Name | Description | Biomes | Difficulty Cost |
---|---|---|---|
![]() | 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. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | -1 |
![]() | The weather in these lands sometimes enables you to peer beyond the veil of clouds. Villagers with this effect have a +1 boost to their Resolve. (A stack of this effect is added every 60 seconds) To GAIN it, fulfill the following need(s): : SERVICES x1 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 0 |
![]() | +3 to | ![]() ![]() ![]() ![]() | 0 |
![]() | A red, sticky substance is oozing out from beneath the tree bark. Gain 2 | ![]() ![]() ![]() ![]() ![]() ![]() | -1 |
![]() | Increases the speed at which traders arrive by 300%. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 0 |
![]() | The clearings are abuzz with the sound of crickets. Gain 30 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 0 |
![]() | The rain seems to fall... slower. Gain 15 | ![]() ![]() ![]() ![]() ![]() ![]() | 0 |
![]() | There is something in the air that invokes pleasant moods. The effect is especially strong when the body is well nourished. Villagers with this effect have a +1 boost to their Resolve. (A stack of this effect is added every 60 seconds) To GAIN it, fulfill the following need(s): : COMPLEX FOOD x2 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 0 |
![]() | The ground is soft, and soaked with the rain's essence. Mines produce 50% more goods during drizzle season. | ![]() ![]() ![]() ![]() ![]() | -1 |
![]() | After each storm, caravans find countless goods scattered along their routes. Every trade route you complete during drizzle season will give you 5 random packs of goods. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | -1 |
![]() | 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. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | -1 |
![]() | Gain one free cornerstone reroll for every Reputation Point gained during drizzle season. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | -1 |
![]() | A refreshing gust of air lifts the spirit. Those with their basic needs taken care of are more willing to work. Villagers with this effect move +20% faster. To GAIN it, fulfill the following need(s): : HOUSING x1 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 0 |
![]() | The forest's fruits are so ripe, they almost fall into the basket on their own. Gathering speed is increased by 50%. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | -1 |
![]() | New year, new challenges. Every small glade discovered grants +10% to planting speed during Drizzle. (the bonus is added retroactively) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | -1 |
![]() | These seem to be the ideal conditions in which to create Amber. Gain 5 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | -1 |
![]() | Some raindrops seem to have a golden hue. Gain 5 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 0 |
![]() | +3 to | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 0 |
![]() | Rainwater Geysers produce pleasant heat in their vicinity. Geyser Pump Operators get +10 to Resolve. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 0 |
![]() | Impatience grows 70% slower during drizzle season. The Queen seems to be preoccupied with more pressing matters. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | -1 |
![]() | The astonishingly beautiful view motivates villagers to work. The time interval between breaks is increased by +25%. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | -1 |
![]() | Living organisms in this region are mutated, and much larger than in other places. Doubles the amount of secondary resources gathered from trees. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 0 |
![]() | The smell of fresh air. Energizing for those not distracted by its coldness. Villagers with this effect move +20% faster. To GAIN it, fulfill the following need(s): : COMPLEX FOOD x1 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 0 |
![]() | The evaporating rainwater has made the wood a lot lighter in this region. Woodcutters can carry 10 more goods in drizzle season. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 0 |
![]() | Small pockets of bone marrow form in the ground and on trees. Gain 5 | ![]() ![]() | -1 |
![]() | +3 to | ![]() ![]() ![]() | 0 |
![]() | +3 to | ![]() ![]() ![]() ![]() | 0 |
![]() | Using Rain Engines causes a lot less Blightrot contamination due to the natural filtration processes of the surrounding vegetation. Blightrot Cysts grow 50% slower when using Rain Engines. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 0 |
![]() | 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). | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | -1 |
![]() | The Queen's generosity knows no limits. Gain 2 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | -1 |
![]() | The salty air makes it easier to preserve food. Food production speed is increased by 80% during drizzle season. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | -1 |
![]() | A pleasant, earthy scent is in the air. Gain +1 to Global Resolve for every 30 units of water used in Rain Engines. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | -1 |
![]() | The drizzle in this region is very mild, making it the perfect season for looting. Increases the chance of bringing back twice the goods from Glade Events solved during the drizzle by 25%. | ![]() ![]() ![]() ![]() ![]() ![]() | 0 |
![]() | The soil becomes saturated with the rain's essence during drizzle season. Resource nodes depleted during the drizzle spawn fertile soil. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | -1 |
![]() | They offer inspiration for open minds... Villagers with this effect have a +20% chance of doubling the yield with each production cycle. To GAIN it, fulfill the following need(s): : HOUSING x1 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | -1 |
![]() | Having ways to celebrate and express themselves keeps people more eager to work for the common good. Villagers with this effect have a +20% chance of doubling the yield with each production cycle. To GAIN it, fulfill the following need(s): : COMPLEX FOOD x1 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | -1 |
![]() | Gatherers have a +50% higher chance of producing double yields when harvesting resource nodes. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 0 |
![]() | Increases Reputation gained from Resolve by 100%. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 0 |
![]() | Small, energizing drops cause uncontrollable growth in certain species. All resource nodes discovered during drizzle season have more charges: +2 to small deposits, and +10 to large deposits. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | -1 |
Name | Hostility | Description | Biomes | Difficulty Cost |
---|---|---|---|---|
![]() | 0 | 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) | ![]() ![]() | 1 |
![]() | 1 | Discovering a glade during the storm will decrease Global Resolve by -10 for 3 minutes. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 1 |
![]() | 1 | As a result of heavy rainfall, during the storm, the travel cost of trade routes increases by 2. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 1 |
![]() | 1 | A veil of moisture obscures vision. It is hard to walk in these conditions. Villagers with this effect move –40% slower. To PREVENT it, fulfill the following need(s): : HOUSING x1 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 1 |
![]() | 1 | Strange voices call out from the depths. Villagers working in Mines get -10 to Resolve during the storm. | ![]() ![]() ![]() ![]() | 1 |
![]() | 1 | Villagers' speed off-road is decreased by 30%. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 1 |
![]() | 1 | Homeless villagers are especially vulnerable during the storm. Homeless villagers have a +10% chance of dying every 60 seconds during the storm. To PREVENT it, fulfill the following need(s): : HOUSING x1 | ![]() | 2 |
![]() | 1 | Lack of shelter during such a malevolent storm is simply gross neglect of villagers. Villagers with this effect have soaked clothes and get a -5 penalty to their Resolve. To PREVENT it, fulfill the following need(s): : HOUSING x1 | ![]() ![]() ![]() ![]() ![]() ![]() | 1 |
![]() | 1 | The firekeeper's power weakens in the face of an otherworldly force. The maximum number of sacrifice stacks in the Ancient Hearth is lowered by 1. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 2 |
![]() | 2 | Blightrot Cysts consume the storm's energy and become more resilient. Burning cysts takes 5 seconds longer. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 1 |
![]() | 2 | The dark skies above the settlement awaken a primal fear in all villagers. During the storm, all species' Resolve drops 100% faster. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 1 |
![]() | 2 | Strong gusts of wind strike the Holy Flame. Resources you sacrifice in the Ancient Hearth burn 40% quicker. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 1 |
![]() | 2 | Death by a thousand hailstones. There is no way to be safe without a roof over your head. Villagers with this effect have a +5% chance of perishing every 15 seconds. To PREVENT it, fulfill the following need(s): : HOUSING x1 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 1 |
![]() | 2 | The humidity in this region is unbearable. Fuel consumption in Hearths is increased by 20% for each Hostility level. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 1 |
![]() | 2 | The cover of the Ancient Hearth has been damaged due to an exceptionally strong storm. The Hearth's resistance has decreased by 200. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 1 |
![]() | 2 | Harsh weather conditions make it impossible to reach the Citadel. Gaining Reputation doesn't lower Impatience. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 1 |
![]() | 2 | The ground is moving and swaying from all the rainwater it’s absorbed. Gathering speed is decreased by 50%. | ![]() ![]() ![]() ![]() ![]() ![]() | 1 |
![]() | 2 | The rain is causing the trees to rot and fall apart. Woodcutters fell trees 50% faster, but have a +100% chance of destroying their yield. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 2 |
![]() | 2 | Constant bites and cuts don't really hurt that much, but are certainly annoying for those without proper protection. Villagers with this effect have a -2 penalty to their Resolve. (A stack of this effect is added every 60 seconds) To PREVENT it, fulfill the following need(s): : HOUSING x1 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 2 |
![]() | 2 | Infused rainwater slowly evaporates. You lose 1 unit of a random type of water for every 2 units of water used in Rain Engines. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 2 |
![]() | 3 | The rain dissolves some of the resources transported to your Warehouse. Recipes producing building materials yield 50% fewer goods. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 1 |
![]() | 3 | Villagers report feeling sick, especially during the storm. When a villager leaves or dies, 2 Blightrot Cysts will appear in the settlement. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 1 |
![]() | 3 | A sudden drop of temperature can cause extreme hunger. Villagers with this effect have a +50% chance of consuming double the amount of food during a break. To PREVENT it, fulfill the following need(s): : COMPLEX FOOD x1 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 2 |
![]() | 3 | Acid rain is slowly eating away at all metal objects. Producing Copper Bars, Crystalized Dew, and all goods that use metal ingots yields 50% fewer goods. | ![]() ![]() ![]() ![]() | 1 |
![]() | 3 | 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. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 2 |
![]() | 3 | Villagers need to create makeshift lightning rods. When this effect activates, you’ll need to pay 5 | ![]() ![]() ![]() | 1 |
![]() | 3 | A humdrum and peaceful atmosphere brings back memories of the Citadel: home cooked meals and cozy beds. Villagers with this effect have a -2 penalty to their Resolve. (A stack of this effect is added every 60 seconds) To PREVENT it, fulfill the following need(s): : COMPLEX FOOD x1; HOUSING x1 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 2 |
![]() | 3 | Extremely strong winds make it difficult to sustain the Holy Flame. Fuel consumption in Hearths is increased by 200%. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 2 |
![]() | 3 | The rain smells like Blightrot... Global food production is slowed by 15% for each Hostility level. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 2 |
![]() | 3 | The spreading corruption strikes fear into the hearts of your villagers. No amount of assurance or flattery can change that. Favoring is unavailable while the Hearth is being corrupted. | ![]() ![]() ![]() ![]() ![]() ![]() | 2 |
![]() | 4 | Blightrot seems to grow uncontrollably quickly in this region. Every storm season, 1 Blightrot Cysts appear in the settlement (multiplied by the number of years that have passed). | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 3 |
![]() | 4 | Even the hardiest villagers need some sort of cover in this weather. Once this effect activates, every villager in your settlement will ask you for 1 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 3 |
![]() | 4 | This damp and rotting landscape is the perfect breeding ground for sickness. Every villager that dies during the storm instantly turns into a Blood Flower. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 3 |
![]() | 4 | Every Dangerous and Forbidden Glade discovered grants -2 to Global Resolve during the storm. (the penalty is added retroactively) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 2 |
![]() | 4 | Working in this environment requires a lot of energy. Villagers have a higher chance of consuming twice the amount of food on each break (10% for each Hostility level). | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 2 |
![]() | 4 | A sickening smell is in the air. Villagers need something to help them focus. Time between breaks is reduced by –33% for villagers with this effect. To PREVENT it, fulfill the following need(s): : SERVICES x1 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 2 |
![]() | 4 | The rain carries a strange, rotten pollen with it. A Blood Flower will spawn somewhere in the settlement every 90 seconds. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 2 |
![]() | 4 | Only the Sacred Flame can protect the settlement from the darkness surrounding it. Pay 3 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 3 |
![]() | 4 | 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. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 3 |
![]() | 4 | People are reporting seeing strange visages in the woods. They need something to put their minds at ease. Villagers with this effect have a +20% chance of destroying the yield with each production cycle. To PREVENT it, fulfill the following need(s): : SERVICES x1 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 2 |
![]() | 4 | The wind and rain in this region seem more destructive than usual. Pay 5 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 2 |
![]() | 4 | Some goods seem to be mysteriously disappearing. Maybe there's a thief in the settlement? Villagers have a higher chance of consuming twice the amount of goods when using services (10% for each Hostility level). | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 2 |
![]() | 5 | Everything grows and blooms under this heavy rainfall, even if it shouldn't. Villagers with this effect have a +5% chance of perishing every 15 seconds. To PREVENT it, fulfill the following need(s): : COMPLEX FOOD x1; SERVICES x1 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 3 |
![]() | 5 | The heavy rain and cold climate are extremely taxing on the villagers. Without proper shelter and nourishment, the people will have to compensate somehow. Villagers with this effect have a +50% chance of consuming double the amount of food during a break. To PREVENT it, fulfill the following need(s): : HOUSING x1; SERVICES x1 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 2 |
![]() | 5 | There are no words, or even a melody. Those who go looking for the song don't usually return... Villagers with this effect have a +5% chance of perishing every 15 seconds. To PREVENT it, fulfill the following need(s): : SERVICES x1 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 2 |
![]() | 6 | The rampaging storm stifles the spirit of all living creatures. (‑20 to Global Resolve) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 3 |
![]() | 6 | The sun is obscured even more than usual. Almost as if it's gone missing for a while. Time between breaks is reduced by –33% for villagers with this effect. To PREVENT it, fulfill the following need(s): : SERVICES x2 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 3 |
![]() | 7 | Those lured by the lights may not come back. It's better to keep people focused and occupied. Villagers with this effect have a +5% chance of perishing every 15 seconds. To PREVENT it, fulfill the following need(s): : SERVICES x2 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 3 |
![]() | 7 | The forest will claim a villager's life during each storm (multiplied by the number of years that have passed). | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 3 |