Starting Ability

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Revision as of 16:00, 6 February 2024 by Cron (talk | contribs) (→‎Foxes)

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).

Starting Abilities
Species Ability Unlocked in
Lizard Portrait.png
Lizards
Gain 10 Icon Resource SimpleTools.png Tools Monastery of The Vigilant Flame Level 5 ( Icon MetaResource FoodStockpiles.png x 48 )
Beaver Portrait.png
Beavers
Extends avaiable trade offers by 1 in each neighboring town Brass Forge Level 5 ( Icon MetaResource FoodStockpiles.png x 60, Icon MetaResource Machinery.png x 12 )
Human Portrait.png
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 )
Harpy Portrait.png
Harpies
Gain 50 Icon Resource Coats.png Coats Vanguard Spire Level 7 ( Icon MetaResource FoodStockpiles.png x 72 )
Fox Portrait.png
Foxes
Reveals the location of 1 of the nearest geysers Pioneers' Gate Level 8 ( Icon MetaResource FoodStockpiles.png x 84, Icon MetaResource Machinery.png x 12, Icon MetaResource Artifact.png x 12 )

Additional Information and Strategies

Lizards

10 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 later stages as they are amongst most expensive goods in the game.

Beavers

Beavers passive ability will unlock first level of expansion with every neighboring city for free (otherwise it costs 5 Icon Resource Amber.png Amber for each), which unlocks one extra trade offer (2->3). It allows 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 blueprints choices when Beavers are in game, makes them a good choice for players that center their strategy around trading.

For more information please see: Trading, Buildings#Species_Specific_Buildings

Humans

Humans passive icon.

Humans starting ability will show neareast undiscovered fertile soil patch on map. This information can be useful when picking buildings blueprints or when choosing best direction of expansion. Based on this information player can also deduce which glades in close proximity do not contain fertile soil patches.

Harpies

Although 50 Coats seem 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 at the beginning of the game in Consumption Control and enable it again when it is beneficial:

Surviving Storm Season

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

Resolve Orders

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

Solving Glade Events

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

Foxes

Foxes passive icon.

Foxes starting ability will show neareast undiscovered geyser position on map and also reveal which type of water it will contain. This information can be useful when picking buildings blueprints or when choosing best direction of expansion. Based on this information player can also deduce which glades in close proximity do not contain geysers.

References

1. Sentinels of the Forest Update