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CorpusValheim

Eternal Pyre

Crafting

His rage and regret are at war with each other, and their struggle will fuel this fire until the very end.

Eternal Pyre

Construction requirements

Produces 1 unit(s). All listed ingredients are required.

  1. ×10Stone
  2. ×1Kindled Ribs
  3. MakesEternal Pyre

Required station

Effect Area configuration 1

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Guide Point configuration 1

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Timed Destruction configuration 1

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Wisp Spawner configuration 1

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Practical guidance

Editorial

Burning fireplaces consume elapsedSeconds/secondsPerFuel when enabled and not infinite. Terrain, overhead blockage, smoke and optional submersion can prevent burning. Wet conditions select low/high objects and can turn off fireplaces configured to allow toggling. Cinder emission requires ownership, rejects positions inside a shield, and passes a decremented spread budget to its children. Its periodic branch additionally needs a positive spread budget, chance success and a burning fireplace when attached. Fire spread is enabled in Ashlands or by the Fire world key; burnable objects, liquid height, wetness, cleared terrain and biome gates apply. Fire damage visits characters but randomly selects one eligible non-character collider per tick. Rain and accumulated smoke can extinguish spreading fire. Effect areas refresh heat/status exposure; base value counts matching colliders rather than unique buildings.

Finder chooses the nearest beacon strictly inside its individual 3D range, then uses clamped horizontal-distance/range to interpolate ping intervals. Rune stones and vegvisirs request the configured closest/all location discovery and can set separate world or player keys. Guide points register raven text; unseen priority and distance select text, and talking records it as seen. Boss-stone visuals inspect trophy attachment, not a world boss-defeat condition.

Conditional objects compare their world key against the disable flag and may delay appearance; spring/drop branches affect later hiding. Random-spawn instances combine a percentage roll with authored theme, biome, lava and elevation gates. One-shot prefab spawners remember a per-object spawn flag. Trigger spawners require elapsed network minutes, chance and population capacity, then roll levels sequentially. Spawn abilities can begin on authored awake activation or explicit setup; they choose count with an exclusive integer upper bound (equal bounds return that count), resolve target/path/height and optional global caps, then can inherit level, tame command and attack data. Damage callbacks and range triggers initiate their specific spawners. Event zones select the local overlapping event name. Ragdolls save the already-rolled CharacterDrop list at setup when dropItems is enabled, then release that saved list on owner-authoritative removal; they do not reroll loot at removal.

Wisp spawners check every ten seconds, requiring elapsed spawn interval, a successful chance roll, acceptable cover, darkness when configured and a nearby-count slot. Status is cached for four seconds. Wisp attraction chooses a nearby eligible spawner; losing it or configured daylight starts despawning. Trigger eggs first roll their hatch chance once at startup; only success schedules one-second proximity checks after a random one-to-two-second initial delay. A scheduled egg hatches when a non-ghost player enters its radius; this is separate from incubated eggs. Leviathan hits roll the authored leave chance and schedule departure. Pet interactions delegate to tame/display behavior or play pet feedback. Odin approaches no combat rule here: distance and lifetime remove the apparition. Valkyrie release ends the scripted introduction.

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Game version 1.0.12Version, artwork & sources