Hearths: Difference between revisions

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(→‎Sacrificing: finished the section)
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== Overview ==
== Overview ==


Hearths are the heart of the settlement.  Every settlement starts with an [[#Ancient Hearths | Ancient Hearth]] and can construct other [[#Small Hearths | Small Hearths]] from the '''City Buildings''' menu. Hearths are [[building]]s with {{sl|Warmth}} Specialization that employ a single Firekeeper to keep the Hearth lit by burning [[#Fuel | Fuel]]. Every [[villager]] takes their [[breaks]] at the nearest Hearth to warm themselves, eat, and fulfill their needs. By upgrading the Hearth with decorations, [[housing]], and Service buildings, you can unlock up to 3 tiers of stackable benefits. The Ancient Hearth can get corrupted at Veteran [[Difficulty]] and higher.
Hearths are the heart of the settlement.  Every settlement starts with an [[#Hearth Types | Ancient Hearth]] and can construct other [[#Hearth Types | Small Hearths]] from the '''City Buildings''' menu. Hearths are [[building]]s with {{sl|Warmth}} Specialization that employ a single [[#Firekeeper bonus | Firekeeper]] to keep the Hearth lit by burning [[#Fuel | fuel]]. Fuel can also be [[#Sacrificing | Sacrificed]] in the Ancient Hearth. Every [[villager]] takes their [[breaks]] at the nearest Hearth to warm themselves, eat, and fulfill their needs. By [[#Hearth upgrades | upgrading]] the Hearth with decorations, [[housing]], and Service [[buildings]], you can unlock up to 3 tiers of stackable benefits. The Ancient Hearth can get [[#Corruption | corrupted]] at Veteran [[Difficulty]] and higher.


== Corruption ==
== Hearth Types ==
[[File:hearthcorruption.png|thumb|300px|Corruption bar in the Ancient Hearth]]
: ''See also: [[Blightrot]]''


Blightrot infects Hearths. The more [[Blightrot Cysts]] a Viceroy generates from [[Rain Engine]] use or [[Glade Events]], the faster their Hearths get corrupted during [[Storm Season]], when Blightrot Cysts open up. Once the [[#Ancient Hearths | Ancient Hearth]] reaches the Corruption limit, it triggers '''Voice of the Sealed Ones'''. Voice of the Sealed Ones sends out 3 ghosts from the Ancient Hearth that seek out and kill 3 random [[villagers]]. As soon as the Hearth discharges, Corruption is reset to 0 and starts rising again.
; Ancient Hearths :
<blockquote>
The heart of the colony is protected by the Holy Flame. [[Villagers]] gather here to rest, eat, and receive clothing. If the fire goes out, people will lose hope. '''No Hope''' [[Resolve]] effect: -20 Resolve.
</blockquote>


=== Lowering Corruption ===
; Small Hearths :
The only way to lower Corruption during Storm is to employ the help of [[Blightfigher]]s in a [[Blight Post]]. Blightfighters search for Cysts and burn them with {{rl|Purging Fire}}. '''Every Cyst burned lowers Corruption by 50'''. Once all Cysts have been burned, any new ones will not open up till next Storm Season. Any Cysts left close and Corruption resets to 0 as soon as the year ticks over and Drizzle Season starts.
<blockquote>
Small Hearths cannot be built too close to the Ancient Hearth or to each other - the ranges of your Hearths (approx. radius of 9 squares) may never overlap.


=== Corruption Resistance and Corruption rate ===
Small Hearths are identical to Ancient Hearths, except you do not receive a [[#Firekeeper bonus | Firekeeper bonus]] and you cannot [[#Sacrificing | Sacrifice]] fuel. It is OK if Small Hearths go out, but [[villagers]] will be unable to rest or fulfill their needs at an unlit Hearth and will instead travel to the nearest available lit Hearth.
'''Corruption Resistance''' is a measure of how high the Corruption limit is. The higher the Corruption Resistance, the more time it will take for '''Voice of the Sealed Ones''' to activate. An Ancient Hearth that hasn't been upgraded has 1000 Corruption Resistance. Every Ancient and Small Hearth [[#Hearth_Upgrades|level]] raises Corruption Resistance by 150. It can also be raised with different [[Effects]].
</blockquote>
 
The Corruption rate per Cyst is 60 Corruption/minute up to [[Prestige]] 10, and 90 Corruption/minute from Prestige 11 onwards.
 
Assuming a Hearth upgraded to level 2, you will reach the Corruption limit of 1300 at least once without burning any Cysts:
* At 60 Corruption/minute in a 2-minute Storm with 11 Cysts.
* At 60 Corruption/minute in a 4-minute Storm with 6 Cysts.
* At 90 Corruption/minute in a 4-minute Storm with 4 Cysts.


== Fuel ==
== Fuel ==
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There are 4 fuels that can be burned in Hearths: {{rl|Coal}}, {{rl|Sea Marrow}}, {{rl|Oil}}, and {{rl|Wood}}.
There are 4 fuels that can be burned in Hearths: {{rl|Coal}}, {{rl|Sea Marrow}}, {{rl|Oil}}, and {{rl|Wood}}.


You can decide which type of fuel will be burned in each Hearth by selecting it and using the checkboxes next to the fuel types in the ''Allowed Fuel'' menu. If you have multiple fuels selected, the leftmost one will always burn first. There are also options in the settings that allow you to customize which fuels are automatically enabled when starting a new settlement.
You can decide which type of fuel will be burned in each Hearth using the checkboxes next to the fuel types in the ''Allowed Fuel'' menu. All Hearths share this setting. If you have multiple fuels selected, the leftmost one will always burn first. There are also options in the settings that allow you to customize which fuels are automatically enabled when starting a new settlement.


{| class="wikitable"  
{| class="wikitable"  
|+ Fuel burn time
|-
|-
! Fuel
! style="font-weight:bold;" | Fuel
! Base burn time
! style="font-weight:bold;" | Base burn time
! With [[Beaver]] Firekeeper
! style="font-weight:bold;" | With [[Beaver]] [[#Firekeeper bonus | Firekeeper]]
! With all [[Upgrades]]
! style="font-weight:bold;" | With all [[Upgrades]]
! With Beaver Firekeeper<br/>and all Upgrades
! style="font-weight:bold;" | With Beaver Firekeeper<br/>and all Upgrades
|-
|-
| {{rl|Coal|med}}
| {{rl|Coal|med}}
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| 15 seconds
| 15 seconds
| 21 seconds
| 21 seconds
|}
== Firekeeper bonus ==
Every settlement starts with an [[#Hearth Types | Ancient Hearth]] which must '''always''' remain lit.  If the fire goes out, all [[villagers]] will lose 20 [[Resolve]]. To keep the flame burning, a Firekeeper and a steady supply of [[#Fuel | fuel]] is needed. Your choice of Firekeeper in the Ancient Hearth will grant your settlement a species-specific bonus. Small Hearth Firekeepers don't provide any bonuses.
{| class="wikitable" style="text-align:center;"
|-
! style="width:70px; font-weight:bold;" | Species
! style="font-weight:bold;" | Bonus
! style="font-weight:bold;" | Effect
! style="font-weight:bold;" | Description
|-
| {{Species link|Beavers|large}}
| {{Perk|LimeGreen|File:Firekeeper Bonus Beaver.png|64px}} </br>'''Pragmatic Frugality'''
| Fuel burns 20% longer
| ''Beaver firekeepers know a lot about burning techniques.''
|-
| {{Species link|Foxes|large}}
| {{Perk|LimeGreen|File:Firekeeper Bonus Fox.png|64px}} </br>'''Forest Affinity'''
| -2/3/4/6 [[Hostility]] from opened [[Glades]].</br>Scales with [[Difficulty]]
| ''Fox firekeepers have an unusual ability to calm the forest.''
|-
| {{Species link|Harpies|large}}
| {{Perk|LimeGreen|File:Firekeeper Bonus Harpy.png|64px}} </br>'''Light as a Feather'''
| +5 to global carrying capacity
| ''Harpy firekeepers can teach villagers how to be more nimble and agile.''
|- style="vertical-align:middle;"
| {{Species link|Humans|large}}
| {{Perk|LimeGreen|File:Firekeeper Bonus Human.png|64px}}</br> '''Beacon'''
| [[Queen's Impatience]] grows 25% slower
| ''Human firekeepers create a special link with the Citadel.
|- style="vertical-align:middle;"
| {{Species link|Lizards|large}}
| {{Perk|LimeGreen|File:Firekeeper Bonus Lizard.png|64px}} </br>'''Sacred Pyre'''
| +1 to global [[Resolve]]
| ''Lizard firekeepers are very adept at ancient rites.''
|}
|}


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|}
|}


== Hearth Upgrades ==
== Hearth upgrades ==
[[File:HearthUpgradeRequirements.png|thumb|right|360px|Decorations Needed]]
[[File:HearthUpgradeRequirements.png|thumb|right|360px|Decorations Needed]]
Level 1 Hearth upgrade is available from the start. Upgrading to level 2 and 3 requires you to [[unlock]] levels 2 and 4 of the '''Brass Forge''' respectively.  
Level 1 Hearth upgrade is available from the start. Upgrading to level 2 and 3 requires you to [[unlock]] levels 2 and 4 of the '''Brass Forge''' respectively.  
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* [[Housing]], Decorations, and Service [[buildings]] need to be placed fully within the Hearth Radius for them to count towards upgrades.
* [[Housing]], Decorations, and Service [[buildings]] need to be placed fully within the Hearth Radius for them to count towards upgrades.
* The Hearth upgrades itself automatically once all the requirements are fulfilled.
* The Hearth upgrades itself automatically once all the requirements are fulfilled.
* Both Ancient and Small Hearths can be upgraded.
* Both Ancient and Small [[#Hearth Types | Hearths]] can be upgraded.


{| class="wikitable" style="text-align:center; vertical-align:middle;"
{| class="wikitable" style="text-align:center; vertical-align:middle;"
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|-
|-
| 4 <span style="color: yellow">Harmony</span> Decorations
| 4 <span style="color: yellow">Harmony</span> Decorations
|}
== Firekeeper Bonus ==
Every settlement starts with an Ancient Hearth which must '''always''' remain lit.  If the fire goes out, all [[villagers]] will lose 20 [[Resolve]]. To keep the flame burning, a Firekeeper and a steady supply of [[#Fuel | Fuel]] is needed. Your choice of Firekeeper in the Ancient Hearth will grant your settlement a specific bonus. Small Hearth Firekeepers don't provide any bonuses.
{| class="wikitable" style="text-align:center;"
|- style="font-weight:bold; vertical-align:middle;"
! style="width:70px" | Species
! Bonus
! Effect
! Description
|-
| {{Species link|Beavers|large}}
| {{Perk|LimeGreen|File:Firekeeper Bonus Beaver.png|64px}} </br>'''Pragmatic Frugality'''
| Fuel burns 20% longer
| ''Beaver firekeepers know a lot about burning techniques.''
|-
| {{Species link|Foxes|large}}
| {{Perk|LimeGreen|File:Firekeeper Bonus Fox.png|64px}} </br>'''Forest Affinity'''
| -2/3/4/6 [[Hostility]] from opened Glades.</br>Scales with [[Difficulty]].
| ''Fox firekeepers have an unusual ability to calm the forest.''
|-
| {{Species link|Harpies|large}}
| {{Perk|LimeGreen|File:Firekeeper Bonus Harpy.png|64px}} </br>'''Light as a Feather'''
| +5 to global carrying capacity
| ''Harpy firekeepers can teach villagers how to be more nimble and agile.''
|- style="vertical-align:middle;"
| {{Species link|Humans|large}}
| {{Perk|LimeGreen|File:Firekeeper Bonus Human.png|64px}}</br> '''Beacon'''
| [[Queen's Impatience]] grows 25% slower
| ''Human firekeepers create a special link with the Citadel.
|- style="vertical-align:middle;"
| {{Species link|Lizards|large}}
| {{Perk|LimeGreen|File:Firekeeper Bonus Lizard.png|64px}} </br>'''Sacred Pyre'''
| +1 to global [[Resolve]]
| ''Lizard firekeepers are very adept at ancient rites.''
|}
|}


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[[File:Sac menu.png|right|300px]]
[[File:Sac menu.png|right|300px]]
[[File:Sac hearth aura.png|thumb|right|250px|Sacrificing aura]]
[[File:Sac hearth aura.png|thumb|right|250px|Sacrificing aura]]
[[#Fuel | Fuel]] can be sacrificed in [[#Ancient Hearths | Ancient Hearths]] to temporarily gain powerful positive effects. Sacrificing is extremely resource intensive and requires significant labor investment, or even restructuring of the whole settlement, should you wish you keep it up for an extended period.
[[#Fuel | Fuel]] can be sacrificed in [[#Hearth Types | Ancient Hearths]] to temporarily gain powerful positive effects. Sacrificing is extremely resource intensive and requires significant labor investment, or even restructuring of the whole settlement, should you wish you keep it up for an extended period.


You can Sacrifice up to 3 stacks of {{rl|Wood}}, {{rl|Coal}}, {{rl|Sea Marrow}}, or {{rl|Oil}}. Each fuel's Sacrificing stacks are independent. To choose how many stacks you want to Sacrifice, use the green arrows next to the fuel type. Activating Sacrifice immediately consumes 1 unit of fuel, even if you are paused. If you only have 1 unit of this fuel to begin with, you will keep the effect for as long as you are paused. If you don't have any fuel of one type, its green arrow is going to appear grayed out. Do not forget to reset the stacks to 0 once the need for Sacrifice has passed - you will quickly run out of Fuel otherwise. There's also a checkbox to ''Stop after storm''.
You can Sacrifice up to 3 stacks of {{rl|Wood}}, {{rl|Coal}}, {{rl|Sea Marrow}}, or {{rl|Oil}}. Each fuel's Sacrificing stacks are independent. To choose how many stacks you want to Sacrifice, use the green arrows next to the fuel type. Activating Sacrifice immediately consumes 1 unit of fuel, even if you are paused. If you only have 1 unit of this fuel to begin with, you will keep the effect for as long as you are paused. If you don't have any fuel of one type, its green arrow is going to appear grayed out. Do not forget to reset the stacks to 0 once the need for Sacrifice has passed - you will quickly run out of fuel otherwise. There's also a checkbox to ''Stop after storm''.


There are 3 visual indicators of Sacrificing taking place:
There are 3 visual indicators of Sacrificing taking place:
* An orange aura around the Ancient Hearth.
* An orange aura around the [[#Hearth Types | Ancient Hearth]].
* An [[Perk]] in a gray outline with the number of stacks in the Perk section on the bottom left of the screen.
* An [[Perk]] in a gray outline with the number of stacks in the Perk section on the bottom left of the screen.
* An exclamation mark in a yellow diamond next to the fuel [[Resource]] Category in the upper section of the UI. It says "You are sacrificing fuel in the Hearth." if you hover over it.
* An exclamation mark in a yellow diamond next to the fuel [[Resource]] Category in the upper section of the UI. It says "You are sacrificing fuel in the Hearth." if you hover over it.
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|}
|}


== Hearth Types ==


=== Ancient Hearths ===
== Corruption ==
[[File:hearthcorruption.png|thumb|300px|Corruption bar in the Ancient Hearth]]
: ''See also: [[Blightrot]]''
 
Blightrot infects Hearths. The more [[Blightrot Cysts]] a Viceroy generates from [[Rain Engine]] use or [[Glade Events]], the faster their Hearths get corrupted during [[Storm Season]], when Blightrot Cysts open up. Once the [[#Hearth Types | Ancient Hearth]] reaches the Corruption limit, it triggers '''Voice of the Sealed Ones'''. Voice of the Sealed Ones sends out 3 ghosts from the Ancient Hearth that seek out and kill 3 random [[villagers]]. As soon as the Hearth discharges, Corruption is reset to 0 and starts rising again.
 
=== Lowering Corruption ===
The only way to lower Corruption during Storm is to employ the help of [[Blightfigher]]s in a [[Blight Post]]. Blightfighters search for Cysts and burn them with {{rl|Purging Fire}}. '''Every Cyst burned lowers Corruption by 50'''. Once all Cysts have been burned, any new ones will not open up till next Storm Season. Any Cysts left close and Corruption resets to 0 as soon as the year ticks over and Drizzle Season starts.


<blockquote>
=== Corruption Resistance and Corruption rate ===
The heart of the colony is protected by the Holy Flame. Villagers gather here to rest, eat, and receive clothing. If the fire goes out, people will lose hope.
'''Corruption Resistance''' is a measure of how high the Corruption limit is. The higher the Corruption Resistance, the more time it will take for '''Voice of the Sealed Ones''' to activate. An [[#Hearth Types | Ancient Hearth]] that hasn't been [[#Hearth upgrades | upgraded]] has 1000 Corruption Resistance. Every Ancient and Small Hearth [[#Hearth_Upgrades|level]] raises Corruption Resistance by 150. It can also be raised with different [[Effects]].
</blockquote>


=== Small Hearths ===
The Corruption rate per Cyst is 60 Corruption/minute up to [[Prestige]] 10, and 90 Corruption/minute from Prestige 11 onwards.  
<blockquote>
Small Hearths cannot be built too close to the Ancient Hearth or to each other - the ranges of your Hearths (approx. radius of 9 squares) may never overlap.


Small Hearths are identical to Ancient Hearths, except you do not receive a Firekeeper bonus and you cannot sacrifice Fuel. It is OK if Small Hearths go out, but Villagers will be unable to rest or fulfill their needs at an unlit Hearth and will instead travel to the nearest available lit Hearth.
Assuming a Hearth upgraded to level 2, you will reach the Corruption limit of 1300 at least once without burning any Cysts:
</blockquote>
* At 60 Corruption/minute in a 2-minute Storm with 11 Cysts.
* At 60 Corruption/minute in a 4-minute Storm with 6 Cysts.
* At 90 Corruption/minute in a 4-minute Storm with 4 Cysts.


== Hearth Tips ==
== Hearth Tips ==


* Use {{Species link|Beavers}} as Hearthkeepers when you are running low on Fuel and {{rl|Wood}}, especially on [[Marshlands]] and the [[Sealed Forest]].
* Use {{Species link|Beavers}} as Hearthkeepers when you are running low on fuel and {{rl|Wood}}, especially on [[Marshlands]] and the [[Sealed Forest]].
* {{Species link|Harpies}} are nifty as Hearthkeepers before and after Glade Events to carry goods to and from these Events.
* {{Species link|Harpies}} are nifty as Hearthkeepers before and after [[Glade Events]] to carry goods to and from these Events.
* {{Species link|Foxes}} are excellent during the [[Storm Season]] as Hearthkeepers to keep [[Hostility]] down and stop [[Forest Mysteries]] from triggering.
* {{Species link|Foxes}} are excellent during the [[Storm Season]] as Hearthkeepers to keep [[Hostility]] down and stop [[Forest Mysteries]] from triggering.
* {{Species link|Humans}} are invaluable when playing [[World Map#World_modifiers|World Modifiers]] like "Land of Greed" to slow down the Queen's [[Impatience]].
* {{Species link|Humans}} are invaluable when playing [[World Map#World_modifiers|World Modifiers]] like '''Land of Greed''' to slow down the Queen's [[Impatience]].
* {{Species link|Lizards}} as Hearthkeepers will help you in achieving [[Resolve]] - based Orders.
* {{Species link|Lizards}} as Hearthkeepers will help you in achieving [[Resolve]] - based Orders.
 
* Since Firekeepers in [[#Hearth Types | Small Hearths]] don't offer a species-specific bonus like they do in the [[#Hearth Types | Ancient Hearth]], you can take advantage of its {{sl|Warmth}} specialization synergy with Lizards.
Since Firekeepers in Small Hearths don't offer a species-specific bonus like they do in the Ancient Hearth, you can take advantage of its Warmth specialization synergy with Lizards.

Revision as of 11:23, 12 April 2024

This article was last updated during version 1.2.3. The game is now in 1.4.17. Some information may be out of date. Help us keep the wiki up to date by comparing this article against the patch notes and updating it.

A Hearth Fully Upgraded

Overview

Hearths are the heart of the settlement. Every settlement starts with an Ancient Hearth and can construct other Small Hearths from the City Buildings menu. Hearths are buildings with Warmth Warmth Specialization that employ a single Firekeeper to keep the Hearth lit by burning fuel. Fuel can also be Sacrificed in the Ancient Hearth. Every villager takes their breaks at the nearest Hearth to warm themselves, eat, and fulfill their needs. By upgrading the Hearth with decorations, housing, and Service buildings, you can unlock up to 3 tiers of stackable benefits. The Ancient Hearth can get corrupted at Veteran Difficulty and higher.

Hearth Types

Ancient Hearths

The heart of the colony is protected by the Holy Flame. Villagers gather here to rest, eat, and receive clothing. If the fire goes out, people will lose hope. No Hope Resolve effect: -20 Resolve.

Small Hearths

Small Hearths cannot be built too close to the Ancient Hearth or to each other - the ranges of your Hearths (approx. radius of 9 squares) may never overlap.

Small Hearths are identical to Ancient Hearths, except you do not receive a Firekeeper bonus and you cannot Sacrifice fuel. It is OK if Small Hearths go out, but villagers will be unable to rest or fulfill their needs at an unlit Hearth and will instead travel to the nearest available lit Hearth.

Fuel

Allowed fuel.png

There are 4 fuels that can be burned in Hearths: Coal Coal, Sea Marrow Sea Marrow, Oil Oil, and Wood Wood.

You can decide which type of fuel will be burned in each Hearth using the checkboxes next to the fuel types in the Allowed Fuel menu. All Hearths share this setting. If you have multiple fuels selected, the leftmost one will always burn first. There are also options in the settings that allow you to customize which fuels are automatically enabled when starting a new settlement.

Fuel burn time
Fuel Base burn time With Beaver Firekeeper With all Upgrades With Beaver Firekeeper
and all Upgrades
Coal Coal 40 seconds 50 seconds 52 seconds 71 seconds
Sea Marrow Sea Marrow 40 seconds 50 seconds 52 seconds 71 seconds
Oil Oil 25 seconds 31 seconds 32 seconds 44 seconds
Wood Wood 12 seconds 15 seconds 15 seconds 21 seconds

Firekeeper bonus

Every settlement starts with an Ancient Hearth which must always remain lit. If the fire goes out, all villagers will lose 20 Resolve. To keep the flame burning, a Firekeeper and a steady supply of fuel is needed. Your choice of Firekeeper in the Ancient Hearth will grant your settlement a species-specific bonus. Small Hearth Firekeepers don't provide any bonuses.

Species Bonus Effect Description
Beavers Beavers File:Firekeeper Bonus Beaver.png
Pragmatic Frugality
Fuel burns 20% longer Beaver firekeepers know a lot about burning techniques.
Foxes Foxes Firekeeper Bonus Fox.png
Forest Affinity
-2/3/4/6 Hostility from opened Glades.
Scales with Difficulty
Fox firekeepers have an unusual ability to calm the forest.
Harpies Harpies Firekeeper Bonus Harpy.png
Light as a Feather
+5 to global carrying capacity Harpy firekeepers can teach villagers how to be more nimble and agile.
Humans Humans Firekeeper Bonus Human.png
Beacon
Queen's Impatience grows 25% slower Human firekeepers create a special link with the Citadel.
Lizards Lizards Firekeeper Bonus Lizard.png
Sacred Pyre
+1 to global Resolve Lizard firekeepers are very adept at ancient rites.

Villager Breaks

Main article: Breaks

Every few minutes villagers have to return to a nearby Hearth for a break, to eat, rest, and satisfy needs. All consumption happens during breaks. Villagers of different species take breaks at different Intervals.

Species Beavers Beavers Foxes Foxes Harpies Harpies Humans Humans Lizards Lizards
Break Interval 02:00 02:00 01:40 02:00 01:40

Hearth upgrades

Decorations Needed

Level 1 Hearth upgrade is available from the start. Upgrading to level 2 and 3 requires you to unlock levels 2 and 4 of the Brass Forge respectively.

Click on the Hearth to see what is required to upgrade. As seen on the image on the right in the Upgrade Requirements section, we still need 4 Comfort Decorations and 4 Aesthetics Decorations before the Hearth upgrades to level 2.

  • Housing, Decorations, and Service buildings need to be placed fully within the Hearth Radius for them to count towards upgrades.
  • The Hearth upgrades itself automatically once all the requirements are fulfilled.
  • Both Ancient and Small Hearths can be upgraded.
Upgrades Name Requirements Bonus Description
HearthT0.png
Base Level
- - -30 Hostility -
Icon UI Encampment.png
Level I
Encampment 8 Housed villagers +2 Global Resolve Gathered around the blazing fire, folks keep each other's spirits high.
4 Comfort Decorations +150 Corruption Resistance
Icon UI Neighborhood.png
Level II
Neighborhood 14 Housed villagers +10% global production speed Some viceroys say aesthetics don't matter out in the wilds, but you know better than that.
8 Comfort Decorations +150 Corruption Resistance
4 Aesthetics Decorations
Icon UI Disctrict.png
Level III
District 20 Housed villagers +10% global double production chance The town is booming with activity and industry thrives.
1 Service building +150 Corruption Resistance
16 Comfort Decorations
8 Aesthetics Decorations
4 Harmony Decorations

Sacrificing

Sac menu.png
Sacrificing aura

Fuel can be sacrificed in Ancient Hearths to temporarily gain powerful positive effects. Sacrificing is extremely resource intensive and requires significant labor investment, or even restructuring of the whole settlement, should you wish you keep it up for an extended period.

You can Sacrifice up to 3 stacks of Wood Wood, Coal Coal, Sea Marrow Sea Marrow, or Oil Oil. Each fuel's Sacrificing stacks are independent. To choose how many stacks you want to Sacrifice, use the green arrows next to the fuel type. Activating Sacrifice immediately consumes 1 unit of fuel, even if you are paused. If you only have 1 unit of this fuel to begin with, you will keep the effect for as long as you are paused. If you don't have any fuel of one type, its green arrow is going to appear grayed out. Do not forget to reset the stacks to 0 once the need for Sacrifice has passed - you will quickly run out of fuel otherwise. There's also a checkbox to Stop after storm.

There are 3 visual indicators of Sacrificing taking place:

  • An orange aura around the Ancient Hearth.
  • An Perk in a gray outline with the number of stacks in the Perk section on the bottom left of the screen.
  • An exclamation mark in a yellow diamond next to the fuel Resource Category in the upper section of the UI. It says "You are sacrificing fuel in the Hearth." if you hover over it.

Each fuel type grants different boons:

Sacrifice effects
Fuel x1 Stack x2 Stacks x3 Stacks
Wood Wood -50 Hostility -100 Hostility -150 Hostility
Coal Coal -80 Hostility -160 Hostility -240 Hostility
Sea Marrow Sea Marrow +25% Glade Event working speed +50% Glade Event working speed +75% Glade Event working speed
Oil Oil +25% global production speed +50% global production speed +75% global production speed

There are 2 modifiers that affect Sacrificing efficiency, outside of Cornerstones:

  • Sacrificial Flame: resources sacrificed in the Ancient Hearth burn 10% longer. A Monastery of the Vigilant Flame level 7 upgrade.
  • Prestige 18: the Ancient Hearth seems to have a defect. No matter how hard the firekeeper tries, sacrificed resources are burning 35% quicker.

The table below shows how much fuel you need to Sacrifice per stack to keep the effects, depending on your upgrades and Difficulty:

Sacrificing efficiency per stack per minute
Fuel Base With Sacrificial Flame With Prestige 18 With Sacrificial Flame
and Prestige 18
Wood Wood 40 36 62 53
Coal Coal 20 18 31 27
Sea Marrow Sea Marrow 20 18 31 27
Oil Oil 15 14 23 20


Corruption

Corruption bar in the Ancient Hearth
See also: Blightrot

Blightrot infects Hearths. The more Blightrot Cysts a Viceroy generates from Rain Engine use or Glade Events, the faster their Hearths get corrupted during Storm Season, when Blightrot Cysts open up. Once the Ancient Hearth reaches the Corruption limit, it triggers Voice of the Sealed Ones. Voice of the Sealed Ones sends out 3 ghosts from the Ancient Hearth that seek out and kill 3 random villagers. As soon as the Hearth discharges, Corruption is reset to 0 and starts rising again.

Lowering Corruption

The only way to lower Corruption during Storm is to employ the help of Blightfighers in a Blight Post. Blightfighters search for Cysts and burn them with Purging Fire Purging Fire. Every Cyst burned lowers Corruption by 50. Once all Cysts have been burned, any new ones will not open up till next Storm Season. Any Cysts left close and Corruption resets to 0 as soon as the year ticks over and Drizzle Season starts.

Corruption Resistance and Corruption rate

Corruption Resistance is a measure of how high the Corruption limit is. The higher the Corruption Resistance, the more time it will take for Voice of the Sealed Ones to activate. An Ancient Hearth that hasn't been upgraded has 1000 Corruption Resistance. Every Ancient and Small Hearth level raises Corruption Resistance by 150. It can also be raised with different Effects.

The Corruption rate per Cyst is 60 Corruption/minute up to Prestige 10, and 90 Corruption/minute from Prestige 11 onwards.

Assuming a Hearth upgraded to level 2, you will reach the Corruption limit of 1300 at least once without burning any Cysts:

  • At 60 Corruption/minute in a 2-minute Storm with 11 Cysts.
  • At 60 Corruption/minute in a 4-minute Storm with 6 Cysts.
  • At 90 Corruption/minute in a 4-minute Storm with 4 Cysts.

Hearth Tips