Resolve

Each species starts at 5 to 15 Base Resolve and earns Reputation once its Resolve reaches a reputation threshold of 12 to 30. Every Reputation point raises that threshold by 2 to 7, up to 50.

Species

HumanBeaverLizardHarpyFoxFrogBat
Base Resolve1510555105
Break Interval02:0002:0001:4001:4002:0002:3001:40
ResilientLowLowHighLowLowMediumHigh
Demanding30301515152512
Decadent4273554
Hunger Tolerance66124384
Maximum Resolve50505050505050
Highest reputation threshold50505050505050
Reputation per minute for each villager and point of Resolve0.0005460.0005460.0008190.0008190.0008190.0005460.000819
Most reputation per minute0.750.750.750.750.750.750.75
Hostility of the Forest, each level−2−2−2−2None−2−2

Favoring

Favor this species and boost their Resolve by 5. Other species will suffer −5 to Resolve (60 second cooldown).

No Hope

  • Resolve −20

The fire has gone out, and darkness is spreading around the town.

Leaving

ResolveSeconds until a villager leaves
0 or lower60
Below −1530
Below −2520

Effects

Species
Effect
Type
  • Acidic Environment (Base Resolve -10 per stack)Perk

    −10 Resolve per stack

    Working in a loud environment is really taxing.

    All species

  • Acidic Environment (Base Resolve -20 per stack)Perk

    −20 Resolve per stack

    Working in a loud environment is really taxing.

    All species

  • Ale and HeartyService Building Effect

    Reputation from Resolve +20%

    Reputation generated through high Resolve grows +20% faster for every 2 villagers with the need for leisure fulfilled.

    All species

  • Ancient Artifact (Base Resolve 2 per stack)Perk

    +2 Resolve per stack

    A strange device left behind by the Great Civilization. When soaked in rainwater, it radiates warm light and brings encouragement to those around it. (+2 to Global Resolve)

    All species

  • Ancient Artifact (Base Resolve 3 per stack; Rarity: Epic)Perk

    +3 Resolve per stack

    A strange device left behind by the Great Civilization. When soaked in rainwater, it radiates warm light and brings encouragement to those around it. (+3 to Global Resolve)

    All species

  • Ancient Artifact (Base Resolve 3 per stack; Rarity: Legendary)Perk

    +3 Resolve per stack

    A strange device left behind by the Great Civilization. When soaked in rainwater, it radiates warm light and brings encouragement to those around it. (+3 to Global Resolve)

    All species

  • Armed to the Teeth (Species: Lizard)Resolve Modifier

    +1 Resolve per stack

    A settlement specialized in training gear production makes Lizards feel safe. (+1 to Lizards Resolve)

    Lizard

  • Aura of Fear (Type: Forest Mystery)Forest Mystery

    Negative Resolve Change Rate +100%

    The dark skies above the settlement awaken a primal fear in all villagers. During the storm, all species' Resolve drops 100% faster.

    All species

  • Bat Clan Support (Rarity: Rare)Resolve Modifier

    +3 Resolve per stack

    Bats have always been wary and somewhat hostile, but you've proven yourself worthy of their trust. (+3 to Bats Resolve)

    Bat

  • Beaver Clan SupportResolve Modifier

    +3 Resolve per stack

    Ever since the Great Civil War, all species have been locked in a constant struggle to gain the Queen's favor. The Beaver clan remembers your help. (+3 to Beavers Resolve)

    Beaver

  • Blight Filter (Reputation from Resolve rate −90%)Biome Effect

    Reputation from Resolve −90%

    Reputation from Resolve rate −90%

    All species

  • Blood Flower (Base Resolve -3 per stack)Consequence

    −3 Resolve per stack

    The odor of Blood Flowers is making people feel sick. (‑3 to Global Resolve)

    All species

  • Blood Moon (Base Resolve -8 per stack)Consequence

    −8 Resolve per stack

    To the ancients, the Blood Moon foretold death and the fall of rulers. Fear spreads through the settlement. (‑8 to Global Resolve)

    All species

  • Carnivorous TraditionService Building Effect

    +2 Resolve from Jerky+2 Resolve from Paste+2 Resolve from Pie+2 Resolve from Skewers

    Lizard tribes have a long tradition of both animal husbandry and meat preparation. All meat-based complex foods (jerky, skewers, pies, paste) give 2 more Resolve. Same building effects do not stack.

    HumanLizardHarpyFoxFrogBat

  • Chaos (Base Resolve -5 per stack)Consequence

    −5 Resolve per stack

    Harmony has been disturbed. (‑5 to Global Resolve)

    All species

  • City Renown (Base Resolve 3 per stack)Perk

    +3 Resolve per stack

    The city is becoming known among folk as a great place to live. (+3 to Global Resolve)

    All species

  • Cloudburst (Base Resolve -6 per stack)Consequence

    −6 Resolve per stack

    The heavy rain is unbearable. (‑6 to Global Resolve)

    All species

  • ComfortablePerk

    +5 Resolve

    This worker gains +5 to their Resolve.

    HumanBeaverLizardHarpyFoxFrog

  • Converted Totem of Denial (Base Resolve 3 per stack)Decoration Effect

    +3 Resolve per stack

    A Totem of Denial cleansed by the Holy Flame. Grants a Global Resolve bonus. (+3 to Global Resolve)

    All species

  • Creeping Fishmen (Base Resolve -2 per stack)Glade Event

    −2 Resolve per stack

    Something is observing the villagers from the edge of the woods. (‑2 to Global Resolve)

    All species

  • Creeping Shadows (Base Resolve -10; does not stack)Resolve Modifier

    −10 Resolve

    People fear the unknown during the storm. (‑10 to Global Resolve) Timed Resolve effects expire only after the timer reaches 0, even if they were started by a Forest Mystery during the storm.

    All species

  • Dedication (Rarity: Rare)Resolve Modifier

    +1 Resolve per stack

    Bats take pride in surviving what breaks other species.

    Bat

  • Defenseless (Base Resolve -5 per stack)Working Effect

    −5 Resolve per stack

    Villagers have heard rumors of dangerous fugitives in the area. They are worried that desperate criminals might attack them. (‑5 to Global Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    All species

  • Defenseless (Base Resolve -6 per stack)Working Effect

    −6 Resolve per stack

    Villagers have heard rumors of dangerous fugitives in the area. They are worried that desperate criminals might attack them. (‑6 to Global Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    All species

  • Defenseless (Base Resolve -7 per stack)Working Effect

    −7 Resolve per stack

    Villagers have heard rumors of dangerous fugitives in the area. They are worried that desperate criminals might attack them. (‑7 to Global Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    All species

  • Defenseless (Base Resolve -8 per stack)Working Effect

    −8 Resolve per stack

    Villagers have heard rumors of dangerous fugitives in the area. They are worried that desperate criminals might attack them. (‑8 to Global Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    All species

  • Devastating Storms (Base Resolve -20; does not stack)Forest Mystery

    −20 Resolve

    Base Global Resolve −20 (Devastating Storms). Does not stack; removing an application clears this effect.

    All species

  • District (Level 3) (Base Resolve 1 per stack)Hearth Level Effect

    +1 Resolve per stack

    The town is booming with activity, and industry thrives. (+1 to Global Resolve)

    All species

  • Drenched (Source: Cloudburst)Perk

    −5 Resolve

    Villagers with this effect have a -5 penalty to their Resolve.

    All species

  • Drenched (Source: Under An Open Sky)Perk

    −5 Resolve

    Villagers with this effect have a -5 penalty to their Resolve.

    All species

  • Encampment (Level 1) (Base Resolve 1 per stack)Hearth Level Effect

    +1 Resolve per stack

    Gathered around the blazing fire, folks keep each other's spirits high. (+1 to Global Resolve)

    All species

  • Experimental Cornerstone Resolve (Base Resolve -1 per stack)Experimental Cornerstone

    −1 Resolve per stack

    Base Resolve −1 per stack.

    All species

  • Exploration Expedition (Base Resolve 5 per stack)Resolve Modifier

    +5 Resolve per stack

    There’s something truly magical about setting one's foot in a place that’s been hidden for millennia. (+5 to Global Resolve)

    All species

  • Exploration Expedition (Stormforged) (Base Resolve 10 per stack)Resolve Modifier

    +10 Resolve per stack

    There’s something truly magical about setting one's foot in a place that’s been hidden for millennia. (+10 to Global Resolve)

    All species

  • Explorers' Boredom (Base Resolve -5; does not stack)Resolve Effect

    −5 Resolve

    Who would have thought that great explorers are not so great at planting mushrooms? (‑5 to Global Resolve)

    All species

  • Extreme NoisePerk

    −5 Resolve per stack

    Working in a loud environment is really taxing.

    All species

  • Fallen Bats ((‑10 to Bats Resolve))Working Effect

    −10 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑10 to Bats Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Bat

  • Fallen Bats ((‑12 to Bats Resolve))Working Effect

    −12 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑12 to Bats Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Bat

  • Fallen Bats ((‑6 to Bats Resolve))Working Effect

    −6 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑6 to Bats Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Bat

  • Fallen Bats ((‑8 to Bats Resolve))Working Effect

    −8 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑8 to Bats Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Bat

  • Fallen Beavers ((‑10 to Beavers Resolve))Working Effect

    −10 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑10 to Beavers Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Beaver

  • Fallen Beavers ((‑12 to Beavers Resolve))Working Effect

    −12 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑12 to Beavers Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Beaver

  • Fallen Beavers ((‑6 to Beavers Resolve))Working Effect

    −6 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑6 to Beavers Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Beaver

  • Fallen Beavers ((‑8 to Beavers Resolve))Working Effect

    −8 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑8 to Beavers Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Beaver

  • Fallen Foxes ((‑10 to Foxes Resolve))Working Effect

    −10 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑10 to Foxes Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Fox

  • Fallen Foxes ((‑12 to Foxes Resolve))Working Effect

    −12 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑12 to Foxes Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Fox

  • Fallen Foxes ((‑6 to Foxes Resolve))Working Effect

    −6 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑6 to Foxes Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Fox

  • Fallen Foxes ((‑8 to Foxes Resolve))Working Effect

    −8 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑8 to Foxes Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Fox

  • Fallen Frogs ((‑10 to Frogs Resolve))Working Effect

    −10 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑10 to Frogs Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Frog

  • Fallen Frogs ((‑12 to Frogs Resolve))Working Effect

    −12 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑12 to Frogs Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Frog

  • Fallen Frogs ((‑6 to Frogs Resolve))Working Effect

    −6 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑6 to Frogs Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Frog

  • Fallen Frogs ((‑8 to Frogs Resolve))Working Effect

    −8 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑8 to Frogs Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Frog

  • Fallen Harpy Scientists ((‑10 to Harpies Resolve))Working Effect

    −10 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑10 to Harpies Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Harpy

  • Fallen Harpy Scientists ((‑12 to Harpies Resolve))Working Effect

    −12 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑12 to Harpies Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Harpy

  • Fallen Harpy Scientists ((‑6 to Harpies Resolve))Working Effect

    −6 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑6 to Harpies Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Harpy

  • Fallen Harpy Scientists ((‑8 to Harpies Resolve))Working Effect

    −8 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑8 to Harpies Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Harpy

  • Fallen Humans ((‑10 to Humans Resolve))Working Effect

    −10 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑10 to Humans Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Human

  • Fallen Humans ((‑12 to Humans Resolve))Working Effect

    −12 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑12 to Humans Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Human

  • Fallen Humans ((‑6 to Humans Resolve))Working Effect

    −6 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑6 to Humans Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Human

  • Fallen Humans ((‑8 to Humans Resolve))Working Effect

    −8 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑8 to Humans Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Human

  • Fallen Lizards ((‑10 to Lizards Resolve))Working Effect

    −10 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑10 to Lizards Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Lizard

  • Fallen Lizards ((‑12 to Lizards Resolve))Working Effect

    −12 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑12 to Lizards Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Lizard

  • Fallen Lizards ((‑6 to Lizards Resolve))Working Effect

    −6 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑6 to Lizards Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Lizard

  • Fallen Lizards ((‑8 to Lizards Resolve))Working Effect

    −8 Resolve per stack

    Seeing their fallen kin has taken its toll on the villagers. (‑8 to Lizards Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    Lizard

  • Fear of the Wilds (Base Resolve -3 per stack)Working Effect

    −3 Resolve per stack

    People are afraid of whatever destroyed the caravan. (‑3 to Global Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    All species

  • Fear of the Wilds (Base Resolve -4 per stack)Working Effect

    −4 Resolve per stack

    People are afraid of whatever destroyed the caravan. (‑4 to Global Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    All species

  • Fear of the Wilds (Base Resolve -5 per stack; Source: Large Destroyed Caravan)Working Effect

    −5 Resolve per stack

    People are afraid of whatever destroyed the caravan. (‑5 to Global Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    All species

  • Fear of the Wilds (Base Resolve -5 per stack; Source: Small Destroyed Caravan)Working Effect

    −5 Resolve per stack

    People are afraid of whatever destroyed the caravan. (‑5 to Global Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    All species

  • Fear of the Wilds (Base Resolve -6 per stack; Source: Large Destroyed Caravan)Working Effect

    −6 Resolve per stack

    People are afraid of whatever destroyed the caravan. (‑6 to Global Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    All species

  • Fear of the Wilds (Base Resolve -6 per stack; Source: Small Destroyed Caravan)Working Effect

    −6 Resolve per stack

    People are afraid of whatever destroyed the caravan. (‑6 to Global Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    All species

  • Fear of the Wilds (Base Resolve -7 per stack)Working Effect

    −7 Resolve per stack

    People are afraid of whatever destroyed the caravan. (‑7 to Global Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    All species

  • Fear of the Wilds (Base Resolve -8 per stack)Working Effect

    −8 Resolve per stack

    People are afraid of whatever destroyed the caravan. (‑8 to Global Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    All species

  • Festering Wounds (Related: Frog)Cornerstone

    Negative Resolve Change Rate +30%

    Some old grudges still linger. Bats gain +2 Resolve for every 2 Frog villagers that leave or die. Global Resolve drops 30% faster.

    All species

  • Festering Wounds (Species: Bat)Resolve Modifier

    +2 Resolve per stack

    There’s a certain joy in a well-timed misfortune. (+2 to Bats Resolve)

    Bat

  • Festive Mood (Additional Resolve +2; Affected Resolve: Bat Housing)Perk

    +2 Resolve from Bat Housing

    Additional Resolve +2 (Bat Housing)

    Bat

  • Festive Mood (Additional Resolve +2; Affected Resolve: Beaver Housing)Perk

    +2 Resolve from Beaver Housing

    Additional Resolve +2 (Beaver Housing)

    Beaver

  • Festive Mood (Additional Resolve +2; Affected Resolve: Fox Housing)Perk

    +2 Resolve from Fox Housing

    Additional Resolve +2 (Fox Housing)

    Fox

  • Festive Mood (Additional Resolve +2; Affected Resolve: Frog Housing)Perk

    +2 Resolve from Frog Housing

    Additional Resolve +2 (Frog Housing)

    Frog

  • Festive Mood (Additional Resolve +2; Affected Resolve: Harpy Housing)Perk

    +2 Resolve from Harpy Housing

    Additional Resolve +2 (Harpy Housing)

    Harpy

  • Festive Mood (Additional Resolve +2; Affected Resolve: Human Housing)Perk

    +2 Resolve from Human Housing

    Additional Resolve +2 (Human Housing)

    Human

  • Festive Mood (Additional Resolve +2; Affected Resolve: Lizard Housing)Perk

    +2 Resolve from Lizard Housing

    Additional Resolve +2 (Lizard Housing)

    Lizard

  • Forced ImprovisationPerk

    −5 Resolve per stack

    Working in a loud environment is really taxing.

    All species

  • Forsaken Gods Temple (Base Resolve -1 per stack)Modifier

    −1 Resolve per stack

    Base Global Resolve per stack −1 (Forsaken Gods Temple)

    All species

  • Forsaken Gods Temple (None of your villagers will generate Reputation from Resolve)Modifier

    Reputation from Resolve −100%

    Due to a strange curse, villagers with low Resolve can't leave the settlement. None of your villagers will generate Reputation from Resolve.

    All species

  • Foul Taste (Base Resolve -8 per stack)Consequence

    −8 Resolve per stack

    Food tastes terrible due to contaminants from a leaking cauldron. (‑8 to Global Resolve)

    All species

  • Fox Pack Support (Rarity: Rare)Resolve Modifier

    +3 Resolve per stack

    Ever since the Great Civil War, all species have been locked in a constant struggle to gain the Queen's favor. The Fox tribe remembers your help. (+3 to Foxes Resolve)

    Fox

  • Friendly Relations (Base Resolve 1 per stack)Resolve Modifier

    +1 Resolve per stack

    The people are enjoying living in a prosperous settlement. (+1 to Global Resolve)

    All species

  • Frightening Visions (Base Resolve -3 per stack)Perk

    −3 Resolve per stack

    Villagers are haunted by terrifying visions. (‑3 to Global Resolve)

    All species

  • Frog Clan Support (Rarity: Rare)Resolve Modifier

    +3 Resolve per stack

    Ever since the Great Civil War, all species have been locked in a constant struggle to gain the Queen's favor. The Frogs remember your help. (+3 to Frogs Resolve)

    Frog

  • Frustrated (Source: Melancholy)Perk

    −2 Resolve per stack every 60 s

    Villagers with this effect have a -2 penalty to their Resolve. (A stack of this effect is added every 60 seconds)

    All species

  • Frustrated (Source: Swarms)Perk

    −2 Resolve per stack every 60 s

    Villagers with this effect have a -2 penalty to their Resolve. (A stack of this effect is added every 60 seconds)

    All species

  • FurniturePerk

    +1 Resolve per stack

    Adds an additional +1 to Resolve for villagers with a home.

    All species

  • Gate Presence (Base Resolve -10 per stack)Working Effect

    −10 Resolve per stack

    The mere presence of a Dark Gate makes the villagers fear for their lives. (‑10 to Global Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    All species

  • Gate Presence (Base Resolve -4 per stack)Working Effect

    −4 Resolve per stack

    The mere presence of a Dark Gate makes the villagers fear for their lives. (‑4 to Global Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    All species

  • Gate Presence (Base Resolve -6 per stack)Working Effect

    −6 Resolve per stack

    The mere presence of a Dark Gate makes the villagers fear for their lives. (‑6 to Global Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    All species

  • Gate Presence (Base Resolve -8 per stack)Working Effect

    −8 Resolve per stack

    The mere presence of a Dark Gate makes the villagers fear for their lives. (‑8 to Global Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    All species

  • Generous Rations (Base Resolve 5 per stack)Resolve Modifier

    +5 Resolve per stack

    A surplus of food makes the villagers happy. (+5 to Global Resolve)

    All species

  • Giant Beast (Base Resolve -16 per stack)Perk

    −16 Resolve per stack

    Villagers are afraid of going into the woods. (‑16 to Global Resolve)

    All species

  • Giant Beast (Base Resolve -18 per stack)Perk

    −18 Resolve per stack

    Villagers are afraid of going into the woods. (‑18 to Global Resolve)

    All species

  • Giant Beast (Base Resolve -20 per stack)Perk

    −20 Resolve per stack

    Villagers are afraid of going into the woods. (‑20 to Global Resolve)

    All species

  • Giant Beast (Base Resolve -22 per stack)Perk

    −22 Resolve per stack

    Villagers are afraid of going into the woods. (‑22 to Global Resolve)

    All species

  • Gleeman's Tales (Base Resolve 3 per stack)Service Building Effect

    +3 Resolve per stack

    Every evening, a Gleeman tells stories about past glories, and times before the Great Civil War. (+3 to Global Resolve) Same building effects do not stack.

    All species

  • Greater Threat (Base Resolve -2 per stack)Glade Event

    −2 Resolve per stack

    Villagers don't approve of discovering Dangerous () and Forbidden Glades () during the storm. (‑2 to Global Resolve)

    All species

  • Growing Darkness (Base Resolve -4 per stack; Source: Growing Darkness)Negative Event

    −4 Resolve per stack

    With its giant wings, the Stormbird can bring even more stormy clouds over the settlement. (‑4 to Global Resolve)

    All species

  • Growing Darkness (Base Resolve -4 per stack; Source: Violent Dusk)Negative Event

    −4 Resolve per stack

    With its giant wings, the Stormbird can bring even more stormy clouds over the settlement. (‑4 to Global Resolve)

    All species

  • Harmony (Base Resolve 2 per stack)Perk

    +2 Resolve per stack

    When your villagers' needs are met, Harmony is fostered. (+2 to Global Resolve)

    All species

  • Harpy Clan Support (Rarity: Rare)Resolve Modifier

    +3 Resolve per stack

    The Flock was neutral during the Great Civil War, but you've proven your worth to them now. (+3 to Harpies Resolve)

    Harpy

  • Health Infusion (Species: Harpy)Resolve Modifier

    +1 Resolve per stack

    High tea production is boosting Harpies' morale. (+1 to Harpies Resolve)

    Harpy

  • Higher StandardsPrestige Modifier

    Villager Leaving Speed +100%

    Villagers are less understanding than they used to be. They’re probably getting a bit spoiled by now. Villagers are 100% faster to leave if they have low Resolve.

    All species

  • Higher StandardsModifier

    Villager Leaving Speed +100%

    Villagers with low Resolve leave faster.

    All species

  • Horrors from BeneathPerk

    −10 Resolve per stack

    Strange voices call out from the depths. Villagers working in Mines get -10 to Resolve during the storm.

    All species

  • Hot SpringsPerk

    +10 Resolve per stack

    The warmth around the hot geyser improves the mood of the Pump Operators.

    All species

  • Human Clan Support (Rarity: Rare)Resolve Modifier

    +3 Resolve per stack

    Ever since the Great Civil War, all species have been locked in a constant struggle to gain the Queen's favor. The Humans remember your help. (+3 to Humans Resolve)

    Human

  • Indoor PoolPerk

    +2 Resolve per stack

    This seemingly extravagant luxury is something that Frogs need to survive. Villagers living in a house with this upgrade receive an additional +2 to Resolve.

    Frog

  • Industrialized Agriculture (Base Resolve -1; does not stack)Resolve Effect

    −1 Resolve

    New farming methods are very effective, but cause a lot of pollution. (‑1 to Global Resolve)

    All species

  • Inspiring SpeechPerk

    Villager Leaving Speed −20%

    The Council can be very persuasive. Villagers with low Resolve will leave the town 20% slower. Granted by one of your viewers.

    All species

  • Lizard Clan Support (Rarity: Rare)Resolve Modifier

    +3 Resolve per stack

    Ever since the Great Civil War, all species have been locked in a constant struggle to gain the Queen's favor. The Lizard elders remember your help. (+3 to Lizards Resolve)

    Lizard

  • Long Live the Queen (Base Resolve 1 per stack)Resolve Modifier

    +1 Resolve per stack

    Villagers admire the Queen's greatness. (+1 to Global Resolve)

    All species

  • Looming Darkness (Base Resolve -4 per stack)Seasonal Effect

    −4 Resolve per stack

    The rampaging storm stifles the spirit of all living creatures. An additional stack of this effect is added for each Hostility level. (‑4 to Global Resolve)

    All species

  • Looming Darkness (Base Resolve -4; does not stack)Seasonal Effect

    −4 Resolve

    Base Global Resolve −4 (Looming Darkness). Does not stack; removing an application clears this effect.

    All species

  • Low StrainPerk

    +5 Resolve per stack

    Work is much easier with Rain Engines on (+5 to Resolve).

    All species

  • MalcontentsPrestige Modifier

    Reputation threshold +1 for each Reputation point

    You took a very peculiar group of settlers with you. They seem perpetually dissatisfied. The Resolve threshold at which each species starts producing Reputation increases by 1 more point for every Reputation Point they generate.

    All species

  • MalcontentsModifier

    Reputation threshold +1 for each Reputation point

    More Resolve needed to gain Reputation.

    All species

  • Memorial Rite (Base Resolve -1 per stack)Working Effect

    −1 Resolve per stack

    An aura of sorrow has befallen the town, with somber chants echoing from the Feast Hall. (‑1 to Global Resolve) This effect is only active when the Funeral Feast event in the Feast Hall is in progress.

    All species

  • Memorial Rite (Base Resolve -2 per stack)Working Effect

    −2 Resolve per stack

    An aura of sorrow has befallen the town, with somber chants echoing from the Feast Hall. (‑2 to Global Resolve) This effect is only active when the Funeral Feast event in the Feast Hall is in progress.

    All species

  • Memorial Rite (Base Resolve -3 per stack)Working Effect

    −3 Resolve per stack

    An aura of sorrow has befallen the town, with somber chants echoing from the Feast Hall. (‑3 to Global Resolve) This effect is only active when the Funeral Feast event in the Feast Hall is in progress.

    All species

  • Memorial Rite (Base Resolve -4 per stack)Working Effect

    −4 Resolve per stack

    An aura of sorrow has befallen the town, with somber chants echoing from the Feast Hall. (‑4 to Global Resolve) This effect is only active when the Funeral Feast event in the Feast Hall is in progress.

    All species

  • Motivated (Base Resolve +1 per stack)Perk

    +1 Resolve per stack every 60 s

    Villagers with this effect have a +1 boost to their Resolve. (A stack of this effect is added every 60 seconds)

    All species

  • Motivated (Source: Aurora)Perk

    +1 Resolve per stack every 60 s

    Villagers with this effect have a +1 boost to their Resolve. (A stack of this effect is added every 60 seconds)

    All species

  • Motivated (Source: Euphoric Vapors)Perk

    +1 Resolve per stack every 60 s

    Villagers with this effect have a +1 boost to their Resolve. (A stack of this effect is added every 60 seconds)

    All species

  • Neighborhood (Level 2) (Base Resolve 1 per stack)Hearth Level Effect

    +1 Resolve per stack

    Even in such a harsh environment, there is still room for beauty. (+1 to Global Resolve)

    All species

  • Ominous Whispers (Base Resolve -10 per stack)Perk

    −10 Resolve per stack

    Strange voices can be heard coming from the sealed vault. (‑10 to Global Resolve)

    All species

  • Ominous Whispers (Base Resolve -12 per stack)Perk

    −12 Resolve per stack

    Strange voices can be heard coming from the sealed vault. (‑12 to Global Resolve)

    All species

  • Ominous Whispers (Base Resolve -14 per stack)Perk

    −14 Resolve per stack

    Strange voices can be heard coming from the sealed vault. (‑14 to Global Resolve)

    All species

  • Ominous Whispers (Base Resolve -16 per stack)Perk

    −16 Resolve per stack

    Strange voices can be heard coming from the sealed vault. (‑16 to Global Resolve)

    All species

  • Plague of Snakes (Base Resolve -5 per stack)Plague

    −5 Resolve per stack

    Villagers are horrified by the sight of venomous snakes on the roads. (‑5 to Global Resolve)

    All species

  • Prosperous Archaeology (Base Resolve 1 per stack)Resolve Modifier

    +1 Resolve per stack

    The people are enjoying living in a prosperous settlement. (+1 to Global Resolve)

    All species

  • Prosperous Settlement (Base Resolve 1 per stack)Resolve Modifier

    +1 Resolve per stack

    The people are enjoying living in a prosperous settlement. (+1 to Global Resolve)

    All species

  • Protected TradeCornerstone

    −1 Resolve from Biscuits−1 Resolve from Jerky−1 Resolve from Paste−1 Resolve from Pickled Goods−1 Resolve from Pie−1 Resolve from Porridge−1 Resolve from Skewers

    The forest recedes, as heavily guarded trade caravans pour into the settlement. Hostility is reduced by 15 points every time you sell goods worth 30 Amber, but Complex Food needs grant 1 less Resolve Point.

    All species

  • Rebellious Spirit (Base Resolve 1 per stack)Resolve Modifier

    +1 Resolve per stack

    The people are feeling oddly rebellious. (+1 to Global Resolve)

    All species

  • Regular BathsService Building Effect

    Villager Leaving Speed −30%

    Every evening, villagers gather to talk, bathe, and strengthen their bonds with one another. Villagers with low resolve will leave the town 30% slower. Same building effects do not stack.

    All species

  • Robbed Dead (Base Resolve -3 per stack)Perk

    −3 Resolve per stack

    The ghost from the Forsaken Crypt is threatening the villagers. (‑3 to Global Resolve)

    All species

  • Robbed Dead (Base Resolve -4 per stack)Perk

    −4 Resolve per stack

    The ghost from the Forsaken Crypt is threatening the villagers. (‑4 to Global Resolve)

    All species

  • Robbed Dead (Base Resolve -5 per stack)Perk

    −5 Resolve per stack

    The ghost from the Forsaken Crypt is threatening the villagers. (‑5 to Global Resolve)

    All species

  • Robbed Dead (Base Resolve -6 per stack)Perk

    −6 Resolve per stack

    The ghost from the Forsaken Crypt is threatening the villagers. (‑6 to Global Resolve)

    All species

  • Royal Guard TrainingPerk

    +5 Resolve per stack

    The Crown sends two Royal Guards to your village. Instead of simply brawling, villagers will now train under them. (+5 to Global Resolve)

    All species

  • Royal Guard Training (Stormforged)Stormforged Cornerstone

    +10 Resolve from Brawling

    A fencing instructor from the Royal Guard joins your settlement. Fulfilling the need for Brawling grants an additional +10 to Resolve.

    LizardFrogBat

  • Royal Guard Training (Type: Cornerstone)Cornerstone

    +5 Resolve from Brawling

    A fencing instructor from the Royal Guard joins your settlement. Fulfilling the need for Brawling grants an additional +5 to Resolve, but attacking a trader adds 2 extra Impatience Points.

    LizardFrogBat

  • Sacred Pyre (Base Resolve 1 per stack)Firekeeper Bonus

    +1 Resolve per stack

    Lizard firekeepers are very adept at ancient rites. (+1 to Global Resolve)

    All species

  • Saturated Air (Base Resolve 1 per stack)Resolve Modifier

    +1 Resolve per stack

    A pleasant, earthy scent is in the air. (+1 to Global Resolve)

    All species

  • SensitivityWorking Effect

    Negative Resolve Change Rate +500%

    All species become less Resilient. Resolve drops 500% faster. This effect is only active when the corresponding Glade Event is being worked on.

    All species

  • Small Ancient Artifact (Base Resolve 1 per stack)Perk

    +1 Resolve per stack

    A strange device left behind by the Great Civilization. When soaked in rainwater, it radiates warm light and brings encouragement to those around it. (+1 to Global Resolve)

    All species

  • Song of Hope (Type: Perk)Perk

    Villager Leaving Speed −50%

    A peaceful song of hope. Villagers with low Resolve will leave the town 50% slower for the duration of this season.

    All species

  • Spiced AlePerk

    +5 Resolve per stack

    Additional +5 to Resolve when under the effect of leisure.

    All species

  • Spiced Ale (Additional Resolve +5; Affected Resolve: Leisure: Base Resolve +4)Perk

    +5 Resolve from Leisure

    Additional Resolve +5 (Leisure)

    HumanBeaver

  • Spiced Ale (Additional Resolve +5; Affected Resolve: Leisure: Base Resolve +8)Perk

    +5 Resolve from Leisure

    Additional Resolve +5 (Leisure)

    HumanBeaver

  • Spices from the Citadel (Base Resolve 1; does not stack)Trade Route

    +1 Resolve

    Spices from the Smoldering City - a favorite of Humans and Lizardfolk. (+1 to Global Resolve)

    All species

  • Spirit of Cooperation (Species: Beaver)Resolve Modifier

    +2 Resolve per stack

    High spirits can be contagious. (+2 to Beavers Resolve)

    Beaver

  • Stag's Blessing (Base Resolve 1 per stack)Perk

    +1 Resolve per stack

    The forest god has blessed your villagers. This day will be remembered for generations. (+1 to Global Resolve)

    All species

  • Stonetooth Swarm (Base Resolve -5 per stack)Working Effect

    −5 Resolve per stack

    Agitated termites can be a real nuisance. (‑5 to Global Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    All species

  • Stormbird's Cry (Base Resolve -2; does not stack)Cycle Perk

    −2 Resolve

    Villagers report seeing a giant beast flying above the settlement during the storm. (‑2 to Global Resolve)

    All species

  • StovePerk

    +1 Resolve per stack

    A small reminder of the Holy Flame. Villagers living in a house with this upgrade get an additional +1 to Resolve.

    HumanBeaverLizardHarpyFoxBat

  • Strength in NumbersCornerstone

    Negative Resolve Change Rate −2%

    The storm seems less threatening in a well-populated settlement. Global Resolve drops 2% slower for every Frog villager.

    All species

  • Survivor Bonding (Base Resolve 1 per stack)Perk

    +1 Resolve per stack

    The people in your settlement have survived many hardships, bringing them closer together. (+1 to Global Resolve)

    All species

  • Survivor Bonding (Base Resolve 3 per stack)Perk

    +3 Resolve per stack

    The people in your settlement have survived many hardships, bringing them closer together. (+3 to Global Resolve)

    All species

  • Sweet Aroma (Species: Human)Resolve Modifier

    +1 Resolve per stack

    A sweet aroma is spreading around the settlement. It seems to be making the Humans feel content. (+1 to Humans Resolve)

    Human

  • Tale (Base Resolve 1 per stack)Perk

    +1 Resolve per stack

    Not as good as the Gleeman's Tale, but it did its job. (+1 to Global Resolve) Granted by one of your viewers.

    All species

  • Tales of Discovery (Base Resolve 1; does not stack)Trade Route

    +1 Resolve

    Tales of distant lands and brave explorers. (+1 to Global Resolve)

    All species

  • The Crown Chronicles (Base Resolve 1 per stack)Service Building Effect

    +1 Resolve per stack

    The people are enjoying living in a prosperous settlement. (+1 to Global Resolve)

    All species

  • The Elder's Cat (Base Resolve 2 per stack)Perk

    +2 Resolve per stack

    From time to time, a weary villager stops to pet the cat, finding comfort in the reminder of their true home on the slopes of Red Mountain. (+2 to Global Resolve)

    All species

  • The Guild's Welfare (Base Resolve 1 per stack)Service Building Effect

    +1 Resolve per stack

    The people are enjoying living in a prosperous settlement. (+1 to Global Resolve)

    All species

  • The People's Vengeance (Type: World Map Event)World Map Event

    Negative Resolve Change Rate +300%

    Your villagers resent you for what you have done to those poor souls. Resolve drops 300% faster.

    All species

  • Unique Ally (Rarity: Rare)Decoration Effect

    +3 Resolve per stack

    An exceptionally strong bond has developed between the Harpies and the Stormbird. They look very pleased to be in its presence. (+3 to Harpies Resolve)

    Harpy

  • Unshackled Spirits (Base Resolve -10 per stack)Working Effect

    −10 Resolve per stack

    Disturbing the ancient forge has awakened a malevolent presence. (‑10 to Global Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    All species

  • Unshackled Spirits (Base Resolve -4 per stack)Working Effect

    −4 Resolve per stack

    Disturbing the ancient forge has awakened a malevolent presence. (‑4 to Global Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    All species

  • Unshackled Spirits (Base Resolve -6 per stack)Working Effect

    −6 Resolve per stack

    Disturbing the ancient forge has awakened a malevolent presence. (‑6 to Global Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    All species

  • Unshackled Spirits (Base Resolve -8 per stack)Working Effect

    −8 Resolve per stack

    Disturbing the ancient forge has awakened a malevolent presence. (‑8 to Global Resolve) This effect is only active when the corresponding Glade Event is being worked on.

    All species

  • Village Mascot (Base Resolve 2 per stack)Fluffbeak Bonus

    +2 Resolve per stack

    Seeing this giant ball of fluff happy somehow makes the harsh reality surrounding the settlement a tiny bit easier to bear. (+2 to Global Resolve)

    All species

  • Vineyard Town (Species: Beaver)Resolve Modifier

    +1 Resolve per stack

    The settlement specializes in wine production, and Beavers love that. (+1 to Beavers Resolve)

    Beaver

  • Vitality (Base Resolve 1 per stack)Service Building Effect

    +1 Resolve per stack

    Well-nourished villagers enjoy their good health. (+1 to Global Resolve)

    All species

  • Warm Welcome (Reputation from Resolve rate +100%)Forest Mystery

    Reputation from Resolve +100%

    Reputation generated through high Resolve grows 100% faster.

    All species

  • Wealth (Base Resolve 1 per stack)Resolve Modifier

    +1 Resolve per stack

    The people are enjoying living in a prosperous settlement. (+1 to Global Resolve)

    All species

  • Wine ShortageModifier

    +1 Resolve per stack

    Beaver

  • Woodcutter's Song (Base Resolve 3 per stack)Resolve Modifier

    +3 Resolve per stack

    The woodcutters' song lifts people's spirits. (+3 to Global Resolve)

    All species