Forest Mysteries: Difference between revisions

From Against the Storm Official Wiki
m (→‎Positive Forest Mysteries: humid climate is in the wrong table)
(→‎Simple Negative Forest Mysteries: put Humid Climate in the right table, added some links, simplified some of the text, adjusted some values. removed Lightning, added Devastation, adjusted Greater Threat description (version 1.1 changes))
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| style="vertical-align:middle;" | Absorption
| style="vertical-align:middle;" | Absorption
| style="vertical-align:middle;" | Burning cysts takes 5 seconds longer to burn.
| style="vertical-align:middle;" | Burning cysts takes 5 seconds longer.
| style="text-align:center;" | 2
| style="text-align:center;" | 2
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| style="vertical-align:middle;" | Aura of Fear
| style="vertical-align:middle;" | 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
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| style="vertical-align:middle;" | Blight from the Sky
| style="vertical-align:middle;" | 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
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| style="vertical-align:middle;" | Blightrot Infection
| style="vertical-align:middle;" | 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
|-
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| style="vertical-align:middle;" | Cloudburst
| style="vertical-align:middle;" | 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
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| Corrosive Rainfall
| 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
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| style="vertical-align:middle;" | Creeping Shadows
| style="vertical-align:middle;" | 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
|-
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| Death and Decay
| Death and Decay
| Every dead [[Villager]] turns into a Bloodflower
| Every [[villager]] that dies turns into a Bloodflower.
| style="text-align:center;" | 4
| style="text-align:center;" | 4
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| Devistating Storms
| Devastating Storms
| -20 Global Resolve
| -20 Global [[Resolve]].
| style="text-align:center;" | 6
| style="text-align:center;" | 6
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| Devastation
| 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
|-
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| style="vertical-align:middle;" | Faint Flame
| style="vertical-align:middle;" | Faint Flame
| style="vertical-align:middle;" | Resources you sacrifice in the Ancient Hearth burn 40% quicker.
| style="vertical-align:middle;" | Resources you sacrifice in the Ancient [[Hearth]] burn 40% quicker.
| style="text-align:center;" | 2
| style="text-align:center;" | 2
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| style="vertical-align:middle;" | Flooded Roads
| style="vertical-align:middle;" | 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
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| style="vertical-align:middle;" | Greater Threat
| style="vertical-align:middle;" | 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
|-
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| style="vertical-align:middle;" | Grim Fate
| style="vertical-align:middle;" | 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
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| style="vertical-align:middle;" | [[Villagers]] working in Mines get -10 to [[Resolve]] during the storm.
| style="vertical-align:middle;" | [[Villagers]] working in Mines get -10 to [[Resolve]] during the storm.
| style="text-align:center;" | 1
| style="text-align:center;" | 1
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| Humid Climate
| +20% fuel consumption in [[Hearth]]s for each [[Hostility]] level.
| style="text-align:center;" | 2
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| Hunger Storm
| Hunger Storm
| When missing one meal, a double stack of [[Hunger]] will be added for [[Villagers]]
| +1 stack of [[Hunger]] applied every time a [[villager]] misses a meal.
| style="text-align:center;" | 3
| style="text-align:center;" | 3
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| Insatiable Hunger
| 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
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| Muddy Ground
| Muddy Ground
| -30% [[Villager]] speed off roads.
| -30% [[villager]] walking speed off roads.
| style="text-align:center;" | 1
| style="text-align:center;" | 1
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| style="vertical-align:middle;" | Leakage
| style="vertical-align:middle;" | Leakage
| style="vertical-align:middle;" | The Hearth's resistance has decreased by 200.
| style="vertical-align:middle;" | -200 [[Hearth]] resistance.
| style="text-align:center;" | 2
| style="text-align:center;" | 2
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| Lightning
| Pay 5 {{rl|Copper Ore}} multiplied by number of years, or 3 [[Buildings]] are destroyed.
| style="text-align:center;" | 3
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| style="vertical-align:middle;" | Rotten Rain
| style="vertical-align:middle;" | Rotten Rain
| style="vertical-align:middle;" | A Blood Flower will spawn somewhere in the settlement after every 90 seconds.
| style="vertical-align:middle;" | A Blood Flower will spawn somewhere in the settlement every 90 seconds.
| style="text-align:center;" | 4
| style="text-align:center;" | 4
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| style="vertical-align:middle;" | Rotten Vapors
| style="vertical-align:middle;" | 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
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| style="vertical-align:middle;" | Rotting Wood
| style="vertical-align:middle;" | 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
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| Rot from the Sky
| 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
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| Sacred Flame Rituals
| 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
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| style="vertical-align:middle;" | Spreading Contamination
| style="vertical-align:middle;" | 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]] for every [[Blightrot Cyst]] in your settlement.
| style="text-align:center;" | 4
| style="text-align:center;" | 4
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| style="vertical-align:middle;" | Unearthly Element
| style="vertical-align:middle;" | 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
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| Vanishing Goods
| 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
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| style="vertical-align:middle;" | Vanishing Water
| style="vertical-align:middle;" | 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 water for every 2 units of [[Rainwater]] used in [[Rain Engines]].
| style="text-align:center;" | 2
| style="text-align:center;" | 2
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| style="vertical-align:middle;" | Vassal Tax
| style="vertical-align:middle;" | 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
|-
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| Quaking Bog
| Quaking Bog
| Gathering Speed decreased by 50%
| -50% gathering speed.
| style="text-align:center;" | 2
| style="text-align:center;" | 2
|}
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Revision as of 20:57, 6 April 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.

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 Burning cysts takes 5 seconds longer. 2
Acid Rain Recipes producing Building Materials produce 50% fewer goods. 3
Aura of Fear All species' Resolve drops 100% faster. 2
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 When a villager leaves or dies, 2 Blightrot Cysts will appear in the settlement. 3
Cloudburst Pay 1 Coats Coats x number of villagers, or get -6 Global Resolve for 2 minutes. 4
Corrosive Rainfall -50% yields to all recipes with Copper Bars Copper Bars or Crystalized Dew Crystalized Dew as product or ingredient. 3
Creeping Shadows Discovering a glade during the storm will decrease Global Resolve by -10 for 3 minutes. 1
Death and Decay Every villager that dies turns into a Bloodflower. 4
Devastating Storms -20 Global Resolve. 6
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
Faint Flame Resources you sacrifice in the Ancient Hearth burn 40% quicker. 2
Flooded Roads Trade Routes take +2 Pack of Provisions Pack of Provisions per level. 1
Greater Threat -2 Global Resolve for every Dangerous or Forbidden Glade discovered since the beginning of the settlement. 4
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 Villagers working in Mines get -10 to Resolve during the storm. 1
Humid Climate +20% fuel consumption in Hearths for each Hostility level. 2
Hunger Storm +1 stack of Hunger applied every time a villager misses a meal. 3
Insatiable Hunger +10% chance per Hostility level for villagers to consume double the amount of Food on Break. 4
Muddy Ground -30% villager walking speed off roads. 1
No Contact Gaining Reputation does not lower Impatience. 2
Leakage -200 Hearth resistance. 2
Rotten Rain A Blood Flower will spawn somewhere in the settlement every 90 seconds. 4
Rotten Vapors Pay 5 Drizzle Water Drizzle Water x number of years, or 3 Blightrot Cysts will spawn. 3
Rotting Wood +50% tree felling speed, but also +100% chance of destroying tree yields. 2
Rot from the Sky -15% food production speed per Hostility level. 3
Sacred Flame Rituals Pay 3 Wood Wood per Villager, or 2 Villagers will leave. 4
Spreading Contamination +5% faster Queen's Impatience for every Blightrot Cyst in your settlement. 4
Unnatural Erosion Pay 5 Oil Oil x number of years, or 2 random Resource nodes are destroyed. 4
Unearthly Element The maximum number of sacrifice stacks in the Ancient Hearth is lowered by 1. 1
Unyielding Corruption Favoring unavailable if Hearth is Corrupted. 3
Vanishing Goods +10% chance per Hostility level for villagers to consume twice the amount of goods when using Services. 4
Vanishing Water Lose 1 unit of a random type of water for every 2 units of Rainwater used in Rain Engines. 2
Vassal Tax Pay 5 Amber Amber x number of years, or gain 1 Impatience point. 4
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 +5% Chance of affected Villager dying every 15 seconds. 7 2x Services
Charged Rain +5% Chance of affected Villager dying every 15 seconds. 5 1x Complex Food
1x Services
Cold Snap +50% chance of affected Villager eating double during break. 3 1x Complex Food
Downpour +50% chance of affected Villager eating double during break. 5 1x Housing
1x Services
Eclipse -33% time reduction between Breaks for affected Villagers 6 2x Services
Eerie Song +5% Chance of affected Villager dying every 15 seconds. 5 1x Services
Fog -40% Movement Speed to affected Villagers 1 1x Housing
Hailstorm +5% Chance of affected Villager dying every 15 seconds. 2 1x Housing
Melancholy -2 Resolve penalty, stacks every 60 seconds on affected Villager 3 1x Complex Food
1x Housing
Nauseous Spores -33% time reduction between Breaks for affected Villagers 4 1x Services
Strange Lights +20% of destroying production yield by affected Villager 4 1x Services
Swarms -2 Resolve penalty, stacks every 60 seconds on affected Villager 2 1x Housing
Under an Open Sky -5 Resolve to affected Villager 1 1x Housing

Positive Forest Mysteries

Below is a list of Positive Forest Mysteries:

Mystery Description
Golden Dust Some raindrops seem to have a golden hue. Gain Clearance Water Clearance Water for every unit ofDrizzle Water Drizzle Water gathered.
Gift from the Woods These seem to be the ideal conditions in which to create Amber. Gain 5 Amber every drizzle season, plus an additional 5 Amber for each Hostility level reached.
Drizzle Anomaly The rain seems to fall... slower. Gain Drizzle Water Drizzle Water per minute during the drizzle.
Salty Breeze The salty air makes it easier to preserve food. Food production speed is increased during drizzle season.
Soil Reclamation The soil becomes saturated with the rain's essence during drizzle season. Resource nodes depleted during the drizzle spawn fertile soil.
Forgiving Crown Gain one free cornerstone reroll for every Reputation Point gained during drizzle season.
Gentle Dawn New year, new challenges. Every small glade discovered grants planting speed during Drizzle.
Forest Offerings It seems some inhabitants of the forest are grateful for your efforts. During drizzle season, every Dangerous or Forbidden Glade Event you complete will give you 30 random raw food.
Soft Stems The grain stalks have grown soft because of the air’s humidity. During drizzle season, workers in the Harvesters' Camp can gather Grain Grain from grain nodes.
Hot Springs Rainwater Geysers produce pleasant heat in their vicinity. Geyser Pump Operators get +10 to Resolve.
Cricket Mating Grounds The clearings are abuzz with the sound of crickets. Gain Insects Insects for each discovered glade.
Marrow Growth Small pockets of bone marrow form in the ground and on trees. Gain Sea Marrow Sea Marrow for every Coal Coal produced during drizzle season.
Scavenging Season 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
Natural Filtration 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.
Untapped Wealth Gatherers have a higher chance of producing double yields when harvesting resource nodes.
Regrowth 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)
Exposed Resources The ground is soft, and soaked with the rain's essence. Mines produce more goods during drizzle season.
Saturated Air A pleasant, earthy scent is in the air. Gain Global Resolve for every some amounts units of water used in Rain Engines.
Aura of Peace After each storm comes a time of peace and regrowth. Gain Reputation Points for every Dangerous or Forbidden Glade Event completed during drizzle season.
Finders Keepers After each storm, caravans find countless goods scattered along their routes. Every trade route you complete during drizzle season will give you 5 random packs of goods.
Fermented Rain The rain is sticky and tastes like wine. During drizzle season,

Perks and Cornerstones Affecting Forest Mysteries

1 perks named Airbender.
PerkRarityDescriptionSource(s)
Airbender Airbender Epic Storm clouds seem softer. All Negative Forest Mysteries require a higher Hostility level (+1) to activate during the Storm.
  • from Glade Event rewards