Effects
Reveals a geyserReveals the location of 1 of the nearest geysersPerkReveals a ruinReveals the location of the nearest ruinStarting AbilityReveals fertile soilReveals the location of 1 of the nearest patches of fertile soilStarting Ability
Rich BranchesRecipe yield modifier +100% (Berries, Clay, Eggs, Grain, Herbs, Insects, Leather, Meat, Mushrooms, Plant Fiber, Reed, Roots, Sea Marrow, Stone, Vegetables)Forest Mystery
Rich GladesNewly discovered gathering nodes have more charges: +5 for small ones, and +15 for large ones.Cornerstone
Rich in Fiber
Rich WildernessNewly discovered gathering nodes have more charges: +5 for small ones, and +20 for large ones.Daily Expedition Modifier
Ritual of DenialBlocks Hearth sacrifices.Working Effect
Riverlands
Roaming SwarmAn angry swarm of giant beasts roams the forest around the settlement, and no messenger dares to cross it. Orders are disabled and traders will arrive 50% slower.World Map Event
Robbed Dead
Rogue Tempest
Root Delivery Line
Rooty GroundStrange roots spread across the land. Wood production is increased by +1, but harvesting and planting are 25% slower.Cornerstone
Rooty Ground (Stormforged)Strange roots spread across the land. Wood production is increased by +2.Stormforged Cornerstone
Rot from the Sky
Rotten Rain
Rotten VaporsMachinery has to be cleaned with specially prepared Drizzle Water. Otherwise, Blightrot will spread. Once this effect activates, you have to pay 5 Drizzle Water (multiplied by the number of years). If you don't, 3 Blightrot Cysts (before Blight footprint scaling) can spawn in your settlement. Actual spawning is limited by available cyst capacity.Forest Mystery
Rotting Wood
Royal ArchaeologistsEvery viceroy embarking on an expedition to the Scarlet Orchard is assigned a royal archaeologist. You gain access to a new essential building: Archaeologist's Office.Building Blueprint
Royal DebtIf you don't pay, you will gain 3 Impatience Points.Consequence
Royal Funding
Royal Guard Training
Royal Guard Training (Stormforged)A fencing instructor from the Royal Guard joins your settlement. Fulfilling the need for Brawling grants an additional +10 to Resolve.Stormforged Cornerstone
Royal Mining OperationThe Crown is investing heavily in the region's industrial development. For every 80 units of Coal, Copper Ore, and Salt used in crafting, an automated rainpunk cart will be assigned to one of your warehouses.Biome Effect
Royal OutpostThe proximity of a Royal Outpost makes it easier to communicate with the crown. The pool of order choices will increase by 1.World Map Modifier
Royal PatronageTo ease the challenge of settling these harsh lands, the Crown has allocated additional resources for your caravan: 40 Wood and 10 Amber.Biome Effect
Royal Permit
Royal SubsidyGain 2 Amber for every 6 Pack of Trade Goods produced.Cornerstone
Royal Tax
Ruined ArmoryAn old abandoned armory, left behind after the Great Civil War. No villagers will die when attacking a trader.World Map Modifier
Ruins
SabotageSomeone, or something, is disrupting communication with the Citadel. Orders are disabled.Daily Expedition Modifier
Sacks of Flour
Sacrament of the Flame
Sacred Flame Rituals
Sacred Grove
Sacred Pyre
Sacrifice AlgaeHostility reduced by 60.Hearth Sacrifice
Sacrifice CoalHostility reduced by 80.Hearth Sacrifice
Sacrifice OilProduction speed outside farms +25%Hearth Sacrifice
Sacrifice Sea MarrowGlade-event work speed +25%Hearth Sacrifice
Sacrifice WoodHostility reduced by 50.Hearth Sacrifice
Sacrificial RitualsAfter each Dangerous or Forbidden Glade Event is resolved, kills up to 1 Scout.Perk
Safe HavenHostility is reduced by 40 for every Hearth upgraded to: Neighborhood (Level 2) (or higher).Cornerstone
Safety RopesA set of strong ropes to secure any shipment. Haulers can carry 5 more goods at once.Perk
Sahilda's Secret CookbookTop 10 tips on how to cook more efficiently - by Sahilda. Gain 10 Jerky for every 10 Pie produced.Cornerstone
SaltStarting caravans +25 (Salt)Starting Caravan Goods
- Base Resolve -4 per stack
- Base Resolve -6 per stack
- Base Resolve -3 per stack
- Base Resolve -5 per stack
- You get -4 to Global Resolve for every 10 Amber in the settlement's Warehouses
- You get -6 to Global Resolve for every 10 Amber in the settlement's Warehouses
- You get -3 to Global Resolve for every 10 Amber in the settlement's Warehouses
- You get -5 to Global Resolve for every 10 Amber in the settlement's Warehouses
- Base Resolve −4
- Base Resolve −6
- Base Resolve −3
- Base Resolve −5