Forest Mysteries: Difference between revisions
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[[File:ForestMysteriesScreen.png|360px|thumb|Forest Mystery | {{Version|1.11.2}} | ||
= Overview = | [[File:ForestMysteriesScreen.png|360px|thumb|Forest Mystery screen]] | ||
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 | |||
== 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 modifiers|World Map]], [[World Events|World Event]] 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 | There are two types of Forest Mysteries - Positive and Negative. | ||
Positive: | Positive: | ||
* Active during [[Drizzle Season]] | * Active during [[Drizzle Season]] | ||
* 1-2 provided each game, depending on [[ | * 1-2 provided each game, depending on [[difficulty]] | ||
* Can be Simple and Conditional | |||
* Conditional Drizzle Mysteries have an activation condition | |||
Negative: | Negative: | ||
* Active during [[Storm Season]] | * Active during [[Storm Season]] | ||
* 3-5 provided each game, depending on | * 3-5 provided each game, depending on difficulty | ||
* Needs a certain [[Hostility]] level to be Active | * Needs a certain [[Hostility]] level to be Active | ||
* | * Can be Simple and Conditional | ||
* | * Conditional Storm Mysteries can be prevented even after they active, Simple ones cannot | ||
= 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 /> | ||
== Activation delay == | |||
All simple Forest Mysteries have a 5-second delay at season rollover before they activate (conveyed with a clockwise tint-clearing animation on the Mystery's icon). The same delay is also present for simple Storm Mysteries when you reach their [[Hostility]] level mid [[Storm]] for the first time. The Mystery will skip the delay for the rest of the current Storm season, should it reactivate after Hostility dips below its activation threshold. | |||
Conditional Forest Mysteries, both Drizzle and Storm, don't have an activation delay - they trigger immediately at season rollover or the moment you reach their level of Hostility. | |||
== 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="vertical-align:middle;" | Absorption | ! style="font-weight:bold; text-align:center; vertical-align:middle;" | Mystery | ||
| style="vertical-align:middle;" | Burning | ! 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=" | | style="text-align:center;" | {{Perk|Red|File:Aura_of_Fear.PNG}}<br />Aura of Fear | ||
| style="vertical-align:middle;" | All species' [[Resolve]] drops 100% faster. | | style="vertical-align:middle;" | All [[species]]' [[Resolve]] drops 100% faster. | ||
| style="text-align:center;" | 2 | | style="text-align:center;" | 2 | ||
|- | |- | ||
| style=" | | style="text-align:center;" | {{Perk|Red|File:Blight_from_the_Sky.png}}<br />Blight from the Sky | ||
| style="vertical-align:middle;" | Every | | 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=" | | 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=" | | style="text-align:center;" | {{Perk|Red|File:B_10.png}}<br />Corrosive Rainfall | ||
| -50% yields to all recipes with {{rl|Copper Bars}} or {{rl|Crystalized Dew}} as product or ingredient. | | -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=" | | 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 [[villager]] that dies turns into a | | Every [[villager]] that dies turns into a [[Blood Flower]]. | ||
| style="text-align:center;" | 4 | | style="text-align:center;" | 4 | ||
|- | |- | ||
| Devastating 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 | ||
|- | |- | ||
| Devastation | | style="text-align:center;" | {{Perk|Red|File:Devastation.PNG}}<br />Devastation | ||
| Pay 1 {{rl|Pack of Building Materials}} x number of years, or 3 buildings in your settlement will become [[Ruins]]. | | 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;" | 3 | ||
|- | |- | ||
| style=" | | style="text-align:center;" | {{Perk|Red|File:Blue_01.png}}<br />Faint Flame | ||
| style="vertical-align:middle;" | Resources you | | 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=" | | style="text-align:center;" | {{Perk|Red|File:Flooded_Roads.png}}<br />Flooded Roads | ||
| style="vertical-align:middle;" | [[Trade Routes]] take + | | style="vertical-align:middle;" | [[Trade Routes]] take +50% longer. | ||
| style="text-align:center;" | 1 | | style="text-align:center;" | 1 | ||
|- | |- | ||
| style=" | | style="text-align:center;" | {{Perk|Red|File:SpellBook01_62.png}}<br />Greater Threat | ||
| style="vertical-align:middle;" | -2 Global [[Resolve]] for every Dangerous or Forbidden [[Glade]] discovered since the beginning of the settlement. | | 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=" | | style="text-align:center;" | {{Perk|Red|File:Grim_Fate.PNG}}<br />Grim Fate | ||
| style="vertical-align:middle;" | The | | 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=" | | style="text-align:center;" | {{Perk|Red|File:Horrors_from_Beneath.png}}<br />Horrors from Beneath | ||
| style="vertical-align:middle;" | [[Villagers]] working in | | 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 | ||
|- | |- | ||
| Humid Climate | | style="text-align:center;" | {{Perk|Red|File:Humid_Climate.PNG}}<br />Humid Climate | ||
| +20% fuel consumption in [[Hearth]]s for each [[Hostility]] level. | | +20% fuel consumption in [[Hearth]]s for each [[Hostility]] level. | ||
| style="text-align:center;" | 2 | | style="text-align:center;" | 2 | ||
|- | |- | ||
| Hunger Storm | | 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. | | +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 | ||
| +10% chance per [[Hostility]] level for villagers to consume double the amount of | | +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]] walking 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=" | | style="text-align:center;" | {{Perk|Red|File:Leakage.png}}<br />Leakage | ||
| style="vertical-align:middle;" | - | | style="vertical-align:middle;" | -300 [[Hearth Resistance]]. | ||
| style="text-align:center;" | 2 | | style="text-align:center;" | 2 | ||
|- | |- | ||
| style=" | | style="text-align:center;" | {{Perk|Red|File:SpellBookPage09_35.png}}<br />Rotten Rain | ||
| style="vertical-align:middle;" | A Blood Flower will spawn somewhere in the settlement 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 | ||
|- | |- | ||
| style=" | | style="text-align:center;" | {{Perk|Red|File:Rotten_Vapors.png}}<br />Rotten Vapors | ||
| style="vertical-align:middle;" | Pay 5 {{rl|Drizzle Water}} x number 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=" | | style="text-align:center;" | {{Perk|Red|File:Rotting_Wood.PNG}}<br />Rotting Wood | ||
| style="vertical-align:middle;" | +50% tree felling speed, but also +100% chance of destroying tree yields. | | 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 | ||
| -15% food production speed 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 3 {{rl|Wood}} per [[Villager]], or 2 [[ | | Pay 3 {{rl|Wood}} per [[Villager]], or 2 [[villager]]s will leave. | ||
| style="text-align:center;" | 4 | | style="text-align:center;" | 4 | ||
|- | |- | ||
| style=" | | 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=" | | style="text-align:center;" | {{Perk|Red|File:Unearthly_Element.PNG}}<br />Unearthly Element | ||
| style="vertical-align:middle;" | The maximum number of | | 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=" | | 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 for villagers to consume 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=" | | style="text-align:center;" | {{Perk|Red|File:Vanishing_Water.png}}<br />Vanishing Water | ||
| style="vertical-align:middle;" | Lose 1 unit of a random type of | | 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=" | | 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, or 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 | ||
| -50% gathering speed. | | -50% gathering speed. | ||
| style="text-align:center;" | 2 | | style="text-align:center;" | 2 | ||
|} | |} | ||
== | == Conditional Negative Forest Mysteries == | ||
List of | List of Conditional Forest Mysteries (can be prevented): | ||
{| class="wikitable mw-collapsible sortable" | {| class="wikitable mw-collapsible sortable" style="width:100%;" | ||
|+ | |+ | ||
|- | |- | ||
| style="vertical-align:middle;" | Alluring Lights | ! style="font-weight:bold; text-align:center; vertical-align:middle;" | Mystery | ||
| +5% | ! 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:Blue 38.PNG}}<br />Bitter Rain | ||
| +5% | | style="vertical-align:middle;" | -40% movement speed to affected [[villagers]]. | ||
| style="text-align:center;" | 2 | |||
| 1x Clothing | |||
|- | |||
| style="text-align:center;" | {{Perk|Red|File:Charged_Rain.png}}<br />Charged Rain | |||
| +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:B_16.png}}<br />Cloudburst | ||
| style="vertical-align:middle;" | +50% chance of affected [[ | | style="vertical-align:middle;" | -5 [[Resolve]] to affected villagers. | ||
| style="text-align:center;" | 3 | |||
| 1x Clothing<br/>1x Housing | |||
|- | |||
| 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="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:Blue_15.png}}<br />Cold Front | ||
| +50% chance of affected [[ | | style="vertical-align:middle;" | +20% chance of destroying production yield by affected [[villagers]]. | ||
| style="text-align:center;" | 3 | |||
| 1x Clothing<br/>1x Complex Food | |||
|- | |||
| style="text-align:center;" | {{Perk|Red|File:Downpour.jpg}}<br />Downpour | |||
| +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=" | | style="text-align:center;" | {{Perk|Red|File:Eclipse.PNG}}<br />Eclipse | ||
| style="vertical-align:middle;" | -33% time | | 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=" | | style="text-align:center;" | {{Perk|Red|File:SpellBookPage09_84.png}}<br />Eerie Song | ||
| +5% | | +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% | | -40% movement speed to affected [[villagers]]. | ||
| style="text-align:center;" | 1 | | style="text-align:center;" | 1 | ||
| 1x Housing | | 1x Housing | ||
|- | |- | ||
| style=" | | style="text-align:center;" | {{Perk|Red|File:Hailstorm.png}}<br />Hailstorm | ||
| +5% | | +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 [[ | | -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 | ||
|- | |- | ||
| | | style="text-align:center;" | {{Perk|Red|File:Nauseating_Spores.png}}<br />Nauseating Spores | ||
| -33% time | | -33% time between [[breaks]] for affected [[villagers]]. | ||
| style="text-align:center;" | 4 | | style="text-align:center;" | 4 | ||
| 1x Services | | 1x Services | ||
|- | |- | ||
| style=" | | style="text-align:center;" | {{Perk|Red|File:SpellBook01_07.png}}<br />Strange Lights | ||
| style="vertical-align:middle;" | +20% of destroying production yield by affected [[ | | 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=" | | style="text-align:center;" | {{Perk|Red|File:Swarms.png}}<br />Swarms | ||
| -2 [[Resolve]] penalty, stacks every 60 seconds on affected [[ | | -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=" | | style="text-align:center;" | {{Perk|Red|File:Blue_17.png}}<br />Under an Open Sky | ||
| style="vertical-align:middle;" | -5 [[Resolve]] to affected [[ | | 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;" | |+ | ||
|- | |||
! 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. | |||
|- | |||
| style="text-align:center;" | {{Perk|LimeGreen|File:B_03_modified.jpg}}<br /> Clear Skies | |||
| Increases the speed at which [[Traders]] arrive by 300%. | |||
|- | |||
| style="text-align:center;" | {{Perk|LimeGreen|File:Icon Resource Insects.png}}<br /> Cricket Mating Grounds | |||
| The clearings are abuzz with the sound of crickets. Gain 30 {{rl|Insects}} for each discovered glade. | |||
|- | |- | ||
| | | style="text-align:center;" | {{Perk|LimeGreen|File:SpellBookPage09_106.png}}<br /> Drizzle Anomaly | ||
| | | The rain seems to fall... slower. Gain 15 {{rl|Drizzle Water}} per minute during the drizzle. | ||
|- | |- | ||
| | | style="text-align:center;" | {{Perk|LimeGreen|File:MiningIcons_112_b.PNG}}<br /> Exposed Resources | ||
| | | The ground is soft, and soaked with the rain's essence. {{bl|Mine}}s produce 50% more goods during [[Drizzle Season]]. | ||
|- | |- | ||
| | | style="text-align:center;" | {{Perk|LimeGreen|File:Bag_08_b.PNG}}<br /> 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. | ||
|- | |- | ||
| | | style="text-align:center;" | {{Perk|LimeGreen|File:Fishing_03_b.png}}<br /> Fish Flood | ||
| | | +3 to {{rl|Fish}} production. | ||
|- | |- | ||
| | | style="text-align:center;" | {{Perk|LimeGreen|File:Essence_02_b.png}}<br /> 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. | ||
|- | |- | ||
| Forgiving Crown | | style="text-align:center;" | {{Perk|LimeGreen|File:TrophyIcons_47_b.PNG}}<br /> Forgiving Crown | ||
| Gain one free | | Gain one free [[Cornerstone]] reroll for every [[Reputation]] point gained during [[Drizzle Season]]. | ||
|- | |- | ||
| | | style="text-align:center;" | {{Perk|LimeGreen|File:ForestIcons 46 b.jpg}}<br /> Fruitful Season | ||
| | | [[The Forest]]'s fruits are so ripe, they almost fall into the basket on their own. Gathering speed is increased by 50%. | ||
|- | |- | ||
| | | style="text-align:center;" | {{Perk|LimeGreen|File:SpellBookPage09_14.png}}<br /> Gentle Dawn | ||
| | | New year, new challenges. Every Small [[Glade]] discovered grants 10% planting speed during Drizzle. | ||
|- | |- | ||
| | | style="text-align:center;" | {{Perk|LimeGreen|File:Ember b 01.png}}<br /> Gift from the Woods | ||
| | | 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. | ||
|- | |- | ||
| | | style="text-align:center;" | {{Perk|LimeGreen|File:R 33.png}}<br /> Golden Dust | ||
| | | Some raindrops seem to have a golden hue. Gain 5 {{rl|Clearance Water}} for every 10 {{rl|Drizzle Water}} gathered. | ||
|- | |- | ||
| | | style="text-align:center;" | {{Perk|LimeGreen|File:Violet 24 modified.png}}<br /> Heavy Drops | ||
| | | +3 to {{rl|Drizzle Water}} production. | ||
|- | |- | ||
| | | style="text-align:center;" | {{Perk|LimeGreen|File:R_12.png}}<br /> Hot Springs | ||
| | | [[Rainwater Geysers]] produce pleasant heat in their vicinity. Geyser Pump Operators get +10 to [[Resolve]]. | ||
|- | |- | ||
| | | style="text-align:center;" | {{Perk|LimeGreen|File:SGI_127_modified.png}}<br /> Important Matters | ||
| | | [[Impatience]] grows 70% slower during drizzle season. The Queen seems to be preoccupied with more pressing matters. | ||
|- | |- | ||
| | | style="text-align:center;" | {{Perk|LimeGreen|File:SGI_95.png}}<br /> Inspiring View | ||
| | | The astonishingly beautiful view motivates [[villagers]] to work. The time interval between [[breaks]] is increased by +25%. | ||
|- | |- | ||
| | | style="text-align:center;" | {{Perk|LimeGreen|File:SpellBook01_101.jpg}}<br /> 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. | ||
|- | |- | ||
| | | style="text-align:center;" | {{Perk|LimeGreen|File:07_b.png}}<br /> Lightweight Wood | ||
| | | The evaporating [[Rainwater]] has made the {{rl|Wood}} a lot lighter in this region. Woodcutters can carry 10 more goods in [[Drizzle Season]]. | ||
|- | |- | ||
| | | style="text-align:center;" | {{Perk|LimeGreen|File:Spawn_b_01.png}}<br /> Marrow Growth | ||
| | | 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]]. | ||
|- | |- | ||
| | | style="text-align:center;" | {{Perk|LimeGreen|File:HuntingIcons_108_b.png}}<br /> Mating Season | ||
| | | +3 to {{rl|Meat}} production. | ||
|- | |- | ||
| | | style="text-align:center;" | {{Perk|LimeGreen|File:M_03.png}}<br /> Mushrooms After Rain | ||
| | | +3 to {{rl|Mushrooms}} production. | ||
|- | |- | ||
| | | style="text-align:center;" | {{Perk|LimeGreen|File:Natural_Filtration.png}}<br />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. | ||
|- | |- | ||
| | | style="text-align:center;" | {{Perk|LimeGreen|File:Green_25.PNG}}<br />Regrowth | ||
| The rain | | 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:Barbarian_icons_67_b.png}}<br /> Shedding Season | |||
| +3 to {{rl|Leather}} production. | |||
|- | |||
| 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 | |||
| [[Reputation]] generated through high [[Resolve]] grows 100% faster. | |||
|- | |||
| 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. | |||
|- | |||
|} | |||
== Conditional Positive Forest Mysteries == | |||
Below is a list of Conditional 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 == | ||
{{ | {{Perks|name=Airbender}} | ||
Latest revision as of 11:04, 29 September 2026

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, World Event 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 types of Forest Mysteries - Positive and Negative.
Positive:
- Active during Drizzle Season
- 1-2 provided each game, depending on difficulty
- Can be Simple and Conditional
- Conditional Drizzle Mysteries have an activation condition
Negative:
- Active during Storm Season
- 3-5 provided each game, depending on difficulty
- Needs a certain Hostility level to be Active
- Can be Simple and Conditional
- Conditional Storm Mysteries can be prevented even after they active, Simple ones cannot
Negative Forest Mysteries

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.
Activation delay
All simple Forest Mysteries have a 5-second delay at season rollover before they activate (conveyed with a clockwise tint-clearing animation on the Mystery's icon). The same delay is also present for simple Storm Mysteries when you reach their Hostility level mid Storm for the first time. The Mystery will skip the delay for the rest of the current Storm season, should it reactivate after Hostility dips below its activation threshold.
Conditional Forest Mysteries, both Drizzle and Storm, don't have an activation delay - they trigger immediately at season rollover or the moment you reach their level of Hostility.
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 |
Corrosive Rainfall |
-50% yields to all recipes with |
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 Blood Flower. | 4 |
Devastating Storms |
-20 Global Resolve. | 6 |
Devastation |
Pay 1 |
3 |
Faint Flame |
Resources you Sacrifice in the Ancient Hearth burn 40% quicker. | 2 |
Flooded Roads |
Trade Routes take +50% longer. | 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 |
-300 Hearth Resistance. | 2 |
Rotten Rain |
A Blood Flower will spawn somewhere in the settlement every 90 seconds. | 4 |
Rotten Vapors |
Pay 5 |
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 |
4 |
Spreading Contamination |
+5% faster Queen's Impatience gain for every Blightrot Cyst in your settlement. | 4 |
Unnatural Erosion |
Pay 5 |
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 Rainwater for every 2 units of Rainwater used in Rain Engines. | 2 |
Vassal Tax |
Pay 5 |
4 |
Quaking Bog |
-50% gathering speed. | 2 |
Conditional Negative Forest Mysteries
List of Conditional 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 |
Bitter Rain |
-40% movement speed to affected villagers. | 2 | 1x Clothing |
Charged Rain |
+5% chance of affected villager dying every 15 seconds. | 5 | 1x Complex Food 1x Services |
Cloudburst |
-5 Resolve to affected villagers. | 3 | 1x Clothing 1x Housing |
Cold Snap |
+50% chance of affected villager eating double during break. | 3 | 1x Complex Food |
Cold Front |
+20% chance of destroying production yield by affected villagers. | 3 | 1x Clothing 1x Complex Food |
Downpour |
+50% chance of affected villager eating double during break. | 5 | 1x Housing 1x Services |
Eclipse |
-33% time 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 |
Nauseating Spores |
-33% time between breaks for affected villagers. | 4 | 1x Services |
Strange Lights |
+20% chance of destroying production yield by affected villagers. | 4 | 1x Services |
Swarms |
-2 Resolve penalty, stacks every 60 seconds on affected villagers. | 2 | 1x Housing |
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 |
|---|---|
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. |
Berry New Year |
+3 to |
Bleeding Trees |
A red, sticky substance is oozing out from beneath the tree bark. Gain 2 |
Clear Skies |
Increases the speed at which Traders arrive by 300%. |
Cricket Mating Grounds |
The clearings are abuzz with the sound of crickets. Gain 30 |
Drizzle Anomaly |
The rain seems to fall... slower. Gain 15 |
Exposed Resources |
The ground is soft, and soaked with the rain's essence. Mines produce 50% more goods 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. |
Fish Flood |
+3 to |
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. |
Forgiving Crown |
Gain one free Cornerstone reroll for every Reputation point gained during Drizzle Season. |
Fruitful Season |
The Forest's fruits are so ripe, they almost fall into the basket on their own. Gathering speed is increased by 50%. |
Gentle Dawn |
New year, new challenges. Every Small Glade discovered grants 10% planting speed during Drizzle. |
Gift from the Woods |
These seem to be the ideal conditions in which to create |
Golden Dust |
Some raindrops seem to have a golden hue. Gain 5 |
Heavy Drops |
+3 to |
Hot Springs |
Rainwater Geysers produce pleasant heat in their vicinity. Geyser Pump Operators get +10 to Resolve. |
Important Matters |
Impatience grows 70% slower during drizzle season. The Queen seems to be preoccupied with more pressing matters. |
Inspiring View |
The astonishingly beautiful view motivates villagers to work. The time interval between breaks is increased by +25%. |
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. |
Lightweight Wood |
The evaporating Rainwater has made the |
Marrow Growth |
Small pockets of bone marrow form in the ground and on trees. Gain 5 |
Mating Season |
+3 to |
Mushrooms After Rain |
+3 to |
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. |
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). |
Royal Funding |
The Queen's generosity knows no limits. Gain 2 |
Salty Breeze |
The salty air makes it easier to preserve food. Food production speed is increased by 80% during Drizzle Season. |
Saturated Air |
A pleasant, earthy scent is in the air. Gain +1 Global Resolve for every 30 units of Rainwater used in Rain Engines. |
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%. |
Shedding Season |
+3 to |
Soil Reclamation |
The soil becomes saturated with the rain's essence during Drizzle Season. Resource nodes depleted during the drizzle spawn Fertile Soil. |
Untapped Wealth |
Gatherers produce twice the amount of bonus Resources when harvesting resource nodes. |
Warm Welcome |
Reputation generated through high Resolve grows 100% faster. |
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. |
Conditional Positive Forest Mysteries
Below is a list of Conditional Positive Forest Mysteries (need to be activated):
| Mystery | Effect | Description | Activation |
|---|---|---|---|
Aurora |
Motivated | +1 Resolve every 60 seconds. | 1x Services |
Euphoric Vapors |
2x Complex Food | ||
Fresh Breeze |
Energized | +20% villager walking speed. | 1x Housing |
Invigorating Winds |
1x Complex Food | ||
Strange Visions |
Focused | +20% chance of double yields for affected villagers. | 1x Housing |
Sun Festivities |
1x Complex Food |
Perks and Cornerstones Affecting Forest Mysteries
| Name | Rarity | Description | Sources | Price | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Alt | Cor | Ord | Rel | Tra | Dec | Por | Fir | Ser | Bio | ||||
| Epic | Storm clouds seem softer. All Negative Forest Mysteries require a higher Hostility level (+1) to activate during the Storm. | x | x | x | Rel | x | x | x | x | x | x | 0 | |


