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CorpusValheim

Wisp Fountain

Crafting

Attracts wisps. They mostly come at night... mostly.

Wisp Fountain

Construction requirements

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

  1. ×10Stone
  2. ×1Torn Spirit
  3. MakesWisp Fountain

Required station

Demister 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.

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.

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

Crouched stealth target interpolates from 0.5+0.5*lightFactor to 0.2+0.4*lightFactor by sneak skill, clamps, applies status modifiers and clamps again. Current stealth approaches its target at dt/4; targets update after half-second checks. Character vision requires base range and range*stealth, view angle unless alerted, unobstructed rays and unblocked mist unless mist vision. Hearing also needs distance strictly below noise range; interiors cap hearing range at twelve metres. Mist inclusion checks sphere distance and vertical height. Demisters use native particle force-field geometry; following-status offsets are not clearing radii.

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.

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