -3 to Global Resolve for every 10 Amber in the settlement's Warehouses. (Is active only when the corresponding Glade Event is being worked on)

Robbed Dead

The scent of your wealth makes the robbed spirit angry. You get -5 to Global Resolve for every 10 Amber in the settlement's Warehouses. (Is active only when the corresponding Glade Event is being worked on)

Sacrificial Rituals

While the Hearth is corrupted, you’re unable to sacrifice resources.

Royal Funding

The Queen's generosity knows no limits. Gain 2 Amber every time you sell goods worth 10 Amber.

Creeping Shadows

Discovering a glade during the storm will decrease Global Resolve by -10 for 3 minutes.

Cricket Mating Grounds

The clearings are abuzz with the sound of crickets. Gain 30 Insects for each discovered glade.

Spreading Contamination

Blightrot contaminates everything you send to the Citadel. During the storm, the Queen's Impatience grows 5% faster for every Blightrot Cyst in your settlement.

Greater Threat

Every Dangerous and Forbidden Glade discovered grants -2 to Global Resolve during the storm. (the penalty is added retroactively)

Forgiving Crown

Gain one free cornerstone reroll for every Reputation Point gained during drizzle season.

Gentle Dawn

New year, new challenges. Gain 3 to Global Resolve for 3 minutes every time you discover a new glade (duration stacks).

Forest Offerings

It seems some inhabitants of the forest are grateful for your efforts. During drizzle season, every Dangerous or Forbidden Glade Event you complete will give you 30 random raw food.

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Rotten Rain

Rotten rain is infecting farm fields with living matter that feeds on leftover crops. Living matter will spawn on one farm field every 70 seconds.

Marrow Growth

Small pockets of bone marrow form in the ground and on trees. Gain 5 Sea Marrow for every 5 Coal produced during drizzle season.

Bleeding Trees

A red, sticky substance is oozing out from beneath the tree bark. Gain 2 Resin every time woodcutters cut down a tree.

Resisting Flora

The trees seem to come to life during the storm... Woodcutting is -90% slower, but each fallen tree gives 5 Meat.

Aura of Peace

After each storm comes a time of peace and regrowth. Gain 0.5 Reputation Points for every Dangerous or Forbidden Glade Event completed during drizzle season.

Finders Keepers

After each storm, caravans find countless goods scattered along their routes. During drizzle season, every completed trade route will give you 5 random packs of goods.

Thunder

A terrifying sound from a raging sky. Every 50 seconds, 3 buildings are destroyed by lightning.

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Discovering a glade grants 5 Simple Tools

Full Stock

A Warehouse full of provisions makes it easier to prepare your caravans. Trade routes are faster by 10% for every 10 Pack of Provisions in your settlement's Warehouses.

Scientific Agreement

You signed a very strange deal with the smuggler. You can choose one blueprint from all unlocked blueprints every time 10 villagers die.

Growing Darkness

Villagers get a -4 penalty to their Resolve for each Hostility level. (Is active only when the corresponding Glade Event is being worked on)

Growing Darkness

Villagers get a -4 penalty to their Resolve for each Hostility level. (Permanent. Won't be removed once the corresponding Glade Event is finished.)

Violent Dusk

With its giant wings, the Stormbird can bring even more stormy clouds over the settlement. Villagers get a -4 penalty to their Resolve during each storm. Multiplies with Hostility level. (Permanent. Won't be removed once the corresponding Glade Event is finished.)

Inspiring Pressure

The forest is as scary as it is beautiful. Villagers’ have a 5% chance of earning bonus yields from production and gathering for each Hostility level.

Gathering Knowledge

The Marshlands are a gatherer's paradise. Gathering speed is increased by 10% for every 2 workers assigned to gathering camps.

Royal Tax

The Crown requires you to contribute to the Royal Treasury. At the end of each drizzle season, you have to pay 1 Amber for every 3 villagers. If you don't, 2 people will leave.

Land Tax

Taking advantage of the riches of this new land will cost you. You must pay 5 Amber for each discovered glade, or 2 villagers will be forced to leave.

Guild's Disfavor

The growing power of the Guild hasn't gone unnoticed. The Queen's Impatience grows by 1 every time goods worth 20 Amber are sold.

Rage of the Forest

The forest’s Hostility is temporarily increased by 100 points. (Is active only when the corresponding Glade Event is being worked on)

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High Voltage

The forest’s Hostility is temporarily increased by 200 points. (Is active only when the corresponding Glade Event is being worked on)

Fishmen Totem

The forest’s Hostility is temporarily increased by 20 points.

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Darkest Shadows

The offended ghost has brought misfortune upon you. Hostility is increased by 80.

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Ways of the Forest

A book by the renowned Stormwalker, Pervun Runebeak. Lowers Hostility by 75 points.

Rage of the Forest

The forest’s Hostility is temporarily increased by 5 points.

The Green Brew

Gentle vapors seem to soothe the wilderness. Hostility is decreased by 100. Same building effects do not stack.

Converted Rain Totem

Hostility is decreased by 50.

Sacrifice Coal

Hostility reduced by 80.

Sacrifice Wood

Hostility reduced by 50.

Ancient Battleground

This land was once the place of a mythical battle. You start with 50 Hostility points.

Memory of the Forest

Other viceroys tried to settle here before, and the forest still remembers their presence. Start with 50 Hostility points.

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Flame Amulets

An artifact infused with the power of the Holy Flame. Hostility from woodcutters is decreased by 8.

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The forest seems to have been soothed. Opening glades no longer increases Hostility.

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The forest seems to have been soothed. Opening glades no longer increases Hostility.

Calm Lands

The forest seems to have been soothed. Opening glades no longer increases Hostility.

Calm Lands

The forest seems to have been soothed. Opening glades no longer increases Hostility.

Hunger Storm

Missing even a single meal in this harsh climate can be deadly. If villagers don't have anything to eat during a break, they will gain two stacks of the Hunger effect.

Famine Outbreaks

Famine outbreaks in your previous settlements have made the villagers particularly sensitive to food shortages. Every time villagers have nothing to eat during a break, they will gain two stacks of the Hunger effect instead of one.

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Regular Baths

Every evening, villagers gather to talk, bathe, and strengthen their bonds with each other. Villagers will leave 30% slower. Same building effects do not stack.

Higher Standards

Villagers are less understanding than they used to be. They’re probably getting a bit spoiled by now. Villagers are 100% faster to leave if they have low Resolve.

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Bad Reputation

News of your terrible deed has spread quickly. Wealthier traders are avoiding your settlement.

Bad Reputation

News of your terrible deed has spread quickly. Wealthier traders are avoiding your settlement.

Bad Reputation

News of your terrible deed has spread quickly. Wealthier traders are avoiding your settlement.

Levitating Monument

The power of a nearby monument makes everything feel lighter. You can move most buildings in your settlement.

Poisoned Food

Fishmen are small and cunning enough to sneak into a settlement and poison the food supply. Villagers have a +25% chance of death after eating.

Newcomers

A group of 10 villagers.

Newcomers

A group of 6 villagers.

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Beaver

1 Beaver will join the settlement.

Group of Beavers

4 Beavers will join the settlement.

Harpy

1 Harpy will join the settlement.

Human

1 Human will join the settlement.

Lizard

1 Lizard will join the settlement.

Group of Lizards

3 Lizards will join the settlement.

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New villagers bring 20% more goods with them.

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New villagers bring 25% more goods with them.

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New villagers bring 40% more goods with them.

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New villagers bring 50% more goods with them.

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New villagers bring 75% more goods with them.

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Each newcomer group has 3 additional villagers.

Fishmen Ritual Site

A holy site for the Fishmen. No envoy dares to pass through here. Orders are disabled.

Sabotage

Someone, or something, is disrupting communication with the Citadel. The settlement has been left without any orders.

Royal Outpost

The proximity of a Royal Outpost makes it easier to communicate with the crown. The pool of order choices will increase by 1.

The Generous Envoy

You have preferential treatment in the Queen's Court. The pool of order choices will increase by 1.

Under the Queen's Gaze

The Queen is taking a close interest in your endeavors. You only get one non-timed order to choose from with each envoy visit.

Forsaken Gods Temple

The Forsaken Gods' blessings can be ambiguous. You are guaranteed to get a lot more timed orders in your order picks.

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Dangerous Lands

Only Dangerous Glades can be found in this region.

Forbidden Lands

Only Forbidden Glades can be found in this region.

Shattered Obelisk

You are unable to use the pause function.

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Lightning

Villagers need to create makeshift lightning rods. At the beginning of the storm, pay 5 Copper Ore (multiplied by the amount of years). If you don't, lightning will destroy 3 buildings.

Overheating

Machinery tends to overheat in this climate. 5 Sparkdew is taken from you with every storm (multiplied by the amount of years). If you can't pay, global production speed will be reduced by 15%.

Cloudburst

Even the hardiest villagers need some sort of cover in this weather. At the beginning of a storm, every villager in your settlement will take 1 Coats from the Warehouse. If you can't provide the goods, Global Resolve will be lowered by -10 for 3 minutes.

Vassal Tax

Due to this region's location, the crown requires you to pay 5 Amber with each storm (multiplied by the amount of years played). If you don't, Impatience will grow 20% faster.

Sacred Flame Rituals

Only the Sacred Flame can protect the settlement from the darkness surrounding it. Pay 3 Wood for every villager. If you don't, they will leave.

Land Tax

Taking advantage of the riches of this new land will cost you. You must pay 5 Amber for each discovered glade, or 2 villagers will be forced to leave.

Fertilizer

Planting crops is 100% faster.

Fertilizer

Planting crops is 30% faster.

Fertilizer

Planting crops is 75% faster.

Slow Planting

Planting crops is 25% faster.

Slow Planting

Planting crops is 50% faster.

Slow Planting

Planting crops is 60% faster.

Slow Planting

Planting crops is 70% faster.

Slow Planting

Planting crops is 80% faster.

Rain Pumps

Brewery production is 50% quicker.

Rain Pumps

Flawless Brewery production is 50% quicker.

Reinforced Axes

Woodcutting is way easier. Woodcutters' Camp production is 30% quicker.

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Rotting Wood

Woodcutters cut down trees Woodcutters' Camp faster, but have a 50% chance of destroying their yield. The rain is causing trees to rot and fall apart.

Flavour Enhancer

Smokehouse production is 50% quicker.

Builder's Pack

Any Builder can carry 1 additional item.

Lightweight Wood

The evaporating rainwater has made the wood a lot lighter in this region. Woodcutters can carry 10 more goods in drizzle season.

Unique Ally

An exceptionally strong bond has developed between the Harpies and the Stormbird. They look very pleased to be in its presence. (+3 to Harpies Resolve)

High Hygiene

High cosmetic production is boosting Harpies' morale. (+1 to Harpies Resolve)

Sweet Aroma

A sweet aroma is spreading around the settlement. It seems to be making the Humans feel content. (+1 to Humans Resolve)

Armed to the Teeth

A settlement specialized in training gear production makes Lizards feel safe. (+1 to Lizards Resolve)

Full Goblets

The settlement specializes in wine production, and Beavers love that. (+1 to Beavers Resolve)

Fallen Beavers

Seeing their fallen kin has taken its toll on the villagers. (-8 to Beavers Resolve) (Is active only when the corresponding Glade Event is being worked on)

Fallen Beavers

Seeing their fallen kin has taken its toll on the villagers. (-12 to Beavers Resolve) (Is active only when the corresponding Glade Event is being worked on)

Fallen Beavers

Seeing their fallen kin has taken its toll on the villagers. (-6 to Beavers Resolve) (Is active only when the corresponding Glade Event is being worked on)

Fallen Beavers

Seeing their fallen kin has taken its toll on the villagers. (-10 to Beavers Resolve) (Is active only when the corresponding Glade Event is being worked on)

Fallen Harpy Scientists

Seeing their fallen kin has taken its toll on the villagers. (-8 to Harpies Resolve) (Is active only when the corresponding Glade Event is being worked on)

Fallen Harpy Scientists

Seeing their fallen kin has taken its toll on the villagers. (-12 to Harpies Resolve) (Is active only when the corresponding Glade Event is being worked on)

Fallen Harpy Scientists

Seeing their fallen kin has taken its toll on the villagers. (-6 to Harpies Resolve) (Is active only when the corresponding Glade Event is being worked on)

Fallen Harpy Scientists

Seeing their fallen kin has taken its toll on the villagers. (-10 to Harpies Resolve) (Is active only when the corresponding Glade Event is being worked on)

Fallen Humans

Seeing their fallen kin has taken its toll on the villagers. (-8 to Humans Resolve) (Is active only when the corresponding Glade Event is being worked on)

Fallen Humans

Seeing their fallen kin has taken its toll on the villagers. (-12 to Humans Resolve) (Is active only when the corresponding Glade Event is being worked on)

Fallen Humans

Seeing their fallen kin has taken its toll on the villagers. (-6 to Humans Resolve) (Is active only when the corresponding Glade Event is being worked on)

Fallen Humans

Seeing their fallen kin has taken its toll on the villagers. (-10 to Humans Resolve) (Is active only when the corresponding Glade Event is being worked on)

Fallen Lizards

Seeing their fallen kin has taken its toll on the villagers. (-8 to Lizards Resolve) (Is active only when the corresponding Glade Event is being worked on)

Fallen Lizards

Seeing their fallen kin has taken its toll on the villagers. (-12 to Lizards Resolve) (Is active only when the corresponding Glade Event is being worked on)

Fallen Lizards

Seeing their fallen kin has taken its toll on the villagers. (-6 to Lizards Resolve) (Is active only when the corresponding Glade Event is being worked on)

Fallen Lizards

Seeing their fallen kin has taken its toll on the villagers. (-10 to Lizards Resolve) (Is active only when the corresponding Glade Event is being worked on)

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Wild Growth

Small, energizing drops cause uncontrollable growth in some species. All resource nodes discovered during drizzle season have 10 more charges.

Barrel Schematics

Barrels () can now be produced in the Lumber Mill and Toolshop.

Barrel Schematics

Barrels () can now be produced in the Lumber Mill and Toolshop.

Biscuit Recipes

Biscuits () can now be produced in the Kiln and Rain Mill.

Biscuit Recipes

Biscuits () can now be produced in the Kiln and Rain Mill.

Biscuit Recipes

Biscuits () can now be produced in the Kiln and Rain Mill.

Rain Collector Filter

Powerful equipment for filtering small crystals. Crystalized Dew can be produced in the Rain Collector, but doing so lowers worker Resolve by -5.

Seasonal Crops

All farms can plant mushrooms () on farm fields during drizzle season.

Seasonal Crops

All farms can plant mushrooms () on farm fields during drizzle season.

Seasonal Crops

All farms can plant mushrooms () on farm fields during drizzle season.

Seasonal Crops

All farms can plant mushrooms () on farm fields during drizzle season.

Seasonal Crops

All farms can plant mushrooms () on farm fields during drizzle season.

Seasonal Crops

All farms can plant mushrooms () on farm fields during drizzle season.

Forge Trip Hammer

Parts () can be produced at the Crude Workstation

Soft Stems

The grain stalks have grown soft because of the air’s humidity. During drizzle season, workers in the Harvesters' Camp can gather grain () from grain nodes.

Crimson Rainfall

The rain in this region has a weird red hue and iron taste to it. Pigment () can be collected in the Rain Collector in drizzle season.

Worms After the Rain

Insects are extremely easy to collect after heavy rainfall. During drizzle season, workers in the Scavengers' Camp can gather insects () from insect nodes.

Fermented Rain

The rain is sticky and tastes like wine. During drizzle season, wine () can be produced at the Rain Collector.

Trade Pack Instructions

packs of trade goods () can now be produced in the Brickyard and Clothier.

Trade Pack Instructions

packs of trade goods () can now be produced in the Brickyard and Clothier.

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Acid Rain

The rain dissolves some of the resources transported to your Warehouse. Recipes producing building materials yield 50% fewer goods.

Rich Branches

Production in all camps is increased by 100%.

Corrosive Rainfall

Acid rain is slowly eating away at all metal objects. All recipes using metal or ore have a 50% lower yield.

Involuntary Sacrifice

Recipes producing building materials and packs of goods give 50% less yield.

Involuntary Sacrifice

Recipes producing building materials and packs of goods give 50% less yield.

Viceroy's Survival Guide

A handy set of notes on how to survive in the wilderness, written by an anonymous viceroy. Increases global food production speed by 30%.

Contaminated Food

All food production (both raw and cooked) is 60% slower. (Is active only when the corresponding Glade Event is being worked on)

Contaminated Food

All food production (both raw and cooked) is 70% slower. (Is active only when the corresponding Glade Event is being worked on)

Contaminated Food

All food production (both raw and cooked) is 80% slower. (Is active only when the corresponding Glade Event is being worked on)

Contaminated Food

All food production (both raw and cooked) is 90% slower. (Is active only when the corresponding Glade Event is being worked on)

Advanced Fuel

All fuel recipes are 33% faster.

Advanced Fuel

All fuel recipes are 66% faster.

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Metallurgic Proficiency

All recipes that use metal or ore will be produced 66% quicker.

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Metallurgic Proficiency

All recipes that use metal or ore will be produced 66% quicker.

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All packs of goods are produced 50% faster.

Quick Deliveries

All packs of goods are produced 66% faster.

Salty Breeze

The salty air makes it easier to preserve food. Food production speed is increased by 80% during drizzle season.

Rot from the Sky

The rain smells like Blightrot... Global food production is 15% slower. This effect scales with Hostility.

Fruitful Season

The forest's fruits are so ripe, they almost fall into the basket on their own. Gathering speed is increased by 50%.

Quaking Bog

The ground is moving and swaying from all the rainwater it’s absorbed. Gathering speed is decreased by 50%.

Camps Speed

An ominous aura is enveloping the forest. Gathering and woodcutting speeds are decreased by 10%.

No Cooking Utensils

The caravan lost someone on the way, who unfortunately was carrying all the cooking equipment. All food recipes are 50% slower.

Metallurgic Experts

The caravan is composed of the finest smiths the Crown can spare. All metallurgic recipes take 100% less time.

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Lucky Talisman

A necklace made out of tiny bones. Scouts work 10% faster on Glade Events.

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Glade event work speed increased by 30%.

Sacrifice Sea Marrow

Glade event work speed increased by 25%.

Procrastination

Villagers are reluctant to venture into Dangerous Glades. Scouts work 33% slower on Glade Events.

Buried Riches

What was once taken must now be given back. All stored Amber and Wine will be lost.

Decaying Food

Cooked and raw food in the Warehouse is disappearing at a rate of 3 items every 10 seconds. (Is active only when the corresponding Glade Event is being worked on)

Decaying Food

Cooked and raw food in the Warehouse is disappearing at a rate of 5 items every 10 seconds. (Is active only when the corresponding Glade Event is being worked on)

Decaying Food

Cooked and raw food in the Warehouse is disappearing at a rate of 2 items every 10 seconds. (Is active only when the corresponding Glade Event is being worked on)

Decaying Food

Cooked and raw food in the Warehouse is disappearing at a rate of 4 items every 10 seconds. (Is active only when the corresponding Glade Event is being worked on)

Hungry Mistworm

Cooked and raw food in the Warehouse is disappearing at a rate of 4 items every 10 seconds. (Is active only when the corresponding Glade Event is being worked on)

Hungry Mistworm

Cooked and raw food in the Warehouse is disappearing at a rate of 6 items every 10 seconds. (Is active only when the corresponding Glade Event is being worked on)

Hungry Mistworm

Cooked and raw food in the Warehouse is disappearing at a rate of 3 items every 10 seconds. (Is active only when the corresponding Glade Event is being worked on)

Hungry Mistworm

Cooked and raw food in the Warehouse is disappearing at a rate of 5 items every 10 seconds. (Is active only when the corresponding Glade Event is being worked on)

Thieving Fishmen

Cooked and raw food in the Warehouse is disappearing at a rate of 4 items every 10 seconds. (Is active only when the corresponding Glade Event is being worked on)

Thieving Fishmen

Cooked and raw food in the Warehouse is disappearing at a rate of 6 items every 10 seconds. (Is active only when the corresponding Glade Event is being worked on)

Thieving Fishmen

Cooked and raw food in the Warehouse is disappearing at a rate of 3 items every 10 seconds. (Is active only when the corresponding Glade Event is being worked on)

Thieving Fishmen

Cooked and raw food in the Warehouse is disappearing at a rate of 5 items every 10 seconds. (Is active only when the corresponding Glade Event is being worked on)

Wildfire Presence

Fuel in the settlement's Warehouses is disappearing at a rate of 3 items every 15 seconds. (Is active only when the corresponding Glade Event is being worked on)

Wildfire Presence

Fuel in the settlement's Warehouses is disappearing at a rate of 5 items every 15 seconds. (Is active only when the corresponding Glade Event is being worked on)

Wildfire Presence

Fuel in the settlement's Warehouses is disappearing at a rate of 2 items every 15 seconds. (Is active only when the corresponding Glade Event is being worked on)

Wildfire Presence

Fuel in the settlement's Warehouses is disappearing at a rate of 4 items every 15 seconds. (Is active only when the corresponding Glade Event is being worked on)

Vanishing

If the calm ghost's request is not met in time, it will simply vanish.

Decay

(Completing a cloned event does not count as completing a Glade Event, and so does not contribute towards perks, deeds, and score).

Alchemist's Hut

Can produce: Crystalized Dew (), Cosmetics (), Wine ().

Apothecary

Can produce: Cosmetics (), Incense (), Biscuits ().

Artisan

Can produce: Coats (), Pigment (), Barrels ().

Bakery

Can produce: Biscuits (), Pie (), Pottery ().

Bath House

A place where villagers can fulfill their need for: Cleanliness. Passive effects: Regular Baths, Good Health.

Beaver House

Building specifically made for Beavers. Has to be built near a Hearth. Number of places: 2.

Big Shelter

Can accommodate any villager, but won't satisfy the need for species-specific housing. Has to be built near a Hearth. Number of places: 6.

Brewery

Can produce: Ale (), Pickled Goods (), Pack of Crops ().

Brick Oven

Can produce: Pie (), Coal (), Incense ().

Brickyard

Can produce: Bricks (), Pottery (), Crystalized Dew ().

Butcher

Can produce: Skewers (), Jerky (), Oil ().

Carpenter

Can produce: Planks (), Simple Tools (), Pack of Luxury Goods ().

Cellar

Can produce: Wine (), Pickled Goods (), Jerky ().

Clan Hall

A place where villagers can fulfill their need for: Brawling, Religion. Passive effects: Ancient Ways.

Clay Pit

Produces Clay (), Reed (), regardless of the season. Must be placed on fertile soil.

Rain Collector

Can produce: Sparkdew ().

Cookhouse

Can produce: Skewers (), Biscuits (), Pigment ().

Cooperage

Can produce: Barrels (), Training Gear (), Cosmetics ().

Crude Workstation

Can produce: Planks (), Fabric (), Bricks ().

Druid's Hut

Can produce: Oil (), Incense (), Coats ().

Explorers' Lodge

A place where villagers can fulfill their need for: Brawling, Education. Passive effects: The Crown Chronicles.

Homestead

Uses a large area of nearby farm fields to produce Grain (), Vegetables (), Mushrooms (), Plant Fiber ().

Field Kitchen

Can produce: Jerky (), Biscuits (), Pickled Goods ().

Finesmith

Can produce: Amber (), Infused Tools ().

Foragers' Camp

Starting point for foragers going out into the wild to gather Vegetables (), Grain (), Insects ().

Forum

A place where villagers can fulfill their need for: Leisure, Education. Passive effects: Public Lectures.

Furnace

Can produce: Copper Bars (), Bricks (), Pie ().

Granary

Can produce: Pack of Crops (), Pickled Goods (), Fabric ().

Greenhouse

Produces Mushrooms (), Herbs (), regardless of the season. Must be placed on fertile soil.

Grill

Can produce: Skewers (), Copper Bars (), Ale ().

Grove

Uses nearby farm fields to produce Resin (), Crystalized Dew ().

Guild House

A place where villagers can fulfill their need for: Luxury. Passive effects: Guild House, The Guild's Welfare.

Harpy House

Building specifically made for Harpies. Has to be built near a Hearth. Number of places: 2.

Harvesters' Camp

Starting point for harvesters going out into the wild to gather Plant Fiber (), Reed ().

Purified Beaver House

Building specifically made for Beavers. Has to be built near a Hearth. Number of places: 6.

Flawless Brewery

Can produce: Ale (), Pickled Goods (), Pack of Crops (). Has improved production.

Hallowed Herb Garden

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Purified Human House

Building specifically for Humans. Has to be built near a Hearth. Number of places: 6.

Holy Market

A place where villagers can fulfill their need for: Luxury, Cleanliness. Passive effects: Market Carts, Land of Luxury. Has an additional effect.

Flawless Rain Mill

Can produce: Flour (), Scrolls (), Pack of Building Materials (). Has improved production.

Hallowed Small Farm

Uses nearby farm fields to produce Vegetables (), Grain (), Crystalized Dew (). Has improved production.

Holy Temple

A place where villagers can fulfill their need for: Religion, Education. Passive effects: Sacrament of the Flame, Consecrated Scrolls. Has an additional effect.

Ancient Hearth

Reduces Hostility and serves as a meeting place. Villagers gather here to rest, eat, and receive clothing. If the fire goes out, people will use another Hearth instead. Can't be built too close to other Hearths.

Herb Garden

Uses nearby farm fields to produce Roots (), Herbs ().

Herbalists' Camp

Starting point for herbalists going out into the wild to gather Herbs (), Berries (), Mushrooms ().

Human House

Building specifically for Humans. Has to be built near a Hearth. Number of places: 2.

Kiln

Can produce: Coal (), Bricks (), Jerky ().

Leatherworker

Can produce: Waterskins (), Fabric (), Pack of Luxury Goods ().

Library

A place where villagers can fulfill their need for: Religion, Leisure. Passive effects: The Green Brew.

Lizard House

Building specifically for Lizards. Has to be built near a Hearth. Number of places: 2.

Lumber Mill

Can produce: Planks (), Scrolls (), Pack of Trade Goods ().

Makeshift Post

Can produce: Pack of Crops (), Pack of Provisions (), Pack of Building Materials ().

Manufactory

Can produce: Training Gear (), Pigment (), Pack of Provisions ().

Market

A place where villagers can fulfill their need for: Luxury, Cleanliness. Passive effects: Market Carts.

Mine

Can only be placed on coal and ore veins. Digs up copper ore and coal.

Monastery

A place where villagers can fulfill their need for: Religion, Leisure. Passive effects: The Green Brew.

Plantation

Uses nearby farm fields to produce Berries (), Plant Fiber ().

Press

Can produce: Oil (), Flour (), Pack of Luxury Goods ().

Provisioner

Can produce: Flour (), Barrels (), Pack of Provisions ().

Rain Mill

Can produce: Flour (), Scrolls (), Pack of Building Materials ().

Rainpunk Foundry

A very advanced piece of technology. Can produce Parts (), Infused Tools ().

Ranch

Can produce: Meat (), Leather (), Eggs ().

Scavengers' Camp

Starting point for scavengers going out into wild to gather Eggs (), Roots ().

Scribe

Can produce: Scrolls (), Ale (), Simple Tools ().

Clothier

Can produce: Coats (), Waterskins (), Scrolls ().

Shelter

Can accommodate any villager, but won't satisfy the need for species-specific housing. Has to be built near a Hearth. Number of places: 3.

Small Farm

Uses a small number of farm fields nearby to produce Vegetables (), Grain ().

Smelter

Can produce: Copper Bars (), Crystalized Dew (), Biscuits ().

Smithy

Can produce: Simple Tools (), Coats (), Pack of Trade Goods ().

Smokehouse

Can produce: Jerky (), Pottery (), Incense ().

Stamping Mill

Can produce: Pottery (), Flour (), Copper Bars ().

Stonecutters' Camp

Starting point for stonecutters going out into the wild to gather Stone (), Clay (), Sea Marrow ().

Warehouse

Stores a large amount of goods and protects them from the rain. Workers always deliver and take goods from the Warehouse nearest to them.

Supplier

Can produce: Waterskins (), Flour (), Planks ().

Tavern

A place where villagers can fulfill their need for: Leisure, Brawling. Passive effects: Gleeman's Tales.

Teadoctor

A place where villagers can fulfill their need for: Leisure, Education. Passive effects: Public Lectures.

Temple

A place where villagers can fulfill their need for: Religion, Education. Passive effects: Sacrament of the Flame.

Tinctury

Can produce: Pigment (), Wine (), Ale ().

Tinkerer

Can produce: Simple Tools (), Training Gear (), Pack of Building Materials ().

Toolshop

Can produce: Simple Tools (), Barrels (), Waterskins ().

Trading Post

Traders from the Smoldering City can station here and offer their wares.

Trappers' Camp

Starting point for trappers going out into the wild to collect Meat (), Insects (), Eggs ().

Weaver

Can produce: Fabric (), Training Gear (), Pack of Trade Goods ().

Woodcutters' Camp

Starting point for woodcutters going out into the wild to cut down trees.

Workshop

Can produce: Planks (), Fabric (), Bricks ().

Converted Harmony Spirit Altar

When your villagers' needs are met, Harmony is fostered. Each unique service building adds 2 to Global Resolve.

Converted Rain Totem

Harmony. A Rain Spirit Totem, cleansed by the Holy Flame. Decreases Hostility by 50.

Converted Totem of Denial

A Totem of Denial cleansed by the Holy Flame. Grants a Global Resolve bonus.

Tamed Stormbird

The nest of a tamed Stormbird. It provides a constant source of nutritious eggs, and its friendliness has a positive effect on Harpies.

Termite Nest

Harmony. A contained stonetooth termite burrow. It now serves as a source of edible insects.

Ghost Chest

The spirit will reward you for fulfilling its last wish. The contents of the chest are unknown.

Decay

The spirit will reward you for fulfilling its last wish. The contents of the chest are unknown.

Excavation

The first stage of the process. The ancient skeleton has to be unearthed.

Conservation

Archaeologists carefully excavate and conserve the skeleton.

Reconstruction

The full reconstruction of the skeleton will allow us to learn its history. The Queen will reward you handsomely for this knowledge.

Excavation

The first stage of the process. The ancient skeleton has to be unearthed.

Conservation

Archaeologists carefully excavate and conserve the skeleton.

Reconstruction

The full reconstruction of the skeleton will allow us to learn its history. The Queen will reward you handsomely for this knowledge.

Excavation

The first stage of the process. The ancient skeleton has to be unearthed.

Conservation

Archaeologists carefully excavate and conserve the skeleton.

Reconstruction

The full reconstruction of the skeleton will allow us to learn its history. The Queen will reward you handsomely for this knowledge.

Queen's Grace

Reputation: 0.5

Generous Donation

Reputation: 0.75

Queen's Grace

Reputation: 0.75

Queen's Grace

Reputation: 1

Queen's Grace

Reputation: 1

The Queen's Respect

You receive exceptionally high praise from the Queen. Gain 3 Reputation Points.

Disappointment

The ghosts are disappointed in you. You receive 0.5 Impatience Points.

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Cleanup Duty

1 Impatience Point

Cleanup Duty

1 Impatience Point

Cleanup Duty

1 Impatience Point

Cleanup Duty

1 Impatience Point

Cleanup Duty

1 Impatience Point

Cleanup Duty

1 Impatience Point

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Queen's Wrath

2 Impatience Points

Queen's Wrath

3 Impatience Points

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Sparkdew Crystals

The crown warned you not to settle near giant Sparkdew Crystals. Start with 6 Impatience.

Disgrace

Somewhat... “unorthodox” culinary practices in one of your previous settlements have been brought to the Queen's attention. Start with 8 Impatience.

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Irresponsible Archaeology

The crown doesn't like you tinkering with ancient relics. Impatience grows 100% faster. (Is active only when the corresponding Glade Event is being worked on)

Irresponsible Archaeology

The crown doesn't like you tinkering with ancient relics. Impatience grows 125% faster. (Is active only when the corresponding Glade Event is being worked on)

Irresponsible Archaeology

The crown doesn't like you tinkering with ancient relics. Impatience grows 150% faster. (Is active only when the corresponding Glade Event is being worked on)

Irresponsible Archaeology

The crown doesn't like you tinkering with ancient relics. Impatience grows 175% faster. (Is active only when the corresponding Glade Event is being worked on)

Beacon

Human firekeepers create a special link with the Citadel (Queen's Impatience grows 25% slower).

Vassal Tax

Impatience grows 20% faster.

Important Matters

Impatience grows 80% slower during drizzle season. The Queen seems to be preoccupied with more pressing matters.

Less is More

The greedy Royal Archivist sold most of the blueprints to traders and fled the Citadel. You have 2 fewer blueprint choices.

Stingy Archivist

The Obsidian Archivist assigned to your village is particularly stingy. There is only one blueprint to choose from.

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Expensive Lottery

The Archivist assigned to your settlement is fiercely loyal to the Royal Court, so bribing him will be more expensive. Blueprint rerolls cost 10 Amber more.

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Sensitivity

All species become less Resilient. Resolve drops 500% faster.

Aura of Fear

The dark skies above the settlement awaken a primal fear in all villagers. During the storm, all species' Resolve drops 100% faster.

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Warm Welcome

Increases Reputation gained from Resolve by 100%.

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Resources you sacrifice in the Ancient Hearth burn 25% quicker.

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Resources you sacrifice in the Ancient Hearth burn for 25% longer.

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Resources you sacrifice in the Ancient Hearth burn 25% quicker.

Fiery Wrath

Resources you sacrifice in the Ancient Hearth burn 3% longer for every Impatience Point you have.

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Resources you sacrifice in the Ancient Hearth burn for 33% longer.

Fiery Wrath

Resources you sacrifice in the Ancient Hearth burn 5% longer for every Impatience Point you have.

Faint Flame

Strong gusts of wind strike the Holy Flame. Resources you sacrifice in the Ancient Hearth burn 40% quicker.

Escaping the Shadows

Your archaeologists have learned much from the ancients, but this knowledge has its price. Any villager loss will be prevented at the expense of: 1 Ancient Tablet.

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Weather Anomaly

Something is wrong with the weather patterns in this area. The storm seems to last twice as long.

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Crumbling Seal

One of the seals is loosening its grip, leaking darkness upon this land. Storm season lasts 100% longer.

Statue of the Forefathers

A crumbling statue depicting an unknown species. You can choose from 1 fewer cornerstones.

Restrictions

The Royal Envoy comes to you with bad news. The Queen has restricted your cornerstone choices by 2.

The Other Settlement

This time, it's you who is at the end of the envoy's tour. There is only one cornerstone to choose from.

Fishmen Witchcraft

Fishmen witches have prepared a special surprise for anyone trying to break into the cave. Spawns 3 Fishmen Totems.

Decay

Spawns at least 2 pieces of living matter.

Life from Beneath

A rotten matter creeps up from underneath the Burial Site. Spawns 6 pieces of Living Matter.

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Fishmen Totem

A sinister structure made out of bones. Smells like Fishmen magic.

Death and Decay

This damp and rotting landscape is the perfect breeding ground for sickness. Villagers dying during the storm instantly turn into living matter.

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Soil Reclamation

The soil becomes saturated with the rain's essence during drizzle season. Resource nodes depleted during the drizzle spawn fertile soil.

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Restless Spirits

This land has seen a lot of bloodshed during the Great Civil War. Restless Spirits can be found in the forest.

Gift of the Woodlands

The Royal Woodlands are very lush and rich in timber. Trees give more wood.

Dire Blight

The Blightrot's impact is significantly stronger. Cyst generation rate is increased by +150%, while the Hearth corrupts +100% quicker than normal.

Sinister Blight

The Blightrot's impact is stronger. Cyst generation rate is increased by +100%, while the Hearth corrupts +50% quicker than normal.

Hard Times

The Queen has decided to entrust you with the most difficult orders, as you are one of her most experienced viceroys.

Unfavorable Weather

Due to extremely unfavorable conditions in these lands, there is no positive Forest Mystery.

Prestigious Expedition

Only the best viceroys can embark on a Prestigious Expedition. You’ll need to earn 4 additional Reputation Points to win, and Reputation rewards are distributed differently.

Unwelcoming Region

Traders are afraid, and will not visit this area. Neither trading nor trade routes are available.

Bandit Camp

Traders are afraid, and will not visit this area. Neither trading nor trade routes are available.

Bandit Camp

Traders are afraid, and will not visit this area. Neither trading nor trade routes are available.

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Gain 1 additional active trade route slot.

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Gain 2 additional active trade route slots.

Flooded Roads

As a result of heavy rainfall, during the storm, the travel cost of trade routes increases by 2.

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Stormwalker Training

Your villagers learn how to travel the wilderness from the very best - the Royal Stormwalkers. All trade routes are faster by 10%.

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Guild House

Now that the guild has a presence in your settlement, merchants are more eager to present their wares. Traders will arrive +50% quicker. Same building effects do not stack.

Clear Skies

Increases the speed at which traders arrive by +300%.

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Traders will arrive +33% quicker.

Infamous Viceroy

Traders will avoid this settlement if possible. Trader arrival time is -50% longer.

Ruined Armory

An old abandoned armory, left behind after the Great Civil War. No villagers will die when attacking a trader.

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Tit for Tat

A quick cover-up of this crime will prevent any serious consequences. Otherwise, the Merchant Guild will retaliate. All your goods are worth 50% less to traders.

Guild of Traders, or Thieves?

Traders gossip about you doing pretty well lately. All your goods are worth 50% less to traders.

Amber Curse

The blood of an Ancient was spilled here. Amber is now worth 90% less to traders.

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Enriched Amber

A golden, sticky substance. It glows when it touches Amber ( Amber is now worth 25% more to traders).

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Tight Packaging

Packs of crops are worth 20% more.

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Stonewood Infestation

The trees are much sturdier here. Cutting them down takes a lot more time.

Petrification

A petrified tree is radiating its sickness onto the entire forest. Tree felling is 70% slower. (Is active only when the corresponding Glade Event is being worked on)

Petrification

A petrified tree is radiating its sickness onto the entire forest. Tree felling is 90% slower. (Is active only when the corresponding Glade Event is being worked on)

Petrification

A petrified tree is radiating its sickness onto the entire forest. Tree felling is 60% slower. (Is active only when the corresponding Glade Event is being worked on)

Petrification

A petrified tree is radiating its sickness onto the entire forest. Tree felling is 80% slower. (Is active only when the corresponding Glade Event is being worked on)

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Death from Beyond

Old tales talk of horrific, bloodthirsty apparitions emerging from beyond Dark Gates. Kills 10 random villagers.

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Blood for Blood

The Restless Spirits want revenge, or they will never find peace. Kills 3 villagers (Beavers).

Blood for Blood

The Restless Spirits want revenge, or they will never find peace. Kills 3 villagers (Harpies).

Blood for Blood

The Restless Spirits want revenge, or they will never find peace. Kills 3 villagers (Humans).

Blood for Blood

The Restless Spirits want revenge, or they will never find peace. Kills 3 villagers (Lizards).

Voice of the Sealed Ones

The corruption weakens the Holy Flame's protective power and faint whispers from beyond turn into terrifying screams. Kills 3 random villagers.

Curse of the Forefathers

Disturbing the ruins of the Great Civilization can have grave consequences. Kills 3 random villagers.

Curse of the Forefathers

Disturbing the ruins of the Great Civilization can have grave consequences. Kills 5 random villagers.

Curse of the Forefathers

Disturbing the ruins of the Great Civilization can have grave consequences. Kills 3 random villagers.

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Overtime

Results matter more than your villagers’ health. Increases global production speed by Overtime, but villagers have a Results matter more than your villagers’ health. Increases global production speed by 120, but villagers have a +1% chance of dying every 120 seconds. chance of dying every 120 seconds.

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Curse of Weakness

Villagers move 30% slower.

Muddy Ground

Villagers' speed off-road is decreased by 30%.

Sturdy Boots

Villagers move 15% quicker.

Sturdy Boots

Villagers move 30% quicker.

Summoned Smuggler (Stormforged)

Somehow, the priestess knows the smuggler... and can summon him for a price. You can choose two blueprints from all unlocked blueprints.

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Reward_WorkplacePerk_ExtremeNoise_Desc

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Flame Amulets

Woodcutters have a +20% chance of producing twice the normal yield.

Rotting Wood

Villagers with this effect have a +100% chance of destroying the yield with each production cycle.

Horrors from Beneath

Strange voices call out from the depths. Villagers working in Mines get -10 to Resolve during the storm.

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