Name | Sources |
---|---|
Box of Simple Tools |
Orders
|
6 |
|
Wildfire Essence |
Orders
|
1 |
|
Newcomers |
Orders
|
A group of 2 villagers. |
|
Large Berry Baskets |
Orders
|
+1 to |
|
Crate of Vegetables |
Orders
|
30 |
|
Basket of Jerky |
Orders
|
30 |
|
Parts |
Orders
|
3 |
|
Newcomers |
Orders
|
A group of 4 villagers. |
|
Ancient Sewing Technique |
Orders
|
+1 to |
|
Bundle of Fabric |
Orders
|
10 |
|
Mold Supply |
Traders
Orders
|
+1 to |
|
Pack of Mushrooms |
Orders
|
30 |
|
Nets |
Orders
|
+1 to |
|
Crate of Stone |
Orders
|
30 |
|
Box of Planks |
Orders
|
10 |
|
Crate of Bricks |
Orders
|
10 |
|
Steel Penknives |
Orders
|
+1 to |
|
Crate of Clay |
Orders
|
35 |
|
Sharp Sickles |
Traders
Orders
|
+1 to |
|
Bundle of Herbs |
Orders
|
30 |
|
Heavy Millstone |
Orders
|
+2 to |
|
Newcomers |
Orders
|
A group of 3 villagers. |
|
Nets |
Orders
|
+1 to |
|
Advanced Smelting |
Traders
Orders
|
+1 to |
|
Chest of Coal |
Orders
|
15 |
|
Tanning Racks |
Orders
|
+1 to |
|
Pack of Meat |
Orders
|
30 |
|
Group of Beavers |
Orders
|
2 Beavers will join the settlement. |
|
Pack of Roots |
Orders
|
30 |
|
Group of Harpies |
Orders
|
2 Harpies will join the settlement. |
|
Basket of Berries |
Orders
|
30 |
|
Group of Humans |
Orders
|
2 Humans will join the settlement. |
|
Box of Grain |
Orders
|
30 |
|
Group of Lizards |
Orders
|
2 Lizards will join the settlement. |
|
Steel Pickaxes |
Traders
Orders
|
+1 to |
|
Steel Shovels |
Traders
Orders
|
+1 to |
|
Steel Shovels |
Traders
Orders
|
+1 to |
|
Toolshop |
Traders
Orders
|
Can produce: |
|
Root Delivery Line |
Orders
|
5 |
|
Box of Simple Tools |
Orders
|
10 |
|
Group of Beavers |
Orders
|
3 Beavers will join the settlement. |
|
Bigger Barrels |
Traders
Orders
|
+2 to |
|
Butcher |
Orders
|
Can produce: |
|
Meat Cleavers |
Orders
|
+50% to amount of goods produced in the Butcher. |
|
Reinforced Needles |
Orders
|
+2 to |
|
Reinforced Saw Blades |
Orders
|
+2 to |
|
Reinforced Brick Mold |
Orders
|
+2 to |
|
Herb Delivery Line |
Orders
|
5 |
|
Parts |
Orders
|
5 |
|
Group of Harpies |
Orders
|
3 Harpies will join the settlement. |
|
Wildfire Essence |
Orders
|
2 |
|
Grain Delivery Line |
Orders
|
5 |
|
Group of Humans |
Orders
|
3 Humans will join the settlement. |
|
Meat Delivery Line |
Orders
|
5 |
|
Group of Lizards |
Orders
|
3 Lizards will join the settlement. |
|
Coat Delivery Line |
Orders
|
5 |
|
Ancient Sewing Technique |
Traders
Orders
|
+2 to |
|
Bundle of Fabric |
Orders
|
30 |
|
Apothecary |
Traders
Orders
|
Can produce: |
|
Bigger Grill |
Orders
|
+2 to |
|
Reed Delivery Line |
Orders
|
5 |
|
Box of Simple Tools |
Orders
|
12 |
|
Export Specialization |
Traders
Biomes
Orders
|
Gain +1 to production yields for all packs of goods. |
|
Bundle of Coats |
Orders
|
25 |
|
Artisan |
Orders
|
Can produce: |
|
Reinforced Tools |
Orders
|
+50% to amount of goods produced in the Stonecutters' Camp. |
|
Weaver |
Traders
Orders
|
Can produce: |
|
Amber Pouch |
Orders
|
10 |
|
Oil Vessels |
Orders
|
20 |
|
Scout's Pack |
Traders
Orders
|
Workers assigned to Glade Events can carry 5 more items. |
|
Box of Planks |
Orders
|
5 |
|
Pack of Mushrooms |
Orders
|
20 |
|
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 |
|
Brickyard |
Traders
Orders
|
Can produce: |
|
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 |
|
Small Farm |
Traders
Orders
|
Uses a small number of farm fields nearby to produce |
|
Reinforced Saw Blades |
Traders
Orders
|
+1 to |
|
Crate of Bricks |
Orders
|
20 |
|
Box of Simple Tools |
Orders
|
4 |
|
Crate of Clay |
Orders
|
15 |
|
Bundle of Reeds |
Orders
|
15 |
|
Industrialized Farming |
Orders
|
+1 to |
|
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 |
|
Box of Grain |
Orders
|
20 |
|
Basket of Insects |
Orders
|
30 |
|
Reinforced Needles |
Traders
Orders
|
+1 to |
|
Parts |
Orders
|
4 |
|
Amber Pouch |
Orders
|
15 |
|
Workstation Upgrade |
Traders
Orders
|
+50% to amount of goods produced in the Makeshift Post. |
|
Better Packaging |
Orders
|
|
|
Basket of Biscuits |
Orders
|
20 |
|
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 |
|
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 |
|
Bundle of Reeds |
Orders
|
30 |
|
Group of Beavers |
Orders
|
5 Beavers will join the settlement. |
|
Barrels of Ale |
Orders
|
15 |
|
Lumber Mill |
Traders
Orders
|
Can produce: |
|
Pickled Goods |
Orders
|
30 |
|
Purging Fire |
Orders
|
10 |
|
Crate of Sea Marrow |
Orders
|
30 |
|
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 |
|
Pickled Goods |
Orders
|
20 |
|
Packs of Provisions |
Orders
|
5 |
|
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 |
|
Basket of Insects |
Orders
|
40 |
|
Crate of Stone |
Orders
|
35 |
|
Box of Simple Tools |
Orders
|
7 |
|
Bundle of Coats |
Orders
|
40 |
|
Reinforced Axes |
Traders
Orders
|
Woodcutting is way easier. Woodcutters' Camp production is 15% quicker. |
|
Basket of Biscuits |
Orders
|
30 |
|
Bigger Grill |
Traders
Orders
|
+1 to |
|
Vials of Pigment |
Orders
|
25 |
|
Basket of Pies |
Orders
|
30 |
|
Human Friendship |
Traders
Orders
|
2 additional Humans will come with each group of newcomers. |
|
Salted Jerky |
Orders
|
+1 to |
|
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 |
|
Alchemist's Hut |
Traders
Orders
|
Can produce: |
|
Group of Humans |
Orders
|
5 Humans will join the settlement. |
|
Crate of Bricks |
Orders
|
15 |
|
Vessel of Incense |
Orders
|
25 |
|
Basket of Pies |
Orders
|
40 |
|
Brick Oven |
Orders
|
Can produce: |
|
Pack of Meat |
Orders
|
40 |
|
Sahilda's Secret Cookbook |
Traders
Biomes
Orders
|
Top 10 tips on how to cook more efficiently - by Sahilda. Gain 10 |
|
Basket of Eggs |
Orders
|
30 |
|
Sacks of Flour |
Orders
|
30 |
|
Group of Lizards |
Orders
|
5 Lizards will join the settlement. |
|
Training Gear |
Orders
|
20 |
|
Chest of Coal |
Orders
|
25 |
|
Heavy Millstone |
Traders
Orders
|
+1 to |
|
Crate of Clay |
Orders
|
40 |
|
Bundle of Leather |
Orders
|
40 |
|
Heavy Press |
Traders
Orders
|
+1 to |
|
Chest of Coal |
Orders
|
20 |
|
Builder's Pack |
Traders
Orders
|
Any Builder can carry 5 additional items. |
|
Amber Pouch |
Orders
|
5 |
|
Crate of Stone |
Orders
|
15 |
|
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 |
|
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 |
|
Chest of Coal |
Orders
|
30 |
|
Woodpecker Technique |
Biomes
Orders
|
Gain 1 |
|
Wildfire Essence |
Orders
|
3 |
|
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 |
|
Big Phials |
Traders
Orders
|
+2 to |
|
Clay Pit |
Traders
Orders
|
Produces |
|
Bigger Pans |
Orders
|
+2 to |
|
Greenhouse |
Traders
Orders
|
Produces |
|
Granary |
Orders
|
Can produce: |
|
Salted Jerky |
Traders
Orders
|
+2 to |
|
Plantation |
Traders
Orders
|
Uses nearby farm fields to produce |
|
Smokehouse |
Traders
Orders
|
Can produce: |
|
Fungal Growth |
Orders
|
+2 to |
|
Supplier |
Orders
|
Can produce: |
|
Kiln |
Traders
Orders
|
Can produce: |
|
Steel Pickaxes |
Biomes
Orders
|
+2 to |
|
Grove |
Orders
|
Uses nearby farm fields to produce |
|
Bigger Ovens |
Traders
Orders
|
+2 to |
|
Herb Garden |
Traders
Orders
|
Uses nearby farm fields to produce |
|
Grill |
Orders
|
Can produce: |
|
Exploration Contract |
Biomes
Orders
|
The Royal Academy wants a detailed map of the region, and will supply anyone willing to help. Gain 20 |
|
Parts |
Orders
|
10 |
|
Clay Delivery Line |
Orders
|
5 |
|
Pickled Goods |
Orders
|
40 |
|
Termite Nest |
Orders
|
5 |
|
Pack of Skewers |
Orders
|
30 |
|
Fiber Delivery Line |
Orders
|
5 |
|
Coal Delivery Line |
Orders
|
5 |
|
Parts |
Orders
|
8 |
|
Reinforced Tools |
Orders
|
+50% to amount of goods produced in the Woodcutters' Camp. |
|
Provisioner |
Orders
|
Can produce: |
|
Oil Delivery Line |
Orders
|
5 |
|
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 |
|
Beneficial Agreement |
Traders
Orders
|
Traders will arrive +15% quicker. |
|
Advanced Coopering |
Traders
Orders
|
+1 to |
|
Bigger Barrels |
Traders
Orders
|
+1 to |
|
Barrels of Ale |
Orders
|
30 |
|
Crate of Waterskins |
Orders
|
30 |
|
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 |
|
Archaeological Tools |
Traders
Orders
|
Glades are examined more carefully. Gain 20 |
|
Pack of Roots |
Orders
|
50 |
|
Sturdy Boots |
Traders
Orders
|
Villagers move 10% quicker. |
|
Copper Bars |
Orders
|
30 |
|
Bundle of Fabric |
Orders
|
20 |
|
Advanced Press |
Orders
|
+1 to |
|
Box of Crystalized Dew |
Orders
|
30 |
|
Basket of Insects |
Orders
|
50 |
|
Mortar and Pestle |
Traders
Orders
|
+2 to |
|
Bundle of Herbs |
Orders
|
40 |
|
Pack of Mushrooms |
Orders
|
50 |
|
Reinforced Brick Mold |
Traders
Orders
|
+1 to |
|
Oil Vessels |
Orders
|
30 |
|
Barrels |
Orders
|
30 |
|
Cellar |
Orders
|
Can produce: |
|
Pack of Meat |
Orders
|
50 |
|
Packs of Provisions |
Orders
|
15 |
|
Box of Simple Tools |
Orders
|
8 |
|
Advanced Filters |
Traders
Orders
|
+2 to |
|
Vessel of Incense |
Orders
|
40 |
|
Barrels |
Orders
|
40 |
|
Box of Pottery |
Orders
|
35 |
|
Crystal Growth |
Traders
Orders
|
+1 to |
|
Mold Supply |
Traders
Orders
|
+2 to |
|
Large Berry Baskets |
Orders
|
+2 to |
|
Steel Penknives |
Orders
|
+2 to |
|
Group of Harpies |
Orders
|
3 Harpies will join the settlement. |
|
Bundle of Plant Fiber |
Orders
|
40 |
|
Group of Humans |
Orders
|
3 Humans will join the settlement. |
|
Sacks of Flour |
Orders
|
35 |
|
Nets |
Biomes
Orders
|
+2 to |
|
Barrels |
Orders
|
35 |
|
Vessel of Incense |
Orders
|
+1 to |
|
Oil Vessels |
Orders
|
30 |
|
Cosmetic Specialization |
Biomes
Orders
|
The settlement specializes in cosmetic production. Gain +1 to Harpy Resolve for every 70 |
|
Crate of Cosmetics |
Orders
|
30 |
|
Bigger Pans |
Orders
|
+1 to |
|
Religious Settlement |
Biomes
Orders
|
The settlement specializes in incense production. Gain +1 to Human Resolve for every 70 |
|
Bigger Ovens |
Orders
|
+1 to |
|
Training Grounds |
Biomes
Orders
|
The settlement specializes in training gear production. Gain +1 to Lizard Resolve for every 70 |
|
Woodworking Tools |
Orders
|
+2 to |
|
Advanced Smithing |
Traders
Orders
|
+1 to |
|
Box of Pottery |
Orders
|
40 |
|
Lost in the Wilds |
Biomes
Orders
|
Gain one villager every time you discover a new glade. |
|
Amber Pouch |
Orders
|
30 |
|
Crate of Waterskins |
Orders
|
40 |
|
Bakery |
Traders
Orders
|
Can produce: |
|
Bigger Barrels |
Orders
|
+3 to |
|
Brewery |
Traders
Orders
|
Can produce: |
|
Wildfire Essence |
Orders
|
5 |
|
Incense Delivery Line |
Orders
|
5 |
|
Export Specialization |
Orders
|
Gain +2 to production yields for all packs of goods. |
|
Barrel Delivery Line |
Biomes
Orders
|
5 |
|
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 |
|
Press |
Orders
|
Can produce: |
|
Box of Simple Tools |
Orders
|
24 |
|
Reinforced Saw Blades |
Orders
|
+3 to |
|
Metallurgic Proficiency |
Traders
Biomes
Orders
|
All recipes that use metal or ore will be produced +33% quicker. |
|
Crystal Growth |
Orders
|
+2 to |
|
Amber Pouch |
Orders
|
25 |
|
Wine Delivery Line |
Orders
|
5 |
|
Vegetable Delivery Line |
Orders
|
10 |
|
Advanced Filters |
Orders
|
+3 to |
|
Market |
Traders
Orders
|
A place where villagers can fulfill their need for: Luxury, Cleanliness. Passive effects: Market Carts. |
|
Giant Vegetables |
Orders
|
+3 to |
|
Carpenter |
Traders
Orders
|
Can produce: |
|
Box of Simple Tools |
Orders
|
20 |
|
Salted Jerky |
Orders
|
+3 to |
|
Bigger Ovens |
Orders
|
+3 to |
|
Parts |
Orders
|
12 |
|
Metal Delivery Line |
Orders
|
4 |
|
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 |
|
Barrels of Wine |
Orders
|
30 |
|
Vineyard Town |
Biomes
Orders
|
The settlement specializes in wine production. Gain +1 to Beaver Resolve for every 70 |
|
Sacks of Flour |
Orders
|
45 |
|
Grubbing Tools |
Traders
Orders
|
A set of tools designed for grubbing tree stumps. Gain 15 |
|
Crate of Copper Ore |
Orders
|
40 |
|
Crate of Sea Marrow |
Orders
|
40 |
|
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 |
|
Specialized Mining |
Orders
|
+2 to |
|
Barrels of Wine |
Orders
|
40 |
|
Amber Pouch |
Orders
|
80 |
|
Reinforced Tools |
Orders
|
+100% to amount of goods produced in the Woodcutters' Camp. |
|
Amber Pouch |
Orders
|
70 |
|
Drizzle Totem |
Traders
Orders
|
+25% to Drizzle duration. |
|
Clearance Totem |
Traders
Orders
|
+25% to Clearance duration. |
|
Amber Pouch |
Orders
|
35 |
|
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 |
|
Box of Simple Tools |
Orders
|
30 |
|
Wildfire Essence |
Orders
|
4 |
|
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 |
|
Box of Planks |
Orders
|
20 |
|
Crate of Sea Marrow |
Orders
|
50 |
|
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 |
|
Reinforced Axes |
Biomes
Orders
|
Woodcutting is way easier. Woodcutters' Camp production is 40% quicker. |
|
Box of Planks |
Orders
|
30 |
|
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 |
|
Mortar and Pestle |
Orders
|
+3 to |
|
Leather Delivery Line |
Orders
|
10 |
|
Advanced Press |
Orders
|
+3 to |
|
Parts |
Orders
|
15 |
|
Working Hard and Smart |
Traders
Orders
|
A motivational pamphlet. Has a 10% chance of producing double yields when under the effect of |
|
Obsidian Sickles |
Traders
Orders
|
Harvesting crops is 25% faster. |
|
Advanced Press |
Traders
Orders
|
+2 to |
|
Crate of Stone |
Orders
|
40 |
|
Bundle of Fabric |
Orders
|
40 |
|
Light Timber |
Orders
|
Any Woodcutter can carry 5 additional items. |
|
Ale Delivery Line |
Biomes
Orders
|
5 |
|
Amber Pouch |
Orders
|
40 |
|
Quick Planting |
Orders
|
Planting crops is 50% faster. |
|
Quick Harvest |
Orders
|
Harvesting crops is 50% faster. |
|
Big Phials |
Orders
|
+3 to |
|
Vessel of Incense |
Orders
|
+3 to |
|
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 |
|
Pickled Goods |
Orders
|
60 |
|
Ranch |
Traders
Orders
|
Can produce: |
|
Basket of Biscuits |
Orders
|
60 |
|
Workstation Upgrade |
Traders
Orders
|
+50% to amount of goods produced in the Crude Workstation. |
|
Giant Vegetables |
Traders
Orders
|
+1 to |
|
Rich in Fiber |
Traders
Orders
|
+1 to |
|
Barrels |
Orders
|
25 |
|
Bundle of Reeds |
Orders
|
20 |
|
Barrels |
Orders
|
20 |
|
Chicken or Egg? |
Biomes
|
Gain 1 Harpy for every 25 |
|
Surprise Child |
Biomes
|
Gain 1 Lizard for every 25 |
|
Small Press |
Biomes
|
A useful mill upgrade. Gain 3 |
|
Dye Extractor |
Biomes
|
Gain 5 |
|
Peasant Supplies |
Biomes
|
Receive 3 |
|
Golden Marrow |
Biomes
|
Some fossils contain valuable surprises. Gain 2 |
|
Deep Pockets |
Biomes
|
Receive 10 |
|
Bed and Breakfast |
Biomes
|
This time, it's the guild who’s going to pay you, not the other way around. Gain 10 |
|
Bread Peels |
Biomes
|
Bakery production is 50% quicker. |
|
Blood Price Contract |
Traders
Biomes
|
A shady, but lucrative deal. Gain 10 |
|
Rain Pumps |
Biomes
|
Brewery production is 50% quicker. |
|
Cannibalism |
Biomes
|
Gain 30 |
|
Clay Delivery Line |
Biomes
|
3 |
|
Burnt to a Crisp |
Biomes
|
Gain 20 |
|
Firekeeper's Armor |
Biomes
|
Allows firekeepers to combat corruption more efficiently. Every burned cyst removes an additional 50 corruption. |
|
Leftover Crops |
Biomes
|
Gain 1 |
|
Guild Catalogue |
Biomes
|
Traders will have 1 more cornerstone for sale. |
|
Fiber Delivery Line |
Biomes
|
3 |
|
Grain Delivery Line |
Biomes
|
3 |
|
Grain Bags |
Traders
Biomes
|
Specialized grain farming techniques. |
|
Spices |
Biomes
|
|
|
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 |
|
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 |
|
Meat Specialization |
Biomes
|
You've managed to enlist some excellent hunters. |
|
Moldy Grain Seeds |
Biomes
|
A new type of grain. Gain 3 |
|
Trade Negotiations |
Biomes
|
Trade routes are worth 1 more |
|
Fungal Guide |
Traders
Biomes
|
Ancient mushroom farming techniques are described within. |
|
Biscuit Diet |
Biomes
|
A farmer's favorite food. Farmers have a +75% chance of producing double yields when under the effect of |
|
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 |
|
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
|
|
|
Hidden Reward |
Biomes
|
Gain 1 |
|
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 |
|
Moss Broccoli Seeds |
Biomes
|
|
|
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 |
|
Lumber Tax |
Biomes
|
Gain 1 |
|
Extraction Tools |
Biomes
|
A set of specialized tools made to extract artifacts. Gain 1 |
|
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 |
|
Small Distillery |
Biomes
|
The fresh resin still glows softly with the rain's essence. Gain 4 |
|
Rain Collector Filter |
Biomes
|
Powerful equipment for filtering small crystals. |
|
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 |
|
Rooty Ground |
Biomes
|
Strange roots spread across the land. |
|
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. |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
Improvised Tools |
Biomes
|
Woodcutters are tasked with creating makeshift tools. Discovering a glade grants 5 |
|
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 |
|
Woodcutter's Prayer |
Biomes
|
If you want to take, you first must give. +1 to |
|
Sharp Sickles |
Biomes
|
+2 to |
|
Leather Gloves |
Biomes
|
+2 to |
|
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 |
|
Egg Delivery Line |
Biomes
|
15 |
|
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 |
|
Herbalists' Camp |
Traders
|
Starting point for herbalists going out into the wild to gather |
|
Foragers' Camp |
Traders
|
Starting point for foragers going out into the wild to gather |
|
Trappers' Camp |
Traders
|
Starting point for trappers going out into the wild to collect |
|
Pocket Knives |
Traders
|
Handy tools for cutting stems and leaves. Gain 4 |
|
Fungal Growth |
Traders
|
+1 to |
|
Dual Brewing Tools |
Traders
|
A set of specialized alchemical tools. Gain 3 |
|
Biscuit Recipes |
Traders
|
|
|
Ancient Sewing Technique |
Traders
|
+3 to |
|
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: |
|
Insect Traps |
Traders
|
Insect traps let you catch any insects feeding on mushrooms. Gain 1 |
|
Fragrant Roots |
Traders
|
Gain 3 |
|
Contraband |
Traders
|
Let's hope the Queen doesn't find out. You can choose one blueprint from all unlocked blueprints. |
|
Smelter |
Traders
|
Can produce: |
|
Smithy |
Traders
|
Can produce: |
|
Rain Mill |
Traders
|
Can produce: |
|
Repurposed Clay |
Traders
|
Nothing goes to waste. Gain 2 |
|
Salvaging Tools |
Traders
|
Caches discovered in glades can now be salvaged. Gain 10 |
|
Accumulated Dew |
Traders
|
Gain 2 |
|
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: |
|
Tinctury |
Traders
|
Can produce: |
|
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 |
|
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 |
|
Bleeding Trees |
Traders
|
+1 to |
|
Stamping Mill |
Traders
|
Can produce: |
|
Scribe |
Traders
|
Can produce: |
|
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 |
|
Small Press (Stormforged) |
|
A useful mill upgrade. Gain 5 |
|
Dye Extractor (Stormforged) |
|
Gain 10 |
|
Deep Pockets (Stormforged) |
|
Receive 15 |
|
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 |
|
Blood Price Contract (Stormforged) |
|
A shady, but lucrative deal. Gain 20 |
|
Cannibalism (Stormforged) |
|
Gain 30 |
|
Cheap Construction (Stormforged) |
|
All buildings cost 50% less. |
|
Copper Extractor (Stormforged) |
|
Machinery specialized in extracting copper from petrified trees. Gain 1 |
|
Forsaken Seal (Stormforged) |
|
An artifact of the Forsaken Gods. Gain one cornerstone reroll charge at the beginning of each storm. |
|
[unknown] (Stormforged) |
|
[unknown] |
|
Leftover Crops (Stormforged) |
|
Gain 1 |
|
Forge Trip Hammer (Stormforged) |
|
A powerful hammer is installed in each 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 |
|
Spices (Stormforged) |
|
|
|
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 |
|
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 |
|
Ancient Stabilizer (Stormforged) |
|
A strange relic that fits into the Hearth. +1 to |
|
Metallurgic Proficiency (Stormforged) |
|
All recipes that use metal or ore will be produced 66% quicker.+1 to |
|
Mist Piercers (Stormforged) |
|
You can see the content of undiscovered glades. |
|
Moldy Grain Seeds (Stormforged) |
|
A new type of grain. Gain 8 |
|
Trade Negotiations (Stormforged) |
|
Trade routes are worth 3 more |
|
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 |
|
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 |
|
[unknown] (Stormforged) |
|
Discovering a glade grants 6 |
|
Improvised Tools (Stormforged) |
|
Woodcutters are tasked with creating makeshift tools. Discovering a glade grants 6 |
|
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. |
|
[unknown] |
|
[unknown] |
|
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. |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
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 |
|
Rain Collector |
|
Can produce: |
|
Cooperage |
|
Can produce: |
|
Crude Workstation |
|
Can produce: |
|
Homestead |
|
Uses a large area of nearby farm fields to produce |
|
Finesmith |
|
Can produce: |
|
Furnace |
|
Can produce: |
|
Human House |
|
Building specifically for Humans. Has to be built near a Hearth. Number of places: 2. |
|
Forsaken Altar |
|
A small storage for |
|
Leatherworker |
|
Can produce: |
|
Library |
|
A place where villagers can fulfill their need for: Religion, Leisure. Passive effects: The Green Brew. |
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Lizard House |
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Building specifically for Lizards. Has to be built near a Hearth. Number of places: 2. |
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Manufactory |
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Can produce: |
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Clothier |
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Can produce: |
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Tinkerer |
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Can produce: |
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Royal Archaeologists |
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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. |
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Efficient Brewing |
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+50% to amount of goods produced in the Brewery. |
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Advanced Brewing |
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+60% to amount of goods produced in the Brewery. |
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Efficient Brewing |
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+50% to amount of goods produced in the Flawless Brewery. |
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Advanced Brewing |
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+60% to amount of goods produced in the Flawless Brewery. |
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[unknown] |
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[unknown] |
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[unknown] |
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[unknown] |
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Reinforced Tools |
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+50% to amount of goods produced in the Clay Pit. |
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Reinforced Tools |
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+50% to amount of goods produced in the Clay Pit. |
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Workstation Upgrade |
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+100% to amount of goods produced in the Crude Workstation. |
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Obsidian Tools |
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+100% to amount of goods produced in the Homestead. |
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Obsidian Tools |
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+150% to amount of goods produced in the Homestead. |
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Obsidian Tools |
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+50% to amount of goods produced in the Homestead. |
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Reinforced Tools |
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+50% to amount of goods produced in the Homestead. |
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Reinforced Tools |
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+100% to amount of goods produced in the Foragers' Camp. |
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Reinforced Tools |
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+50% to amount of goods produced in the Foragers' Camp. |
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[unknown] |
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[unknown] |
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[unknown] |
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[unknown] |
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Reinforced Tools |
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+50% to amount of goods produced in the Greenhouse. |
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Reinforced Tools |
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+50% to amount of goods produced in the Greenhouse. |
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[unknown] |
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[unknown] |
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[unknown] |
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[unknown] |
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Reinforced Tools |
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+50% to amount of goods produced in the Grove. |
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Reinforced Tools |
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+50% to amount of goods produced in the Grove. |
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Reinforced Tools |
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+100% to amount of goods produced in the Harvesters' Camp. |
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Reinforced Tools |
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+50% to amount of goods produced in the Harvesters' Camp. |
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[unknown] |
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[unknown] |
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[unknown] |
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[unknown] |
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[unknown] |
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[unknown] |
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[unknown] |
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[unknown] |
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Advanced Herbalism |
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+25% to amount of goods produced in the Hallowed Herb Garden. |
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Advanced Herbalism |
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+25% to amount of goods produced in the Herb Garden. |
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Advanced Herbalism |
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+50% to amount of goods produced in the Hallowed Herb Garden. |
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Advanced Herbalism |
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+50% to amount of goods produced in the Herb Garden. |
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Reinforced Tools |
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+50% to amount of goods produced in the Herb Garden. |
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Reinforced Tools |
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+50% to amount of goods produced in the Herb Garden. |
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Reinforced Tools |
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+100% to amount of goods produced in the Herbalists' Camp. |
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Reinforced Tools |
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+50% to amount of goods produced in the Herbalists' Camp. |
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Rainpunk Drills |
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+30% to amount of goods produced in the Mine. |
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[unknown] |
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[unknown] |
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[unknown] |
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[unknown] |
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Large Baskets |
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+50% to amount of goods produced in the Plantation. |
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Reinforced Tools |
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+50% to amount of goods produced in the Plantation. |
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Reinforced Tools |
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+100% to amount of goods produced in the Scavengers' Camp. |
|
Reinforced Tools |
|
+50% to amount of goods produced in the Scavengers' Camp. |
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Untapped Wealth |
|
[unknown] |
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Untapped Wealth |
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[unknown] |
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Untapped Wealth |
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[unknown] |
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Untapped Wealth |
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[unknown] |
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Untapped Wealth |
|
[unknown] |
|
Untapped Wealth |
|
[unknown] |
|
Exposed Resources |
|
The ground is soft, and soaked with the rain's essence. Mines produce 50% more goods during drizzle season. |
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Rotting Wood |
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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. |
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Intensive Mutations |
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Riches from plant life blooming on supplements. Doubles the yield of bonus resources claimed from trees. |
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Reinforced Tools |
|
+100% to amount of goods produced in the Hallowed Small Farm. |
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Reinforced Tools |
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+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. |
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Old Ghran's Technique |
|
+25% to amount of goods produced in the Hallowed Small Farm. |
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Old Ghran's Technique |
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+25% to amount of goods produced in the Small Farm. |
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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 |
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+100% to amount of goods produced in the Stonecutters' Camp. |
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Reinforced Tools |
|
+100% to amount of goods produced in the Trappers' Camp. |
|
Reinforced Tools |
|
+50% to amount of goods produced in the Trappers' Camp. |
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Lightning Strike |
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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. |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
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Corrosive Torrent |
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The rain is especially toxic in this region. No resources will be refunded after destroying a building. |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
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Insatiable Hunger |
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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 |
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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. |
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Parasites |
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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. |
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Settler |
|
Villagers eat less food. |
|
Mitosis |
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Living matter has a tendency to spread uncontrollably. It multiplies, creating new clusters. |
|
Barrel Schematics |
|
|
|
Haste Makes Waste |
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Scouts work 50% faster on Dangerous Glade Events, but there’s a 50% chance that one of them will die. |
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Crowded Houses |
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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. |
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Ancient Stabilizer |
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A strange relic that fits into the Hearth. Wood production is increased by +2, but the storm will last 40% longer. |
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Fishmen Rituals |
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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%. |
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Giant Beast |
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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) |
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Giant Beast |
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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) |
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Giant Beast |
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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) |
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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 |
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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). |
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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) |
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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 |
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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 ( |
|
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. |
|
[unknown] |
|
[unknown] |
|
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 |
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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 |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
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Wet Soil |
|
It's particularly hard to build anything in this region. Buildings require 50% more materials. |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
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. |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
ModifierEffect_AncientGate_Name |
|
ModifierEffect_AncientGate_Desc |
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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. |
|
[unknown] |
|
[unknown] |
|
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. |
|
[unknown] |
|
[unknown] |
|
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. |
|
[unknown] |
|
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. |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
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. |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
+5% to global production speed. |
|
[unknown] |
|
[unknown] |
|
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 |
|
Barrels of Ale |
|
20 |
|
Barrels of Ale |
|
35 |
|
Barrels of Ale |
|
40 |
|
Barrels of Ale |
|
5 |
|
Barrels of Ale |
|
50 |
|
Amber Pouch |
|
1 |
|
Amber Pouch |
|
2 |
|
Amber Pouch |
|
3 |
|
Amber Pouch |
|
2 |
|
Amber Pouch |
|
45 |
|
Amber Pouch |
|
50 |
|
Amber Pouch |
|
55 |
|
Amber Pouch |
|
7 |
|
Amber Pouch |
|
8 |
|
Chest of Ancient Tablets |
|
1 |
|
Chest of Ancient Tablets |
|
8 |
|
Chest of Ancient Tablets |
|
2 |
|
Chest of Ancient Tablets |
|
3 |
|
Chest of Ancient Tablets |
|
5 |
|
Chest of Ancient Tablets |
|
8 |
|
Artifacts |
|
1 |
|
Artifacts |
|
10 |
|
Artifacts |
|
2 |
|
Artifacts |
|
3 |
|
Artifacts |
|
4 |
|
Artifacts |
|
5 |
|
Crate of Cosmetics |
|
20 |
|
Crate of Cosmetics |
|
40 |
|
Barrels |
|
1 |
|
Barrels |
|
15 |
|
Barrels |
|
2 |
|
Barrels |
|
3 |
|
Barrels |
|
4 |
|
Barrels |
|
5 |
|
Basket of Berries |
|
10 |
|
Basket of Berries |
|
25 |
|
Basket of Berries |
|
40 |
|
Basket of Berries |
|
50 |
|
Basket of Biscuits |
|
10 |
|
Basket of Biscuits |
|
15 |
|
Crate of Bricks |
|
2 |
|
Crate of Bricks |
|
25 |
|
Crate of Bricks |
|
4 |
|
Crate of Bricks |
|
5 |
|
Crate of Bricks |
|
8 |
|
Crate of Clay |
|
10 |
|
Crate of Clay |
|
20 |
|
Crate of Clay |
|
25 |
|
Crate of Clay |
|
30 |
|
Crate of Clay |
|
5 |
|
Crate of Clay |
|
50 |
|
Crate of Clay |
|
8 |
|
Chest of Coal |
|
10 |
|
Chest of Coal |
|
40 |
|
Chest of Coal |
|
50 |
|
Bundle of Coats |
|
10 |
|
Bundle of Coats |
|
15 |
|
Bundle of Coats |
|
20 |
|
Bundle of Coats |
|
35 |
|
Bundle of Coats |
|
5 |
|
Bundle of Coats |
|
50 |
|
Copper Bars |
|
1 |
|
Copper Bars |
|
10 |
|
Copper Bars |
|
15 |
|
Copper Bars |
|
20 |
|
Crate of Copper Ore |
|
1 |
|
Crate of Copper Ore |
|
10 |
|
Crate of Copper Ore |
|
15 |
|
Crate of Copper Ore |
|
20 |
|
Crate of Copper Ore |
|
30 |
|
Crate of Copper Ore |
|
5 |
|
Box of Crystalized Dew |
|
1 |
|
Box of Crystalized Dew |
|
10 |
|
Box of Crystalized Dew |
|
15 |
|
Box of Crystalized Dew |
|
2 |
|
Box of Crystalized Dew |
|
20 |
|
Box of Crystalized Dew |
|
25 |
|
Box of Crystalized Dew |
|
4 |
|
Box of Crystalized Dew |
|
40 |
|
Box of Crystalized Dew |
|
5 |
|
Box of Crystalized Dew |
|
8 |
|
Basket of Eggs |
|
20 |
|
Basket of Eggs |
|
25 |
|
Basket of Eggs |
|
40 |
|
Basket of Eggs |
|
50 |
|
Bundle of Fabric |
|
15 |
|
Bundle of Fabric |
|
2 |
|
Bundle of Fabric |
|
4 |
|
Bundle of Fabric |
|
5 |
|
Sacks of Flour |
|
10 |
|
Sacks of Flour |
|
20 |
|
Sacks of Flour |
|
25 |
|
Sacks of Flour |
|
35 |
|
Sacks of Flour |
|
45 |
|
Food Stockpiles |
|
1 |
|
Food Stockpiles |
|
10 |
|
Food Stockpiles |
|
2 |
|
Food Stockpiles |
|
3 |
|
Food Stockpiles |
|
4 |
|
Food Stockpiles |
|
5 |
|
Oil Vessels |
|
10 |
|
Oil Vessels |
|
15 |
|
Oil Vessels |
|
20 |
|
Oil Vessels |
|
3 |
|
Oil Vessels |
|
40 |
|
Box of Grain |
|
15 |
|
Box of Grain |
|
40 |
|
Box of Grain |
|
50 |
|
Box of Grain |
|
60 |
|
Bundle of Herbs |
|
10 |
|
Bundle of Herbs |
|
15 |
|
Bundle of Herbs |
|
5 |
|
Bundle of Herbs |
|
50 |
|
Bundle of Herbs |
|
60 |
|
Bundle of Herbs |
|
70 |
|
Vessel of Incense |
|
12 |
|
Vessel of Incense |
|
15 |
|
Vessel of Incense |
|
3 |
|
Vessel of Incense |
|
30 |
|
Vessel of Incense |
|
5 |
|
Vessel of Incense |
|
8 |
|
Box of Infused Tools |
|
10 |
|
Box of Infused Tools |
|
12 |
|
Box of Infused Tools |
|
15 |
|
Box of Infused Tools |
|
2 |
|
Box of Infused Tools |
|
3 |
|
Box of Infused Tools |
|
4 |
|
Box of Infused Tools |
|
5 |
|
Box of Infused Tools |
|
6 |
|
Box of Infused Tools |
|
7 |
|
Box of Infused Tools |
|
8 |
|
Box of Infused Tools |
|
9 |
|
Vials of Pigment |
|
10 |
|
Vials of Pigment |
|
16 |
|
Vials of Pigment |
|
35 |
|
Vials of Pigment |
|
40 |
|
Vials of Pigment |
|
5 |
|
An Insect |
|
1 |
|
An Insect |
|
10 |
|
An Insect |
|
2 |
|
An Insect |
|
20 |
|
Basket of Jerky |
|
10 |
|
Basket of Jerky |
|
15 |
|
Basket of Jerky |
|
20 |
|
Basket of Jerky |
|
5 |
|
Bundle of Leather |
|
10 |
|
Bundle of Leather |
|
20 |
|
Bundle of Leather |
|
30 |
|
Bundle of Leather |
|
5 |
|
Machinery |
|
1 |
|
Machinery |
|
10 |
|
Machinery |
|
2 |
|
Machinery |
|
3 |
|
Machinery |
|
4 |
|
Machinery |
|
5 |
|
Box of Simple Tools |
|
3 |
|
Box of Simple Tools |
|
34 |
|
Box of Simple Tools |
|
40 |
|
Box of Simple Tools |
|
5 |
|
Box of Simple Tools |
|
9 |
|
Pack of Mushrooms |
|
10 |
|
Pack of Mushrooms |
|
15 |
|
Pack of Mushrooms |
|
3 |
|
Pack of Mushrooms |
|
40 |
|
Pack of Mushrooms |
|
5 |
|
Pack of Mushrooms |
|
60 |
|
Pack of Mushrooms |
|
8 |
|
Pack of Meat |
|
10 |
|
Pack of Meat |
|
15 |
|
Pack of Meat |
|
20 |
|
Pack of Meat |
|
25 |
|
Pack of Meat |
|
5 |
|
Pack of Meat |
|
6 |
|
Pack of Meat |
|
60 |
|
Oil Vessels |
|
10 |
|
Oil Vessels |
|
15 |
|
Oil Vessels |
|
2 |
|
Oil Vessels |
|
3 |
|
Oil Vessels |
|
40 |
|
Oil Vessels |
|
5 |
|
Oil Vessels |
|
6 |
|
Packs of Building Materials |
|
1 |
|
Packs of Building Materials |
|
10 |
|
Packs of Building Materials |
|
12 |
|
Packs of Building Materials |
|
15 |
|
Packs of Building Materials |
|
5 |
|
Packs of Building Materials |
|
8 |
|
Packs of Crops |
|
1 |
|
Packs of Crops |
|
10 |
|
Packs of Crops |
|
15 |
|
Packs of Crops |
|
5 |
|
Packs of Provisions |
|
1 |
|
Packs of Provisions |
|
10 |
|
Packs of Provisions |
|
3 |
|
Packs of Provisions |
|
6 |
|
Pack of Trade Goods |
|
10 |
|
Pack of Trade Goods |
|
6 |
|
Pack of Luxury Goods |
|
10 |
|
Pack of Luxury Goods |
|
5 |
|
Bundle of Scrolls |
|
10 |
|
Bundle of Scrolls |
|
25 |
|
Bundle of Scrolls |
|
30 |
|
Bundle of Scrolls |
|
40 |
|
Parts |
|
1 |
|
Parts |
|
14 |
|
Parts |
|
20 |
|
Pickled Goods |
|
15 |
|
Basket of Pies |
|
20 |
|
Box of Planks |
|
2 |
|
Box of Planks |
|
25 |
|
Box of Planks |
|
3 |
|
Bundle of Plant Fiber |
|
10 |
|
Bundle of Plant Fiber |
|
15 |
|
Bundle of Plant Fiber |
|
20 |
|
Bundle of Plant Fiber |
|
25 |
|
Bundle of Plant Fiber |
|
30 |
|
Bundle of Plant Fiber |
|
4 |
|
Bundle of Plant Fiber |
|
50 |
|
Box of Pottery |
|
10 |
|
Box of Pottery |
|
20 |
|
Box of Pottery |
|
3 |
|
Box of Pottery |
|
30 |
|
Box of Pottery |
|
5 |
|
Box of Pottery |
|
6 |
|
Purging Fire |
|
5 |
|
Bundle of Reeds |
|
10 |
|
Bundle of Reeds |
|
25 |
|
Bundle of Reeds |
|
35 |
|
Bundle of Reeds |
|
40 |
|
Bundle of Reeds |
|
5 |
|
Bundle of Reeds |
|
50 |
|
Bundle of Reeds |
|
8 |
|
Resin |
|
2 |
|
Resin |
|
4 |
|
Resin |
|
6 |
|
Pack of Roots |
|
10 |
|
Pack of Roots |
|
15 |
|
Pack of Roots |
|
20 |
|
Pack of Roots |
|
40 |
|
Gift from the Woods |
|
These seem to be the ideal conditions in which to create Amber. Gain 5 |
|
Crate of Sea Marrow |
|
10 |
|
Crate of Sea Marrow |
|
15 |
|
Crate of Sea Marrow |
|
20 |
|
Crate of Sea Marrow |
|
25 |
|
Crate of Sea Marrow |
|
5 |
|
Pack of Skewers |
|
20 |
|
Vessels of Sparkdew |
|
10 |
|
Vessels of Sparkdew |
|
15 |
|
Vessels of Sparkdew |
|
25 |
|
Vessels of Sparkdew |
|
30 |
|
Vessels of Sparkdew |
|
35 |
|
Vessels of Sparkdew |
|
40 |
|
Training Gear |
|
40 |
|
Crate of Vegetables |
|
40 |
|
Crate of Vegetables |
|
50 |
|
Crate of Vegetables |
|
40 |
|
Crate of Waterskins |
|
10 |
|
Crate of Waterskins |
|
15 |
|
Crate of Waterskins |
|
20 |
|
Crate of Waterskins |
|
5 |
|
Crate of Waterskins |
|
50 |
|
Crate of Stone |
|
20 |
|
Crate of Stone |
|
25 |
|
Crate of Stone |
|
5 |
|
Crate of Stone |
|
50 |
|
Crate of Stone |
|
8 |
|
Barrels of Wine |
|
10 |
|
Barrels of Wine |
|
20 |
|
Barrels of Wine |
|
3 |
|
Crate of Wood |
|
10 |
|
Crate of Wood |
|
100 |
|
Crate of Wood |
|
15 |
|
Crate of Wood |
|
20 |
|
Crate of Wood |
|
30 |
|
Crate of Wood |
|
40 |
|
Crate of Wood |
|
5 |
|
Crate of Wood |
|
50 |
|
Crate of Wood |
|
60 |
|
Crate of Wood |
|
70 |
|
Ale Delivery Line |
|
3 |
|
Amber Tax |
|
3 |
|
Amber Tax |
|
3 |
|
Amber Tax |
|
5 |
|
Barrel Delivery Line |
|
3 |
|
Berry Delivery Line |
|
10 |
|
Berry Delivery Line |
|
5 |
|
Clay Delivery Line |
|
10 |
|
Coal Delivery Line |
|
10 |
|
Coat Delivery Line |
|
10 |
|
Metal Delivery Line |
|
2 |
|
Metal Delivery Line |
|
3 |
|
Metal Delivery Line |
|
5 |
|
Ore Delivery Line |
|
10 |
|
Egg Delivery Line |
|
10 |
|
Egg Delivery Line |
|
3 |
|
Nest Eggs |
|
Eggs laid by a tamed Stormbird. 5 |
|
Fiber Delivery Line |
|
10 |
|
Grain Delivery Line |
|
10 |
|
Grain Delivery Line |
|
15 |
|
Herb Delivery Line |
|
10 |
|
Herb Delivery Line |
|
2 |
|
Incense Delivery Line |
|
3 |
|
Termite Nest |
|
3 |
|
Leather Delivery Line |
|
5 |
|
Scroll Delivery Line |
|
3 |
|
Scroll Delivery Line |
|
5 |
|
Meat Delivery Line |
|
10 |
|
Mushroom Delivery Line |
|
10 |
|
Mushroom Delivery Line |
|
5 |
|
Oil Delivery Line |
|
10 |
|
Reed Delivery Line |
|
10 |
|
Root Delivery Line |
|
10 |
|
Sparkdew Delivery Line |
|
10 |
|
Sparkdew Delivery Line |
|
15 |
|
Sparkdew Delivery Line |
|
5 |
|
Stone Delivery Line |
|
10 |
|
Stone Delivery Line |
|
3 |
|
Tool Delivery Line |
|
2 |
|
Tool Delivery Line |
|
4 |
|
Training Gear Delivery Line |
|
3 |
|
Training Gear Delivery Line |
|
5 |
|
Vegetable Delivery Line |
|
3 |
|
Barrel Delivery Line |
|
5 |
|
Mortar and Pestle |
|
+1 to |
|
Advanced Coopering |
|
+2 to |
|
Advanced Coopering |
|
+3 to |
|
Large Berry Baskets |
|
+3 to |
|
Bigger Pans |
|
+3 to |
|
Reinforced Brick Mold |
|
+3 to |
|
Steel Shovels |
|
+2 to |
|
Steel Shovels |
|
+3 to |
|
Specialized Mining |
|
+3 to |
|
Advanced Smelting |
|
+2 to |
|
Advanced Smelting |
|
+3 to |
|
Steel Shovels |
|
+2 to |
|
Steel Shovels |
|
+3 to |
|
Advanced Smithing |
|
+2 to |
|
Advanced Smithing |
|
+3 to |
|
Crystal Growth |
|
+3 to |
|
Crystal Growth |
|
All |
|
Reinforced Needles |
|
+3 to |
|
Heavy Millstone |
|
+3 to |
|
Mold Supply |
|
+3 to |
|
Sharp Sickles |
|
+3 to |
|
Vessel of Incense |
|
+2 to |
|
Rainpunk Smithing |
|
+1 to |
|
Rainpunk Smithing |
|
+2 to |
|
Rainpunk Smithing |
|
+3 to |
|
Nets |
|
+2 to |
|
Nets |
|
+3 to |
|
Tanning Racks |
|
+3 to |
|
Nets |
|
+3 to |
|
Fungal Growth |
|
+3 to |
|
Heavy Press |
|
+2 to |
|
Heavy Press |
|
+3 to |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
Industrialized Farming |
|
+2 to |
|
Industrialized Farming |
|
+3 to |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
Rich in Fiber |
|
+2 to |
|
Rich in Fiber |
|
+3 to |
|
Rain-Powered Pottery Wheel |
|
+2 to |
|
Rain-Powered Pottery Wheel |
|
+3 to |
|
Leather Gloves |
|
+1 to |
|
Leather Gloves |
|
+3 to |
|
Bleeding Trees |
|
+2 to |
|
Bleeding Trees |
|
+3 to |
|
Steel Penknives |
|
+3 to |
|
Berry New Year |
|
+3 to |
|
Mating Season |
|
+3 to |
|
Mushrooms After Rain |
|
+3 to |
|
Heavy Drops |
|
+5 to |
|
Steel Pickaxes |
|
+3 to |
|
Woodworking Tools |
|
+1 to |
|
Woodworking Tools |
|
+3 to |
|
Advanced Filters |
|
+1 to |
|
Steel Axes |
|
+1 to |
|
Steel Axes |
|
+2 to |
|
Steel Axes |
|
+3 to |
|
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). |
|
[unknown] |
|
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%. |
|
[unknown] |
|
The Ancient Hearth's resistance to corruption is increased by 100. |
|
[unknown] |
|
The Ancient Hearth's resistance to corruption is increased by 150. |
|
[unknown] |
|
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. |
|
[unknown] |
|
[unknown] |
|
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 |
|
[unknown] |
|
Scientific Grant |
|
The Queen has decided to reward you for your exceptional achievements in science. Gain 70 |
|
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) |
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Carpenter's Tools |
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Additional tools allow for increased yields. Gain 1 |
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Copper Extractor |
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Machinery specialized in extracting copper from petrified trees. Gain 1 |
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Frightening Visions |
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Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 50 seconds. |
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Frightening Visions |
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Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 30 seconds. |
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Frightening Visions |
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Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. |
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Frightening Visions |
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Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 40 seconds. |
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Whispering Tombs |
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Some secrets are better left untold. Get 20 Hostility every 60 seconds. (Is active only when the corresponding Glade Event is being worked on) |
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Worker Mobilization |
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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. |
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Fishmen Traps |
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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) |
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Small Altar Box |
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The forest requires sacrifices. Gain a -15 reduction in Hostility every time 2 villagers die. |
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Decryption |
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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 |
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Disturbing the Dead |
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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) |
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Disturbing the Dead |
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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) |
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Disturbing the Dead |
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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) |
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Disturbing the Dead |
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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) |
|
[unknown] |
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+15 |
|
The Crown Chronicles |
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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. |
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The Guild's Welfare |
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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 |
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Consecrated Scrolls |
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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. |
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Prayers |
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Impatience grows 4% slower for each person that has their religion need fulfilled. |
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Seized Inheritance |
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The property of the deceased is seized for the benefit of the whole settlement. Gain 20 random goods every time a villager dies. |
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Land of Luxury |
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Reputation generated through high Resolve grows +20% faster for every 2 villagers with the need for luxury fulfilled. |
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Converted Harmony Spirit Altar |
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When your villagers' needs are met, Harmony is fostered. Each unique service building adds 2 to Global Resolve. (the bonus is added retroactively) |
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Creeping Fishmen |
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With each fallen tree, the Fishmen grow closer. Global Resolve is hit by a -2 penalty for every 7 fallen trees. |
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Creeping Fishmen |
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With each fallen tree, the Fishmen grow closer. Global Resolve is hit by a -2 penalty for every 5 fallen trees. |
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Creeping Fishmen |
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With each fallen tree, the Fishmen grow closer. Global Resolve is hit by a -2 penalty for every 8 fallen trees. |
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Creeping Fishmen |
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With each fallen tree, the Fishmen grow closer. Global Resolve is hit by a -2 penalty for every 6 fallen trees. |
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Robbed Dead |
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The scent of your wealth makes the robbed spirit angry. You get -4 to Global Resolve for every 10 |
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Robbed Dead |
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The scent of your wealth makes the robbed spirit angry. You get -6 to Global Resolve for every 10 |
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Robbed Dead |
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The scent of your wealth makes the robbed spirit angry. You get -3 to Global Resolve for every 10 |
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Robbed Dead |
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The scent of your wealth makes the robbed spirit angry. You get -5 to Global Resolve for every 10 |
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Sacrificial Rituals |
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While the Hearth is corrupted, you’re unable to sacrifice resources. |
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Royal Funding |
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The Queen's generosity knows no limits. Gain 2 |
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Creeping Shadows |
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Discovering a glade during the storm will decrease Global Resolve by -10 for 3 minutes. |
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Cricket Mating Grounds |
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The clearings are abuzz with the sound of crickets. Gain 30 |
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Spreading Contamination |
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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. |
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Greater Threat |
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Every Dangerous and Forbidden Glade discovered grants -2 to Global Resolve during the storm. (the penalty is added retroactively) |
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Forgiving Crown |
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Gain one free cornerstone reroll for every Reputation Point gained during drizzle season. |
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Gentle Dawn |
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New year, new challenges. Gain 3 to Global Resolve for 3 minutes every time you discover a new glade (duration stacks). |
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Forest Offerings |
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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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TODO NAME |
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TODO DESC |
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Rotten Rain |
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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. |
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Marrow Growth |
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Small pockets of bone marrow form in the ground and on trees. Gain 5 |
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Bleeding Trees |
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A red, sticky substance is oozing out from beneath the tree bark. Gain 2 |
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Resisting Flora |
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The trees seem to come to life during the storm... Woodcutting is -90% slower, but each fallen tree gives 5 |
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Aura of Peace |
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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. |
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Finders Keepers |
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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. |
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Thunder |
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A terrifying sound from a raging sky. Every 50 seconds, 3 buildings are destroyed by lightning. |
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[unknown] |
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Discovering a glade grants 5 |
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Full Stock |
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A Warehouse full of provisions makes it easier to prepare your caravans. Trade routes are faster by 10% for every 10 |
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Scientific Agreement |
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You signed a very strange deal with the smuggler. You can choose one blueprint from all unlocked blueprints every time 10 villagers die. |
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Growing Darkness |
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Villagers get a -4 penalty to their Resolve for each Hostility level. (Is active only when the corresponding Glade Event is being worked on) |
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Growing Darkness |
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Villagers get a -4 penalty to their Resolve for each Hostility level. (Permanent. Won't be removed once the corresponding Glade Event is finished.) |
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Violent Dusk |
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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.) |
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Inspiring Pressure |
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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. |
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Gathering Knowledge |
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The Marshlands are a gatherer's paradise. Gathering speed is increased by 10% for every 2 workers assigned to gathering camps. |
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Royal Tax |
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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. |
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Land Tax |
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Taking advantage of the riches of this new land will cost you. You must pay 5 |
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Guild's Disfavor |
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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. |
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Rage of the Forest |
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The forest’s Hostility is temporarily increased by 100 points. (Is active only when the corresponding Glade Event is being worked on) |
|
[unknown] |
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[unknown] |
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High Voltage |
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The forest’s Hostility is temporarily increased by 200 points. (Is active only when the corresponding Glade Event is being worked on) |
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Fishmen Totem |
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The forest’s Hostility is temporarily increased by 20 points. |
|
[unknown] |
|
[unknown] |
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[unknown] |
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[unknown] |
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Darkest Shadows |
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The offended ghost has brought misfortune upon you. Hostility is increased by 80. |
|
[unknown] |
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[unknown] |
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[unknown] |
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[unknown] |
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[unknown] |
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[unknown] |
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[unknown] |
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[unknown] |
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[unknown] |
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[unknown] |
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[unknown] |
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[unknown] |
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Ways of the Forest |
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A book by the renowned Stormwalker, Pervun Runebeak. Lowers Hostility by 75 points. |
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Rage of the Forest |
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The forest’s Hostility is temporarily increased by 5 points. |
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The Green Brew |
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Gentle vapors seem to soothe the wilderness. Hostility is decreased by 100. Same building effects do not stack. |
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Converted Rain Totem |
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Hostility is decreased by 50. |
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Sacrifice Coal |
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Hostility reduced by 80. |
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Sacrifice Wood |
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Hostility reduced by 50. |
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Ancient Battleground |
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This land was once the place of a mythical battle. You start with 50 Hostility points. |
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Memory of the Forest |
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Other viceroys tried to settle here before, and the forest still remembers their presence. Start with 50 Hostility points. |
|
[unknown] |
|
[unknown] |
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Flame Amulets |
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An artifact infused with the power of the Holy Flame. Hostility from woodcutters is decreased by 8. |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
The forest seems to have been soothed. Opening glades no longer increases Hostility. |
|
[unknown] |
|
The forest seems to have been soothed. Opening glades no longer increases Hostility. |
|
Calm Lands |
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The forest seems to have been soothed. Opening glades no longer increases Hostility. |
|
Calm Lands |
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The forest seems to have been soothed. Opening glades no longer increases Hostility. |
|
Hunger Storm |
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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. |
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Famine Outbreaks |
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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. |
|
[unknown] |
|
[unknown] |
|
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. |
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Higher Standards |
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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. |
|
[unknown] |
|
[unknown] |
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[unknown] |
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[unknown] |
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[unknown] |
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[unknown] |
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[unknown] |
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[unknown] |
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[unknown] |
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[unknown] |
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[unknown] |
|
[unknown] |
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Bad Reputation |
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News of your terrible deed has spread quickly. Wealthier traders are avoiding your settlement. |
|
Bad Reputation |
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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. |
|
[unknown] |
|
[unknown] |
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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. |
|
[unknown] |
|
New villagers bring 20% more goods with them. |
|
[unknown] |
|
New villagers bring 25% more goods with them. |
|
[unknown] |
|
New villagers bring 40% more goods with them. |
|
[unknown] |
|
New villagers bring 50% more goods with them. |
|
[unknown] |
|
New villagers bring 75% more goods with them. |
|
[unknown] |
|
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. |
|
[unknown] |
|
[unknown] |
|
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. |
|
[unknown] |
|
[unknown] |
|
Lightning |
|
Villagers need to create makeshift lightning rods. At the beginning of the storm, pay 5 |
|
Overheating |
|
Machinery tends to overheat in this climate. 5 |
|
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 |
|
Vassal Tax |
|
Due to this region's location, the crown requires you to pay 5 |
|
Sacred Flame Rituals |
|
Only the Sacred Flame can protect the settlement from the darkness surrounding it. Pay 3 |
|
Land Tax |
|
Taking advantage of the riches of this new land will cost you. You must pay 5 |
|
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. |
|
[unknown] |
|
[unknown] |
|
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) |
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Full Goblets |
|
The settlement specializes in wine production, and Beavers love that. (+1 to Beavers Resolve) |
|
Fallen Beavers |
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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) |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
Finders Keepers |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
Wild Growth |
|
Small, energizing drops cause uncontrollable growth in some species. All resource nodes discovered during drizzle season have 10 more charges. |
|
Barrel Schematics |
|
|
|
Barrel Schematics |
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|
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Biscuit Recipes |
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|
|
Biscuit Recipes |
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|
|
Biscuit Recipes |
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|
|
Rain Collector Filter |
|
Powerful equipment for filtering small crystals. |
|
Seasonal Crops |
|
All farms can plant |
|
Seasonal Crops |
|
All farms can plant |
|
Seasonal Crops |
|
All farms can plant |
|
Seasonal Crops |
|
All farms can plant |
|
Seasonal Crops |
|
All farms can plant |
|
Seasonal Crops |
|
All farms can plant |
|
Forge Trip Hammer |
|
|
|
Soft Stems |
|
The grain stalks have grown soft because of the air’s humidity. During drizzle season, workers in the Harvesters' Camp can gather |
|
Crimson Rainfall |
|
The rain in this region has a weird red hue and iron taste to it. |
|
Worms After the Rain |
|
Insects are extremely easy to collect after heavy rainfall. During drizzle season, workers in the Scavengers' Camp can gather |
|
Fermented Rain |
|
The rain is sticky and tastes like wine. During drizzle season, |
|
Trade Pack Instructions |
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|
|
Trade Pack Instructions |
|
|
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
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. |
|
[unknown] |
|
[unknown] |
|
Metallurgic Proficiency |
|
All recipes that use metal or ore will be produced 66% quicker. |
|
[unknown] |
|
[unknown] |
|
Metallurgic Proficiency |
|
All recipes that use metal or ore will be produced 66% quicker. |
|
[unknown] |
|
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. |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
Lucky Talisman |
|
A necklace made out of tiny bones. Scouts work 10% faster on Glade Events. |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
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 |
|
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: |
|
Apothecary |
|
Can produce: |
|
Artisan |
|
Can produce: |
|
Bakery |
|
Can produce: |
|
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: |
|
Brick Oven |
|
Can produce: |
|
Brickyard |
|
Can produce: |
|
Butcher |
|
Can produce: |
|
Carpenter |
|
Can produce: |
|
Cellar |
|
Can produce: |
|
Clan Hall |
|
A place where villagers can fulfill their need for: Brawling, Religion. Passive effects: Ancient Ways. |
|
Clay Pit |
|
Produces |
|
Rain Collector |
|
Can produce: |
|
Cookhouse |
|
Can produce: |
|
Cooperage |
|
Can produce: |
|
Crude Workstation |
|
Can produce: |
|
Druid's Hut |
|
Can produce: |
|
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 |
|
Field Kitchen |
|
Can produce: |
|
Finesmith |
|
Can produce: |
|
Foragers' Camp |
|
Starting point for foragers going out into the wild to gather |
|
Forum |
|
A place where villagers can fulfill their need for: Leisure, Education. Passive effects: Public Lectures. |
|
Furnace |
|
Can produce: |
|
Granary |
|
Can produce: |
|
Greenhouse |
|
Produces |
|
Grill |
|
Can produce: |
|
Grove |
|
Uses nearby farm fields to produce |
|
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 |
|
Purified Beaver House |
|
Building specifically made for Beavers. Has to be built near a Hearth. Number of places: 6. |
|
Flawless Brewery |
|
Can produce: |
|
Hallowed Herb Garden |
|
Building_HerbGarden_Desc |
|
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: |
|
Hallowed Small Farm |
|
Uses nearby farm fields to produce |
|
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 |
|
Herbalists' Camp |
|
Starting point for herbalists going out into the wild to gather |
|
Human House |
|
Building specifically for Humans. Has to be built near a Hearth. Number of places: 2. |
|
Kiln |
|
Can produce: |
|
Leatherworker |
|
Can produce: |
|
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: |
|
Makeshift Post |
|
Can produce: |
|
Manufactory |
|
Can produce: |
|
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 |
|
Monastery |
|
A place where villagers can fulfill their need for: Religion, Leisure. Passive effects: The Green Brew. |
|
Plantation |
|
Uses nearby farm fields to produce |
|
Press |
|
Can produce: |
|
Provisioner |
|
Can produce: |
|
Rain Mill |
|
Can produce: |
|
Rainpunk Foundry |
|
A very advanced piece of technology. Can produce |
|
Ranch |
|
Can produce: |
|
Scavengers' Camp |
|
Starting point for scavengers going out into wild to gather |
|
Scribe |
|
Can produce: |
|
Clothier |
|
Can produce: |
|
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 |
|
Smelter |
|
Can produce: |
|
Smithy |
|
Can produce: |
|
Smokehouse |
|
Can produce: |
|
Stamping Mill |
|
Can produce: |
|
Stonecutters' Camp |
|
Starting point for stonecutters going out into the wild to gather |
|
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: |
|
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: |
|
Tinkerer |
|
Can produce: |
|
Toolshop |
|
Can produce: |
|
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 |
|
Weaver |
|
Can produce: |
|
Woodcutters' Camp |
|
Starting point for woodcutters going out into the wild to cut down trees. |
|
Workshop |
|
Can produce: |
|
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 |
|
|
|
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 |
|
|
|
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. |
|
[unknown] |
|
0.5 |
|
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 |
|
[unknown] |
|
[unknown] |
|
Queen's Wrath |
|
2 Impatience Points |
|
Queen's Wrath |
|
3 Impatience Points |
|
[unknown] |
|
[unknown] |
|
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. |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
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. |
|
Effect_LowerBlueprintsRerollCost_Name |
|
Effect_LowerBlueprintsRerollCost_Desc |
|
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. |
|
[unknown] |
|
[unknown] |
|
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. |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
Warm Welcome |
|
Increases Reputation gained from Resolve by 100%. |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
Resources you sacrifice in the Ancient Hearth burn 25% quicker. |
|
[unknown] |
|
Resources you sacrifice in the Ancient Hearth burn for 25% longer. |
|
[unknown] |
|
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. |
|
[unknown] |
|
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 |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
Weather Anomaly |
|
Something is wrong with the weather patterns in this area. The storm seems to last twice as long. |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
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. |
|
[unknown] |
|
[unknown] |
|
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. |
|
[unknown] |
|
[unknown] |
|
Soil Reclamation |
|
The soil becomes saturated with the rain's essence during drizzle season. Resource nodes depleted during the drizzle spawn fertile soil. |
|
[unknown] |
|
[unknown] |
|
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 |
|
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. |
|
[unknown] |
|
Gain 1 additional active trade route slot. |
|
[unknown] |
|
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. |
|
[unknown] |
|
[unknown] |
|
Stormwalker Training |
|
Your villagers learn how to travel the wilderness from the very best - the Royal Stormwalkers. All trade routes are faster by 10%. |
|
[unknown] |
|
[unknown] |
|
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%. |
|
[unknown] |
|
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. |
|
[unknown] |
|
[unknown] |
|
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. |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
Enriched Amber |
|
A golden, sticky substance. It glows when it touches Amber ( |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
Tight Packaging |
|
|
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
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) |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
Death from Beyond |
|
Old tales talk of horrific, bloodthirsty apparitions emerging from beyond Dark Gates. Kills 10 random villagers. |
|
[unknown] |
|
[unknown] |
|
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. |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
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. |
|
[unknown] |
|
[unknown] |
|
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. |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
Reward_WorkplacePerk_ExtremeNoise_Desc |
|
[unknown] |
|
[unknown] |
|
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. |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
|
[unknown] |
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