Wisp Torch
FurnitureBind the wisp to a fixed spot, to ensure the place is always free of mist.

Construction requirements
Produces 1 unit(s). All listed ingredients are required.
×1Yggdrasil Wood
×1Wisp- Makes
Wisp Torch
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.
Practical guidance
EditorialCrouched 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.

