Starting Ability

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Overview

Starting Abilities are extra capabilities unlocked at higher levels of Citadel upgrades. Once unlocked in the Smoldering City, you get the bonus the moment a member of that species joins your settlement (or at the start of the run).

List of Starting Abilities

Species Ability Unlocked in
Beavers Beavers Extends available Trade Offers by 1 in each neighboring town Dim Square level 7
Icon MetaResource FoodStockpiles.png x 72, Icon MetaResource Machinery.png x 12, Icon MetaResource Artifact.png x 12
Foxes Foxes Reveals the location of 1 of the nearest Rainwater Geysers Pioneers' Gate level 7
Icon MetaResource FoodStockpiles.png x 84, Icon MetaResource Machinery.png x 12, Icon MetaResource Artifact.png x 12
Frogs Frogs Reveals the location of 1 of the nearest Ruins Brass Forge level 8
Icon MetaResource FoodStockpiles.png x 96
Harpies Harpies Gain 50 Coats Coats Vanguard Spire level 7
Icon MetaResource FoodStockpiles.png x 72
Humans Humans Reveals the location of 1 of the nearest patches of Fertile Soil First Dawn Headquarters level 6
Icon MetaResource FoodStockpiles.png x 60, Icon MetaResource Machinery.png x 12, Icon MetaResource Artifact.png x 12
Lizards Lizards Gain 10 Tools Tools Monastery of The Vigilant Flame level 5
Icon MetaResource FoodStockpiles.png x 48

Additional Information and Strategies

Lizards

10 Tools Tools can help in early game to solve Glade Events, complete Orders or be traded for other Resources. It can be also a good strategy to keep them for sending Abandoned Caches to the Citadel later, as Tools Tools are amongst the most expensive and hard-to-produce goods in the game.

Beavers

Beavers Beavers' passive ability will unlock the first level of expansion with every neighboring city for free (otherwise it costs 5 Amber Amber for each), which unlocks one extra Trade Offer (2 -> 3). It allows the player to pick better offers and improve standing with trading partners faster.

Combined with Guild House being a species-specific Service building that might be offered in blueprint choices when Beavers Beavers are in the game, Beavers Beavers are a good choice for players that center their strategy around Trading.

Humans

Humans passive icon.

Humans Humans' Starting Ability will show the nearest undiscovered Fertile Soil patch on map. This information can be useful when picking blueprints or when choosing the best direction of expansion. Based on this information players can also deduce which Glades in close proximity are unlikely to contain Fertile Soil patches.

Harpies

Although 50 Coats Coats seems to be a large number, they can disappear quickly without real benefit if starting caravan has many villagers with a Clothing Need. It is recommended to forbid usage of Coats Coats at the beginning of the game in Consumption Control and enable it again when it is beneficial:

Surviving Storm Season

Harpies Harpies' Resilience is Low and their base Resolve is only 5, so it might be a struggle to keep them positive during Storm Season. Enabling Coats Coats before Storm might prevent them from leaving.

Resolve Orders

Orders and especially Timed Orders that require to keep Humans Humans', Beavers Beavers' or Harpies Harpies' Resolve above certain thresholds are much easier to fulfil with Coats Coats at player's disposal.

Solving Glade Events

There are five Dangerous Glade Events that can be solved with a help of Coats Coats:

Foxes

Foxes passive icon.

Foxes Foxes' Starting Ability will show the nearest undiscovered Rainwater Geyser' position on the map and also reveal its Rainwater type. This information can be useful when picking blueprints or when choosing the best direction of expansion. Based on this information players can also deduce which Glades in close proximity are unlikely to contain geysers.

References

1. Sentinels of the Forest Update