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
| Base Resolve | 15 | 10 | 5 | 5 | 5 | 10 | 5 |
|---|---|---|---|---|---|---|---|
| Break Interval | 02:00 | 02:00 | 01:40 | 01:40 | 02:00 | 02:30 | 01:40 |
| Resilient | Low | Low | High | Low | Low | Medium | High |
| Demanding | 30 | 30 | 15 | 15 | 15 | 25 | 12 |
| Decadent | 4 | 2 | 7 | 3 | 5 | 5 | 4 |
| Hunger Tolerance | 6 | 6 | 12 | 4 | 3 | 8 | 4 |
| Maximum Resolve | 50 | 50 | 50 | 50 | 50 | 50 | 50 |
| Highest reputation threshold | 50 | 50 | 50 | 50 | 50 | 50 | 50 |
| Reputation per minute for each villager and point of Resolve | 0.000546 | 0.000546 | 0.000819 | 0.000819 | 0.000819 | 0.000546 | 0.000819 |
| Most reputation per minute | 0.75 | 0.75 | 0.75 | 0.75 | 0.75 | 0.75 | 0.75 |
| Hostility of the Forest, each level | −2 | −2 | −2 | −2 | None | −2 | −2 |
Favoring
Favor this species and boost their Resolve by 5. Other species will suffer −5 to Resolve (60 second cooldown).
- Favoring +5
- Negligence −5
No Hope
- Resolve −20
The fire has gone out, and darkness is spreading around the town.
Leaving
| Resolve | Seconds until a villager leaves |
|---|---|
| 0 or lower | 60 |
| Below −15 | 30 |
| Below −25 | 20 |
Effects
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.
Human
Lizard
Harpy
Fox
Frog
Bat
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
Human
Beaver
Lizard
Harpy
Fox
Frog
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

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
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

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

All species

−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)
HumanIndoor 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
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

+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.
Lizard
Frog
Bat
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.
Lizard
Frog
Bat
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

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

All species

Spiced Ale (Additional Resolve +5; Affected Resolve: Leisure: Base Resolve +4)Perk
+5 Resolve from Leisure
Additional Resolve +5 (Leisure)
Human
Beaver
Spiced Ale (Additional Resolve +5; Affected Resolve: Leisure: Base Resolve +8)Perk
+5 Resolve from Leisure
Additional Resolve +5 (Leisure)
Human
Beaver
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.
Human
Beaver
Lizard
Harpy
Fox
Bat
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