Forest Mysteries: Difference between revisions

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{{Version|1.3.3}}
[[File:ForestMysteriesScreen.png|360px|thumb|Forest Mystery Screen]]
[[File:ForestMysteriesScreen.png|360px|thumb|Forest Mystery Screen]]
= Overview =
== Overview ==
Once a Viceroy starts a settlement, they will be met with a screen similar to the one on the right. This screen lists the Positive and Negative Forest Mysteries they have received in their Settlement.
Once a Viceroy starts a settlement, they will be met with a screen similar to the one on the right. This screen lists the Positive and Negative Forest Mysteries they have received in their Settlement, as well as all of the [[World Map]] and [[Prestige]] modifiers.


Viceroys can hover over the images of the Forest Mysteries to learn more about them.
Viceroys can hover over the images of the Forest Mysteries to learn more about them.


= Types of Forest Mysteries =
== Types of Forest Mysteries ==
   
   
There are two versions of Forest Mysteries, Positive and Negative.  
There are two versions of Forest Mysteries, Positive and Negative.  
Line 20: Line 21:
* Complex Mysteries can be prevented, Simple ones not.
* Complex Mysteries can be prevented, Simple ones not.


= Negative Forest Mysteries =  
== Negative Forest Mysteries ==  


[[File:NegativeForestMystery.png|360px|thumb|left|Negative Forest Mysteries Activating]]
[[File:NegativeForestMystery.png|360px|thumb|left|Negative Forest Mysteries Activating]]
On the left we can see multiple Negative Forest Mysteries activating during the [[Storm Season]]. Currently, 3 Forest Mysteries are active (Yellow Box) and 2 are Inactive (Pink box). This is because the '''[[Hostility]] threshold, in this case Hostility level 3, have been reached''' activating the first 3 Forest Mysteries. The last two Negative Forest Mysteries require [[Hostility]] level 4 and 7 to activate.
On the left we can see multiple Negative Forest Mysteries activating during the [[Storm Season]]. Currently, 3 Forest Mysteries are active (Yellow Box) and 2 are Inactive (Pink box). This is because the '''[[Hostility]] threshold, in this case Hostility level 3, have been reached''' activating the first 3 Forest Mysteries. The last two Negative Forest Mysteries require [[Hostility]] level 4 and 7 to activate.
<br /><br /><br /><br /><br /><br /><br />
<br /><br /><br /><br /><br />
== Simple Negative Forest Mysteries ==
== Simple Negative Forest Mysteries ==
These Forest Mysteries cannot be prevented, only managed by [[Lowering Hostility]].
These Forest Mysteries cannot be prevented, only managed by [[Lowering Hostility]].
Below is a list of '''Simple''' Negative Forest Mysteries:
Below is a list of '''Simple''' Negative Forest Mysteries:
{| class="wikitable mw-collapsible sortable"
{| class="wikitable mw-collapsible sortable" style="width:100%;"
|+
|+
|- style="font-weight:bold; text-align:center; vertical-align:middle;"
! Mystery
! Penalty
! Active from<br />[[Hostility]]
|-
|-
| style="vertical-align:middle;" | Absorption
! style="font-weight:bold; text-align:center; vertical-align:middle;" | Mystery
| style="vertical-align:middle;" | Burning cysts takes 5 seconds longer to burn.
! style="font-weight:bold; text-align:center; vertical-align:middle;" | Penalty
! style="font-weight:bold; text-align:center; vertical-align:middle;" | Active from<br />[[Hostility]]
|-
| style="text-align:center;" | {{Perk|Red|File:Absorption.png}}<br />Absorption
| style="vertical-align:middle;" | Burning Cysts takes 5 seconds longer.
| style="text-align:center;" | 2
| style="text-align:center;" | 2
|-
|-
| Acid Rain
| style="text-align:center;" | {{Perk|Red|File:Acid_Rain.PNG}}<br />Acid Rain
| Recipes producing [[Building Materials]] produce 50% fewer goods.
| Recipes producing [[Building Materials]] produce 50% fewer goods.
| style="text-align:center;" | 3
| style="text-align:center;" | 3
|-
|-
| style="vertical-align:middle;" | Aura of Fear
| style="text-align:center;" | {{Perk|Red|File:Aura_of_Fear.PNG}}<br />Aura of Fear
| style="vertical-align:middle;" | During the storm, all species' [[Resolve]] drops 100%  faster.
| style="vertical-align:middle;" | All [[species]]' [[Resolve]] drops 100%  faster.
| style="text-align:center;" | 1
| style="text-align:center;" | 2
|-
|-
| style="vertical-align:middle;" | Blight from the Sky
| style="text-align:center;" | {{Perk|Red|File:Blight_from_the_Sky.png}}<br />Blight from the Sky
| style="vertical-align:middle;" | Every storm season, 1 Blightrot Cyst appear in the settlement (multiplied by the number of years that have passed)
| style="vertical-align:middle;" | Every [[Storm Season]], 1 [[Blightrot Cyst]]s appear in the settlement (multiplied by the number of years that have passed).
| style="text-align:center;" | 4
| style="text-align:center;" | 4
|-
|-
| style="vertical-align:middle;" | Blightrot Infection
| style="text-align:center;" | {{Perk|Red|File:Blightrot_Infection.png}}<br />Blightrot Infection
| style="vertical-align:middle;" | When a villager leaves or dies, 2 Blightrot Cysts will appear in the settlement.
| style="vertical-align:middle;" | When a [[villager]] leaves or dies, 2 Blightrot Cysts will appear in the settlement.
| style="text-align:center;" | 3
| style="text-align:center;" | 3
|-
|-
| style="vertical-align:middle;" | Cloudburst
| style="text-align:center;" | {{Perk|Red|File:B_16.png}}<br />Cloudburst
| style="vertical-align:middle;" | Every villager in your settlement will ask you for 1 {{rl|Coats}}. If you can't provide the goods, Global [[Resolve]] will be  drop by -6 for 2 minutes.
| style="vertical-align:middle;" | Pay 1 {{rl|Coats}} x number of villagers, or get -6 Global [[Resolve]] for 2 minutes.
| style="text-align:center;" | 4
| style="text-align:center;" | 4
|-
|-
| Corrosive Rainfall
| style="text-align:center;" | {{Perk|Red|File:B_10.png}}<br />Corrosive Rainfall
| -50% yields to all production using {{rl|Copper Bars}} or {{rl|Crystalized Dew}}.
| -50% yields to all recipes with {{rl|Copper Bars}} or {{rl|Crystalized Dew}} as product or ingredient.
| style="text-align:center;" | 3
| style="text-align:center;" | 3
|-
|-
| style="vertical-align:middle;" | Creeping Shadows
| style="text-align:center;" | {{Perk|Red|File:SpellBook01_47.png}}<br />Creeping Shadows
| style="vertical-align:middle;" | Discovering a glade during the storm will decrease Global [[Resolve]] by -10 for 3 minutes.
| style="vertical-align:middle;" | Discovering a glade during the storm will decrease Global [[Resolve]] by -10 for 3 minutes.
| style="text-align:center;" | 1
| style="text-align:center;" | 1
|-
|-
| Death and Decay
| style="text-align:center;" | {{Perk|Red|File:Death_and_Decay.PNG}}<br />Death and Decay
| Every dead [[Villager]] turns into a Bloodflower
| Every [[villager]] that dies turns into a [[Blood Flower]].
| style="text-align:center;" | 4
| style="text-align:center;" | 4
|-
|-
| Devistating Storms
| style="text-align:center;" | {{Perk|Red|File:Storm.png}}<br />Devastating Storms
| -20 Global Resolve
| -20 Global [[Resolve]].
| style="text-align:center;" | 6
| style="text-align:center;" | 6
|-
|-
| style="vertical-align:middle;" | Faint Flame
| style="text-align:center;" | {{Perk|Red|File:Devastation.PNG}}<br />Devastation
| style="vertical-align:middle;" | Resources you sacrifice in the Ancient Hearth burn 40% quicker.
| Pay 1 {{rl|Pack of Building Materials}} x number of years, or 3 buildings in your settlement will become [[Ruins]].
| style="text-align:center;" | 3
|-
| style="text-align:center;" | {{Perk|Red|File:Blue_01.png}}<br />Faint Flame
| style="vertical-align:middle;" | Resources you [[Sacrifice]] in the [[Ancient Hearth]] burn 40% quicker.
| style="text-align:center;" | 2
| style="text-align:center;" | 2
|-
|-
| style="vertical-align:middle;" | Flooded Roads
| style="text-align:center;" | {{Perk|Red|File:Flooded_Roads.png}}<br />Flooded Roads
| style="vertical-align:middle;" | More {{rl|Pack of Provisions}} needed during [[Trading]]
| style="vertical-align:middle;" | [[Trade Routes]] take +2 {{rl|Pack of Provisions}} per level.
| style="text-align:center;" | 1
| style="text-align:center;" | 1
|-
|-
| style="vertical-align:middle;" | Greater Threat
| style="text-align:center;" | {{Perk|Red|File:SpellBook01_62.png}}<br />Greater Threat
| style="vertical-align:middle;" | Every Dangerous and Forbidden Glade discovered subtracts -2 Global [[Resolve]] during the storm.
| style="vertical-align:middle;" | -2 Global [[Resolve]] for every Dangerous or Forbidden [[Glade]] discovered since the beginning of the settlement.
| style="text-align:center;" | 4
| style="text-align:center;" | 4
|-
|-
| style="vertical-align:middle;" | Grim Fate
| style="text-align:center;" | {{Perk|Red|File:Grim_Fate.PNG}}<br />Grim Fate
| style="vertical-align:middle;" | The forest will claim a villager's life during each storm (multiplied by the number of years that have passed).
| style="vertical-align:middle;" | [[The Forest]] will claim a [[villager]]'s life during each storm (multiplied by the number of years that have passed).
| style="text-align:center;" | 7
| style="text-align:center;" | 7
|-
|-
| style="vertical-align:middle;" | Horrors from Beneath
| style="text-align:center;" | {{Perk|Red|File:Horrors_from_Beneath.png}}<br />Horrors from Beneath
| style="vertical-align:middle;" | [[Villagers]] working in Mines get -10 to [[Resolve]] during the storm.
| style="vertical-align:middle;" | [[Villagers]] working in {{bl|Mine}}s get -10 to [[Resolve]] during the storm.
| style="text-align:center;" | 1
| style="text-align:center;" | 1
|-
|-
| Hunger Storm
| style="text-align:center;" | {{Perk|Red|File:Humid_Climate.PNG}}<br />Humid Climate
| When missing one meal, a double stack of [[Hunger]] will be added for [[Villagers]]
| +20% fuel consumption in [[Hearth]]s for each [[Hostility]] level.
| style="text-align:center;" | 2
|-
| style="text-align:center;" | {{Perk|Red|File:Hunger Storm.PNG}}<br />Hunger Storm
| +1 stack of [[Hunger]] applied every time a [[villager]] misses a meal.
| style="text-align:center;" | 3
| style="text-align:center;" | 3
|-
|-
| Insatiable Hunger
| style="text-align:center;" | {{Perk|Red|File:Insatiable_Hunger.PNG}}<br />Insatiable Hunger
| [[Villagers]] have 10% higher chance per [[Hostility]] level of consuming 2x amount of [[Food]] during [[Breaks]].
| +10% chance per [[Hostility]] level for villagers to consume double the amount of food on [[break]].
| style="text-align:center;" | 4
| style="text-align:center;" | 4
|-
|-
| Muddy Ground
| style="text-align:center;" | {{Perk|Red|File:Muddy_Ground.jpg}}<br />Muddy Ground
| -30% [[Villager]] speed off roads.
| -30% [[villager]] walking speed off roads.
| style="text-align:center;" | 1
| style="text-align:center;" | 1
|-
|-
| No Contact
| style="text-align:center;" | {{Perk|Red|File:P_01.png}}<br />No Contact
| Gaining [[Reputation]] does not lower [[Impatience]].
| Gaining [[Reputation]] does not lower [[Impatience]].
| style="text-align:center;" | 2
| style="text-align:center;" | 2
|-
|-
| style="vertical-align:middle;" | Leakage
| style="text-align:center;" | {{Perk|Red|File:Leakage.png}}<br />Leakage
| style="vertical-align:middle;" | The Hearth's resistance has decreased by 200.
| style="vertical-align:middle;" | -300 [[Hearth Resistance]].
| style="text-align:center;" | 2
| style="text-align:center;" | 2
|-
|-
| Lightning
| style="text-align:center;" | {{Perk|Red|File:SpellBookPage09_35.png}}<br />Rotten Rain
| Pay 5 {{rl|Copper Ore}} multiplied by number of years, or 3 [[Buildings]] are destroyed.
| style="vertical-align:middle;" | A [[Blood Flower]] will spawn somewhere in the settlement every 90 seconds.
| style="text-align:center;" | 3
|-
| Piercing Winds
| Fuel Consumption in [[Hearth]] is increased by 200
| style="text-align:center;" | 3
|-
| style="vertical-align:middle;" | Rotten Rain
| style="vertical-align:middle;" | A Blood Flower will spawn somewhere in the settlement after every 90 seconds.
| style="text-align:center;" | 4
| style="text-align:center;" | 4
|-
|-
| style="vertical-align:middle;" | Rotten Vapors
| style="text-align:center;" | {{Perk|Red|File:Rotten_Vapors.png}}<br />Rotten Vapors
| style="vertical-align:middle;" | Pay 5 {{rl|Drizzle Water}} x amount of years , or 3 [[Blightrot Cysts]] will spawn,
| style="vertical-align:middle;" | Pay 5 {{rl|Drizzle Water}} x number of years, or 3 [[Blightrot Cysts]] will spawn.
| style="text-align:center;" | 3
| style="text-align:center;" | 3
|-
|-
| style="vertical-align:middle;" | Rotting Wood
| style="text-align:center;" | {{Perk|Red|File:Rotting_Wood.PNG}}<br />Rotting Wood
| style="vertical-align:middle;" | +50% Faster [[Tree]] felling, but also +100% chance of destorying yield.
| style="vertical-align:middle;" | +50% tree felling speed, but also +100% chance of destroying tree yields.
| style="text-align:center;" | 2
| style="text-align:center;" | 2
|-
|-
| Rot from the Sky
| style="text-align:center;" | {{Perk|Red|File:Rot_from_the_Sky.png}}<br />Rot from the Sky
| Global food production decreases by 15% per [[Hostility]] level.
| -15% food production speed per [[Hostility]] level.
| style="text-align:center;" | 3
| style="text-align:center;" | 3
|-
|-
| Sacred Flame Rituals
| style="text-align:center;" | {{Perk|Red|File:Sacred_Flame_Rituals.PNG}}<br />Sacred Flame Rituals
| Pay 10 {{rl|Wood}} per [[Villager]] or 2 [[Villager]]s will leave.
| Pay 3 {{rl|Wood}} per [[Villager]], or 2 [[villager]]s will leave.
| style="text-align:center;" | 4
| style="text-align:center;" | 4
|-
|-
| style="vertical-align:middle;" | Spreading Contamination
| style="text-align:center;" | {{Perk|Red|File:Spreading_Contamination.png}}<br />Spreading Contamination
| style="vertical-align:middle;" | +5% Faster Queen's [[Impatience]] for every [[Blightrot Cyst]] in your settlement.
| style="vertical-align:middle;" | +5% faster Queen's [[Impatience]] gain for every [[Blightrot Cyst]] in your settlement.
| style="text-align:center;" | 4
| style="text-align:center;" | 4
|-
|-
| Unnatural Erosion
| style="text-align:center;" | {{Perk|Red|File:Unnatural_Erosion.PNG}}<br />Unnatural Erosion
| Pay 5 {{rl|Oil}} x number of years, or 2 random [[Resource]] nodes are destroyed.
| Pay 5 {{rl|Oil}} x number of years, or 2 random [[Resource]] nodes are destroyed.
| style="text-align:center;" | 4
| style="text-align:center;" | 4
|-
|-
| style="vertical-align:middle;" | Unearthly Element
| style="text-align:center;" | {{Perk|Red|File:Unearthly_Element.PNG}}<br />Unearthly Element
| style="vertical-align:middle;" | The maximum number of sacrifice stacks in the Ancient Hearth is lowered by 1
| style="vertical-align:middle;" | The maximum number of [[Sacrifice]] stacks in the [[Ancient Hearth]] is lowered by 1.
| style="text-align:center;" | 1
| style="text-align:center;" | 1
|-
|-
| style="vertical-align:middle;" | Unyielding Corruption
| style="text-align:center;" | {{Perk|Red|File:Unyielding_Corruption.PNG}}<br />Unyielding Corruption
| style="vertical-align:middle;" | Favoring unavailable if [[Hearth]] is [[Corrupted]].
| style="vertical-align:middle;" | Favoring unavailable if [[Hearth]] is [[Corrupted]].
| style="text-align:center;" | 3
| style="text-align:center;" | 3
|-
|-
| Vanishing Goods
| style="text-align:center;" | {{Perk|Red|File:Vanishing_Goods.png}}<br />Vanishing Goods
| +10% Chance per [[Hostility]] level of [[Villagers]] using twice the amount of goods when using [[Services]]
| +10% chance per [[Hostility]] level for [[villagers]] to consume twice the amount of goods when using [[Services]].
| style="text-align:center;" | 4
| style="text-align:center;" | 4
|-
|-
| style="vertical-align:middle;" | Vanishing Water
| style="text-align:center;" | {{Perk|Red|File:Vanishing_Water.png}}<br />Vanishing Water
| style="vertical-align:middle;" | You lose units of a random type of water for every 2 units of water used in [[Rain Engines]].
| style="vertical-align:middle;" | Lose 1 unit of a random type of [[Rainwater]] for every 2 units of Rainwater used in [[Rain Engines]].
| style="text-align:center;" | 2
| style="text-align:center;" | 2
|-
|-
| style="vertical-align:middle;" | Vassal Tax
| style="text-align:center;" | {{Perk|Red|File:Vassal_Tax.png}}<br />Vassal Tax
| style="vertical-align:middle;" | Pay 5 {{rl|Amber}} x number of years have passed, otherwise gain 1 [[Impatience]] point.
| style="vertical-align:middle;" | Pay 5 {{rl|Amber}} x number of years, or gain 1 [[Impatience]] point.
| style="text-align:center;" | 4
| style="text-align:center;" | 4
|-
|-
| Quaking Bog
| style="text-align:center;" | {{Perk|Red|File:Quaking_Bog.PNG}}<br />Quaking Bog
| Gathering Speed decreased by 50%
| -50% gathering speed.
| style="text-align:center;" | 2
| style="text-align:center;" | 2
|}
|}


== Complex Negative Forest Mysteries ==
== Complex Negative Forest Mysteries ==
List of Complex Forest Mysteries (Can be Prevented)
List of Complex Forest Mysteries (can be prevented):
{| class="wikitable mw-collapsible sortable"
{| class="wikitable mw-collapsible sortable" style="width:100%;"
|+
|+
|- style="font-weight:bold; text-align:center; vertical-align:middle;"
! Mystery
! Penalty
! Active from<br />Hostility
! Prevention
|-
|-
| style="vertical-align:middle;" | Alluring Lights
! style="font-weight:bold; text-align:center; vertical-align:middle;" | Mystery
| +5% Chance of affected [[Villager]] dying every 15 seconds.
! style="font-weight:bold; text-align:center; vertical-align:middle;" class=unsortable | Penalty
! style="font-weight:bold; text-align:center; vertical-align:middle;" | Active from<br />Hostility
! style="font-weight:bold; text-align:center; vertical-align:middle;" | Prevention
|-
| style="text-align:center;" | {{Perk|Red|File:Alluring_Lights.png}}<br />Alluring Lights
| +5% chance of affected [[villager]] dying every 15 seconds.
| style="text-align:center;" | 7
| style="text-align:center;" | 7
| 2x Services
| 2x Services
|-
|-
| Charged Rain
| style="text-align:center;" | {{Perk|Red|File:Charged_Rain.png}}<br />Charged Rain
| +5% Chance of affected [[Villager]] dying every 15 seconds.
| +5% chance of affected [[villager]] dying every 15 seconds.
| style="text-align:center;" | 5
| style="text-align:center;" | 5
| 1x Complex Food<br />1x Services
| 1x Complex Food<br />1x Services
|-
|-
| style="vertical-align:middle;" | Cold Snap
| style="text-align:center;" | {{Perk|Red|File:Cold_Snap.PNG}}<br />Cold Snap
| style="vertical-align:middle;" | +50% chance of affected [[Villager]] eating double during break.
| style="vertical-align:middle;" | +50% chance of affected [[villager]] eating double during [[break]].
| style="text-align:center;" | 3
| style="text-align:center;" | 3
| 1x Complex Food
| 1x Complex Food
|-
|-
| style="vertical-align:middle;" | Downpour
| style="text-align:center;" | {{Perk|Red|File:Downpour.jpg}}<br />Downpour
| +50% chance of affected [[Villager]] eating double during break.
| +50% chance of affected [[villager]] eating double during [[break]].
| style="text-align:center;" | 5
| style="text-align:center;" | 5
| 1x Housing<br />1x Services
| 1x Housing<br />1x Services
|-
|-
| style="vertical-align:middle;" | Eclipse
| style="text-align:center;" | {{Perk|Red|File:Eclipse.PNG}}<br />Eclipse
| style="vertical-align:middle;" | -33% time reduction between Breaks for affected [[Villagers]]
| style="vertical-align:middle;" | -33% time between [[breaks]] for affected [[villagers]].
| style="text-align:center;" | 6
| style="text-align:center;" | 6
| 2x Services
| 2x Services
|-
|-
| style="vertical-align:middle;" | Eerie Song
| style="text-align:center;" | {{Perk|Red|File:SpellBookPage09_84.png}}<br />Eerie Song
| +5% Chance of affected [[Villager]] dying every 15 seconds.
| +5% chance of affected [[villager]] dying every 15 seconds.
| style="text-align:center;" | 5
| style="text-align:center;" | 5
| 1x Services
| 1x Services
|-
|-
| Fog
| style="text-align:center;" | {{Perk|Red|File:B_13.png}}<br />Fog
| -40% Movement Speed to affected [[Villagers]]
| -40% movement speed to affected [[villagers]].
| style="text-align:center;" | 1
| style="text-align:center;" | 1
| 1x Housing
| 1x Housing
|-
|-
| style="vertical-align:middle;" | Hailstorm
| style="text-align:center;" | {{Perk|Red|File:Hailstorm.png}}<br />Hailstorm
| +5% Chance of affected [[Villager]] dying every 15 seconds.
| +5% chance of affected [[villager]] dying every 15 seconds.
| style="text-align:center;" | 2
| style="text-align:center;" | 2
| 1x Housing
| 1x Housing
|-
|-
| Melancholy
| style="text-align:center;" | {{Perk|Red|File:Melancholy.jpg}}<br />Melancholy
| -2 [[Resolve]] penalty, stacks every 60 seconds on affected [[Villager]]
| -2 [[Resolve]] penalty, stacks every 60 seconds on affected [[villager]].
| style="text-align:center;" | 3
| style="text-align:center;" | 3
| 1x Complex Food<br />1x Housing
| 1x Complex Food<br />1x Housing
|-
|-
| Nauseous Spores
| style="text-align:center;" | {{Perk|Red|File:Nauseating_Spores.png}}<br />Nauseating Spores
| -33% time reduction between Breaks for affected [[Villagers]]
| -33% time between [[breaks]] for affected [[villagers]].
| style="text-align:center;" | 4
| style="text-align:center;" | 4
| 1x Services
| 1x Services
|-
|-
| style="vertical-align:middle;" | Strange Lights
| style="text-align:center;" | {{Perk|Red|File:SpellBook01_07.png}}<br />Strange Lights
| style="vertical-align:middle;" | +20% of destroying production yield by affected [[Villager]]
| style="vertical-align:middle;" | +20% chance of destroying production yield by affected [[villager]]s.
| style="text-align:center;" | 4
| style="text-align:center;" | 4
| 1x Services
| 1x Services
|-
|-
| style="vertical-align:middle;" | Swarms
| style="text-align:center;" | {{Perk|Red|File:Swarms.png}}<br />Swarms
| -2 [[Resolve]] penalty, stacks every 60 seconds on affected [[Villager]]
| -2 [[Resolve]] penalty, stacks every 60 seconds on affected [[villagers]].
| style="text-align:center;" | 2
| style="text-align:center;" | 2
| 1x Housing
| 1x Housing
|-
|-
| style="vertical-align:middle;" | Under an Open Sky
| style="text-align:center;" | {{Perk|Red|File:Blue_17.png}}<br />Under an Open Sky
| style="vertical-align:middle;" | -5 [[Resolve]] to affected [[Villager]]
| style="vertical-align:middle;" | -5 [[Resolve]] to affected [[villagers]].
| style="text-align:center;" | 1
| style="text-align:center;" | 1
| 1x Housing
| 1x Housing
|}
|}


== Positive Forest Mysteries ==  
== Simple Positive Forest Mysteries ==  
Below is a list of Positive Forest Mysteries:
Below is a list of Simple Positive Forest Mysteries:
{| class="wikitable"  
{| class="wikitable mw-collapsible" style="width:100%;"
|- style="font-weight:bold;"
|+
! Mystery
|-
! Description
! style="font-weight:bold; text-align:center; vertical-align:middle;" | Mystery
! style="font-weight:bold; text-align:center; vertical-align:middle;" | Description
|-
| style="text-align:center;" | {{Perk|LimeGreen|File:SpellBookPage09 62.PNG}}<br /> Aura of Peace
| After each storm comes a time of peace and regrowth. Gain 0.5 [[Reputation]] points for every Dangerous or Forbidden [[Glade Event]] completed during drizzle season.
|-
| style="text-align:center;" | {{Perk|LimeGreen|File:B 25.png}}<br /> Berry New Year
| +3 to {{rl|Berries}} production.
|-
| style="text-align:center;" | {{Perk|LimeGreen|File:SpellBookPage09 29.png}}<br /> Bleeding Trees
| A red, sticky substance is oozing out from beneath the tree bark. Gain 2 {{rl|Resin}} every time woodcutters cut down a tree.
|-
|-
| Golden Dust
| style="text-align:center;" | {{Perk|LimeGreen|File:B_03_modified.jpg}}<br /> Clear Skies
| Some raindrops seem to have a golden hue. Gain {{rl|Clearance Water}} for every unit of{{rl|Drizzle Water}} gathered.
| Increases the speed at which [[Traders]] arrive by 300%.
|-
|-
|Gift from the Woods
| style="text-align:center;" | {{Perk|LimeGreen|File:Icon Resource Insects.png}}<br /> Cricket Mating Grounds
|These seem to be the ideal conditions in which to create Amber. Gain 5 Amber every drizzle season, plus an additional 5 Amber for each Hostility level reached.
| The clearings are abuzz with the sound of crickets. Gain 30 {{rl|Insects}} for each discovered glade.
|-
|-
| Drizzle Anomaly
| style="text-align:center;" | {{Perk|LimeGreen|File:SpellBookPage09_106.png}}<br /> Drizzle Anomaly
| The rain seems to fall... slower. Gain {{rl|Drizzle Water}} per minute during the drizzle.
| The rain seems to fall... slower. Gain 15 {{rl|Drizzle Water}} per minute during the drizzle.
|-
|-
| Salty Breeze
| style="text-align:center;" | {{Perk|LimeGreen|File:MiningIcons_112_b.PNG}}<br /> Exposed Resources
| The salty air makes it easier to preserve food. Food production speed is increased during drizzle season.
| The ground is soft, and soaked with the rain's essence. {{bl|Mine}}s produce 50% more goods during [[Drizzle Season]].
|-
|-
| Soil Reclamation
| style="text-align:center;" | {{Perk|LimeGreen|File:Bag_08_b.PNG}}<br /> Finders Keepers
| The soil becomes saturated with the rain's essence during drizzle season. Resource nodes depleted during the drizzle spawn fertile soil.
| After each storm, caravans find countless goods scattered along their routes. Every [[Trade Route]] you complete during [[Drizzle Season]] will give you 5 random packs of goods.
|-
|-
| Humid Climate
| style="text-align:center;" | {{Perk|LimeGreen|File:Essence_02_b.png}}<br /> Forest Offerings
| The humidity in this region is unbearable. Fuel consumption in Hearths is increased for each Hostility level.
| It seems some inhabitants of the forest are grateful for your efforts. During [[Drizzle Season]], every Dangerous or Forbidden [[Glade Event]] you complete will give you 40 random raw food.
|-
|-
| Forgiving Crown
| style="text-align:center;" | {{Perk|LimeGreen|File:TrophyIcons_47_b.PNG}}<br /> Forgiving Crown
| Gain one free cornerstone reroll for every Reputation Point gained during drizzle season.
| Gain one free [[Cornerstone]] reroll for every [[Reputation]] point gained during [[Drizzle Season]].
|-
|-
| Gentle Dawn
| style="text-align:center;" | {{Perk|LimeGreen|File:ForestIcons 46 b.jpg}}<br /> Fruitful Season
| New year, new challenges. Every small glade discovered grants planting speed during Drizzle.
| [[The Forest]]'s fruits are so ripe, they almost fall into the basket on their own. Gathering speed is increased by 50%.
|-
|-
| Forest Offerings
| style="text-align:center;" | {{Perk|LimeGreen|File:SpellBookPage09_14.png}}<br /> Gentle Dawn
| It seems some inhabitants of the forest are grateful for your efforts. During drizzle season, every Dangerous or Forbidden Glade Event you complete will give you 30 random raw food.
| New year, new challenges. Every Small [[Glade]] discovered grants 10% planting speed during Drizzle.
|-
|-
| Soft Stems
| style="text-align:center;" | {{Perk|LimeGreen|File:Ember b 01.png}}<br /> Gift from the Woods
| The grain stalks have grown soft because of the air’s humidity. During drizzle season, workers in the Harvesters' Camp can gather {{rl|Grain}} from grain nodes.
| These seem to be the ideal conditions in which to create {{rl|Amber}}. Gain 5 {{rl|Amber}} every drizzle season, plus an additional 5 {{rl|Amber}} for each [[Hostility]] level reached.
|-
|-
| Hot Springs
| style="text-align:center;" | {{Perk|LimeGreen|File:R 33.png}}<br /> Golden Dust
| Rainwater Geysers produce pleasant heat in their vicinity. Geyser Pump Operators get +10 to [[Resolve]].
| Some raindrops seem to have a golden hue. Gain {{rl|Clearance Water}} for every unit of {{rl|Drizzle Water}} gathered.
|-
|-
| Cricket Mating Grounds
| style="text-align:center;" | {{Perk|LimeGreen|File:Violet 24 modified.png}}<br /> Heavy Drops
| The clearings are abuzz with the sound of crickets. Gain {{rl|Insects|med}} for each discovered glade.
| +3 to {{rl|Drizzle Water}} production.
|-
|-
| Marrow Growth
| style="text-align:center;" | {{Perk|LimeGreen|File:R_12.png}}<br /> Hot Springs
| Small pockets of bone marrow form in the ground and on trees. Gain {{rl|Sea Marrow|med}} for every {{rl|Coal|med}} produced during drizzle season.
| [[Rainwater Geysers]] produce pleasant heat in their vicinity. Geyser Pump Operators get +10 to [[Resolve]].
|-
|-
| Scavenging Season
| style="text-align:center;" | {{Perk|LimeGreen|File:SGI_127_modified.png}}<br /> Important Matters
| The drizzle in this region is very mild, making it the perfect season for looting. Increases the chance of bringing back twice the goods from Glade Events solved during the drizzle
| [[Impatience]] grows 70% slower during drizzle season. The Queen seems to be preoccupied with more pressing matters.
|-
|-
| Natural Filtration
| style="text-align:center;" | {{Perk|LimeGreen|File:SGI_95.png}}<br /> Inspiring View
| Using Rain Engines causes a lot less Blightrot contamination due to the natural filtration processes of the surrounding vegetation. [[Blightrot Cysts]] grow slower when using Rain Engines.
| The astonishingly beautiful view motivates [[villagers]] to work. The time interval between [[breaks]] is increased by +25%.
|-
|-
| Untapped Wealth
| style="text-align:center;" | {{Perk|LimeGreen|File:SpellBook01_101.jpg}}<br /> Intensive Mutations
| Gatherers have a higher chance of producing double yields when harvesting resource nodes.
| Living organisms in this region are mutated, and much larger than in other places. Doubles the amount of secondary resources gathered from trees.
|-
|-
| Regrowth
| style="text-align:center;" | {{Perk|LimeGreen|File:07_b.png}}<br /> Lightweight Wood
| Plants seem to grow exceptionally fast after the storm. All buildings using fertile soil produce more goods during drizzle season (crops collected during clearance also benefit from this effect)
| The evaporating [[Rainwater]] has made the {{rl|Wood}} a lot lighter in this region. Woodcutters can carry 10 more goods in [[Drizzle Season]].
|-
|-
| Exposed Resources
| style="text-align:center;" | {{Perk|LimeGreen|File:Spawn_b_01.png}}<br /> Marrow Growth
| The ground is soft, and soaked with the rain's essence. Mines produce more goods during drizzle season.
| Small pockets of bone marrow form in the ground and on trees. Gain 5 {{rl|Sea Marrow}} for every 5 {{rl|Coal}} produced during [[Drizzle Season]].
|-
|-
| Saturated Air
| style="text-align:center;" | {{Perk|LimeGreen|File:HuntingIcons_108_b.png}}<br /> Mating Season
| A pleasant, earthy scent is in the air. Gain Global [[Resolve]] for every some amounts units of water used in Rain Engines.
| +3 to {{rl|Meat}} production.
|-
|-
| Aura of Peace
| style="text-align:center;" | {{Perk|LimeGreen|File:M_03.png}}<br /> Mushrooms After Rain
| After each storm comes a time of peace and regrowth. Gain Reputation Points for every Dangerous or Forbidden Glade Event completed during drizzle season.
| +3 to {{rl|Mushrooms}} production.
|-
|-
| Finders Keepers
| style="text-align:center;" | {{Perk|LimeGreen|File:Natural_Filtration.png}}<br />Natural Filtration
| After each storm, caravans find countless goods scattered along their routes. Every trade route you complete during drizzle season will give you 5 random packs of goods.
| Using [[Rain Engines]] causes a lot less [[Blightrot]] contamination due to the natural filtration processes of the surrounding vegetation. [[Blightrot Cysts]] grow 50% slower when using Rain Engines.
|-
|-
| Fermented Rain
| style="text-align:center;" | {{Perk|LimeGreen|File:Green_25.PNG}}<br />Regrowth
| The rain is sticky and tastes like wine. During drizzle season,
| Plants seem to grow exceptionally fast after the storm. All buildings using [[fertile soil]] produce +50% more goods during [[Drizzle Season]] (crops collected during clearance also benefit from this effect).
|-
| style="text-align:center;" | {{Perk|LimeGreen|File:SGI_129.PNG}}<br /> Royal Funding
| The Queen's generosity knows no limits. Gain 2 {{rl|Amber}} every time you sell goods worth 10 {{rl|Amber}}.
|-
| style="text-align:center;" | {{Perk|LimeGreen|File:SpellBook01_98.PNG}}<br /> Salty Breeze
| The salty air makes it easier to preserve food. Food production speed is increased by 80% during [[Drizzle Season]].
|-
| style="text-align:center;" | {{Perk|LimeGreen|File:Addon_33.png}}<br /> Saturated Air
| A pleasant, earthy scent is in the air. Gain +1 Global [[Resolve]] for every 30 units of [[Rainwater]] used in [[Rain Engines]].
|-
| style="text-align:center;" | {{Perk|LimeGreen|File:BlueLootBox_32_b.PNG}}<br /> Scavenging Season
| The drizzle in this region is very mild, making it the perfect season for looting. Increases the chance of doubling loot from [[Glade Events]] solved during the drizzle by 25%.
|-
| style="text-align:center;" | {{Perk|LimeGreen|File:SpellBook06_114.png}}<br /> Soil Reclamation
| The soil becomes saturated with the rain's essence during [[Drizzle Season]]. [[Resource]] nodes depleted during the drizzle spawn [[fertile soil]].
|-
| style="text-align:center;" | {{Perk|LimeGreen|File:SpellBookPage09_70.png}}<br /> Untapped Wealth
| Gatherers produce twice the amount of bonus [[Resources]] when harvesting resource nodes.
|-
| style="text-align:center;" | {{Perk|LimeGreen|File:SGI_02.jpg}}<br /> Warm Welcome
| Increases [[Reputation]] gained from [[Resolve]] by 100%.
|-
| style="text-align:center;" | {{Perk|LimeGreen|File:Green_32.PNG}}<br /> Wild Growth
| Small, energizing drops cause uncontrollable growth in certain species. All [[Resource]] nodes discovered during [[Drizzle Season]] have more charges: +2 to small deposits, and +10 to large deposits.
|-
|}
 
== Complex Positive Forest Mysteries ==
Below is a list of Complex Positive Forest Mysteries (need to be activated):
{| class="wikitable mw-collapsible" style="width:100%;"
|+
|-
! style="font-weight:bold; text-align:center; vertical-align:middle;" | Mystery
! style="font-weight:bold; text-align:center; vertical-align:middle;" | Effect
! style="font-weight:bold; text-align:center; vertical-align:middle;" | Description
! style="font-weight:bold; text-align:center; vertical-align:middle;" | Activation
|-
| style="text-align:center;" | {{Perk|LimeGreen|File:Addon_10.png}}<br /> Aurora
| rowspan="2" | Motivated
| rowspan="2" | +1 [[Resolve]] every 60 seconds.
| 1x Services
|-
| style="text-align:center;" | {{Perk|LimeGreen|File:SpellBookPage09_81_modified.png}}<br /> Euphoric Vapors
| 2x Complex Food
|-
| style="text-align:center;" | {{Perk|LimeGreen|File:Yellow_09.png}}<br /> Fresh Breeze
| rowspan="2" | Energized
| rowspan="2" | +20% [[villager]] walking speed.
| 1x Housing
|-
| style="text-align:center;" | {{Perk|LimeGreen|File:Blue_06_modified.png}}<br /> Invigorating Winds
| 1x Complex Food
|-
| style="text-align:center;" | {{Perk|LimeGreen|File:Strange_Visions.png}}<br /> Strange Visions
| rowspan="2" | Focused
| rowspan="2" | +20% chance of double yields for affected [[villagers]].
| 1x Housing
|-
| style="text-align:center;" | {{Perk|LimeGreen|File:Sun_Festivities.jpg}}<br /> Sun Festivities
| 1x Complex Food
|}
|}


= Perks and Cornerstones Affecting Forest Mysteries =
== Perks and Cornerstones Affecting Forest Mysteries ==
{{PerkSearch|name=Airbender}}
{{Perks|name=Airbender}}

Latest revision as of 20:31, 6 May 2024

Forest Mystery Screen

Overview

Once a Viceroy starts a settlement, they will be met with a screen similar to the one on the right. This screen lists the Positive and Negative Forest Mysteries they have received in their Settlement, as well as all of the World Map and Prestige modifiers.

Viceroys can hover over the images of the Forest Mysteries to learn more about them.

Types of Forest Mysteries

There are two versions of Forest Mysteries, Positive and Negative.

Positive:

Negative:

  • Active during Storm Season
  • 3-5 provided each game, depending on Difficulty
  • Needs a certain Hostility level to be Active.
  • Consists of Simple and Complex Mysteries.
  • Complex Mysteries can be prevented, Simple ones not.

Negative Forest Mysteries

Negative Forest Mysteries Activating

On the left we can see multiple Negative Forest Mysteries activating during the Storm Season. Currently, 3 Forest Mysteries are active (Yellow Box) and 2 are Inactive (Pink box). This is because the Hostility threshold, in this case Hostility level 3, have been reached activating the first 3 Forest Mysteries. The last two Negative Forest Mysteries require Hostility level 4 and 7 to activate.




Simple Negative Forest Mysteries

These Forest Mysteries cannot be prevented, only managed by Lowering Hostility. Below is a list of Simple Negative Forest Mysteries:

Mystery Penalty Active from
Hostility
Absorption.png
Absorption
Burning Cysts takes 5 seconds longer. 2
Acid Rain.PNG
Acid Rain
Recipes producing Building Materials produce 50% fewer goods. 3
Aura of Fear.PNG
Aura of Fear
All species' Resolve drops 100% faster. 2
Blight from the Sky.png
Blight from the Sky
Every Storm Season, 1 Blightrot Cysts appear in the settlement (multiplied by the number of years that have passed). 4
Blightrot Infection.png
Blightrot Infection
When a villager leaves or dies, 2 Blightrot Cysts will appear in the settlement. 3
B 16.png
Cloudburst
Pay 1 Coats Coats x number of villagers, or get -6 Global Resolve for 2 minutes. 4
B 10.png
Corrosive Rainfall
-50% yields to all recipes with Copper Bars Copper Bars or Crystalized Dew Crystalized Dew as product or ingredient. 3
SpellBook01 47.png
Creeping Shadows
Discovering a glade during the storm will decrease Global Resolve by -10 for 3 minutes. 1
Death and Decay.PNG
Death and Decay
Every villager that dies turns into a Blood Flower. 4
Storm.png
Devastating Storms
-20 Global Resolve. 6
Devastation.PNG
Devastation
Pay 1 Pack of Building Materials Pack of Building Materials x number of years, or 3 buildings in your settlement will become Ruins. 3
Blue 01.png
Faint Flame
Resources you Sacrifice in the Ancient Hearth burn 40% quicker. 2
Flooded Roads.png
Flooded Roads
Trade Routes take +2 Pack of Provisions Pack of Provisions per level. 1
SpellBook01 62.png
Greater Threat
-2 Global Resolve for every Dangerous or Forbidden Glade discovered since the beginning of the settlement. 4
Grim Fate.PNG
Grim Fate
The Forest will claim a villager's life during each storm (multiplied by the number of years that have passed). 7
Horrors from Beneath.png
Horrors from Beneath
Villagers working in Mines get -10 to Resolve during the storm. 1
Humid Climate.PNG
Humid Climate
+20% fuel consumption in Hearths for each Hostility level. 2
Hunger Storm.PNG
Hunger Storm
+1 stack of Hunger applied every time a villager misses a meal. 3
Insatiable Hunger.PNG
Insatiable Hunger
+10% chance per Hostility level for villagers to consume double the amount of food on break. 4
Muddy Ground.jpg
Muddy Ground
-30% villager walking speed off roads. 1
P 01.png
No Contact
Gaining Reputation does not lower Impatience. 2
Leakage.png
Leakage
-300 Hearth Resistance. 2
SpellBookPage09 35.png
Rotten Rain
A Blood Flower will spawn somewhere in the settlement every 90 seconds. 4
Rotten Vapors.png
Rotten Vapors
Pay 5 Drizzle Water Drizzle Water x number of years, or 3 Blightrot Cysts will spawn. 3
Rotting Wood.PNG
Rotting Wood
+50% tree felling speed, but also +100% chance of destroying tree yields. 2
Rot from the Sky.png
Rot from the Sky
-15% food production speed per Hostility level. 3
Sacred Flame Rituals.PNG
Sacred Flame Rituals
Pay 3 Wood Wood per Villager, or 2 villagers will leave. 4
Spreading Contamination.png
Spreading Contamination
+5% faster Queen's Impatience gain for every Blightrot Cyst in your settlement. 4
Unnatural Erosion.PNG
Unnatural Erosion
Pay 5 Oil Oil x number of years, or 2 random Resource nodes are destroyed. 4
Unearthly Element.PNG
Unearthly Element
The maximum number of Sacrifice stacks in the Ancient Hearth is lowered by 1. 1
Unyielding Corruption.PNG
Unyielding Corruption
Favoring unavailable if Hearth is Corrupted. 3
Vanishing Goods.png
Vanishing Goods
+10% chance per Hostility level for villagers to consume twice the amount of goods when using Services. 4
Vanishing Water.png
Vanishing Water
Lose 1 unit of a random type of Rainwater for every 2 units of Rainwater used in Rain Engines. 2
Vassal Tax.png
Vassal Tax
Pay 5 Amber Amber x number of years, or gain 1 Impatience point. 4
Quaking Bog.PNG
Quaking Bog
-50% gathering speed. 2

Complex Negative Forest Mysteries

List of Complex Forest Mysteries (can be prevented):

Mystery Penalty Active from
Hostility
Prevention
Alluring Lights.png
Alluring Lights
+5% chance of affected villager dying every 15 seconds. 7 2x Services
Charged Rain.png
Charged Rain
+5% chance of affected villager dying every 15 seconds. 5 1x Complex Food
1x Services
Cold Snap.PNG
Cold Snap
+50% chance of affected villager eating double during break. 3 1x Complex Food
Downpour.jpg
Downpour
+50% chance of affected villager eating double during break. 5 1x Housing
1x Services
Eclipse.PNG
Eclipse
-33% time between breaks for affected villagers. 6 2x Services
SpellBookPage09 84.png
Eerie Song
+5% chance of affected villager dying every 15 seconds. 5 1x Services
B 13.png
Fog
-40% movement speed to affected villagers. 1 1x Housing
Hailstorm.png
Hailstorm
+5% chance of affected villager dying every 15 seconds. 2 1x Housing
Melancholy.jpg
Melancholy
-2 Resolve penalty, stacks every 60 seconds on affected villager. 3 1x Complex Food
1x Housing
Nauseating Spores.png
Nauseating Spores
-33% time between breaks for affected villagers. 4 1x Services
SpellBook01 07.png
Strange Lights
+20% chance of destroying production yield by affected villagers. 4 1x Services
Swarms.png
Swarms
-2 Resolve penalty, stacks every 60 seconds on affected villagers. 2 1x Housing
Blue 17.png
Under an Open Sky
-5 Resolve to affected villagers. 1 1x Housing

Simple Positive Forest Mysteries

Below is a list of Simple Positive Forest Mysteries:

Mystery Description
SpellBookPage09 62.PNG
Aura of Peace
After each storm comes a time of peace and regrowth. Gain 0.5 Reputation points for every Dangerous or Forbidden Glade Event completed during drizzle season.
B 25.png
Berry New Year
+3 to Berries Berries production.
SpellBookPage09 29.png
Bleeding Trees
A red, sticky substance is oozing out from beneath the tree bark. Gain 2 Resin Resin every time woodcutters cut down a tree.
B 03 modified.jpg
Clear Skies
Increases the speed at which Traders arrive by 300%.
Icon Resource Insects.png
Cricket Mating Grounds
The clearings are abuzz with the sound of crickets. Gain 30 Insects Insects for each discovered glade.
SpellBookPage09 106.png
Drizzle Anomaly
The rain seems to fall... slower. Gain 15 Drizzle Water Drizzle Water per minute during the drizzle.
MiningIcons 112 b.PNG
Exposed Resources
The ground is soft, and soaked with the rain's essence. Mines produce 50% more goods during Drizzle Season.
Bag 08 b.PNG
Finders Keepers
After each storm, caravans find countless goods scattered along their routes. Every Trade Route you complete during Drizzle Season will give you 5 random packs of goods.
Essence 02 b.png
Forest Offerings
It seems some inhabitants of the forest are grateful for your efforts. During Drizzle Season, every Dangerous or Forbidden Glade Event you complete will give you 40 random raw food.
TrophyIcons 47 b.PNG
Forgiving Crown
Gain one free Cornerstone reroll for every Reputation point gained during Drizzle Season.
ForestIcons 46 b.jpg
Fruitful Season
The Forest's fruits are so ripe, they almost fall into the basket on their own. Gathering speed is increased by 50%.
SpellBookPage09 14.png
Gentle Dawn
New year, new challenges. Every Small Glade discovered grants 10% planting speed during Drizzle.
Ember b 01.png
Gift from the Woods
These seem to be the ideal conditions in which to create Amber Amber. Gain 5 Amber Amber every drizzle season, plus an additional 5 Amber Amber for each Hostility level reached.
R 33.png
Golden Dust
Some raindrops seem to have a golden hue. Gain Clearance Water Clearance Water for every unit of Drizzle Water Drizzle Water gathered.
Violet 24 modified.png
Heavy Drops
+3 to Drizzle Water Drizzle Water production.
R 12.png
Hot Springs
Rainwater Geysers produce pleasant heat in their vicinity. Geyser Pump Operators get +10 to Resolve.
SGI 127 modified.png
Important Matters
Impatience grows 70% slower during drizzle season. The Queen seems to be preoccupied with more pressing matters.
SGI 95.png
Inspiring View
The astonishingly beautiful view motivates villagers to work. The time interval between breaks is increased by +25%.
SpellBook01 101.jpg
Intensive Mutations
Living organisms in this region are mutated, and much larger than in other places. Doubles the amount of secondary resources gathered from trees.
07 b.png
Lightweight Wood
The evaporating Rainwater has made the Wood Wood a lot lighter in this region. Woodcutters can carry 10 more goods in Drizzle Season.
Spawn b 01.png
Marrow Growth
Small pockets of bone marrow form in the ground and on trees. Gain 5 Sea Marrow Sea Marrow for every 5 Coal Coal produced during Drizzle Season.
HuntingIcons 108 b.png
Mating Season
+3 to Meat Meat production.
M 03.png
Mushrooms After Rain
+3 to Mushrooms Mushrooms production.
Natural Filtration.png
Natural Filtration
Using Rain Engines causes a lot less Blightrot contamination due to the natural filtration processes of the surrounding vegetation. Blightrot Cysts grow 50% slower when using Rain Engines.
Green 25.PNG
Regrowth
Plants seem to grow exceptionally fast after the storm. All buildings using fertile soil produce +50% more goods during Drizzle Season (crops collected during clearance also benefit from this effect).
SGI 129.PNG
Royal Funding
The Queen's generosity knows no limits. Gain 2 Amber Amber every time you sell goods worth 10 Amber Amber.
SpellBook01 98.PNG
Salty Breeze
The salty air makes it easier to preserve food. Food production speed is increased by 80% during Drizzle Season.
Addon 33.png
Saturated Air
A pleasant, earthy scent is in the air. Gain +1 Global Resolve for every 30 units of Rainwater used in Rain Engines.
BlueLootBox 32 b.PNG
Scavenging Season
The drizzle in this region is very mild, making it the perfect season for looting. Increases the chance of doubling loot from Glade Events solved during the drizzle by 25%.
SpellBook06 114.png
Soil Reclamation
The soil becomes saturated with the rain's essence during Drizzle Season. Resource nodes depleted during the drizzle spawn fertile soil.
SpellBookPage09 70.png
Untapped Wealth
Gatherers produce twice the amount of bonus Resources when harvesting resource nodes.
SGI 02.jpg
Warm Welcome
Increases Reputation gained from Resolve by 100%.
Green 32.PNG
Wild Growth
Small, energizing drops cause uncontrollable growth in certain species. All Resource nodes discovered during Drizzle Season have more charges: +2 to small deposits, and +10 to large deposits.

Complex Positive Forest Mysteries

Below is a list of Complex Positive Forest Mysteries (need to be activated):

Mystery Effect Description Activation
Addon 10.png
Aurora
Motivated +1 Resolve every 60 seconds. 1x Services
SpellBookPage09 81 modified.png
Euphoric Vapors
2x Complex Food
Yellow 09.png
Fresh Breeze
Energized +20% villager walking speed. 1x Housing
Blue 06 modified.png
Invigorating Winds
1x Complex Food
Strange Visions.png
Strange Visions
Focused +20% chance of double yields for affected villagers. 1x Housing
Sun Festivities.jpg
Sun Festivities
1x Complex Food

Perks and Cornerstones Affecting Forest Mysteries

1 Perk named 'Airbender'
Name Rarity Description Sources Price
Alt Cor Ord Rel Tra
Airbender Airbender None Storm clouds seem softer. All Negative Forest Mysteries require a higher Hostility level (+1) to activate during the Storm. x x x Rel x 0