Ancient Burial Site |
03:30
04:00
04:30
05:00
|
Calm Spirits:
(Empathy)
Excavate:
(Loyalty)
Calm Spirits:
(Empathy)
Excavate:
(Loyalty)
Calm Spirits:
(Empathy)
Excavate:
(Loyalty)
Calm Spirits:
(Empathy)
Excavate:
(Loyalty)
|
A strange place filled with gravestones inscribed in an ancient, long forgotten language. Every 13:00:
Rotten matter creeps up from underneath the Burial Site. Spawns 6 Blood Flowers.
During 'Excavate':
Woodcutting angers the dead. Hostility increases by +15 points for every 5 fallen trees. (Is active only when the corresponding Glade Event is being worked on)
During 'Excavate':
Woodcutting angers the dead. Hostility increases by +15 points for every 4 fallen trees. (Is active only when the corresponding Glade Event is being worked on)
During 'Excavate':
Woodcutting angers the dead. Hostility increases by +15 points for every 3 fallen trees. (Is active only when the corresponding Glade Event is being worked on)
During 'Excavate':
Woodcutting angers the dead. Hostility increases by +15 points for every 2 fallen trees. (Is active only when the corresponding Glade Event is being worked on)
|
Dark Gate |
03:30
04:00
04:30
05:00
|
Perform Ritual:
(Corruption)
Seal Off:
(Loyalty)
Perform Ritual:
(Corruption)
Seal Off:
(Loyalty)
Perform Ritual:
(Corruption)
Seal Off:
(Loyalty)
Perform Ritual:
(Corruption)
Seal Off:
(Loyalty)
|
A strange monument of cyclopean proportions. Heavy storm clouds seem to be gathering around the settlement. Every 13:00:
Old tales talk of horrific, bloodthirsty apparitions emerging from beyond Dark Gates. Kills 10 random villagers.
During 'Perform Ritual':
Horrific sacrifices are offered to the creatures trapped beneath the ancient seals. Maybe this will keep them resting a little while longer. Pray this never reaches Queen's ears. Kills 1 random villagers. (Activates every time work on the corresponding Glade Event is started. The effect won't be reversed once work is stopped)
During 'Seal Off':
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)
The forest’s Hostility is temporarily increased by 300 points. (Is active only when the corresponding Glade Event is being worked on)
During 'Perform Ritual':
Horrific sacrifices are offered to the creatures trapped beneath the ancient seals. Maybe this will keep them resting a little while longer. Pray this never reaches Queen's ears. Kills 1 random villagers. (Activates every time work on the corresponding Glade Event is started. The effect won't be reversed once work is stopped)
During 'Seal Off':
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)
The forest’s Hostility is temporarily increased by 300 points. (Is active only when the corresponding Glade Event is being worked on)
During 'Perform Ritual':
Horrific sacrifices are offered to the creatures trapped beneath the ancient seals. Maybe this will keep them resting a little while longer. Pray this never reaches Queen's ears. Kills 1 random villagers. (Activates every time work on the corresponding Glade Event is started. The effect won't be reversed once work is stopped)
During 'Seal Off':
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)
The forest’s Hostility is temporarily increased by 300 points. (Is active only when the corresponding Glade Event is being worked on)
During 'Perform Ritual':
Horrific sacrifices are offered to the creatures trapped beneath the ancient seals. Maybe this will keep them resting a little while longer. Pray this never reaches Queen's ears. Kills 1 random villagers. (Activates every time work on the corresponding Glade Event is started. The effect won't be reversed once work is stopped)
During 'Seal Off':
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)
The forest’s Hostility is temporarily increased by 300 points. (Is active only when the corresponding Glade Event is being worked on)
|
Fishmen Lighthouse |
03:30
04:00
04:30
05:00
|
Burn Down:
(Loyalty)
Cleanse:
Burn Down:
(Loyalty)
Cleanse:
Burn Down:
(Loyalty)
Cleanse:
|
Once upon a time, there must have been a coast and a harbor here. Now this place is haunted by Fishmen and the waters have withdrawn. An ominous light is coming from the top of the lighthouse. Every 13:00:
A strange and evil light is coming from the top of the lighthouse. It mesmerizes the settlement's scouts, causing them to work 20% slower on Glade Events. (Permanent. Won't be removed once the corresponding Glade Event is finished.)
1 Impatience Point
During 'Burn Down':
The blinding light is pointed directly at the settlement's Hearths, and firekeepers are helpless. Fishmen transform the Sacred Fire into a cold flame that increases Hostility of the Forest by 150 for every Hearth in the settlement. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
The blinding light is pointed directly at the settlement's Hearths, and firekeepers are helpless. Fishmen transform the Sacred Fire into a cold flame that increases Hostility of the Forest by 300 for every Hearth in the settlement. (Is active only when the corresponding Glade Event is being worked on)
During 'Burn Down':
The blinding light is pointed directly at the settlement's Hearths, and firekeepers are helpless. Fishmen transform the Sacred Fire into a cold flame that increases Hostility of the Forest by 150 for every Hearth in the settlement. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
The blinding light is pointed directly at the settlement's Hearths, and firekeepers are helpless. Fishmen transform the Sacred Fire into a cold flame that increases Hostility of the Forest by 300 for every Hearth in the settlement. (Is active only when the corresponding Glade Event is being worked on)
During 'Burn Down':
The blinding light is pointed directly at the settlement's Hearths, and firekeepers are helpless. Fishmen transform the Sacred Fire into a cold flame that increases Hostility of the Forest by 150 for every Hearth in the settlement. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
The blinding light is pointed directly at the settlement's Hearths, and firekeepers are helpless. Fishmen transform the Sacred Fire into a cold flame that increases Hostility of the Forest by 300 for every Hearth in the settlement. (Is active only when the corresponding Glade Event is being worked on)
During 'Burn Down':
The blinding light is pointed directly at the settlement's Hearths, and firekeepers are helpless. Fishmen transform the Sacred Fire into a cold flame that increases Hostility of the Forest by 150 for every Hearth in the settlement. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
The blinding light is pointed directly at the settlement's Hearths, and firekeepers are helpless. Fishmen transform the Sacred Fire into a cold flame that increases Hostility of the Forest by 300 for every Hearth in the settlement. (Is active only when the corresponding Glade Event is being worked on)
|
Fishmen Outpost |
03:30
04:00
04:30
05:00
|
Bribe:
(Corruption)
Hunt Down:
(Loyalty)
Bribe:
(Corruption)
Hunt Down:
(Loyalty)
Bribe:
(Corruption)
Hunt Down:
(Loyalty)
Bribe:
(Corruption)
Hunt Down:
(Loyalty)
|
Fishmen aren't usually a threat, but they can be a real nuisance after a while. Every 13:00:
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.
During 'Hunt Down':
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)
During 'Hunt Down':
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)
During 'Hunt Down':
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)
During 'Hunt Down':
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)
|
Fishman Soothsayer |
03:30
04:00
04:30
05:00
|
Foretell:
(Corruption)
Capture:
(Loyalty)
Foretell:
(Corruption)
Capture:
(Loyalty)
Foretell:
(Corruption)
Capture:
(Loyalty)
|
An old wandering soothsayer, teeming with magic. He does not speak, though you can hear his voice. His eyes are blank, yet you can feel his gaze. He is not afraid of death, he stands by its side. Every 13:00:
You begin to feel a growing anxiety. Something is changing in the aura. Negative Forest Mysteries require a lower Hostility level (-2) to activate during the Storm.
1 Impatience Point
During 'Foretell':
A powerful spell that feeds on the insatiable anger of the forest. Hostility is increased by +150 for every scout in your settlement. This includes idle scouts and workers assigned to this event. (Is active only when the corresponding Glade Event is being worked on)
During 'Capture':
The comforts of the civilized world are disgustingly unnatural to the Fishmen. Every time 10 Complex Food, Clothing, or Service needs are fulfilled, 2 random villagers are killed. (Is active only when the corresponding Glade Event is being worked on)
During 'Foretell':
A powerful spell that feeds on the insatiable anger of the forest. Hostility is increased by +150 for every scout in your settlement. This includes idle scouts and workers assigned to this event. (Is active only when the corresponding Glade Event is being worked on)
During 'Capture':
The comforts of the civilized world are disgustingly unnatural to the Fishmen. Every time 10 Complex Food, Clothing, or Service needs are fulfilled, 2 random villagers are killed. (Is active only when the corresponding Glade Event is being worked on)
During 'Foretell':
A powerful spell that feeds on the insatiable anger of the forest. Hostility is increased by +150 for every scout in your settlement. This includes idle scouts and workers assigned to this event. (Is active only when the corresponding Glade Event is being worked on)
During 'Capture':
The comforts of the civilized world are disgustingly unnatural to the Fishmen. Every time 10 Complex Food, Clothing, or Service needs are fulfilled, 2 random villagers are killed. (Is active only when the corresponding Glade Event is being worked on)
During 'Foretell':
A powerful spell that feeds on the insatiable anger of the forest. Hostility is increased by +150 for every scout in your settlement. This includes idle scouts and workers assigned to this event. (Is active only when the corresponding Glade Event is being worked on)
During 'Capture':
The comforts of the civilized world are disgustingly unnatural to the Fishmen. Every time 10 Complex Food, Clothing, or Service needs are fulfilled, 2 random villagers are killed. (Is active only when the corresponding Glade Event is being worked on)
|
Infected Drainage Mole |
03:30
04:00
04:30
05:00
|
Perform Ritual:
(Corruption)
Heal:
(Empathy)
Perform Ritual:
(Corruption)
Heal:
(Empathy)
Perform Ritual:
(Corruption)
Heal:
(Empathy)
|
One of the mythical guardians of the forest - still alive, but plagued by a mysterious disease. The Blightrot has taken over his mind, causing an unstoppable rage. You can try to heal him... or whisper prayers to its new masters. Every 13:00:
Drainage moles are intelligent beings, but they can be very bad-tempered when hungry. Kills villagers and destroys all resource nodes, buildings, and events within a 20 field radius.
During 'Heal':
Upon awakening the Infected Mole, all dormant cysts activate and start to corrupt the Ancient Hearth. Cysts are vulnerable to Purging Fire when this effect is activated. Completing or canceling the event will not stop the corruption, and cysts will remain active until burned.
Blightrot becomes extremely aggressive. 8 Blightrot Cysts will spawn in the settlement. Each cyst increases Hostility by +30 points.
During 'Heal':
Upon awakening the Infected Mole, all dormant cysts activate and start to corrupt the Ancient Hearth. Cysts are vulnerable to Purging Fire when this effect is activated. Completing or canceling the event will not stop the corruption, and cysts will remain active until burned.
Blightrot becomes extremely aggressive. 8 Blightrot Cysts will spawn in the settlement. Each cyst increases Hostility by +30 points.
During 'Heal':
Upon awakening the Infected Mole, all dormant cysts activate and start to corrupt the Ancient Hearth. Cysts are vulnerable to Purging Fire when this effect is activated. Completing or canceling the event will not stop the corruption, and cysts will remain active until burned.
Blightrot becomes extremely aggressive. 8 Blightrot Cysts will spawn in the settlement. Each cyst increases Hostility by +30 points.
During 'Heal':
Upon awakening the Infected Mole, all dormant cysts activate and start to corrupt the Ancient Hearth. Cysts are vulnerable to Purging Fire when this effect is activated. Completing or canceling the event will not stop the corruption, and cysts will remain active until burned.
Blightrot becomes extremely aggressive. 8 Blightrot Cysts will spawn in the settlement. Each cyst increases Hostility by +30 points.
|
Hungry Mistworm |
03:30
04:00
04:30
05:00
|
Feed:
(Empathy)
Chase Away:
Feed:
(Empathy)
Chase Away:
Feed:
(Empathy)
Chase Away:
|
A small, yet dangerous creature. It normally lives underground or hides in the mist, but this one seems to be more courageous than its kin. Every 13:00:
Where there is one mistworm, soon many more will follow. Destroys all stored food (both raw and cooked).
During 'Feed':
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)
During 'Chase Away':
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)
During 'Feed':
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)
During 'Chase Away':
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)
During 'Feed':
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)
During 'Chase Away':
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)
During 'Feed':
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)
During 'Chase Away':
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)
|
Drainage Mole |
03:30
04:00
04:30
05:00
|
A wild beast that usually lives underground. It was forced to the surface for some reason. Every 13:00:
Drainage moles are intelligent beings, but they can be very bad-tempered when hungry. Kills villagers and destroys all resource nodes, buildings, and events within a 20 field radius.
During 'Feed':
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)
During 'Chase Away':
The forest’s Hostility is temporarily increased by 300 points. (Is active only when the corresponding Glade Event is being worked on)
During 'Feed':
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)
During 'Chase Away':
The forest’s Hostility is temporarily increased by 300 points. (Is active only when the corresponding Glade Event is being worked on)
During 'Feed':
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)
During 'Chase Away':
The forest’s Hostility is temporarily increased by 300 points. (Is active only when the corresponding Glade Event is being worked on)
During 'Feed':
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)
During 'Chase Away':
The forest’s Hostility is temporarily increased by 300 points. (Is active only when the corresponding Glade Event is being worked on)
| |
Noxious Machinery |
03:30
04:00
04:30
05:00
|
A damaged and abandoned rainpunk contraption. The area was probably deserted because of a significant explosion risk. The machine's valves emit a distinct Blightrot odor. Every 13:00:
The explosion of the machine will not only destroy everything within a 10 field radius, but will also cause 5 Blightrot Cysts to spawn in the settlement.
During 'Tear Down':
The machine is somehow connected with the settlement's underground pipe system. You lose 4 units of a random type of rainwater every 12 seconds. Every 120 seconds, 2 Blightrot Cysts are spawned in the settlement.
During 'Tear Down':
The machine is somehow connected with the settlement's underground pipe system. You lose 4 units of a random type of rainwater every 12 seconds. Every 120 seconds, 2 Blightrot Cysts are spawned in the settlement.
During 'Tear Down':
The machine is somehow connected with the settlement's underground pipe system. You lose 4 units of a random type of rainwater every 12 seconds. Every 120 seconds, 2 Blightrot Cysts are spawned in the settlement.
During 'Tear Down':
The machine is somehow connected with the settlement's underground pipe system. You lose 4 units of a random type of rainwater every 12 seconds. Every 120 seconds, 2 Blightrot Cysts are spawned in the settlement.
| |
Lightning Catcher |
Burn Down:
03:30
Fix:
04:00
Burn Down:
04:00
Fix:
04:30
Burn Down:
04:30
Fix:
05:00
Burn Down:
05:00
Fix:
05:30
|
Burn Down:
Fix:
Burn Down:
Fix:
Burn Down:
Fix:
Burn Down:
Fix:
|
A weird contraption that attracts lightning. Its proximity to the settlement might have grave consequences. Every 13:00:
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.
During 'Burn Down':
The forest’s Hostility is temporarily increased by 600 points. (Is active only when the corresponding Glade Event is being worked on)
During 'Burn Down':
The forest’s Hostility is temporarily increased by 600 points. (Is active only when the corresponding Glade Event is being worked on)
During 'Burn Down':
The forest’s Hostility is temporarily increased by 600 points. (Is active only when the corresponding Glade Event is being worked on)
During 'Burn Down':
The forest’s Hostility is temporarily increased by 600 points. (Is active only when the corresponding Glade Event is being worked on)
|
Destroyed Rainpunk Foundry |
04:30
05:00
05:30
06:00
|
Salvage:
none
Rebuild:
Salvage:
none
Rebuild:
Salvage:
none
Rebuild:
Salvage:
none
Rebuild:
|
An old, abandoned piece of advanced Rainpunk technology. It seems extremely unstable - but maybe it can be rebuilt... Every 13:00:
The core of the machinery is unstable, and could explode at any minute. Destroys everything within a 18 field radius.
During 'Salvage':
The corrupting power of the rain is seeping through the Rainpunk machinery. Every 120 seconds, a Blood Flower will appear near the Rainpunk Foundry. (Is active only when the corresponding Glade Event is being worked on)
During 'Rebuild':
The corrupting power of the rain is seeping through the Rainpunk machinery. Every 120 seconds, a Blood Flower will appear near the Rainpunk Foundry. (Is active only when the corresponding Glade Event is being worked on)
During 'Salvage':
The corrupting power of the rain is seeping through the Rainpunk machinery. Every 110 seconds, a Blood Flower will appear near the Rainpunk Foundry. (Is active only when the corresponding Glade Event is being worked on)
During 'Rebuild':
The corrupting power of the rain is seeping through the Rainpunk machinery. Every 110 seconds, a Blood Flower will appear near the Rainpunk Foundry. (Is active only when the corresponding Glade Event is being worked on)
During 'Salvage':
The corrupting power of the rain is seeping through the Rainpunk machinery. Every 100 seconds, a Blood Flower will appear near the Rainpunk Foundry. (Is active only when the corresponding Glade Event is being worked on)
During 'Rebuild':
The corrupting power of the rain is seeping through the Rainpunk machinery. Every 100 seconds, a Blood Flower will appear near the Rainpunk Foundry. (Is active only when the corresponding Glade Event is being worked on)
During 'Salvage':
The corrupting power of the rain is seeping through the Rainpunk machinery. Every 90 seconds, a Blood Flower will appear near the Rainpunk Foundry. (Is active only when the corresponding Glade Event is being worked on)
During 'Rebuild':
The corrupting power of the rain is seeping through the Rainpunk machinery. Every 90 seconds, a Blood Flower will appear near the Rainpunk Foundry. (Is active only when the corresponding Glade Event is being worked on)
|
Giant Stormbird's Nest |
03:30
04:00
04:30
05:00
|
A never-before encountered Stormbird subspecies. She is fiercely guarding her nest. The clouds around the settlement have begun to darken... Every 13:00:
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.)
1 Impatience Point
During 'Tame':
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)
Villagers get a -4 penalty to their Resolve for each Hostility level. (Is active only when the corresponding Glade Event is being worked on)
During 'Tame':
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)
Villagers get a -4 penalty to their Resolve for each Hostility level. (Is active only when the corresponding Glade Event is being worked on)
During 'Tame':
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)
Villagers get a -4 penalty to their Resolve for each Hostility level. (Is active only when the corresponding Glade Event is being worked on)
During 'Tame':
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)
Villagers get a -4 penalty to their Resolve for each Hostility level. (Is active only when the corresponding Glade Event is being worked on)
| |
Destroyed Cage of the Warbeast |
03:30
04:00
04:30
05:00
|
Cultivate the Decay:
(Corruption)
none
Pay For Funeral:
(Empathy)
Cultivate the Decay:
(Corruption)
none
Pay For Funeral:
(Empathy)
Cultivate the Decay:
(Corruption)
none
Pay For Funeral:
(Empathy)
|
A destroyed royal guard camp. It looks as if one of their warbeasts got out and razed the entire encampment to the ground. The beast, usually obedient to its masters, must have been provoked by something. Every 10:24:
A free-roaming warbeast will make the forest even more dangerous. Hostility of the Forest increases by 240.
The creatures of the forest are not enough for the warbeast, so it must find other, more easily accessible food sources. Every newcomer caravan arrives with 2 fewer villagers on board.
During 'Cultivate the Decay':
The remains of the royal guard begin to decay. Spawns between 4 and 6 Blood Flowers upon activation.
Somehow, word of your decision has spread and reached the Queen. Viceroy executions are quite rare, but not as rare as you might hope. Gain 2 Impatience Points.
During 'Cultivate the Decay':
The remains of the royal guard begin to decay. Spawns between 4 and 6 Blood Flowers upon activation.
Somehow, word of your decision has spread and reached the Queen. Viceroy executions are quite rare, but not as rare as you might hope. Gain 2 Impatience Points.
During 'Cultivate the Decay':
The remains of the royal guard begin to decay. Spawns between 4 and 6 Blood Flowers upon activation.
Somehow, word of your decision has spread and reached the Queen. Viceroy executions are quite rare, but not as rare as you might hope. Gain 2 Impatience Points.
During 'Cultivate the Decay':
The remains of the royal guard begin to decay. Spawns between 4 and 6 Blood Flowers upon activation.
Somehow, word of your decision has spread and reached the Queen. Viceroy executions are quite rare, but not as rare as you might hope. Gain 2 Impatience Points.
|
Wildfire |
03:30
04:00
04:30
05:00
|
Catch:
Return the Child:
(Empathy)
Catch:
Return the Child:
(Empathy)
Catch:
Return the Child:
(Empathy)
Catch:
Return the Child:
(Empathy)
|
A wildfire spirit. It will wreak havoc on the settlement if it's not contained. Every 13:00:
The mere presence of a fire spirit can cause spontaneous combustion in its vicinity. Destroys all stored fuel (Coal, Oil, Wood, Sea Marrow).
During 'Return the Child':
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)
During 'Return the Child':
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)
During 'Return the Child':
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)
During 'Return the Child':
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)
|
Ancient Shrine |
02:15
02:00
01:45
01:30
|
Loot:
Excavate:
(Loyalty)
Loot:
Excavate:
(Loyalty)
Loot:
Excavate:
(Loyalty)
|
An ominous shrine from a long forgotten era. It's dangerous, but it might hold some ancient knowledge useful to the crown. Every 10:24:
Disturbing the ruins of the Great Civilization can have grave consequences. Kills 5 random villagers.
During 'Loot':
The forest’s Hostility is temporarily increased by 300 points. (Is active only when the corresponding Glade Event is being worked on)
During 'Loot':
The forest’s Hostility is temporarily increased by 300 points. (Is active only when the corresponding Glade Event is being worked on)
During 'Loot':
The forest’s Hostility is temporarily increased by 300 points. (Is active only when the corresponding Glade Event is being worked on)
During 'Loot':
The forest’s Hostility is temporarily increased by 300 points. (Is active only when the corresponding Glade Event is being worked on)
|
Forgotten Temple of the Sun |
02:15
02:00
01:45
01:30
|
Praise the Sun:
Excavate:
(Loyalty)
Praise the Sun:
Excavate:
(Loyalty)
Praise the Sun:
Excavate:
(Loyalty)
Praise the Sun:
Excavate:
(Loyalty)
|
Who would worship the sun in a world with so little sunlight? Every 10:24:
The Temple demands offerings. Destroys all trade goods in the Warehouse (packs of goods, Amber, Ancient Tablets).
|
Forsaken Crypt |
03:30
04:00
04:30
05:00
|
Tear Down:
Calm Spirits:
(Empathy)
Tear Down:
Calm Spirits:
(Empathy)
Tear Down:
Calm Spirits:
(Empathy)
|
The Forsaken Crypt hides a frustrated, poor spirit. This place seems to have been plundered a long time ago. Every 13:00:
What was once taken must now be given back. All stored
1 Impatience Point
During 'Tear Down':
The scent of your wealth makes the robbed spirit angry. You get -3 to Global Resolve for every 10
During 'Tear Down':
The scent of your wealth makes the robbed spirit angry. You get -4 to Global Resolve for every 10
During 'Tear Down':
The scent of your wealth makes the robbed spirit angry. You get -5 to Global Resolve for every 10
During 'Tear Down':
The scent of your wealth makes the robbed spirit angry. You get -6 to Global Resolve for every 10
|
Open Vault |
03:30
04:00
04:30
05:00
|
Perform Ritual:
(Corruption)
Bury the Entrance:
(Loyalty)
Perform Ritual:
(Corruption)
Bury the Entrance:
(Loyalty)
Perform Ritual:
(Corruption)
Bury the Entrance:
(Loyalty)
|
An open entrance to an ancient dungeon. Strange sounds can be heard coming from inside. Every 13:00:
A thick, spreading cloud of miasma. It kills every living being within a radius of 20 fields.
During 'Perform Ritual':
The forest’s Hostility is temporarily increased by 300 points. (Is active only when the corresponding Glade Event is being worked on)
During 'Bury the Entrance':
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)
During 'Perform Ritual':
The forest’s Hostility is temporarily increased by 300 points. (Is active only when the corresponding Glade Event is being worked on)
During 'Bury the Entrance':
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)
During 'Perform Ritual':
The forest’s Hostility is temporarily increased by 300 points. (Is active only when the corresponding Glade Event is being worked on)
During 'Bury the Entrance':
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)
During 'Perform Ritual':
The forest’s Hostility is temporarily increased by 300 points. (Is active only when the corresponding Glade Event is being worked on)
During 'Bury the Entrance':
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)
|
Ancient Shrine |
01:30
|
An ominous shrine from a long forgotten era. It's dangerous, but it might hold some ancient knowledge useful to the crown. Every 00:45:
Disturbing the ruins of the Great Civilization can have grave consequences. Kills 3 random villagers.
Every 05:30:
Disturbing the ruins of the Great Civilization can have grave consequences. Kills 3 random villagers.
| |
Fallen Beaver Traders |
03:30
04:00
04:30
05:00
|
Rob the Dead:
(Corruption)
none
Pay For Funeral:
(Empathy)
Rob the Dead:
(Corruption)
none
Pay For Funeral:
(Empathy)
Rob the Dead:
(Corruption)
none
Pay For Funeral:
(Empathy)
|
A group of fallen Beaver traders. They were probably assaulted by Fishmen. Or worse... The sight causes anxiety amongst the Beaver population. Every 10:24:
Spawns at least 2 Blood Flowers.
During 'Rob the Dead':
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)
During 'Rob the Dead':
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)
During 'Rob the Dead':
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)
During 'Rob the Dead':
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 Fox Scouts |
03:30
04:00
04:30
05:00
|
Rob the Dead:
(Corruption)
none
Pay For Funeral:
(Empathy)
Rob the Dead:
(Corruption)
none
Pay For Funeral:
(Empathy)
Rob the Dead:
(Corruption)
none
Pay For Funeral:
(Empathy)
|
A group of fallen Fox scouts. They must have been sent to search the area to make sure it was safe... Apparently, something stood in their way. This find is causing grief among the Fox population. Every 08:00:
Spawns at least 2 Blood Flowers.
During 'Rob the Dead':
Seeing their fallen kin has taken its toll on the villagers. (‑6 to Foxes Resolve) (Is active only when the corresponding Glade Event is being worked on)
During 'Rob the Dead':
Seeing their fallen kin has taken its toll on the villagers. (‑8 to Foxes Resolve) (Is active only when the corresponding Glade Event is being worked on)
During 'Rob the Dead':
Seeing their fallen kin has taken its toll on the villagers. (‑10 to Foxes Resolve) (Is active only when the corresponding Glade Event is being worked on)
During 'Rob the Dead':
Seeing their fallen kin has taken its toll on the villagers. (‑12 to Foxes Resolve) (Is active only when the corresponding Glade Event is being worked on)
|
Fallen Harpy Scientists |
03:30
04:00
04:30
05:00
|
Rob the Dead:
(Corruption)
none
Pay For Funeral:
(Empathy)
Rob the Dead:
(Corruption)
none
Pay For Funeral:
(Empathy)
Rob the Dead:
(Corruption)
none
Pay For Funeral:
(Empathy)
|
A group of fallen Harpy scientists... The sight causes unrest amongst the Harpy population. Every 10:24:
Spawns at least 2 Blood Flowers.
During 'Rob the Dead':
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)
During 'Rob the Dead':
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)
During 'Rob the Dead':
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)
During 'Rob the Dead':
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 Human Explorers |
03:30
04:00
04:30
05:00
|
Rob the Dead:
(Corruption)
none
Pay For Funeral:
(Empathy)
Rob the Dead:
(Corruption)
none
Pay For Funeral:
(Empathy)
Rob the Dead:
(Corruption)
none
Pay For Funeral:
(Empathy)
|
A group of fallen Human explorers. They were probably looking for a place to settle, far from the Queen's watchful eyes... The sight causes uneasiness amongst the Human population. Every 10:24:
Spawns at least 2 Blood Flowers.
During 'Rob the Dead':
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)
During 'Rob the Dead':
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)
During 'Rob the Dead':
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)
During 'Rob the Dead':
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 Lizard Hunters |
03:30
04:00
04:30
05:00
|
Rob the Dead:
(Corruption)
none
Pay For Funeral:
(Empathy)
Rob the Dead:
(Corruption)
none
Pay For Funeral:
(Empathy)
Rob the Dead:
(Corruption)
none
Pay For Funeral:
(Empathy)
|
A group of fallen Lizard hunters... The sight causes unrest amongst the Lizard population. Every 10:24:
Spawns at least 2 Blood Flowers.
During 'Rob the Dead':
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)
During 'Rob the Dead':
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)
During 'Rob the Dead':
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)
During 'Rob the Dead':
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)
|
Blood Flower (Clone) |
02:30
03:00
03:30
04:00
|
none
none
none
none
|
(Completing a cloned event does not count as completing a Glade Event, and so does not contribute towards perks, deeds, and score). Every 10:24:
The odor of Blood Flowers is making people feel sick. (‑3 to Global Resolve)
Blood Flowers have a tendency to spread uncontrollably.
During '':
Cooked and raw food in the Warehouse is disappearing at a rate of 2 items every 12 seconds. (Is active only when the corresponding Glade Event is being worked on)
During '':
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)
During '':
Cooked and raw food in the Warehouse is disappearing at a rate of 2 items every 8 seconds. (Is active only when the corresponding Glade Event is being worked on)
During '':
Cooked and raw food in the Warehouse is disappearing at a rate of 2 items every 6 seconds. (Is active only when the corresponding Glade Event is being worked on)
|
Blood Flower |
02:30
03:00
03:30
04:00
|
none
none
none
none
|
A deadly carrion organism that feeds on decaying matter. It spreads through contaminated rainwater and multiplies with time, becoming more and more dangerous. Blood Flowers are a source of extremely rare resources. Every 10:24:
The odor of Blood Flowers is making people feel sick. (‑3 to Global Resolve)
Blood Flowers have a tendency to spread uncontrollably.
During '':
Cooked and raw food in the Warehouse is disappearing at a rate of 2 items every 12 seconds. (Is active only when the corresponding Glade Event is being worked on)
During '':
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)
During '':
Cooked and raw food in the Warehouse is disappearing at a rate of 2 items every 8 seconds. (Is active only when the corresponding Glade Event is being worked on)
During '':
Cooked and raw food in the Warehouse is disappearing at a rate of 2 items every 6 seconds. (Is active only when the corresponding Glade Event is being worked on)
|
Blightrot Cauldron |
03:30
04:00
04:30
05:00
|
Tear Down:
none
Cleanse:
(Empathy)
Tear Down:
none
Cleanse:
(Empathy)
Tear Down:
none
Cleanse:
(Empathy)
Tear Down:
none
Cleanse:
(Empathy)
|
A Rainpunk Cauldron filled with a Blightrot-contaminated liquid. A moving, living fluid spreads around. Every 13:00:
Contaminated liquid gets inside Rain Engines through underground pipes. Using water in Rain Engines generates Blightrot Cysts 50% quicker.
During 'Tear Down':
The Blightrot inside the Rainpunk Cauldron feeds on everything it encounters. For every 20 food produced, 2 Blightrot Cysts are spawned in the settlement.
During 'Tear Down':
The Blightrot inside the Rainpunk Cauldron feeds on everything it encounters. For every 20 food produced, 2 Blightrot Cysts are spawned in the settlement.
During 'Tear Down':
The Blightrot inside the Rainpunk Cauldron feeds on everything it encounters. For every 20 food produced, 2 Blightrot Cysts are spawned in the settlement.
During 'Tear Down':
The Blightrot inside the Rainpunk Cauldron feeds on everything it encounters. For every 20 food produced, 2 Blightrot Cysts are spawned in the settlement.
|
Small Destroyed Caravan |
03:30
04:00
04:30
05:00
|
A destroyed caravan was found in the newly discovered glade. There are drag marks leading deeper into the forest... What could have caused such mayhem? Every 13:00:
Traders are afraid, and will not visit this area. Neither trading nor trade routes are available.
1 Impatience Point
During 'Loot':
People are afraid of whatever destroyed the caravan. (‑3 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)
During 'Loot':
People are afraid of whatever destroyed the caravan. (‑4 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)
During 'Loot':
People are afraid of whatever destroyed the caravan. (‑5 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)
During 'Loot':
People are afraid of whatever destroyed the caravan. (‑6 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)
| |
Large Destroyed Caravan |
03:30
04:00
04:30
05:00
|
A destroyed caravan, stranded in the wilderness. There are drag marks leading deeper into the forest... What could have caused such mayhem? Every 13:00:
Traders are afraid, and will not visit this area. Neither trading nor trade routes are available.
1 Impatience Point
During 'Loot':
People are afraid of whatever destroyed the caravan. (‑5 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)
During 'Loot':
People are afraid of whatever destroyed the caravan. (‑6 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)
During 'Loot':
People are afraid of whatever destroyed the caravan. (‑7 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)
During 'Loot':
People are afraid of whatever destroyed the caravan. (‑8 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)
| |
Hidden Trader Cemetery |
03:30
03:12
04:30
05:00
|
Burn Down:
(Corruption)
Report:
(Loyalty)
Burn Down:
(Corruption)
Report:
(Loyalty)
Burn Down:
(Corruption)
Report:
(Loyalty)
Burn Down:
(Corruption)
Report:
(Loyalty)
|
A cemetery full of traders killed by desperate viceroys. What drove them to commit such heinous crimes? Was it out of greed, or necessity? Every 13:00:
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.
1 Impatience Point
During 'Burn Down':
Some secrets are better left untold. Get 60 Hostility every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Burn Down':
Some secrets are better left untold. Get 60 Hostility every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Burn Down':
Some secrets are better left untold. Get 60 Hostility every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Burn Down':
Some secrets are better left untold. Get 60 Hostility every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
|
Escaped Convicts |
03:30
04:00
04:30
05:00
|
Dangerous convicts from the Smoldering City are hiding in the forest. They somehow managed to free themselves during transport. You can decide their fate - welcome them and employ them in your settlement, or send them back to the Citadel where they will be punished. Every 13:00:
The convicts will not dare to attack your settlement, but they will loot whatever they can find in the forest. They destroy 3 random caches, prioritizing the ones in already discovered glades.
1 Impatience Point
During 'Persuade':
Villagers have heard rumors of dangerous fugitives in the area. They are worried that desperate criminals might attack them. (‑5 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)
During 'Persuade':
Villagers have heard rumors of dangerous fugitives in the area. They are worried that desperate criminals might attack them. (‑6 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)
During 'Persuade':
Villagers have heard rumors of dangerous fugitives in the area. They are worried that desperate criminals might attack them. (‑7 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)
During 'Persuade':
Villagers have heard rumors of dangerous fugitives in the area. They are worried that desperate criminals might attack them. (‑8 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)
| |
Corrupted Caravan |
03:30
04:00
04:30
05:00
|
Send Contaminated Goods:
(Corruption)
Cleanse:
Send Contaminated Goods:
(Corruption)
Cleanse:
Send Contaminated Goods:
(Corruption)
Cleanse:
Send Contaminated Goods:
(Corruption)
Cleanse:
|
A large caravan abandoned in the woods, overgrown with Blightrot Cysts. They must have fed on the transported goods... or people. Every 13:00:
Your settlement's strongest and weakest point has become a direct target for the Blightrot. Corruption in the Ancient Hearth grows 50% quicker.
1 Impatience Point
During 'Send Contaminated Goods':
The Crown won't tolerate this level of incompetence when dealing with the Blightrot. You receive 0.5 Impatience Points.
During 'Cleanse':
The forest is merciless to those who exploit it. To protect itself, it may even sometimes ally with the Blightrot. Every 120 seconds, Blightrot Cysts (1) are spawned for each earned Hostility level.
During 'Send Contaminated Goods':
The Crown won't tolerate this level of incompetence when dealing with the Blightrot. You receive 0.5 Impatience Points.
During 'Cleanse':
The forest is merciless to those who exploit it. To protect itself, it may even sometimes ally with the Blightrot. Every 120 seconds, Blightrot Cysts (1) are spawned for each earned Hostility level.
During 'Send Contaminated Goods':
The Crown won't tolerate this level of incompetence when dealing with the Blightrot. You receive 0.5 Impatience Points.
During 'Cleanse':
The forest is merciless to those who exploit it. To protect itself, it may even sometimes ally with the Blightrot. Every 120 seconds, Blightrot Cysts (1) are spawned for each earned Hostility level.
During 'Send Contaminated Goods':
The Crown won't tolerate this level of incompetence when dealing with the Blightrot. You receive 0.5 Impatience Points.
During 'Cleanse':
The forest is merciless to those who exploit it. To protect itself, it may even sometimes ally with the Blightrot. Every 120 seconds, Blightrot Cysts (1) are spawned for each earned Hostility level.
|
Altar of Decay |
03:30
04:00
04:30
05:00
|
Tear Down:
(Loyalty)
Perform Ritual:
(Corruption)
Tear Down:
(Loyalty)
Perform Ritual:
(Corruption)
Tear Down:
(Loyalty)
Perform Ritual:
(Corruption)
|
A sinister stone structure created to worship the Blightrot. Cultists have engraved the inscription: "Nothing escapes death". Every 13:00:
The settlement is slowly engulfed in darkness. Each Blightrot Cyst increases Hostility by +15 points during the storm.
1 Impatience Point
During 'Tear Down':
A powerful, necrotic curse. Burning Blightrot Cysts takes 10 more seconds. Hostility is increased by +45 points for every Wildfire Essence stored in the settlement's Warehouse.
During 'Perform Ritual':
Horrific sacrifices are offered to the creatures trapped beneath the ancient seals. Maybe this will keep them resting a little while longer. Pray this never reaches Queen's ears. Kills 1 random villagers. (Activates every time work on the corresponding Glade Event is started. The effect won't be reversed once work is stopped)
During 'Tear Down':
A powerful, necrotic curse. Burning Blightrot Cysts takes 10 more seconds. Hostility is increased by +45 points for every Wildfire Essence stored in the settlement's Warehouse.
During 'Perform Ritual':
Horrific sacrifices are offered to the creatures trapped beneath the ancient seals. Maybe this will keep them resting a little while longer. Pray this never reaches Queen's ears. Kills 1 random villagers. (Activates every time work on the corresponding Glade Event is started. The effect won't be reversed once work is stopped)
During 'Tear Down':
A powerful, necrotic curse. Burning Blightrot Cysts takes 10 more seconds. Hostility is increased by +45 points for every Wildfire Essence stored in the settlement's Warehouse.
During 'Perform Ritual':
Horrific sacrifices are offered to the creatures trapped beneath the ancient seals. Maybe this will keep them resting a little while longer. Pray this never reaches Queen's ears. Kills 1 random villagers. (Activates every time work on the corresponding Glade Event is started. The effect won't be reversed once work is stopped)
During 'Tear Down':
A powerful, necrotic curse. Burning Blightrot Cysts takes 10 more seconds. Hostility is increased by +45 points for every Wildfire Essence stored in the settlement's Warehouse.
During 'Perform Ritual':
Horrific sacrifices are offered to the creatures trapped beneath the ancient seals. Maybe this will keep them resting a little while longer. Pray this never reaches Queen's ears. Kills 1 random villagers. (Activates every time work on the corresponding Glade Event is started. The effect won't be reversed once work is stopped)
|
Fishmen Cave |
03:30
04:00
04:30
05:00
|
Bribe:
(Corruption)
Chase Away:
(Loyalty)
Bribe:
(Corruption)
Chase Away:
(Loyalty)
Bribe:
(Corruption)
Chase Away:
(Loyalty)
|
It looks abandoned, but what if it's not? A terrible fishy smell comes from within. Every 13:00:
Fishmen witches have prepared a special surprise for anyone trying to break into the cave. Spawns 3 Fishmen Totems.
1 Impatience Point
During 'Chase Away':
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)
During 'Chase Away':
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)
During 'Chase Away':
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)
During 'Chase Away':
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)
|
Fishmen Totem |
00:50
01:00
01:10
01:20
|
none
none
none
none
|
A sinister structure made out of bones. Smells like Fishmen magic. |
Rain Spirit Totem |
03:30
04:00
04:30
05:00
|
Burn Down:
Perform Ritual:
(Corruption)
Burn Down:
Perform Ritual:
(Corruption)
Burn Down:
Perform Ritual:
(Corruption)
|
A totem built by the Fishmen. It seems to have affected the weather, making the rain heavier. Every 13:00:
Though it may be primitive, Fishmen magic can be very effective. Destroys all roads in the settlement.
Villagers move 30% slower.
During 'Perform Ritual':
The forest’s Hostility is temporarily increased by 300 points. (Is active only when the corresponding Glade Event is being worked on)
During 'Perform Ritual':
The forest’s Hostility is temporarily increased by 300 points. (Is active only when the corresponding Glade Event is being worked on)
During 'Perform Ritual':
The forest’s Hostility is temporarily increased by 300 points. (Is active only when the corresponding Glade Event is being worked on)
During 'Perform Ritual':
The forest’s Hostility is temporarily increased by 300 points. (Is active only when the corresponding Glade Event is being worked on)
|
Totem of Denial |
03:30
04:00
04:30
05:00
|
Burn Down:
Perform Ritual:
(Corruption)
Burn Down:
Perform Ritual:
(Corruption)
Burn Down:
Perform Ritual:
(Corruption)
Burn Down:
Perform Ritual:
(Corruption)
|
A religious structure built by the Fishmen. It interferes with the Hearth in the center of the settlement. Every 13:00:
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%.
1 Impatience Point
During 'Perform Ritual':
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)
During 'Perform Ritual':
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)
During 'Perform Ritual':
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)
During 'Perform Ritual':
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)
|
Harmony Spirit Altar |
03:30
04:00
04:30
05:00
|
Burn Down:
(Loyalty)
Calm Spirits:
(Empathy)
Burn Down:
(Loyalty)
Calm Spirits:
(Empathy)
Burn Down:
(Loyalty)
Calm Spirits:
(Empathy)
|
An old altar found in the wilds. The ancient language carved into the stone proclaims: "Light a fire at the altar to gain the blessing of the Spirit of Harmony". Every 13:00:
Harmony has been disturbed. (‑5 to Global Resolve)
1 Impatience Point
During 'Burn Down':
All species become less Resilient. Resolve drops 500% faster.
During 'Burn Down':
All species become less Resilient. Resolve drops 500% faster.
During 'Burn Down':
All species become less Resilient. Resolve drops 500% faster.
During 'Burn Down':
All species become less Resilient. Resolve drops 500% faster.
|
Withered Tree |
03:30
04:00
04:30
05:00
|
The once mighty tree has been deformed by the Blightrot living in its root system. The Blightrot poisons the tree's tissues, leading to its long-lasting degradation. Every 13:00:
The Blightrot feeds on the tree's valuable nutrients, making new cysts much more resilient. Cysts burn for 5 seconds longer.
During 'Cut Down':
Trees communicate with each other through their roots, making the forest aware of your every move. Spawns 1 Blightrot Cysts every 120 seconds for every 2 Dangerous Glade discovered. (the penalty is added retroactively)
During 'Cut Down':
Trees communicate with each other through their roots, making the forest aware of your every move. Spawns 1 Blightrot Cysts every 120 seconds for every 2 Dangerous Glade discovered. (the penalty is added retroactively)
During 'Cut Down':
Trees communicate with each other through their roots, making the forest aware of your every move. Spawns 1 Blightrot Cysts every 120 seconds for every 2 Dangerous Glade discovered. (the penalty is added retroactively)
During 'Cut Down':
Trees communicate with each other through their roots, making the forest aware of your every move. Spawns 1 Blightrot Cysts every 120 seconds for every 2 Dangerous Glade discovered. (the penalty is added retroactively)
| |
Merchant Shipwreck |
03:30
04:00
04:30
05:00
|
Search the Upper Deck:
Search the Lower Deck:
(Loyalty)
Search the Upper Deck:
Search the Lower Deck:
(Loyalty)
Search the Upper Deck:
Search the Lower Deck:
(Loyalty)
|
How powerful must the storm surge have been to carry this shattered wreck all the way here? Perhaps in the distant past, there was a sea here? It looks as if it’s been lying here for centuries. Strange voices can be heard coming from below deck... Every 13:00:
The captain is the last to leave the ship. Destroys a random Cornerstone in your possession. (Permanent. Won't be removed once the corresponding Glade Event is finished.)
During 'Search the Upper Deck':
The Crown is disappointed in your cowardice. The knowledge obtained from the captain's maps would have been a valuable treasure for the Queen. You receive 0.5 Impatience Points.
During 'Search the Lower Deck':
The storm wasn't gentle, even to a royal-flagged ship. When this effect is active, Hostility is increased by +330, but each ongoing trade route decreases Hostility by ‑40.
During 'Search the Upper Deck':
The Crown is disappointed in your cowardice. The knowledge obtained from the captain's maps would have been a valuable treasure for the Queen. You receive 0.5 Impatience Points.
During 'Search the Lower Deck':
The storm wasn't gentle, even to a royal-flagged ship. When this effect is active, Hostility is increased by +330, but each ongoing trade route decreases Hostility by ‑40.
During 'Search the Upper Deck':
The Crown is disappointed in your cowardice. The knowledge obtained from the captain's maps would have been a valuable treasure for the Queen. You receive 0.5 Impatience Points.
During 'Search the Lower Deck':
The storm wasn't gentle, even to a royal-flagged ship. When this effect is active, Hostility is increased by +330, but each ongoing trade route decreases Hostility by ‑40.
During 'Search the Upper Deck':
The Crown is disappointed in your cowardice. The knowledge obtained from the captain's maps would have been a valuable treasure for the Queen. You receive 0.5 Impatience Points.
During 'Search the Lower Deck':
The storm wasn't gentle, even to a royal-flagged ship. When this effect is active, Hostility is increased by +330, but each ongoing trade route decreases Hostility by ‑40.
|
Petrified Tree |
03:30
04:00
04:30
05:00
|
A strange tree that’s been turned to stone by the rain. It's radiating its sickness to the other trees around it. Every 13:00:
The sickness of the petrified tree spreads throughout the settlement. Destroys all stored wood (planks, wood).
During 'Cut Down':
Petrified wooden structures are slowly degrading. All homes can house 1 fewer resident. (Is active only when the corresponding Glade Event is being worked on)
A petrified tree is radiating its sickness onto the entire forest. Tree felling is 50% slower. (Is active only when the corresponding Glade Event is being worked on)
During 'Cut Down':
Petrified wooden structures are slowly degrading. All homes can house 1 fewer resident. (Is active only when the corresponding Glade Event is being worked on)
A petrified tree is radiating its sickness onto the entire forest. Tree felling is 50% slower. (Is active only when the corresponding Glade Event is being worked on)
During 'Cut Down':
Petrified wooden structures are slowly degrading. All homes can house 1 fewer resident. (Is active only when the corresponding Glade Event is being worked on)
A petrified tree is radiating its sickness onto the entire forest. Tree felling is 50% slower. (Is active only when the corresponding Glade Event is being worked on)
During 'Cut Down':
Petrified wooden structures are slowly degrading. All homes can house 1 fewer resident. (Is active only when the corresponding Glade Event is being worked on)
A petrified tree is radiating its sickness onto the entire forest. Tree felling is 50% slower. (Is active only when the corresponding Glade Event is being worked on)
| |
Fuming Machinery |
02:15
02:30
02:37
02:37
|
Tear Down:
Fix:
Tear Down:
Fix:
Tear Down:
Fix:
Tear Down:
Fix:
|
Old Rainpunk machinery left unsupervised. Unstable rainwater fumes fill the area. Every 13:00:
The core of the machinery is unstable and will release a small discharge before the main explosion. Destroys deposits and trees, and kills villagers within a 5 field radius.
Every 13:00:
The core of the machinery is unstable, and could explode at any minute. Destroys everything within a 10 field radius.
|
Leaking Cauldron |
03:30
04:00
04:30
05:00
|
Burn Down:
Fix:
(Empathy)
Burn Down:
Fix:
(Empathy)
Burn Down:
Fix:
(Empathy)
Burn Down:
Fix:
(Empathy)
|
An old, broken piece of Rainpunk technology. It's contaminating the soil around it. Every 13:00:
A toxic substance of unknown origin. Destroys all planted crops in farm fields.
Food tastes terrible due to contaminants from a leaking cauldron. (‑8 to Global Resolve)
During 'Burn Down':
All food production (both raw and cooked) is 60% slower. (Is active only when the corresponding Glade Event is being worked on)
During 'Burn Down':
All food production (both raw and cooked) is 70% slower. (Is active only when the corresponding Glade Event is being worked on)
During 'Burn Down':
All food production (both raw and cooked) is 80% slower. (Is active only when the corresponding Glade Event is being worked on)
During 'Burn Down':
All food production (both raw and cooked) is 90% slower. (Is active only when the corresponding Glade Event is being worked on)
|
Stonetooth Termite Burrow |
03:30
04:00
04:30
05:00
|
An aggressive, parasitic species, able to eat and digest even the hardest materials. Every 13:00:
Nothing can stop a hungry stonetooth termite swarm from feeding. Destroys all stored building materials (bricks, fabric, planks).
During 'Burn Down':
Harvesting and planting are –50% slower. (Is active only when the corresponding Glade Event is being worked on)
During 'Tame':
Agitated termites can be a real nuisance. (‑5 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)
During 'Burn Down':
Harvesting and planting are –50% slower. (Is active only when the corresponding Glade Event is being worked on)
During 'Tame':
Agitated termites can be a real nuisance. (‑5 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)
During 'Burn Down':
Harvesting and planting are –50% slower. (Is active only when the corresponding Glade Event is being worked on)
During 'Tame':
Agitated termites can be a real nuisance. (‑5 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)
During 'Burn Down':
Harvesting and planting are –50% slower. (Is active only when the corresponding Glade Event is being worked on)
During 'Tame':
Agitated termites can be a real nuisance. (‑5 to Global Resolve) (Is active only when the corresponding Glade Event is being worked on)
|
Obelisk |
01:30
|
A mystical stone monument. Unknown runes are carved all over its surface. | |
Rainpunk Drill |
Disassemble:
01:00
Fix:
02:00
Disassemble:
01:00
Fix:
02:00
Disassemble:
01:00
Fix:
02:00
Disassemble:
01:00
Fix:
02:00
|
One of the Brass Order's curious little inventions. It appears to be broken. | |
Rainpunk Drill |
Disassemble:
01:00
Fix:
02:00
Disassemble:
01:00
Fix:
02:00
Disassemble:
01:00
Fix:
02:00
Disassemble:
01:00
Fix:
02:00
|
One of the Brass Order's curious little inventions. It appears to be broken. | |
Black Treasure Stag |
00:00
00:00
00:00
00:00
|
Catch:
(Corruption)
none
Release:
(Empathy)
none
Catch:
(Corruption)
none
Release:
(Empathy)
none
Catch:
(Corruption)
none
Release:
(Empathy)
none
Catch:
(Corruption)
none
Release:
(Empathy)
none
|
Its elusive nature allows it to move like a ghost through the foggy thicket. It is believed that the beast is tied to the spirit world and the Ancestors. A special treasure awaits the one who finds it. Every 01:30:
When the specified time is up, the Treasure Stag will disappear into the forest.
|
Golden Treasure Stag |
00:00
00:00
00:00
00:00
|
Catch:
(Corruption)
none
Release:
(Empathy)
none
Catch:
(Corruption)
none
Release:
(Empathy)
none
Catch:
(Corruption)
none
Release:
(Empathy)
none
Catch:
(Corruption)
none
Release:
(Empathy)
none
|
Its elusive nature allows it to move like a ghost through the foggy thicket. It is believed that the beast is tied to the spirit world and the Ancestors. A special treasure awaits the one who finds it. Every 01:30:
When the specified time is up, the Treasure Stag will disappear into the forest.
|
Royal Treasure Stag |
00:00
00:00
00:00
00:00
|
Catch:
(Corruption)
none
Release:
(Empathy)
none
Catch:
(Corruption)
none
Release:
(Empathy)
none
Catch:
(Corruption)
none
Release:
(Empathy)
none
Catch:
(Corruption)
none
Release:
(Empathy)
none
|
Its elusive nature allows it to move like a ghost through the foggy thicket. It is believed that the beast is tied to the spirit world and the Ancestors. A special treasure awaits the one who finds it. Every 01:30:
When the specified time is up, the Treasure Stag will disappear into the forest.
|
Small Encampment |
01:00
01:00
01:00
01:00
|
Welcome New People:
Send to the Citadel:
Welcome New People:
Send to the Citadel:
Welcome New People:
Send to the Citadel:
|
A destroyed camp in the wilderness. There are still survivors in the area. |
Large Encampment |
02:00
02:00
02:00
02:00
|
Welcome New People:
Send to the Citadel:
Welcome New People:
Send to the Citadel:
Welcome New People:
Send to the Citadel:
|
A destroyed camp in the wilderness. There are still survivors in the area. |
Small Abandoned Cache |
Break Open:
01:00
Send to the Citadel:
02:00
Break Open:
01:00
Send to the Citadel:
02:00
Break Open:
01:00
Send to the Citadel:
02:00
Break Open:
01:00
Send to the Citadel:
02:00
|
An abandoned cache of goods. This could be a lost shipment - or something much more valuable. | |
Medium Abandoned Cache |
Break Open:
01:00
Send to the Citadel:
02:00
Break Open:
01:00
Send to the Citadel:
02:00
Break Open:
01:00
Send to the Citadel:
02:00
Break Open:
01:00
Send to the Citadel:
02:00
|
An abandoned cache of goods. This could be a lost shipment - or something much more valuable. | |
Large Abandoned Cache |
Break Open:
01:00
Send to the Citadel:
02:00
Break Open:
01:00
Send to the Citadel:
02:00
Break Open:
01:00
Send to the Citadel:
02:00
Break Open:
01:00
Send to the Citadel:
02:00
|
An abandoned cache of goods. This could be a lost shipment - or something much more valuable. |
Wandering Merchant - Hermit |
00:00
|
|
The Hermit rarely visits royal settlements, and actively avoids the Crown's officials. But he seems eager to trade with you. Every 00:00:
>Missing key<
Every 02:00:
If the ghost's request is not met in time, it will simply vanish.
|
Wandering Merchant - Seer |
00:00
|
|
A strange woman is observing the settlement from afar. Every 00:00:
>Missing key<
Every 02:00:
If the ghost's request is not met in time, it will simply vanish.
|
Wandering Merchant - Shaman |
00:00
|
|
A mysterious and imposing figure has been spotted near the settlement. He is pulling a wagon full of herbs and ointments. Every 00:00:
>Missing key<
Every 02:00:
If the ghost's request is not met in time, it will simply vanish.
|
Name | Time Needed | Materials Needed (1 per column) | Bad Stuff |
---|---|---|---|
Ghost of a Blight Fighter Captain |
00:00
00:00
00:00
00:00
|
|
I let us down and was defeated by the Blightrot... but you can avenge me! Kill it with fire!!! Every 30:00:
The offended ghost has brought misfortune upon you. Hostility is increased by 150.
If the ghost's request is not met in time, it will simply vanish.
Requests:
Burn at least 12 Blightrot Cysts.
|
Ghost of a Suppressed Rebel |
00:00
00:00
00:00
00:00
|
|
I was leading a rebellion against the Queen's tyrannical rule, but the Royal Guard found us. Carry on my legacy! Every 30:00:
Pain and suffering speak through the phantoms of the past. Destroys 6 stored
If the ghost's request is not met in time, it will simply vanish.
Requests:
Complete at least 1 events by making a decision: Corruption
|
Ghost of a Resentful Human |
00:00
00:00
00:00
00:00
|
|
Humans deserve to be treated better than the others! Without us, you’d never achieve anything. If you don’t meet our basic needs, we’ll take our revenge! Every 30:00:
Pain and suffering speak through the phantoms of the past. Destroys all stored Ale, Coats, Incense, Training Gear, Wine, Scrolls, Tea.
If the ghost's request is not met in time, it will simply vanish.
Requests:
Building specifically made for Humans. Has to be built near a Hearth. Can house 2 residents.
|
Ghost of the Queen's Lickspittle |
00:00
00:00
00:00
00:00
|
|
I challenge you, viceroy! Do you consider yourself worthy of the Queen's glance? Prove it. Time is ticking. Every 30:00:
The ghosts are disappointed in you. You receive 0.5 Impatience Points.
If the ghost's request is not met in time, it will simply vanish.
Requests:
Cut through the forest to discover 2 Dangerous or Forbidden Glades.
|
Ghost of a Lizard Leader |
00:00
00:00
00:00
00:00
|
|
I'm so sick of these Beavers! They’re the bane of this kingdom! They deserve nothing but condemnation for what they did to us. I order you to torment them - or I'll do it myself! Every 30:00:
The Restless Spirits want revenge, or they will never find peace. Kills 3 villagers (Beavers).
If the ghost's request is not met in time, it will simply vanish.
Requests:
Forbid your villagers (Beavers) from fulfilling needs: Leisure, Education, Biscuits for 600 seconds.
|
Ghost of a Tortured Harpy |
00:00
00:00
00:00
00:00
|
|
They took our homes and our crops. They desecrated our culture, and in the end, they took our lives. The time of contempt has come. Every 30:00:
The Restless Spirits want revenge, or they will never find peace. Kills 3 villagers (Humans).
If the ghost's request is not met in time, it will simply vanish.
Requests:
Forbid your villagers (Humans) from fulfilling needs: Leisure, Religion, Clothing for 600 seconds.
|
Ghost of a Beaver Engineer |
00:00
00:00
00:00
00:00
|
|
These fanatics should pay for their heresies! They are dangerous, wild, and unpredictable creatures. Teach these savages, once and for all. Every 30:00:
The Restless Spirits want revenge, or they will never find peace. Kills 3 villagers (Lizards).
If the ghost's request is not met in time, it will simply vanish.
Requests:
Forbid your villagers (Lizards) from fulfilling needs: Brawling, Religion, Jerky for 600 seconds.
|
Ghost of a Poisoned Human |
00:00
00:00
00:00
00:00
|
|
We will no longer tolerate those upturned beaks roaming the settlement freely. Everyone must learn the truth about how the Harpy alchemists poisoned us to seize power! Every 30:00:
The Restless Spirits want revenge, or they will never find peace. Kills 3 villagers (Harpies).
If the ghost's request is not met in time, it will simply vanish.
Requests:
Forbid your villagers (Harpies) from fulfilling needs: Biscuits, Clothing, Treatment for 600 seconds.
|
Ghost of a Mad Alchemist |
00:00
00:00
00:00
00:00
|
|
I have studied the Blightrot all my life. Nobody believes me, but the cysts are essential for the ecosystem! Grow them and find out yourself! Every 30:00:
Pain and suffering speak through the phantoms of the past. Destroys all stored Sea Marrow, Oil, Coal.
If the ghost's request is not met in time, it will simply vanish.
Requests:
Have at least 14 Blightrot Cysts at the same time.
|
Ghost of a Lizard Worker |
00:00
00:00
00:00
00:00
|
|
Self-righteous Beavers only want to bask in the luxuries we’ve worked so hard for. Time to end this injustice! Every 30:00:
The Restless Spirits want revenge, or they will never find peace. Kills 3 villagers (Beavers).
Pain and suffering speak through the phantoms of the past. Destroys all stored Berries, Eggs, Insects, Meat, Mushrooms, Roots, Vegetables.
If the ghost's request is not met in time, it will simply vanish.
Requests:
Have at least 8 starving Beavers at the same time.
|
Ghost of a Starved Harpy |
00:00
00:00
00:00
00:00
|
|
Greedy Human farmers always want to keep all the crops for themselves. Those traitors hid everything from us, and pretended the crops were rotten! Every 30:00:
The Restless Spirits want revenge, or they will never find peace. Kills 3 villagers (Humans).
Pain and suffering speak through the phantoms of the past. Destroys all stored Berries, Eggs, Insects, Meat, Mushrooms, Roots, Vegetables.
If the ghost's request is not met in time, it will simply vanish.
Requests:
Have at least 8 starving Humans at the same time.
|
Ghost of an Innkeeper |
00:00
00:00
00:00
00:00
|
|
We worked so hard, and put our lives in danger every day. If you don't let your villagers rest, I will make sure your soul never finds peace. Every 45:00:
Pain and suffering speak through the phantoms of the past. Destroys all stored Biscuits, Jerky, Pickled Goods, Pie, Skewers, Porridge.
If the ghost's request is not met in time, it will simply vanish.
Requests:
Fulfill your villagers' need for leisure 20 times.
|
Ghost of a Lizard Elder |
00:00
00:00
00:00
00:00
|
|
It was them! I'm sure of it! I remember their blank, blight-tainted gaze! They ambushed me in the forest! Please, avenge me! Every 45:00:
The Restless Spirits want revenge, or they will never find peace. Kills 3 villagers (Foxes).
If the ghost's request is not met in time, it will simply vanish.
Requests:
Forbid your villagers (Foxes) from fulfilling needs: Treatment, Brawling, Porridge for 600 seconds.
|
Ghost of a Lost Scout |
00:00
00:00
00:00
00:00
|
|
How could I have gotten lost!? Something's not right here... You! You have to help me! Every 45:00:
Pain and suffering speak through the phantoms of the past. Destroys all stored Ale, Coats, Incense, Training Gear, Wine, Scrolls, Tea.
If the ghost's request is not met in time, it will simply vanish.
Requests:
Discover 2 Dangerous or Forbidden Glades within 180 seconds each. Progress will reset if the time between discoveries exceeds the limit.
|
Ghost of a Murdered Trader |
00:00
00:00
00:00
00:00
|
|
Hey, you! You're a viceroy, ain't you? Your bastard friends attacked me and left me to die in the woods! Prove to me you're not like them! Every 45:00:
Pain and suffering speak through the phantoms of the past. Destroys all stored Amber, Ancient Tablet.
If the ghost's request is not met in time, it will simply vanish.
Requests:
Complete 3 trade routes worth at least 10 Amber.
|
Ghost of a Deranged Scout |
00:00
00:00
00:00
00:00
|
|
You hear it? This ominous forest is calling to us... Withstand its fury, and I will spare your settlement. Every 30:00:
The offended ghost has brought misfortune upon you. Hostility is increased by 150.
If the ghost's request is not met in time, it will simply vanish.
Requests:
Keep the Hostility level at 5 or higher for 120 seconds.
|
Ghost of a Furious Villager |
00:00
00:00
00:00
00:00
|
|
Those filthy little thieves are heartless! We were starving, and they just watched and laughed in our faces. It has to stop. Teach them a lesson. Every 30:00:
Pain and suffering speak through the phantoms of the past. Destroys all stored Amber, Ancient Tablet.
If the ghost's request is not met in time, it will simply vanish.
Requests:
Attack any trader.
|
Ghost of a Scared Firekeeper |
00:00
00:00
00:00
00:00
|
|
We cherished the Flame - it enveloped us with its warmth. But suddenly... It went out. I can't remember what happened. Please - you can’t let this happen again! Let the sound of axes echo through the forest. Every 30:00:
The offended ghost has brought misfortune upon you. Hostility is increased by 150.
If the ghost's request is not met in time, it will simply vanish.
Requests:
Fell 100 trees.
|
Ghost of a Loyal Servant |
00:00
00:00
00:00
00:00
|
|
Nothing matters except the Queen. It is an honor to serve her. Show how loyal you are. Otherwise, I will have to punish you. Every 30:00:
Pain and suffering speak through the phantoms of the past. Destroys all stored Tools.
If the ghost's request is not met in time, it will simply vanish.
Requests:
Complete at least 2 events by making a decision: Loyalty
|
Ghost of a Defeated Viceroy |
00:00
00:00
00:00
00:00
|
|
A long time ago, I founded a prosperous settlement. Everything was fine, until one of our scouts discovered something terrifying in the forest. Please, help restore at least a scrap of my legacy. Every 45:00:
If the ghost's request is not met in time, it will simply vanish.
Requests:
Rebuild or salvage destroyed buildings found in the forest: 1
|
Ghost of a Druid |
00:00
00:00
00:00
00:00
|
|
Many viceroys disregard nature. Don't make the same mistake. Be a good example to your people. Every 30:00:
If the ghost's request is not met in time, it will simply vanish.
Requests:
Have at least 15 Harmony decorations.
|
Ghost of a Royal Gardener |
00:00
00:00
00:00
00:00
|
|
In these difficult times, beauty helps us forget our troubles. Decorate your village, and your villagers will thank you. Every 30:00:
If the ghost's request is not met in time, it will simply vanish.
Requests:
Have at least 20 Aesthetics decorations.
|
Ghost of a Hooded Knight |
00:00
00:00
00:00
00:00
|
|
I promised my Queen that I would cleanse this forest of all the horrors that lived here. One night, my mount got frightened by the storm, and we fell into the Fishmen's nets. My mission must be completed! Every 35:00:
If the ghost's request is not met in time, it will simply vanish.
Requests:
Complete any 2 Dangerous or Forbidden Glade Events.
|
Ghost of a Fire Priest |
00:00
00:00
00:00
00:00
|
|
Spread the word about the power of the Holy Fire! Only it can save us from the storm's wrath. Gather the villagers in the chapel and pray! Every 45:00:
If the ghost's request is not met in time, it will simply vanish.
Requests:
Fulfill your villagers' need for religion 20 times.
|
Ghost of a Treasure Hunter |
00:00
00:00
00:00
00:00
|
|
If your eyes sparkle at the sight of gold, I have an offer for you. All you have to do is prove that you are one of us, and I will give you my treasure. Every 45:00:
If the ghost's request is not met in time, it will simply vanish.
Requests:
Fulfill your villagers' need for luxury 20 times.
|
Ghost of a Royal Architect |
00:00
00:00
00:00
00:00
|
|
The foundation of success is a thriving settlement. Without solid walls, you won't survive here. Create something you can be proud of. Every 30:00:
If the ghost's request is not met in time, it will simply vanish.
Requests:
Have at least 2 Hearths upgraded to level: District (Level 3).
|
Ghost of a Worried Carter |
00:00
00:00
00:00
00:00
|
|
The last thing I remember is lightning hitting my caravan. The settlements are still waiting for the goods they ordered. If you deliver them, I’ll see that you’re rewarded. Every 30:00:
If the ghost's request is not met in time, it will simply vanish.
Requests:
Complete 4 trade routes.
|
Ghost of a Storm Victim |
00:00
00:00
00:00
00:00
|
|
Let the fire burn in the Hearth and grow in all its strength. Sacrifice your goods, and help the villagers weather the storm! Every 30:00:
If the ghost's request is not met in time, it will simply vanish.
Requests:
Sacrifice 30 Oil at the Ancient Hearth.
Sacrifice 30 Coal at the Ancient Hearth.
|
Ghost of a Mourning Harpy |
00:00
00:00
00:00
00:00
|
|
Our flock has been in mourning for many years. We will never forget the war. Please, rekindle the hope in the Harpies' hearts. Every 30:00:
If the ghost's request is not met in time, it will simply vanish.
Requests:
Keep Harpies Resolve above 20 for 120 seconds
|
Ghost of a Terrified Woodcutter |
00:00
00:00
00:00
00:00
|
|
I lived in a very prosperous settlement, but our viceroy was greedy and didn't care about the forest at all! In the end, it brought doom upon us. Refrain from greed, and calm the forest. Every 30:00:
If the ghost's request is not met in time, it will simply vanish.
Requests:
Keep the Hostility level at 1 or below for 120 seconds.
|
Ghost of a Lizard General |
00:00
00:00
00:00
00:00
|
|
My army fought bravely against all odds. Many of us paid the ultimate price. Please, show your respect to those who survived. I'll take care of the fallen. Every 30:00:
If the ghost's request is not met in time, it will simply vanish.
Requests:
Keep Lizards Resolve above 20 for 120 seconds
|
Ghost of an Old Merchant |
00:00
00:00
00:00
00:00
|
|
I've lived a long and prosperous life, and I've never let a business opportunity pass me by. Good deals have a nasty habit of vanishing very quickly, so seize them! Every 30:00:
If the ghost's request is not met in time, it will simply vanish.
Requests:
Complete 1 trade routes worth at least 20 Amber.
|
Ghost of a Fox Elder |
00:00
00:00
00:00
00:00
|
|
The everlasting rain is a as much a gift as it is a curse. And yet it made us stronger, more resilient. Embrace it. Every 30:00:
If the ghost's request is not met in time, it will simply vanish.
Requests:
Use 150 units of rainwater (any type) in Rain Engines in production buildings.
|
Ghost of a Teadoctor |
00:00
00:00
00:00
00:00
|
|
I was a Teadoctor for years, helping my kind endure the effects of our strange illness. In the end, the disease took me. Take care of my people for me, please. Every 30:00:
If the ghost's request is not met in time, it will simply vanish.
Requests:
Keep Foxes Resolve above 20 for 120 seconds
|
Ghost of a Troublemaker |
00:00
00:00
00:00
00:00
|
|
I've had enough of all these uptight do-gooders, with their pristine morals and boring attitudes. It's time to start some trouble! Every 45:00:
If the ghost's request is not met in time, it will simply vanish.
Requests:
Complete at least 1 events by making a decision: Corruption
|
Ghost of a Fallen Newcomer |
00:00
00:00
00:00
00:00
|
|
I wish I’d stayed with my loved ones in the Citadel. Now, all I'm left with is regret. Don't follow in my footsteps. Be kind to those around you. Every 45:00:
If the ghost's request is not met in time, it will simply vanish.
Requests:
Complete at least 1 events by making a decision: Empathy
|
Black Treasure Stag |
00:00
00:00
00:00
00:00
|
|
A patron of the spirit world. Once discovered, it flees to a nearby Dangerous or Forbidden Glade. It is said that a special treasure awaits the one who captures it. Every 00:03:
The Treasure Stag escapes to a nearby Dangerous or Forbidden Glade, hiding from mortal sight.
If the ghost's request is not met in time, it will simply vanish.
Requests:
Keep the Hostility level at 1 or below for 120 seconds.
|
Golden Treasure Stag |
00:00
00:00
00:00
00:00
|
|
A patron of the spirit world. Once discovered, it flees to a nearby Dangerous or Forbidden Glade. It is said that a special treasure awaits the one who captures it. Every 00:03:
The Treasure Stag escapes to a nearby Dangerous or Forbidden Glade, hiding from mortal sight.
If the ghost's request is not met in time, it will simply vanish.
Requests:
Keep the Hostility level at 1 or below for 120 seconds.
|
Royal Treasure Stag |
00:00
00:00
00:00
00:00
|
|
A patron of the spirit world. Once discovered, it flees to a nearby Dangerous or Forbidden Glade. It is said that a special treasure awaits the one who captures it. Every 00:03:
The Treasure Stag escapes to a nearby Dangerous or Forbidden Glade, hiding from mortal sight.
If the ghost's request is not met in time, it will simply vanish.
Requests:
Keep the Hostility level at 1 or below for 120 seconds.
|
Archaeological Discovery |
Salvage:
02:00
Excavate:
03:00
Salvage:
02:30
Excavate:
03:30
Salvage:
03:00
Excavate:
04:00
Salvage:
03:30
Excavate:
04:30
|
Salvage:
Excavate:
Salvage:
Excavate:
Salvage:
Excavate:
Salvage:
Excavate:
|
Royal archaeologists are certain that a phenomenal discovery is hidden here. The Queen offers a generous reward for unearthing this ancient skeleton. This event is multi-stage and includes excavation, conservation, and reconstruction of the skeleton. |
Archaeological Excavation |
Salvage:
02:00
Excavate:
03:00
Salvage:
02:30
Excavate:
03:30
Salvage:
03:00
Excavate:
04:00
Salvage:
03:30
Excavate:
04:30
|
Salvage:
Excavate:
Salvage:
Excavate:
Salvage:
Excavate:
Salvage:
Excavate:
|
After successfully excavating most of the ancient bones, they now need to be carefully conserved before proceeding to the reconstruction stage. However, the creature has not yet been identified. |
Archaeological Reconstruction |
Salvage:
02:00
Excavate:
03:00
Salvage:
02:30
Excavate:
03:30
Salvage:
03:00
Excavate:
04:00
Salvage:
03:30
Excavate:
04:30
|
Salvage:
Excavate:
Salvage:
Excavate:
Salvage:
Excavate:
Salvage:
Excavate:
|
Archaeologists are ready to begin the final stage - reconstruction. A mythical creature is finally being unearthed. Huge bones are put together, revealing the full form of the monster that once inhabited this land. |
Archaeological Discovery |
Salvage:
02:00
Excavate:
03:00
Salvage:
02:30
Excavate:
03:30
Salvage:
03:00
Excavate:
04:00
Salvage:
03:30
Excavate:
04:30
|
Salvage:
Excavate:
Salvage:
Excavate:
Salvage:
Excavate:
Salvage:
Excavate:
|
Royal archaeologists are certain that a phenomenal discovery is hidden here. The Queen offers a generous reward for unearthing this ancient skeleton. This event is multi-stage and includes excavation, conservation, and reconstruction of the skeleton. |
Archaeological Excavation |
Salvage:
02:00
Excavate:
03:00
Salvage:
02:30
Excavate:
03:30
Salvage:
03:00
Excavate:
04:00
Salvage:
03:30
Excavate:
04:30
|
Salvage:
Excavate:
Salvage:
Excavate:
Salvage:
Excavate:
Salvage:
Excavate:
|
After successfully excavating most of the ancient bones, they now need to be carefully conserved before proceeding to the reconstruction stage. However, the creature has not yet been identified. |
Archaeological Reconstruction |
Salvage:
02:00
Excavate:
03:00
Salvage:
02:30
Excavate:
03:30
Salvage:
03:00
Excavate:
04:00
Salvage:
03:30
Excavate:
04:30
|
Salvage:
Excavate:
Salvage:
Excavate:
Salvage:
Excavate:
Salvage:
Excavate:
|
Archaeologists are ready to begin the final stage - reconstruction. A mythical creature is finally being unearthed. Huge bones are put together, revealing the full form of the monster that once inhabited this land. |
Archaeological Discovery |
Salvage:
02:00
Excavate:
03:00
Salvage:
02:30
Excavate:
03:30
Salvage:
03:00
Excavate:
04:00
Salvage:
03:30
Excavate:
04:30
|
Salvage:
Excavate:
Salvage:
Excavate:
Salvage:
Excavate:
Salvage:
Excavate:
|
Royal archaeologists are certain that a phenomenal discovery is hidden here. The Queen offers a generous reward for unearthing this ancient skeleton. This event is multi-stage and includes excavation, conservation, and reconstruction of the skeleton. |
Archaeological Excavation |
Salvage:
02:00
Excavate:
03:00
Salvage:
02:30
Excavate:
03:30
Salvage:
03:00
Excavate:
04:00
Salvage:
03:30
Excavate:
04:30
|
Salvage:
Excavate:
Salvage:
Excavate:
Salvage:
Excavate:
Salvage:
Excavate:
|
After successfully excavating most of the ancient bones, they now need to be carefully conserved before proceeding to the reconstruction stage. However, the creature has not yet been identified. |
Archaeological Reconstruction |
Salvage:
02:00
Excavate:
03:00
Salvage:
02:30
Excavate:
03:30
Salvage:
03:00
Excavate:
04:00
Salvage:
03:30
Excavate:
04:30
|
Salvage:
Excavate:
Salvage:
Excavate:
Salvage:
Excavate:
Salvage:
Excavate:
|
Archaeologists are ready to begin the final stage - reconstruction. A mythical creature is finally being unearthed. Huge bones are put together, revealing the full form of the monster that once inhabited this land. |
Ghost Chest |
01:00
01:00
01:00
01:00
|
none
none
none
none
|
A mysterious chest filled with treasure. It was left behind by a restless spirit as a token of appreciation. |
Ghost Chest |
01:00
01:00
01:00
01:00
|
none
none
none
none
|
A mysterious chest filled with treasure. It was left behind by a restless spirit as a token of appreciation. |
Haunted Beaver House |
02:20
02:50
03:20
03:50
|
This building is haunted by evil spirits. They are protecting it because it's one of a kind. It can be rebuilt or destroyed. During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 45 seconds. (Is active only when the corresponding Glade Event is being worked on)
| |
Haunted Brewery |
02:20
02:50
03:20
03:50
|
Burn Down:
Cleanse:
Burn Down:
Cleanse:
Burn Down:
Cleanse:
|
This building is haunted by evil spirits. They are protecting it because it's one of a kind. It can be rebuilt or destroyed. During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 45 seconds. (Is active only when the corresponding Glade Event is being worked on)
|
Haunted Cellar |
02:20
02:50
03:20
03:50
|
Burn Down:
Cleanse:
Burn Down:
Cleanse:
Burn Down:
Cleanse:
|
This building is haunted by evil spirits. They are protecting it because it's one of a kind. It can be rebuilt or destroyed. During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 45 seconds. (Is active only when the corresponding Glade Event is being worked on)
|
Haunted Cooperage |
02:20
02:50
03:20
03:50
|
Burn Down:
Cleanse:
Burn Down:
Cleanse:
Burn Down:
Cleanse:
|
This building is haunted by evil spirits. They are protecting it because it's one of a kind. It can be rebuilt or destroyed. During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 45 seconds. (Is active only when the corresponding Glade Event is being worked on)
|
Haunted Druid's Hut |
02:20
02:50
03:20
03:50
|
Burn Down:
Cleanse:
Burn Down:
Cleanse:
Burn Down:
Cleanse:
|
This building is haunted by evil spirits. They are protecting it because it's one of a kind. It can be rebuilt or destroyed. During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 45 seconds. (Is active only when the corresponding Glade Event is being worked on)
|
Haunted Fox House |
02:20
02:50
03:20
03:50
|
Burn Down:
Cleanse:
Burn Down:
Cleanse:
Burn Down:
Cleanse:
|
This building is haunted by evil spirits. They are protecting it because it's one of a kind. It can be rebuilt or destroyed. During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 45 seconds. (Is active only when the corresponding Glade Event is being worked on)
|
Haunted Harpy House |
02:20
02:50
03:20
03:50
|
Burn Down:
Cleanse:
Burn Down:
Cleanse:
Burn Down:
Cleanse:
|
This building is haunted by evil spirits. They are protecting it because it's one of a kind. It can be rebuilt or destroyed. During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 45 seconds. (Is active only when the corresponding Glade Event is being worked on)
|
Haunted Herb Garden |
02:20
02:50
03:20
03:50
|
Burn Down:
Cleanse:
Burn Down:
Cleanse:
Burn Down:
Cleanse:
|
This building is haunted by evil spirits. They are protecting it because it's one of a kind. It can be rebuilt or destroyed. During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 45 seconds. (Is active only when the corresponding Glade Event is being worked on)
|
Haunted Human House |
02:20
02:50
03:20
03:50
|
Burn Down:
Cleanse:
Burn Down:
Cleanse:
Burn Down:
Cleanse:
|
This building is haunted by evil spirits. They are protecting it because it's one of a kind. It can be rebuilt or destroyed. During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 45 seconds. (Is active only when the corresponding Glade Event is being worked on)
|
Haunted Leatherworker |
02:20
02:50
03:20
03:50
|
Burn Down:
Cleanse:
Burn Down:
Cleanse:
Burn Down:
Cleanse:
|
This building is haunted by evil spirits. They are protecting it because it's one of a kind. It can be rebuilt or destroyed. During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 45 seconds. (Is active only when the corresponding Glade Event is being worked on)
|
Haunted Lizard House |
02:20
02:50
03:20
03:50
|
Burn Down:
Cleanse:
Burn Down:
Cleanse:
Burn Down:
Cleanse:
|
This building is haunted by evil spirits. They are protecting it because it's one of a kind. It can be rebuilt or destroyed. During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 45 seconds. (Is active only when the corresponding Glade Event is being worked on)
|
Haunted Market |
02:20
02:50
03:20
03:50
|
Burn Down:
Cleanse:
Burn Down:
Cleanse:
Burn Down:
Cleanse:
|
This building is haunted by evil spirits. They are protecting it because it's one of a kind. It can be rebuilt or destroyed. During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 45 seconds. (Is active only when the corresponding Glade Event is being worked on)
|
Haunted Rain Mill |
02:20
02:50
03:20
03:50
|
Burn Down:
Cleanse:
Burn Down:
Cleanse:
Burn Down:
Cleanse:
|
This building is haunted by evil spirits. They are protecting it because it's one of a kind. It can be rebuilt or destroyed. During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 45 seconds. (Is active only when the corresponding Glade Event is being worked on)
|
Haunted Small Farm |
02:20
02:50
03:20
03:50
|
Burn Down:
Cleanse:
Burn Down:
Cleanse:
Burn Down:
Cleanse:
|
This building is haunted by evil spirits. They are protecting it because it's one of a kind. It can be rebuilt or destroyed. During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 45 seconds. (Is active only when the corresponding Glade Event is being worked on)
|
Haunted Smelter |
02:20
02:50
03:20
03:50
|
Burn Down:
Cleanse:
Burn Down:
Cleanse:
Burn Down:
Cleanse:
|
This building is haunted by evil spirits. They are protecting it because it's one of a kind. It can be rebuilt or destroyed. During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 45 seconds. (Is active only when the corresponding Glade Event is being worked on)
|
Haunted Temple |
02:20
02:50
03:20
03:50
|
Burn Down:
Cleanse:
Burn Down:
Cleanse:
Burn Down:
Cleanse:
|
This building is haunted by evil spirits. They are protecting it because it's one of a kind. It can be rebuilt or destroyed. During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 60 seconds. (Is active only when the corresponding Glade Event is being worked on)
During 'Cleanse':
Horrific phantoms appear before the villagers. Get -3 to Global Resolve every 45 seconds. (Is active only when the corresponding Glade Event is being worked on)
|
Advanced Rain Collector |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Advanced Rain Collector |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Alchemist's Hut |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Alchemist's Hut |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Apothecary |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Apothecary |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Artisan |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Artisan |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Bakery |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Bakery |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Bath House |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Bath House |
02:00
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Beanery |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Beanery |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Beaver House |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Beaver House |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Big Shelter |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Big Shelter |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Brewery |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Brewery |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Brick Oven |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Brick Oven |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Brickyard |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Brickyard |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Butcher |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Butcher |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Carpenter |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Carpenter |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Cellar |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Cellar |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Clan Hall |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Clan Hall |
02:00
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Clay Pit |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Clay Pit |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Cookhouse |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Cookhouse |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Cooperage |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Cooperage |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Crude Workstation |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Distillery |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Distillery |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Druid's Hut |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Druid's Hut |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Explorers' Lodge |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Explorers' Lodge |
02:00
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Homestead |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Homestead |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Field Kitchen |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Finesmith |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Finesmith |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Foragers' Camp |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Foragers' Camp |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Foragers' Camp |
01:00
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Forum |
01:00
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Forum |
02:00
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Fox House |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Fox House |
02:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Furnace |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Furnace |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Granary |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Granary |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Greenhouse |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Greenhouse |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Grill |
01:00
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Grill |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Forester's Hut |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Forester's Hut |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Guild House |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Guild House |
02:00
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Harpy House |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Harpy House |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Harvesters' Camp |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Harvesters' Camp |
01:00
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Ancient Hearth |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Ancient Hearth |
02:00
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Herb Garden |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Herb Garden |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Herbalists' Camp |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Herbalists' Camp |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Herbalists' Camp |
01:00
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Human House |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Human House |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Kiln |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Kiln |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Leatherworker |
01:00
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Leatherworker |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Lizard House |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Lizard House |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Lumber Mill |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Lumber Mill |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Makeshift Post |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Manufactory |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Manufactory |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Market |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Market |
02:00
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Mine |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Monastery |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or salvaged. |
Monastery |
02:00
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Plantation |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Plantation |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Press |
01:00
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Press |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Provisioner |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Provisioner |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Rain Collector |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Rain Mill |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Rain Mill |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Ranch |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Ranch |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Scribe |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Scribe |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Clothier |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Clothier |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Shelter |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Shelter |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Small Farm |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Small Farm |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Smelter |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Smelter |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Smithy |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Smithy |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Smokehouse |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Smokehouse |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Stamping Mill |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Stamping Mill |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Stonecutters' Camp |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Stonecutters' Camp |
01:00
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Small Warehouse |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Small Warehouse |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Supplier |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Supplier |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Tavern |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Tavern |
02:00
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Tea Doctor |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Tea Doctor |
02:00
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Teahouse |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Teahouse |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Temple |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Temple |
02:00
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Tinctury |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Tinctury |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Tinkerer |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Tinkerer |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Toolshop |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Toolshop |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Trading Post |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Trappers' Camp |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Trappers' Camp |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Trappers' Camp |
01:00
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Weaver |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Weaver |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Woodcutters' Camp |
01:00
|
Rebuild:
|
A building destroyed by the storm. It can be rebuilt or demolished. |
Woodcutters' Camp |
01:00
|
A building destroyed by the storm. It can be rebuilt or salvaged. | |
Workshop |
01:00
|
A building destroyed by the storm. It can be rebuilt or demolished. | |
Workshop |
01:30
|
A building destroyed by the storm. It can be rebuilt or salvaged. |