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	<id>https://wiki.hoodedhorse.com/Against_the_Storm/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561198172392767</id>
	<title>Against the Storm Official Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.hoodedhorse.com/Against_the_Storm/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561198172392767"/>
	<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/Special:Contributions/76561198172392767"/>
	<updated>2026-10-05T18:25:01Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.5</generator>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Working_Hard_and_Smart&amp;diff=10302</id>
		<title>Working Hard and Smart</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Working_Hard_and_Smart&amp;diff=10302"/>
		<updated>2025-05-06T14:47:19Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; |link= &amp;lt;big&amp;gt;Working Hard and Smart&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#B1A17B&amp;quot;&amp;gt;&amp;#039;&amp;#039;&amp;#039;Perk&amp;#039;&amp;#039;&amp;#039;&amp;lt;/span&amp;gt; |- |A motivational pamphlet.&amp;lt;br&amp;gt;Has a 10% chance of producing double yields when under the effect of link= education. |} Buying another one of these from a trader doesn&amp;#039;t immediately add another +10% extra yield chance to all people with this effect active already but...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|[[File:ScrollsAndBooks_68.png|48px|float|left|middle|link=]] &amp;lt;big&amp;gt;Working Hard and Smart&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#B1A17B&amp;quot;&amp;gt;&#039;&#039;&#039;Perk&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|A motivational pamphlet.&amp;lt;br&amp;gt;Has a 10% chance of producing double yields when under the effect of [[File:Icon_Resource_Scrolls.png|16px|link=]] education.&lt;br /&gt;
|}&lt;br /&gt;
Buying another one of these from a trader doesn&#039;t immediately add another +10% extra yield chance to all people with this effect active already but instead only once they&#039;ve taken their break and got the [[File:Icon_Resource_Scrolls.png|16px|link=]] education service need again.&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Meat_Specialization&amp;diff=10301</id>
		<title>Meat Specialization</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Meat_Specialization&amp;diff=10301"/>
		<updated>2025-05-06T06:37:36Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|[[File:HuntingIcons_108_b.png|48px|float|left|middle|link=]] &amp;lt;big&amp;gt;Meat Specialization&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#B1A17B&amp;quot;&amp;gt;&#039;&#039;&#039;Cornerstone&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|You&#039;ve managed to enlist some excellent hunters.&amp;lt;br&amp;gt;[[File:Icon_Resource_Meat.png|16px|link=]] Meat production increases by +1 every 25 times it&#039;s produced.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Progress: 0/24. Gained: 0.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
The progress counter for this is &#039;&#039;&#039;not&#039;&#039;&#039; affected by extra yields and increases by +1 once the worker who produced the [[File:Icon_Resource_Meat.png|16px|link=]] Meat put it into the structure&#039;s storage. Every time the progress counter reaches its limit it resets to 0 and the [[File:Icon_Resource_Meat.png|16px|link=]] Nets perk receives another stack (or is created, if it didn&#039;t already exist):&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|[[File:Icon_Resource_Meat.png|48px|float|left|middle|link=]] &amp;lt;big&amp;gt;Nets&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#B1A17B&amp;quot;&amp;gt;&#039;&#039;&#039;Perk&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;1 to [[File:Icon_Resource_Meat.png|16px|link=]] Meat production.&amp;lt;br&amp;gt;Gain an additional [[File:Icon_Resource_Meat.png|16px|link=]] Meat every yield (from gathering, farming, fishing, or production).&lt;br /&gt;
|}&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Meat]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Meat_Specialization&amp;diff=10300</id>
		<title>Meat Specialization</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Meat_Specialization&amp;diff=10300"/>
		<updated>2025-05-06T03:43:37Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; |link= &amp;lt;big&amp;gt;Meat Specialization&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#B1A17B&amp;quot;&amp;gt;&amp;#039;&amp;#039;&amp;#039;Cornerstone&amp;#039;&amp;#039;&amp;#039;&amp;lt;/span&amp;gt; |- |You&amp;#039;ve managed to enlist some excellent hunters.&amp;lt;br&amp;gt;link= Meat production increases by +1 every 25 times it&amp;#039;s produced. |- |&amp;#039;&amp;#039;&amp;#039;Progress: 0/24. Gained: 0.&amp;#039;&amp;#039;&amp;#039; |} The progress counter for this is not affected by extra yields and is increased by +1 not upon production...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|[[File:HuntingIcons_108_b.png|48px|float|left|middle|link=]] &amp;lt;big&amp;gt;Meat Specialization&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#B1A17B&amp;quot;&amp;gt;&#039;&#039;&#039;Cornerstone&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|You&#039;ve managed to enlist some excellent hunters.&amp;lt;br&amp;gt;[[File:Icon_Resource_Meat.png|16px|link=]] Meat production increases by +1 every 25 times it&#039;s produced.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Progress: 0/24. Gained: 0.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
The progress counter for this is not affected by extra yields and is increased by +1 not upon production of the meat but upon the worker who has produced the meat putting it into the structure&#039;s storage. Every time the progress counter reaches its limit it resets to 0 and the [[File:Icon_Resource_Meat.png|16px|link=]] Nets perk receives another stack (or is created, if it didn&#039;t already exist):&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|[[File:Icon_Resource_Meat.png|48px|float|left|middle|link=]] &amp;lt;big&amp;gt;Nets&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#B1A17B&amp;quot;&amp;gt;&#039;&#039;&#039;Perk&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;1 to [[File:Icon_Resource_Meat.png|16px|link=]] Meat production.&amp;lt;br&amp;gt;Gain an additional [[File:Icon_Resource_Meat.png|16px|link=]] Meat every yield (from gathering, farming, fishing, or production).&lt;br /&gt;
|}&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Meat]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10299</id>
		<title>Blight Post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10299"/>
		<updated>2025-05-04T17:48:36Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.5}}&lt;br /&gt;
{{Buildingbox|Blight Post}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Blight Post is the only way to fight Blightrot Cysts and remove the Corruption they cause. Blightrot Cysts will never chose a Blight Post to grow on.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It becomes available once the Smoldering City&#039;s level 6 Obsidian Archive has been acquired at the cost of 30 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles but will only be available for construction on Veteran (or higher) difficulty, on which the Blightrot mechanic is actually active. An exception to this is the Training Expedition game mode: In this mode the player can chose whether or not to play with the [[Blightrot#Corruption | Corruption mechanic]] enabled before starting a settlement on any difficulty.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once the Smoldering City&#039;s level 18 Obsidian Archive has been acquired at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles the Blight Post can also be [[#Blight Post Upgrades | upgraded]] up to 2 times - with 1 out of 3 upgrades to chose from per upgrade level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Helpful UI elements: ==&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;u&amp;gt;the Blight Post&#039;s &#039;Recipes&#039; panel:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;u&amp;gt;the Ancient Hearth&#039;s &#039;Blightrot&#039; panel:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Blight Post Fuel Reserve bar.jpg|top|link=]]&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;shows a color-coded bar&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;lists [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire / Blightrot Cysts&amp;lt;br&amp;gt;but lacks Corruption information&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
|style=&amp;quot;vertical-align:top&amp;quot;|[[File:Ancient Hearth Corruption bar.jpg|link=]]&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;lists all the relevant information:&amp;lt;ol&amp;gt;&amp;lt;li&amp;gt;existing Blightrot Cysts&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Corruption / minute&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;%Corruption during Storm Season&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;current Corruption / Hearth resistance&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;%Corruption display:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:BlightrotLevel.png|link=]]&lt;br /&gt;
* always visible information at the bottom right of the UI&lt;br /&gt;
* displays %Corruption during the Storm Season&lt;br /&gt;
&lt;br /&gt;
== Blight Fighter behavior ==&lt;br /&gt;
When ordering the production of [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire it will only be crafted while Blightrot Cysts can&#039;t be attacked or while running out of it while they can be attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While any Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while working on certain [[Glade Events]] with the effect of awakening them from their dormant state, the Blight Fighters will try to destroy them.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It takes 15s (without any modifiers) to destroy a Blightrot Cyst. Other Blightfighters or [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automatons&#039;&#039; can&#039;t assist to speed this up. Successful removal of a Blightrot Cyst uses up the unit&#039;s [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire, making it necessary to travel to the nearest Blight Post / Hydrant to get another one for the next Blightrot Cyst.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Blight Fighters won&#039;t take their regular breaks so long as there&#039;s still enough [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire available and Blightrot Cysts that can be attacked exist.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once the season timer ticks to less than 15s before the start of the [[Storm | Storm Season]] all active Blight Fighters (and any Blight Post Automatons) will grab their [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire and position themselves next to the nearest Blightrot Cyst which doesn&#039;t have a Blight Fighter next to it yet. After it started there&#039;s a 10s delay until the Blightrot Cysts become active, which causes them to become vulnerable and start corrupting the Ancient Hearth. That&#039;s around 25s in total for the Blight Fighters to get ready.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Blight Post Upgrades ==&lt;br /&gt;
&lt;br /&gt;
This becomes available when unlocking the Smoldering City&#039;s level 18 Obsidian Archive at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;text-align:center;&amp;quot; |Only 1 of 3 upgrades can be chosen per level.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 1 upgrades cost:&amp;lt;br&amp;gt;4 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_TripleIgnition.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Triple Ignition System&lt;br /&gt;
||Mobile Sparkcasters&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 2 upgrades cost:&amp;lt;br&amp;gt;6 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MannedOutlook.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_AlchemicalForge.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
||Manned Lookout&lt;br /&gt;
||Alchemical Forge&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_TripleIgnition.png|float|24px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;: -5s to destroy a Blightrot Cyst - from 15s to 10s. Affects Blight Fighters and Automatons of the Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|float|24px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039;: +30% move speed for Blight Fighters of this Blight Post. Blight Automatons don&#039;t benefit from this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Assigns an Automaton to this Blight Post that helps fighting Blightrot Cysts but doesn&#039;t use up a worker slot. Automatons can&#039;t produce [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire but also don&#039;t take any breaks. Their move speed is increased while moving on roads but isn&#039;t affected by any other positive or negative modifiers. Automatons also don&#039;t get targeted by effects that directly kill villagers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|24px|link=]] &#039;&#039;Manned Lookout&#039;&#039;: -10% Blightrot growth per Blight Fighter assigned to a Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_AlchemicalForge.png|float|24px|link=]] &#039;&#039;Alchemical Forge&#039;&#039;: +50% extra yield chance when producing [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire at a Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Adds +1 Automaton that functions the same as its level 1 version.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|32px|link=]] Manned Lookout upgrade ==&lt;br /&gt;
Calculation:&amp;lt;br&amp;gt;[Blightrot counter maximum] divided by (1 - [summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus percentage])&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Example:&amp;lt;br&amp;gt;- each structure with Rain Engines installed gets a Blightrot counter that has a default value of 32 as its maximum, meaning that for every 32 units of rainwater used by Rain Engines in that structure +1 Blightrot Cyst will spawn&amp;lt;br&amp;gt;- 3 Blight Post, all of them with this upgrade, each of them with 3 Blight Fighters assigned, resulting in a [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; effect of 90%&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With this we have:&amp;lt;br&amp;gt;Blightrot counter maximum = 32&amp;lt;br&amp;gt;summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus = 90% = 0.9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Calculation with this:&amp;lt;br&amp;gt;32 / ( 1 - 0.9) = 32 / 0.1 = 320&amp;lt;br&amp;gt;So due to the [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus of 90% the Blightrot counter increases from 32 (default value with no bonus) to 320 (10x as much), allowing the use of 10x the rainwater before +1 Blightrot Cyst is spawned by any structure with Rain Engines installed and active that hits that limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Table: What multiplier for the Blightrot counter and actual values you get depending on the active [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout&amp;lt;br&amp;gt;%value&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|resulting&amp;lt;br&amp;gt;multiplier&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|buffed value&amp;lt;br&amp;gt;(Blight counter: 32)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|absolute&amp;lt;br&amp;gt;bonus&lt;br /&gt;
|-&lt;br /&gt;
|10%&lt;br /&gt;
|1.111&lt;br /&gt;
|36&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;4&lt;br /&gt;
|-&lt;br /&gt;
|20%&lt;br /&gt;
|1.25&lt;br /&gt;
|40&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;8&lt;br /&gt;
|-&lt;br /&gt;
|30%&lt;br /&gt;
|1.428&lt;br /&gt;
|46&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;14&lt;br /&gt;
|-&lt;br /&gt;
|40%&lt;br /&gt;
|1.666&lt;br /&gt;
|53&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;21&lt;br /&gt;
|-&lt;br /&gt;
|50%&lt;br /&gt;
|2&lt;br /&gt;
|64&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;32&lt;br /&gt;
|-&lt;br /&gt;
|60%&lt;br /&gt;
|2.5&lt;br /&gt;
|80&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;48&lt;br /&gt;
|-&lt;br /&gt;
|70%&lt;br /&gt;
|3.333&lt;br /&gt;
|107&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
|80%&lt;br /&gt;
|5&lt;br /&gt;
|160&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;128&lt;br /&gt;
|-&lt;br /&gt;
|90%&lt;br /&gt;
|10&lt;br /&gt;
|320&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;288&lt;br /&gt;
|}&lt;br /&gt;
If a calculation for the Blightrot counter&#039;s new value doesn&#039;t result in a whole number the final result is always rounded, which means: Rounded up at .5 value, otherwise rounded down. Verified by in-game testing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High risk and threat of this upgrade&#039;&#039;&#039;: The higher the buff&#039;s value (maximum is 90%) the more important it is to keep it at that. Otherwise massive Blightrot Cyst spawns can happen, which is possible because of the Blightrot counter&#039;s game mechanic: Whenever it changes its maximum value due to positive or negative effects the ratio of already gained corruption doesn&#039;t stay the same, meaning: A 50% filled Blightrot counter bar will not stay at 50% whenever its maximum value adjusts to a lower or higher number but instead the current number stays the same as the maximum number shifts to a new value.&amp;lt;br&amp;gt;&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
Due to unlucky circumstances a 90% buff was partially lost and you&#039;re now at 60%.&amp;lt;br&amp;gt;&lt;br /&gt;
Blightrot counters that previously ran at a 320 maximum are now at a new maximum of 80, which is only 25% of what they used to support, or a 75% loss in other words.&amp;lt;br&amp;gt;Any structure that had its Blightrot counter&#039;s current value at a higher value (let&#039;s say 177) than the Blightrot counter&#039;s new maximum (which is 80) will spawn +1 Blightrot Cyst per unit of rainwater used in its Rain Engines, which increases its current value by +1 (to 178) and then lowers it by the Blightrot counter&#039;s maximum (178 - 80 = 98). This keeps repeating until the Blightrot counter&#039;s current value is lower than its maximum value.&amp;lt;br&amp;gt;The higher the buff value the more important it is to keep the people alive and assigned that provide this buff or have extra people as backup to secure the buff or have many Blight Posts in case the Blightrot actually goes off like this. It&#039;s not always about people leaving due to low resolve, getting killed by a random event or other negative effect or starving. Sometimes a charming Kelpie can also cause disaster.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
* Depending on the extent of [[Blightrot]] in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.&lt;br /&gt;
* It may be worthwhile to deconstruct the Blight Post for building materials once you&#039;ve burned all the Cysts during the Storm or an [[Event]].&amp;lt;br&amp;gt;Beware  the [[Prestige]] 3 modifier: [[File:Icon_PrestigeMod_BlightSwarm.png|frameless|16px|link=]] Blightrot appears every 3rd Clearance Season.&amp;lt;br&amp;gt;&lt;br /&gt;
* Assign Blightfighters up to 15s before the Storm Season: They&#039;ll position themselves near Blightrot Cysts if given the time.&lt;br /&gt;
* Facing Corruption levels well above 100% isn&#039;t that much of an issue if you can assign and supply enough Blightfighters to destroy Blightrot Cysts fast enough: Not only will their destruction reduce the existing Corruption but this reduction can even turn into a negative value that the remaining Blightrot Cysts need to overcome in addition to their regular Corruption rate.&lt;br /&gt;
* If you have the [[File:Icon_PumpUpgrade_Automaton.png|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039; it can fight the Blightrot Cysts while your actual workers are busy elsewhere. Since it doesn&#039;t take up a worker slot you can assign further workers if necessary. For travel distances below 20-25 tiles it&#039;s the best Level I choice, otherwise it&#039;s the [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|24px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039; upgrade.&lt;br /&gt;
* having other Blight Posts / Hydrants near structures with Blightrot Cysts reduces time spent on getting more [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire, allowing for more Blightrot Cyst removal&lt;br /&gt;
* the [[File:Icon_BlightPostUpgrade_AlchemicalForge.png|24px|link=]] &#039;&#039;Alchemical Forge&#039;&#039; upgrade helps saving resources in the long run and a single Blight Post with it is usually enough to take care of your [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire production needs - some of it may even be requested by trade routes, allowing you to get some extra income and improved trade relations&lt;br /&gt;
* If either being done fighting Blightrot Cysts or running out of [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire while some remain the Blightfighters will take their breaks again when they have to, causing them to consume food and services. Ideally they should be busy with their task for the entire Storm Season, so that they only start consuming goods again once it is over. The higher the Ancient Hearth&#039;s resistance to Corruption the more viable this becomes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blightrot]]&lt;br /&gt;
* [[Corruption]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10298</id>
		<title>Blight Post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10298"/>
		<updated>2025-05-04T17:43:06Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.5}}&lt;br /&gt;
{{Buildingbox|Blight Post}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Blight Post is the only way to fight Blightrot Cysts and remove the Corruption they cause. Blightrot Cysts will never chose a Blight Post to grow on.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It becomes available once the Smoldering City&#039;s level 6 Obsidian Archive has been acquired at the cost of 30 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles but will only be available for construction on Veteran (or higher) difficulty, on which the Blightrot mechanic is actually active. An exception to this is the Training Expedition game mode: In this mode the player can chose whether or not to play with the [[Blightrot#Corruption | Corruption mechanic]] enabled before starting a settlement on any difficulty.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once the Smoldering City&#039;s level 18 Obsidian Archive has been acquired at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles the Blight Post can also be [[#Blight Post Upgrades | upgraded]] up to 2 times - with 1 out of 3 upgrades to chose from per upgrade level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Helpful UI elements: ==&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;u&amp;gt;the Blight Post&#039;s &#039;Recipes&#039; panel:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;u&amp;gt;the Ancient Hearth&#039;s &#039;Blightrot&#039; panel:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Blight Post Fuel Reserve bar.jpg|top|link=]]&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;shows a color-coded bar&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;lists [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire / Blightrot Cysts&amp;lt;br&amp;gt;but lacks Corruption information&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
|style=&amp;quot;vertical-align:top&amp;quot;|[[File:Ancient Hearth Corruption bar.jpg|link=]]&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;lists all the relevant information:&amp;lt;ol&amp;gt;&amp;lt;li&amp;gt;existing Blightrot Cysts&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Corruption / minute&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;%Corruption during Storm Season&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;current Corruption / Hearth resistance&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;%Corruption display:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:BlightrotLevel.png|link=]]&lt;br /&gt;
* always visible information at the bottom right of the UI&lt;br /&gt;
* displays %Corruption during the Storm Season&lt;br /&gt;
&lt;br /&gt;
== Blight Fighter behavior ==&lt;br /&gt;
When ordering the production of [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire it will only be crafted while Blightrot Cysts can&#039;t be attacked or while running out of it while they can be attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While any Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while working on certain [[Glade Events]] with the effect of awakening them from their dormant state, the Blight Fighters will try to destroy them.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It takes 15s (without any modifiers) to destroy a Blightrot Cyst. Other Blightfighters or [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automatons&#039;&#039; can&#039;t assist to speed this up. Successful removal uses up the unit&#039;s [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire, which then needs to be refuelled at the nearest Blight Post / Hydrant.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Blight Fighters won&#039;t take their regular breaks so long as there&#039;s still enough [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire available and Blightrot Cysts that can be attacked exist.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once the season timer ticks to less than 15s before the start of the [[Storm | Storm Season]] all active Blight Fighters (and any Blight Post Automatons) will grab their [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire and position themselves next to the nearest Blightrot Cyst which doesn&#039;t have a Blight Fighter next to it yet. After it started there&#039;s a 10s delay until the Blightrot Cysts become active, which causes them to become vulnerable and start corrupting the Ancient Hearth. That&#039;s around 25s in total for the Blight Fighters to get ready.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Blight Post Upgrades ==&lt;br /&gt;
&lt;br /&gt;
This becomes available when unlocking the Smoldering City&#039;s level 18 Obsidian Archive at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;text-align:center;&amp;quot; |Only 1 of 3 upgrades can be chosen per level.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 1 upgrades cost:&amp;lt;br&amp;gt;4 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_TripleIgnition.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Triple Ignition System&lt;br /&gt;
||Mobile Sparkcasters&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 2 upgrades cost:&amp;lt;br&amp;gt;6 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MannedOutlook.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_AlchemicalForge.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
||Manned Lookout&lt;br /&gt;
||Alchemical Forge&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_TripleIgnition.png|float|24px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;: -5s to destroy a Blightrot Cyst - from 15s to 10s. Affects Blight Fighters and Automatons of the Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|float|24px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039;: +30% move speed for Blight Fighters of this Blight Post. Blight Automatons don&#039;t benefit from this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Assigns an Automaton to this Blight Post that helps fighting Blightrot Cysts but doesn&#039;t use up a worker slot. Automatons can&#039;t produce [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire but also don&#039;t take any breaks. Their move speed is increased while moving on roads but isn&#039;t affected by any other positive or negative modifiers. Automatons also don&#039;t get targeted by effects that directly kill villagers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|24px|link=]] &#039;&#039;Manned Lookout&#039;&#039;: -10% Blightrot growth per Blight Fighter assigned to a Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_AlchemicalForge.png|float|24px|link=]] &#039;&#039;Alchemical Forge&#039;&#039;: +50% extra yield chance when producing [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire at a Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Adds +1 Automaton that functions the same as its level 1 version.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|32px|link=]] Manned Lookout upgrade ==&lt;br /&gt;
Calculation:&amp;lt;br&amp;gt;[Blightrot counter maximum] divided by (1 - [summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus percentage])&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Example:&amp;lt;br&amp;gt;- each structure with Rain Engines installed gets a Blightrot counter that has a default value of 32 as its maximum, meaning that for every 32 units of rainwater used by Rain Engines in that structure +1 Blightrot Cyst will spawn&amp;lt;br&amp;gt;- 3 Blight Post, all of them with this upgrade, each of them with 3 Blight Fighters assigned, resulting in a [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; effect of 90%&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With this we have:&amp;lt;br&amp;gt;Blightrot counter maximum = 32&amp;lt;br&amp;gt;summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus = 90% = 0.9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Calculation with this:&amp;lt;br&amp;gt;32 / ( 1 - 0.9) = 32 / 0.1 = 320&amp;lt;br&amp;gt;So due to the [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus of 90% the Blightrot counter increases from 32 (default value with no bonus) to 320 (10x as much), allowing the use of 10x the rainwater before +1 Blightrot Cyst is spawned by any structure with Rain Engines installed and active that hits that limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Table: What multiplier for the Blightrot counter and actual values you get depending on the active [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout&amp;lt;br&amp;gt;%value&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|resulting&amp;lt;br&amp;gt;multiplier&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|buffed value&amp;lt;br&amp;gt;(Blight counter: 32)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|absolute&amp;lt;br&amp;gt;bonus&lt;br /&gt;
|-&lt;br /&gt;
|10%&lt;br /&gt;
|1.111&lt;br /&gt;
|36&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;4&lt;br /&gt;
|-&lt;br /&gt;
|20%&lt;br /&gt;
|1.25&lt;br /&gt;
|40&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;8&lt;br /&gt;
|-&lt;br /&gt;
|30%&lt;br /&gt;
|1.428&lt;br /&gt;
|46&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;14&lt;br /&gt;
|-&lt;br /&gt;
|40%&lt;br /&gt;
|1.666&lt;br /&gt;
|53&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;21&lt;br /&gt;
|-&lt;br /&gt;
|50%&lt;br /&gt;
|2&lt;br /&gt;
|64&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;32&lt;br /&gt;
|-&lt;br /&gt;
|60%&lt;br /&gt;
|2.5&lt;br /&gt;
|80&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;48&lt;br /&gt;
|-&lt;br /&gt;
|70%&lt;br /&gt;
|3.333&lt;br /&gt;
|107&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
|80%&lt;br /&gt;
|5&lt;br /&gt;
|160&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;128&lt;br /&gt;
|-&lt;br /&gt;
|90%&lt;br /&gt;
|10&lt;br /&gt;
|320&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;288&lt;br /&gt;
|}&lt;br /&gt;
If a calculation for the Blightrot counter&#039;s new value doesn&#039;t result in a whole number the final result is always rounded, which means: Rounded up at .5 value, otherwise rounded down. Verified by in-game testing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High risk and threat of this upgrade&#039;&#039;&#039;: The higher the buff&#039;s value (maximum is 90%) the more important it is to keep it at that. Otherwise massive Blightrot Cyst spawns can happen, which is possible because of the Blightrot counter&#039;s game mechanic: Whenever it changes its maximum value due to positive or negative effects the ratio of already gained corruption doesn&#039;t stay the same, meaning: A 50% filled Blightrot counter bar will not stay at 50% whenever its maximum value adjusts to a lower or higher number but instead the current number stays the same as the maximum number shifts to a new value.&amp;lt;br&amp;gt;&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
Due to unlucky circumstances a 90% buff was partially lost and you&#039;re now at 60%.&amp;lt;br&amp;gt;&lt;br /&gt;
Blightrot counters that previously ran at a 320 maximum are now at a new maximum of 80, which is only 25% of what they used to support, or a 75% loss in other words.&amp;lt;br&amp;gt;Any structure that had its Blightrot counter&#039;s current value at a higher value (let&#039;s say 177) than the Blightrot counter&#039;s new maximum (which is 80) will spawn +1 Blightrot Cyst per unit of rainwater used in its Rain Engines, which increases its current value by +1 (to 178) and then lowers it by the Blightrot counter&#039;s maximum (178 - 80 = 98). This keeps repeating until the Blightrot counter&#039;s current value is lower than its maximum value.&amp;lt;br&amp;gt;The higher the buff value the more important it is to keep the people alive and assigned that provide this buff or have extra people as backup to secure the buff or have many Blight Posts in case the Blightrot actually goes off like this. It&#039;s not always about people leaving due to low resolve, getting killed by a random event or other negative effect or starving. Sometimes a charming Kelpie can also cause disaster.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
* Depending on the extent of [[Blightrot]] in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.&lt;br /&gt;
* It may be worthwhile to deconstruct the Blight Post for building materials once you&#039;ve burned all the Cysts during the Storm or an [[Event]].&amp;lt;br&amp;gt;Beware  the [[Prestige]] 3 modifier: [[File:Icon_PrestigeMod_BlightSwarm.png|frameless|16px|link=]] Blightrot appears every 3rd Clearance Season.&amp;lt;br&amp;gt;&lt;br /&gt;
* Assign Blightfighters up to 15s before the Storm Season: They&#039;ll position themselves near Blightrot Cysts if given the time.&lt;br /&gt;
* Facing Corruption levels well above 100% isn&#039;t that much of an issue if you can assign and supply enough Blightfighters to destroy Blightrot Cysts fast enough: Not only will their destruction reduce the existing Corruption but this reduction can even turn into a negative value that the remaining Blightrot Cysts need to overcome in addition to their regular Corruption rate.&lt;br /&gt;
* If you have the [[File:Icon_PumpUpgrade_Automaton.png|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039; it can fight the Blightrot Cysts while your actual workers are busy elsewhere. Since it doesn&#039;t take up a worker slot you can assign further workers if necessary. For travel distances below 20-25 tiles it&#039;s the best Level I choice, otherwise it&#039;s the [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|24px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039; upgrade.&lt;br /&gt;
* having other Blight Posts / Hydrants near structures with Blightrot Cysts reduces time spent on getting more [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire, allowing for more Blightrot Cyst removal&lt;br /&gt;
* the [[File:Icon_BlightPostUpgrade_AlchemicalForge.png|24px|link=]] &#039;&#039;Alchemical Forge&#039;&#039; upgrade helps saving resources in the long run and a single Blight Post with it is usually enough to take care of your [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire production needs - some of it may even be requested by trade routes, allowing you to get some extra income and improved trade relations&lt;br /&gt;
* If either being done fighting Blightrot Cysts or running out of [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire while some remain the Blightfighters will take their breaks again when they have to, causing them to consume food and services. Ideally they should be busy with their task for the entire Storm Season, so that they only start consuming goods again once it is over. The higher the Ancient Hearth&#039;s resistance to Corruption the more viable this becomes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blightrot]]&lt;br /&gt;
* [[Corruption]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10297</id>
		<title>Blight Post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10297"/>
		<updated>2025-05-04T17:35:36Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.5}}&lt;br /&gt;
{{Buildingbox|Blight Post}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Blight Post is the only way to fight Blightrot Cysts and remove the Corruption they cause. Blightrot Cysts will never chose a Blight Post to grow on.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It becomes available once the Smoldering City&#039;s level 6 Obsidian Archive has been acquired at the cost of 30 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles but will only be available for construction on Veteran (or higher) difficulty, on which the Blightrot mechanic is actually active. An exception to this is the Training Expedition game mode: In this mode the player can chose whether or not to play with the [[Blightrot#Corruption | Corruption mechanic]] enabled before starting a settlement on any difficulty.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once the Smoldering City&#039;s level 18 Obsidian Archive has been acquired at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles the Blight Post can also be [[#Blight Post Upgrades | upgraded]] up to 2 times - with 1 out of 3 upgrades to chose from per upgrade level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Helpful UI elements: ==&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;u&amp;gt;the Blight Post&#039;s &#039;Recipes&#039; panel:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;u&amp;gt;the Ancient Hearth&#039;s &#039;Blightrot&#039; panel:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Blight Post Fuel Reserve bar.jpg|top|link=]]&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;shows a color-coded bar&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;lists [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire / Blightrot Cysts&amp;lt;br&amp;gt;but lacks Corruption information&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
|style=&amp;quot;vertical-align:top&amp;quot;|[[File:Ancient Hearth Corruption bar.jpg|link=]]&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;lists all the relevant information:&amp;lt;ol&amp;gt;&amp;lt;li&amp;gt;existing Blightrot Cysts&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Corruption / minute&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;%Corruption during Storm Season&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;current Corruption / Hearth resistance&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;%Corruption display:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:BlightrotLevel.png|link=]]&lt;br /&gt;
* always visible information at the bottom right of the UI&lt;br /&gt;
* displays %Corruption during the Storm Season&lt;br /&gt;
&lt;br /&gt;
== Blight Fighter behavior ==&lt;br /&gt;
When ordering the production of [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire it will only be crafted while Blightrot Cysts can&#039;t be attacked or while running out of it while they can be attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While any Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while working on certain [[Glade Events]] with the effect of awakening them from their dormant state, the Blight Fighters will try to destroy them.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It takes 15s (without any modifiers) to destroy a Blightrot Cyst. Other Blightfighters or [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automatons&#039;&#039; can&#039;t assist to speed this up. Successful removal uses up the unit&#039;s [File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire, which then needs to be refuelled at the nearest Blight Post / Hydrant.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Blight Fighters won&#039;t take their regular breaks so long as there&#039;s still enough [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire available and Blightrot Cysts that can be attacked exist.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once the season timer ticks to less than 15s before the start of the [[Storm | Storm Season]] all active Blight Fighters (and any Blight Post Automatons) will grab their [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire and position themselves next to the nearest Blightrot Cyst which doesn&#039;t have a Blight Fighter next to it yet. After it started there&#039;s a 10s delay until the Blightrot Cysts become active, which causes them to become vulnerable and start corrupting the Ancient Hearth. That&#039;s around 25s in total for the Blight Fighters to get ready.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Blight Post Upgrades ==&lt;br /&gt;
&lt;br /&gt;
This becomes available when unlocking the Smoldering City&#039;s level 18 Obsidian Archive at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;text-align:center;&amp;quot; |Only 1 of 3 upgrades can be chosen per level.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 1 upgrades cost:&amp;lt;br&amp;gt;4 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_TripleIgnition.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Triple Ignition System&lt;br /&gt;
||Mobile Sparkcasters&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 2 upgrades cost:&amp;lt;br&amp;gt;6 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MannedOutlook.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_AlchemicalForge.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
||Manned Lookout&lt;br /&gt;
||Alchemical Forge&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_TripleIgnition.png|float|24px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;: -5s to destroy a Blightrot Cyst - from 15s to 10s. Affects Blight Fighters and Automatons of the Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|float|24px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039;: +30% move speed for Blight Fighters of this Blight Post. Blight Automatons don&#039;t benefit from this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Assigns an Automaton to this Blight Post that helps fighting Blightrot Cysts but doesn&#039;t use up a worker slot. Automatons can&#039;t produce [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire but also don&#039;t take any breaks. Their move speed is increased while moving on roads but isn&#039;t affected by any other positive or negative modifiers. Automatons also don&#039;t get targeted by effects that directly kill villagers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|24px|link=]] &#039;&#039;Manned Lookout&#039;&#039;: -10% Blightrot growth per Blight Fighter assigned to a Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_AlchemicalForge.png|float|24px|link=]] &#039;&#039;Alchemical Forge&#039;&#039;: +50% extra yield chance when producing [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire at a Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Adds +1 Automaton that functions the same as its level 1 version.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|32px|link=]] Manned Lookout upgrade ==&lt;br /&gt;
Calculation:&amp;lt;br&amp;gt;[Blightrot counter maximum] divided by (1 - [summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus percentage])&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Example:&amp;lt;br&amp;gt;- each structure with Rain Engines installed gets a Blightrot counter that has a default value of 32 as its maximum, meaning that for every 32 units of rainwater used by Rain Engines in that structure +1 Blightrot Cyst will spawn&amp;lt;br&amp;gt;- 3 Blight Post, all of them with this upgrade, each of them with 3 Blight Fighters assigned, resulting in a [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; effect of 90%&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With this we have:&amp;lt;br&amp;gt;Blightrot counter maximum = 32&amp;lt;br&amp;gt;summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus = 90% = 0.9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Calculation with this:&amp;lt;br&amp;gt;32 / ( 1 - 0.9) = 32 / 0.1 = 320&amp;lt;br&amp;gt;So due to the [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus of 90% the Blightrot counter increases from 32 (default value with no bonus) to 320 (10x as much), allowing the use of 10x the rainwater before +1 Blightrot Cyst is spawned by any structure with Rain Engines installed and active that hits that limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Table: What multiplier for the Blightrot counter and actual values you get depending on the active [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout&amp;lt;br&amp;gt;%value&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|resulting&amp;lt;br&amp;gt;multiplier&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|buffed value&amp;lt;br&amp;gt;(Blight counter: 32)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|absolute&amp;lt;br&amp;gt;bonus&lt;br /&gt;
|-&lt;br /&gt;
|10%&lt;br /&gt;
|1.111&lt;br /&gt;
|36&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;4&lt;br /&gt;
|-&lt;br /&gt;
|20%&lt;br /&gt;
|1.25&lt;br /&gt;
|40&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;8&lt;br /&gt;
|-&lt;br /&gt;
|30%&lt;br /&gt;
|1.428&lt;br /&gt;
|46&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;14&lt;br /&gt;
|-&lt;br /&gt;
|40%&lt;br /&gt;
|1.666&lt;br /&gt;
|53&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;21&lt;br /&gt;
|-&lt;br /&gt;
|50%&lt;br /&gt;
|2&lt;br /&gt;
|64&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;32&lt;br /&gt;
|-&lt;br /&gt;
|60%&lt;br /&gt;
|2.5&lt;br /&gt;
|80&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;48&lt;br /&gt;
|-&lt;br /&gt;
|70%&lt;br /&gt;
|3.333&lt;br /&gt;
|107&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
|80%&lt;br /&gt;
|5&lt;br /&gt;
|160&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;128&lt;br /&gt;
|-&lt;br /&gt;
|90%&lt;br /&gt;
|10&lt;br /&gt;
|320&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;288&lt;br /&gt;
|}&lt;br /&gt;
If a calculation for the Blightrot counter&#039;s new value doesn&#039;t result in a whole number the final result is always rounded, which means: Rounded up at .5 value, otherwise rounded down. Verified by in-game testing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High risk and threat of this upgrade&#039;&#039;&#039;: The higher the buff&#039;s value (maximum is 90%) the more important it is to keep it at that. Otherwise massive Blightrot Cyst spawns can happen, which is possible because of the Blightrot counter&#039;s game mechanic: Whenever it changes its maximum value due to positive or negative effects the ratio of already gained corruption doesn&#039;t stay the same, meaning: A 50% filled Blightrot counter bar will not stay at 50% whenever its maximum value adjusts to a lower or higher number but instead the current number stays the same as the maximum number shifts to a new value.&amp;lt;br&amp;gt;&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
Due to unlucky circumstances a 90% buff was partially lost and you&#039;re now at 60%.&amp;lt;br&amp;gt;&lt;br /&gt;
Blightrot counters that previously ran at a 320 maximum are now at a new maximum of 80, which is only 25% of what they used to support, or a 75% loss in other words.&amp;lt;br&amp;gt;Any structure that had its Blightrot counter&#039;s current value at a higher value (let&#039;s say 177) than the Blightrot counter&#039;s new maximum (which is 80) will spawn +1 Blightrot Cyst per unit of rainwater used in its Rain Engines, which increases its current value by +1 (to 178) and then lowers it by the Blightrot counter&#039;s maximum (178 - 80 = 98). This keeps repeating until the Blightrot counter&#039;s current value is lower than its maximum value.&amp;lt;br&amp;gt;The higher the buff value the more important it is to keep the people alive and assigned that provide this buff or have extra people as backup to secure the buff or have many Blight Posts in case the Blightrot actually goes off like this. It&#039;s not always about people leaving due to low resolve, getting killed by a random event or other negative effect or starving. Sometimes a charming Kelpie can also cause disaster.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
* Depending on the extent of [[Blightrot]] in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.&lt;br /&gt;
* It may be worthwhile to deconstruct the Blight Post for building materials once you&#039;ve burned all the Cysts during the Storm or an [[Event]].&amp;lt;br&amp;gt;Beware  the [[Prestige]] 3 modifier: [[File:Icon_PrestigeMod_BlightSwarm.png|frameless|16px|link=]] Blightrot appears every 3rd Clearance Season.&amp;lt;br&amp;gt;&lt;br /&gt;
* Assign Blightfighters up to 15s before the Storm Season: They&#039;ll position themselves near Blightrot Cysts if given the time.&lt;br /&gt;
* Facing Corruption levels well above 100% isn&#039;t that much of an issue if you can assign and supply enough Blightfighters to destroy Blightrot Cysts fast enough: Not only will their destruction reduce the existing Corruption but this reduction can even turn into a negative value that the remaining Blightrot Cysts need to overcome in addition to their regular Corruption rate.&lt;br /&gt;
* If you have the [[File:Icon_PumpUpgrade_Automaton.png|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039; it can fight the Blightrot Cysts while your actual workers are busy elsewhere. Since it doesn&#039;t take up a worker slot you can assign further workers if necessary. For travel distances below 20-25 tiles it&#039;s the best Level I choice, otherwise it&#039;s the [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|24px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039; upgrade.&lt;br /&gt;
* having other Blight Posts / Hydrants near structures with Blightrot Cysts reduces time spent on getting more [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire, allowing for more Blightrot Cyst removal&lt;br /&gt;
* the [[File:Icon_BlightPostUpgrade_AlchemicalForge.png|24px|link=]] &#039;&#039;Alchemical Forge&#039;&#039; upgrade helps saving resources in the long run and a single Blight Post with it is usually enough to take care of your [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire production needs - some of it may even be requested by trade routes, allowing you to get some extra income and improved trade relations&lt;br /&gt;
* If either being done fighting Blightrot Cysts or running out of [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire while some remain the Blightfighters will take their breaks again when they have to, causing them to consume food and services. Ideally they should be busy with their task for the entire Storm Season, so that they only start consuming goods again once it is over. The higher the Ancient Hearth&#039;s resistance to Corruption the more viable this becomes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blightrot]]&lt;br /&gt;
* [[Corruption]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10296</id>
		<title>Blight Post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10296"/>
		<updated>2025-05-04T12:14:31Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.5}}&lt;br /&gt;
{{Buildingbox|Blight Post}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Blight Post is the only way to fight Blightrot Cysts and remove the Corruption they cause. Blightrot Cysts will never chose a Blight Post to grow on.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It becomes available once the Smoldering City&#039;s level 6 Obsidian Archive has been acquired at the cost of 30 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles but will only be available for construction on Veteran (or higher) difficulty, on which the Blightrot mechanic is actually active. An exception to this is the Training Expedition game mode: In this mode the player can chose whether or not to play with the [[Blightrot#Corruption | Corruption mechanic]] enabled before starting a settlement on any difficulty.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once the Smoldering City&#039;s level 18 Obsidian Archive has been acquired at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles the Blight Post can also be [[#Blight Post Upgrades | upgraded]] up to 2 times - with 1 out of 3 upgrades to chose from per upgrade level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Helpful UI elements: ==&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;u&amp;gt;the Blight Post&#039;s &#039;Recipes&#039; panel:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;u&amp;gt;the Ancient Hearth&#039;s &#039;Blightrot&#039; panel:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Blight Post Fuel Reserve bar.jpg|top|link=]]&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;shows a color-coded bar&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;lists [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire / Blightrot Cysts&amp;lt;br&amp;gt;but lacks Corruption information&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
|style=&amp;quot;vertical-align:top&amp;quot;|[[File:Ancient Hearth Corruption bar.jpg|link=]]&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;lists all the relevant information:&amp;lt;ol&amp;gt;&amp;lt;li&amp;gt;existing Blightrot Cysts&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Corruption / minute&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;%Corruption during Storm Season&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;current Corruption / Hearth resistance&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;%Corruption display:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:BlightrotLevel.png|link=]]&lt;br /&gt;
* always visible information at the bottom right of the UI&lt;br /&gt;
* displays %Corruption during the Storm Season&lt;br /&gt;
&lt;br /&gt;
== Blight Fighter behavior ==&lt;br /&gt;
When ordering the production of [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire it will only be crafted while Blightrot Cysts can&#039;t be attacked or while running out of it while they can be attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While any Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while working on certain [[Glade Events]] with the effect of awakening them from their dormant state, the Blight Fighters will try to destroy them.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It takes 15s (without any modifiers) to destroy a Blightrot Cyst. Other Blightfighters or [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automatons&#039;&#039; can&#039;t assist to speed this up. Successful removal uses up the unit&#039;s [File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire, which then needs to be refuelled at the nearest Blight Post / Hydrant.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Blight Fighters won&#039;t take their regular breaks so long as there&#039;s still enough [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire available and Blightrot Cysts that can be attacked exist.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once the season timer ticks to less than 15s before the start of the [[Storm | Storm Season]] all active Blight Fighters (and any Blight Post Automatons) will grab their [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire and position themselves next to the nearest Blightrot Cyst which doesn&#039;t have a Blight Fighter next to it yet. After it started there&#039;s a 10s delay until the Blightrot Cysts become active, which causes them to become vulnerable and start corrupting the Ancient Hearth. That&#039;s around 25s in total for the Blight Fighters to get ready.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Blight Post Upgrades ==&lt;br /&gt;
&lt;br /&gt;
This becomes available when unlocking the Smoldering City&#039;s level 18 Obsidian Archive at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;text-align:center;&amp;quot; |Only 1 of 3 upgrades can be chosen per level.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 1 upgrades cost:&amp;lt;br&amp;gt;4 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_TripleIgnition.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Triple Ignition System&lt;br /&gt;
||Mobile Sparkcasters&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 2 upgrades cost:&amp;lt;br&amp;gt;6 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MannedOutlook.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_AlchemicalForge.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
||Manned Lookout&lt;br /&gt;
||Alchemical Forge&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_TripleIgnition.png|float|24px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;: -5s to destroy a Blightrot Cyst - from 15s to 10s. Affects Blight Fighters and Automatons of the Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|float|24px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039;: +30% move speed for Blight Fighters of this Blight Post. Blight Automatons don&#039;t benefit from this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Assigns an Automaton to this Blight Post that helps fighting Blightrot Cysts but doesn&#039;t use up a worker slot. Automatons can&#039;t produce [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire but also don&#039;t take any breaks. Their move speed is increased while moving on roads but isn&#039;t affected by any other positive or negative modifiers. Automatons also don&#039;t get targeted by effects that directly kill villagers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|24px|link=]] &#039;&#039;Manned Lookout&#039;&#039;: -10% Blightrot growth per Blight Fighter assigned to a Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_AlchemicalForge.png|float|24px|link=]] &#039;&#039;Alchemical Forge&#039;&#039;: +50% extra yield chance when producing [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire at a Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Adds +1 Automaton that functions the same as its level 1 version.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|32px|link=]] Manned Lookout upgrade ==&lt;br /&gt;
Calculation:&amp;lt;br&amp;gt;[Blightrot counter maximum] divided by (1 - [summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus percentage])&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Example:&amp;lt;br&amp;gt;- each structure with Rain Engines installed gets a Blightrot counter that has a default value of 32 as its maximum, meaning that for every 32 units of rainwater used by Rain Engines in that structure +1 Blightrot Cyst will spawn&amp;lt;br&amp;gt;- 3 Blight Post, all of them with this upgrade, each of them with 3 Blight Fighters assigned, resulting in a [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; effect of 90%&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With this we have:&amp;lt;br&amp;gt;Blightrot counter maximum = 32&amp;lt;br&amp;gt;summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus = 90% = 0.9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Calculation with this:&amp;lt;br&amp;gt;32 / ( 1 - 0.9) = 32 / 0.1 = 320&amp;lt;br&amp;gt;So due to the [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus of 90% the Blightrot counter increases from 32 (default value with no bonus) to 320 (10x as much), allowing the use of 10x the rainwater before +1 Blightrot Cyst is spawned by any structure with Rain Engines installed and active that hits that limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Table: What multiplier for the Blightrot counter and actual values you get depending on the active [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout&amp;lt;br&amp;gt;%value&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|resulting&amp;lt;br&amp;gt;multiplier&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|buffed value&amp;lt;br&amp;gt;(Blight counter: 32)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|absolute&amp;lt;br&amp;gt;bonus&lt;br /&gt;
|-&lt;br /&gt;
|10%&lt;br /&gt;
|1.111&lt;br /&gt;
|36&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;4&lt;br /&gt;
|-&lt;br /&gt;
|20%&lt;br /&gt;
|1.25&lt;br /&gt;
|40&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;8&lt;br /&gt;
|-&lt;br /&gt;
|30%&lt;br /&gt;
|1.428&lt;br /&gt;
|46&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;14&lt;br /&gt;
|-&lt;br /&gt;
|40%&lt;br /&gt;
|1.666&lt;br /&gt;
|53&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;21&lt;br /&gt;
|-&lt;br /&gt;
|50%&lt;br /&gt;
|2&lt;br /&gt;
|64&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;32&lt;br /&gt;
|-&lt;br /&gt;
|60%&lt;br /&gt;
|2.5&lt;br /&gt;
|80&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;48&lt;br /&gt;
|-&lt;br /&gt;
|70%&lt;br /&gt;
|3.333&lt;br /&gt;
|107&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
|80%&lt;br /&gt;
|5&lt;br /&gt;
|160&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;128&lt;br /&gt;
|-&lt;br /&gt;
|90%&lt;br /&gt;
|10&lt;br /&gt;
|320&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;288&lt;br /&gt;
|}&lt;br /&gt;
If a calculation for the Blightrot counter&#039;s new value doesn&#039;t result in a whole number the final result is always rounded, which means: Rounded up at .5 value, otherwise rounded down. Verified by in-game testing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High risk and threat of this upgrade&#039;&#039;&#039;: The higher the buff&#039;s value (maximum is 90%) the more important it is to keep it at that. Otherwise massive Blightrot Cyst spawns can happen, which is possible because of the Blightrot counter&#039;s game mechanic: Whenever it changes its maximum value due to positive or negative effects the ratio of already gained corruption doesn&#039;t stay the same, meaning: A 50% filled Blightrot counter bar will not stay at 50% whenever its maximum value adjusts to a lower or higher number but instead the current number stays the same as the maximum number shifts to a new value.&amp;lt;br&amp;gt;&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
Due to unlucky circumstances a 90% buff was partially lost and you&#039;re now at 60%.&amp;lt;br&amp;gt;&lt;br /&gt;
Blightrot counters that previously ran at a 320 maximum are now at a new maximum of 80, which is only 25% of what they used to support, or a 75% loss in other words.&amp;lt;br&amp;gt;Any structure that had its Blightrot counter&#039;s current value at a higher value (let&#039;s say 177) than the Blightrot counter&#039;s new maximum (which is 80) will spawn +1 Blightrot Cyst per unit of rainwater used in its Rain Engines, which increases its current value by +1 (to 178) and then lowers it by the Blightrot counter&#039;s maximum (178 - 80 = 98). This keeps repeating until the Blightrot counter&#039;s current value is lower than its maximum value.&amp;lt;br&amp;gt;The higher the buff value the more important it is to keep the people alive and assigned that provide this buff or have extra people as backup to secure the buff or have many Blight Posts in case the Blightrot actually goes off like this. It&#039;s not always about people leaving due to low resolve, getting killed by a random event or other negative effect or starving. Sometimes a charming Kelpie can also cause disaster.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
* Depending on the extent of [[Blightrot]] in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.&lt;br /&gt;
* It may be worthwhile to deconstruct the Blight Post for building materials once you&#039;ve burned all the Cysts during the Storm or an [[Event]].&amp;lt;br&amp;gt;Beware  the [[Prestige]] 3 modifier: [[File:Icon_PrestigeMod_BlightSwarm.png|frameless|16px|link=]] Blightrot appears every 3rd Clearance Season.&amp;lt;br&amp;gt;&lt;br /&gt;
* Assign Blightfighters up to 15s before the Storm Season: They&#039;ll position themselves near Blightrot Cysts if given the time.&lt;br /&gt;
* Facing Corruption levels well above 100% isn&#039;t that much of an issue if you can assign and supply enough Blightfighters to destroy Blightrot Cysts fast enough: Not only will their destruction reduce the existing Corruption but this reduction can even turn into a negative value that the remaining Blightrot Cysts need to overcome in addition to their regular Corruption rate.&lt;br /&gt;
* The [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039; only benefits from better roads but none of the bonus effects that allow your villagers faster movement, not even those that allow faster movement on roads. Blightfighters benefit from all of that and can get the [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|float|24px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039; upgrade in addition to it.&lt;br /&gt;
* having other Blight Posts / Hydrants near structures with Blightrot Cysts reduces time spent on getting more [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire, allowing for more Blightrot Cyst removal&lt;br /&gt;
* the [[File:Icon_BlightPostUpgrade_AlchemicalForge.png|float|24px|link=]] &#039;&#039;Alchemical Forge&#039;&#039; upgrade helps saving resources in the long run and a single Blight Post with it is usually enough to take care of your [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire production needs - some of it may even be requested by trade routes, allowing you to get some extra income and improved trade relations&lt;br /&gt;
* If either being done fighting Blightrot Cysts or running out of [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire while some remain the Blightfighters will take their breaks again when they have to, causing them to consume food and services. Ideally they should be busy with their task for the entire Storm Season, so that they only start consuming goods again once it is over. The higher the Ancient Hearth&#039;s resistance to Corruption the more viable this becomes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blightrot]]&lt;br /&gt;
* [[Corruption]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=File:Ancient_Hearth_Corruption_bar.jpg&amp;diff=10295</id>
		<title>File:Ancient Hearth Corruption bar.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=File:Ancient_Hearth_Corruption_bar.jpg&amp;diff=10295"/>
		<updated>2025-05-03T17:33:59Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: Ancient Hearth Corruption bar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Ancient Hearth Corruption bar&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=File:Blight_Post_Fuel_Reserve_bar.jpg&amp;diff=10294</id>
		<title>File:Blight Post Fuel Reserve bar.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=File:Blight_Post_Fuel_Reserve_bar.jpg&amp;diff=10294"/>
		<updated>2025-05-03T17:32:58Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: Blight Post Fuel Reserves bar states&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Blight Post Fuel Reserves bar states&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10293</id>
		<title>Blight Post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10293"/>
		<updated>2025-04-28T15:24:46Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: /* Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.5}}&lt;br /&gt;
{{Buildingbox|Blight Post}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Anchor issue: When using links to other pages on the wiki that are meant to use their anchors (pointing at certain sub-entries of a topic) this absolutely doesn&#039;t work and everything I&#039;ve tried to make it work didn&#039;t work.&lt;br /&gt;
I can&#039;t link the Hydrant to show the Hydrant entry but instead it only loads the main page and shows its top but fails to position the scrollbar at the right height where the Hydrant is found.&lt;br /&gt;
Same for the Comfort link which only loads the buildings page but doesn&#039;t select the specialization entry as it should and is linked to. I&#039;ve given up on trying to fix this. If anyone knows how to achieve this: Please fix it.&lt;br /&gt;
&lt;br /&gt;
The 2 links in question:&lt;br /&gt;
Hydrant: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt;&lt;br /&gt;
Comfort: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt;&lt;br /&gt;
I also tried replacing the _ with a space, a - and %20. Didn&#039;t work.&lt;br /&gt;
But as seen on the Specializations link, which also doesn&#039;t use the anchor, any special characters aren&#039;t the issue causing this.&lt;br /&gt;
I also tried to place a manual anchor on the pages and point to that one. Failed as well, did remove it again.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Blight Post is the only way to fight Blightrot Cysts and remove the Corruption they cause. Blightrot Cysts will never chose a Blight Post to grow on.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It becomes available once the Smoldering City&#039;s level 6 Obsidian Archive has been acquired at the cost of 30 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles but will only be available for construction on Veteran (or higher) difficulty, on which the Blightrot mechanic is actually active. An exception to this is the Training Expedition game mode: In this mode the player can chose whether or not to play with the [[Blightrot#Corruption | Corruption mechanic]] enabled before starting a settlement on any difficulty.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once the Smoldering City&#039;s level 18 Obsidian Archive has been acquired at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles the Blight Post can also be [[#Blight Post Upgrades | upgraded]] up to 2 times - with 1 out of 3 upgrades to chose from per upgrade level.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful UI features:&amp;lt;br&amp;gt;&lt;br /&gt;
* the Tab-key (Rainpunk overlay) displays which structures use what type of rainwater at which settings&lt;br /&gt;
* the Z-key (Blightrot overlay) displays what structures have how many Blightrot Cysts on them, which is great to see where a &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt; would be useful to shorten the travel time and increase the overall Blight Fighter efficiency that way&lt;br /&gt;
* The Ancient Hearth can also be selected to inspect its Blightrot tab to view how many Blightrot Cysts exist in total and what amount of Corruption they cause&lt;br /&gt;
* the bottom right of the UI also displays the current Corruption percentage - but this can change quickly, like if multiple structures cause a +1 Blightrot Cyst spawn by hitting their Blightrot counter&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful links:&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rainpunk | Rainpunk technology]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Blightrot | Blightrot &amp;amp; Corruption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blight Fighter behavior ==&lt;br /&gt;
When ordering the production of [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire it will only be crafted while Blightrot Cysts can&#039;t be attacked or while running out of it while they can be attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
While any Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while working on certain [[Glade Events]] with the effect of awakening them from their dormant state, the Blight Fighters will try to destroy them.&amp;lt;br&amp;gt;&lt;br /&gt;
Blight Fighters won&#039;t take their regular breaks so long as there&#039;s still enough [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire available and Blightrot Cysts that can be attacked exist.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the season timer ticks to less than 15s before the start of the [[Storm | Storm Season]] all active Blight Fighters (and any Blight Post Automatons) will grab their [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire and position themselves next to the nearest Blightrot Cyst which doesn&#039;t have a Blight Fighter next to it yet. After it started there&#039;s a 10s delay until the Blightrot Cysts become active, which causes them to become vulnerable and start corrupting the Ancient Hearth. That&#039;s around 25s in total for the Blight Fighters to get ready.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Blight Post Upgrades ==&lt;br /&gt;
&lt;br /&gt;
This becomes available when unlocking the Smoldering City&#039;s level 18 Obsidian Archive at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;text-align:center;&amp;quot; |Only 1 of 3 upgrades can be chosen per level.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 1 upgrades cost:&amp;lt;br&amp;gt;4 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_TripleIgnition.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Triple Ignition System&lt;br /&gt;
||Mobile Sparkcasters&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 2 upgrades cost:&amp;lt;br&amp;gt;6 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MannedOutlook.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_AlchemicalForge.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
||Manned Lookout&lt;br /&gt;
||Alchemical Forge&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_TripleIgnition.png|float|24px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;: -5s to destroy a Blightrot Cyst - from 15s to 10s. Affects Blight Fighters and Automatons of the Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|float|24px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039;: +30% move speed for Blight Fighters of this Blight Post. Blight Automatons don&#039;t benefit from this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Assigns an Automaton to this Blight Post that helps fighting Blightrot Cysts but doesn&#039;t use up a worker slot. Automatons can&#039;t produce [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire but also don&#039;t take any breaks. Their move speed is increased while moving on roads but isn&#039;t affected by any other positive or negative modifiers. Automatons also don&#039;t get targeted by effects that directly kill villagers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|24px|link=]] &#039;&#039;Manned Lookout&#039;&#039;: -10% Blightrot growth per Blight Fighter assigned to a Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_AlchemicalForge.png|float|24px|link=]] &#039;&#039;Alchemical Forge&#039;&#039;: +50% extra yield chance when producing [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire at a Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Adds +1 Automaton that functions the same as its level 1 version.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|32px|link=]] Manned Lookout upgrade ==&lt;br /&gt;
Calculation:&amp;lt;br&amp;gt;[Blightrot counter maximum] divided by (1 - [summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus percentage])&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Example:&amp;lt;br&amp;gt;- each structure with Rain Engines installed gets a Blightrot counter that has a default value of 32 as its maximum, meaning that for every 32 units of rainwater used by Rain Engines in that structure +1 Blightrot Cyst will spawn&amp;lt;br&amp;gt;- 3 Blight Post, all of them with this upgrade, each of them with 3 Blight Fighters assigned, resulting in a [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; effect of 90%&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With this we have:&amp;lt;br&amp;gt;Blightrot counter maximum = 32&amp;lt;br&amp;gt;summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus = 90% = 0.9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Calculation with this:&amp;lt;br&amp;gt;32 / ( 1 - 0.9) = 32 / 0.1 = 320&amp;lt;br&amp;gt;So due to the [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus of 90% the Blightrot counter increases from 32 (default value with no bonus) to 320 (10x as much), allowing the use of 10x the rainwater before +1 Blightrot Cyst is spawned by any structure with Rain Engines installed and active that hits that limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Table: What multiplier for the Blightrot counter and actual values you get depending on the active [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout&amp;lt;br&amp;gt;%value&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|resulting&amp;lt;br&amp;gt;multiplier&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|buffed value&amp;lt;br&amp;gt;(Blight counter: 32)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|absolute&amp;lt;br&amp;gt;bonus&lt;br /&gt;
|-&lt;br /&gt;
|10%&lt;br /&gt;
|1.111&lt;br /&gt;
|36&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;4&lt;br /&gt;
|-&lt;br /&gt;
|20%&lt;br /&gt;
|1.25&lt;br /&gt;
|40&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;8&lt;br /&gt;
|-&lt;br /&gt;
|30%&lt;br /&gt;
|1.428&lt;br /&gt;
|46&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;14&lt;br /&gt;
|-&lt;br /&gt;
|40%&lt;br /&gt;
|1.666&lt;br /&gt;
|53&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;21&lt;br /&gt;
|-&lt;br /&gt;
|50%&lt;br /&gt;
|2&lt;br /&gt;
|64&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;32&lt;br /&gt;
|-&lt;br /&gt;
|60%&lt;br /&gt;
|2.5&lt;br /&gt;
|80&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;48&lt;br /&gt;
|-&lt;br /&gt;
|70%&lt;br /&gt;
|3.333&lt;br /&gt;
|107&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
|80%&lt;br /&gt;
|5&lt;br /&gt;
|160&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;128&lt;br /&gt;
|-&lt;br /&gt;
|90%&lt;br /&gt;
|10&lt;br /&gt;
|320&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;288&lt;br /&gt;
|}&lt;br /&gt;
Special cases: &amp;lt;br&amp;gt;1) If a calculation for the Blightrot counter&#039;s new value doesn&#039;t result in a whole number the final result is always rounded, which means: Rounded up at .5 value, otherwise rounded down. Verified by in-game testing.&amp;lt;br&amp;gt;2) If [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; reaches a value of 100% then rainwater can be used without any negative effects: the Blightrot counters just stop counting globally&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High risk and threat of this upgrade&#039;&#039;&#039;: The higher the buff&#039;s value (maximum is 100%) the more important it is to keep it at that. Otherwise massive Blightrot Cyst spawns can happen, which is possible because of the Blightrot counter&#039;s game mechanic: Whenever it changes its maximum value due to positive or negative effects the ratio of already gained corruption doesn&#039;t stay the same, meaning: A 50% filled Blightrot counter bar will not stay at 50% whenever its maximum value adjusts to a lower or higher number but instead the current number stays the same as the maximum number shifts to a new value.&amp;lt;br&amp;gt;&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
Due to unlucky circumstances a 90% buff was partially lost and you&#039;re now at 60%.&amp;lt;br&amp;gt;&lt;br /&gt;
Blightrot counters that previously ran at a 320 maximum are now at a new maximum of 80, which is only 25% of what they used to support, or a 75% loss in other words.&amp;lt;br&amp;gt;Any structure that had its Blightrot counter&#039;s current value at a higher value (let&#039;s say 177) than the Blightrot counter&#039;s new maximum (which is 80) will spawn +1 Blightrot Cyst per unit of rainwater used in its Rain Engines, which increases its current value by +1 (to 178) and then lowers it by the Blightrot counter&#039;s maximum (178 - 80 = 98). This keeps repeating until the Blightrot counter&#039;s current value is lower than its maximum value. The one exception when it doesn&#039;t is when reaching a 100% bonus, which disables the Blightrot counters.&amp;lt;br&amp;gt;The higher the buff value the more important it is to keep the people alive and assigned that provide this buff or have extra people as backup to secure the buff or have many Blight Posts in case the Blightrot actually goes off like this. It&#039;s not always about people leaving due to low resolve, getting killed by a random event or other negative effect or starving. Sometimes a charming Kelpie can also cause disaster.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
* If facing Corruption levels well above 100% setting up and manning multiple Blight Posts can still save villagers from dying because destroying Blightrot Cysts also removes existing Corruption, see: How the [[Blightrot | Corruption mechanic]] works.&lt;br /&gt;
* Depending on the extent of [[Blightrot]] in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.&lt;br /&gt;
* It may be worthwhile to deconstruct the Blight Post for building materials once you&#039;ve burned all the Cysts during the Storm or an [[Event]].&amp;lt;br&amp;gt;Beware  the [[Prestige]] 3 modifier: [[File:Icon_PrestigeMod_BlightSwarm.png|frameless|16px|link=]] Blightrot appears every 3rd Clearance Season.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Blight Fighters won&#039;t take their regular breaks so long as there&#039;s still [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire available and Blightrot Cysts that can be attacked exist.&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Prestige]] 2 modifier [[File:Icon_PrestigeMod_CrumblingSeal.png|frameless|16px|link=]] Crumbling Seal increases the [[Storm]] duration by 100% (from 2min to 4min).&amp;lt;br&amp;gt;&lt;br /&gt;
The Break intervall for {{Species link|Lizards}} and {{Species link|Harpies}} is 1min 40s,&amp;lt;br&amp;gt;&lt;br /&gt;
for {{Species link|Frogs}} 2min 30s&amp;lt;br&amp;gt;&lt;br /&gt;
and 2min for any other species.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as they don&#039;t take their break the Blight Fighters won&#039;t consume any food or service items and won&#039;t apply or update any effects they get due to their (denied) needs, including the starvation counter.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
Since destroying Blightrot Cysts requires a lot of movement Blight Fighter efficiency is generally improved by&lt;br /&gt;
* any effects that increase move speed, such as: good roads, villager move speed perks, the [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|frameless|16px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039; Blight Post upgrade that only affects the Blight Fighters assigned to a Blight Post with it, which is the best choice when the average distance between Cysts and Blight Posts / Hydrants is more than 10 tiles&lt;br /&gt;
* nearby Blight Posts / Hydrants that reduce the travel time for [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire reloads&lt;br /&gt;
* having a nearby Hearth for short travel distance when having to take a break due to running out of [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire and then also any effects that reduce the interval at which villagers take their breaks, allowing for more uninterrupted Blight fighting&amp;lt;br&amp;gt;&lt;br /&gt;
* Among the level 1 upgrades [[File:Icon_PumpUpgrade_Automaton.png|float|16px|link=]] &#039;&#039;Blight Automaton&#039;&#039; is always better than [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;.&lt;br /&gt;
* the [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039; Blight Post upgrade that reduces the time spent on each Blightrot Cyst&#039;s destruction but only affects any Blight Fighters and Automaton assigned to a Blight Post with it&amp;lt;br&amp;gt;&lt;br /&gt;
The Blightrot overlay needs to be used to stop Blight Fighters and Automatons from destroying all the Cysts on structures at which {{Species link|Foxes}} are working, so that they can keep their [[File:Icon Spec Cysts 64x64.png|{{ImgS}}]] Blightrot &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt; effect, granting them +5 resolve (before any other modifiers).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blightrot]]&lt;br /&gt;
* [[Corruption]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10292</id>
		<title>Blight Post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10292"/>
		<updated>2025-04-28T15:24:06Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: /* Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.5}}&lt;br /&gt;
{{Buildingbox|Blight Post}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Anchor issue: When using links to other pages on the wiki that are meant to use their anchors (pointing at certain sub-entries of a topic) this absolutely doesn&#039;t work and everything I&#039;ve tried to make it work didn&#039;t work.&lt;br /&gt;
I can&#039;t link the Hydrant to show the Hydrant entry but instead it only loads the main page and shows its top but fails to position the scrollbar at the right height where the Hydrant is found.&lt;br /&gt;
Same for the Comfort link which only loads the buildings page but doesn&#039;t select the specialization entry as it should and is linked to. I&#039;ve given up on trying to fix this. If anyone knows how to achieve this: Please fix it.&lt;br /&gt;
&lt;br /&gt;
The 2 links in question:&lt;br /&gt;
Hydrant: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt;&lt;br /&gt;
Comfort: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt;&lt;br /&gt;
I also tried replacing the _ with a space, a - and %20. Didn&#039;t work.&lt;br /&gt;
But as seen on the Specializations link, which also doesn&#039;t use the anchor, any special characters aren&#039;t the issue causing this.&lt;br /&gt;
I also tried to place a manual anchor on the pages and point to that one. Failed as well, did remove it again.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Blight Post is the only way to fight Blightrot Cysts and remove the Corruption they cause. Blightrot Cysts will never chose a Blight Post to grow on.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It becomes available once the Smoldering City&#039;s level 6 Obsidian Archive has been acquired at the cost of 30 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles but will only be available for construction on Veteran (or higher) difficulty, on which the Blightrot mechanic is actually active. An exception to this is the Training Expedition game mode: In this mode the player can chose whether or not to play with the [[Blightrot#Corruption | Corruption mechanic]] enabled before starting a settlement on any difficulty.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once the Smoldering City&#039;s level 18 Obsidian Archive has been acquired at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles the Blight Post can also be [[#Blight Post Upgrades | upgraded]] up to 2 times - with 1 out of 3 upgrades to chose from per upgrade level.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful UI features:&amp;lt;br&amp;gt;&lt;br /&gt;
* the Tab-key (Rainpunk overlay) displays which structures use what type of rainwater at which settings&lt;br /&gt;
* the Z-key (Blightrot overlay) displays what structures have how many Blightrot Cysts on them, which is great to see where a &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt; would be useful to shorten the travel time and increase the overall Blight Fighter efficiency that way&lt;br /&gt;
* The Ancient Hearth can also be selected to inspect its Blightrot tab to view how many Blightrot Cysts exist in total and what amount of Corruption they cause&lt;br /&gt;
* the bottom right of the UI also displays the current Corruption percentage - but this can change quickly, like if multiple structures cause a +1 Blightrot Cyst spawn by hitting their Blightrot counter&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful links:&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rainpunk | Rainpunk technology]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Blightrot | Blightrot &amp;amp; Corruption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blight Fighter behavior ==&lt;br /&gt;
When ordering the production of [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire it will only be crafted while Blightrot Cysts can&#039;t be attacked or while running out of it while they can be attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
While any Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while working on certain [[Glade Events]] with the effect of awakening them from their dormant state, the Blight Fighters will try to destroy them.&amp;lt;br&amp;gt;&lt;br /&gt;
Blight Fighters won&#039;t take their regular breaks so long as there&#039;s still enough [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire available and Blightrot Cysts that can be attacked exist.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the season timer ticks to less than 15s before the start of the [[Storm | Storm Season]] all active Blight Fighters (and any Blight Post Automatons) will grab their [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire and position themselves next to the nearest Blightrot Cyst which doesn&#039;t have a Blight Fighter next to it yet. After it started there&#039;s a 10s delay until the Blightrot Cysts become active, which causes them to become vulnerable and start corrupting the Ancient Hearth. That&#039;s around 25s in total for the Blight Fighters to get ready.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Blight Post Upgrades ==&lt;br /&gt;
&lt;br /&gt;
This becomes available when unlocking the Smoldering City&#039;s level 18 Obsidian Archive at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;text-align:center;&amp;quot; |Only 1 of 3 upgrades can be chosen per level.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 1 upgrades cost:&amp;lt;br&amp;gt;4 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_TripleIgnition.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Triple Ignition System&lt;br /&gt;
||Mobile Sparkcasters&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 2 upgrades cost:&amp;lt;br&amp;gt;6 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MannedOutlook.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_AlchemicalForge.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
||Manned Lookout&lt;br /&gt;
||Alchemical Forge&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_TripleIgnition.png|float|24px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;: -5s to destroy a Blightrot Cyst - from 15s to 10s. Affects Blight Fighters and Automatons of the Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|float|24px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039;: +30% move speed for Blight Fighters of this Blight Post. Blight Automatons don&#039;t benefit from this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Assigns an Automaton to this Blight Post that helps fighting Blightrot Cysts but doesn&#039;t use up a worker slot. Automatons can&#039;t produce [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire but also don&#039;t take any breaks. Their move speed is increased while moving on roads but isn&#039;t affected by any other positive or negative modifiers. Automatons also don&#039;t get targeted by effects that directly kill villagers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|24px|link=]] &#039;&#039;Manned Lookout&#039;&#039;: -10% Blightrot growth per Blight Fighter assigned to a Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_AlchemicalForge.png|float|24px|link=]] &#039;&#039;Alchemical Forge&#039;&#039;: +50% extra yield chance when producing [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire at a Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Adds +1 Automaton that functions the same as its level 1 version.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|32px|link=]] Manned Lookout upgrade ==&lt;br /&gt;
Calculation:&amp;lt;br&amp;gt;[Blightrot counter maximum] divided by (1 - [summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus percentage])&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Example:&amp;lt;br&amp;gt;- each structure with Rain Engines installed gets a Blightrot counter that has a default value of 32 as its maximum, meaning that for every 32 units of rainwater used by Rain Engines in that structure +1 Blightrot Cyst will spawn&amp;lt;br&amp;gt;- 3 Blight Post, all of them with this upgrade, each of them with 3 Blight Fighters assigned, resulting in a [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; effect of 90%&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With this we have:&amp;lt;br&amp;gt;Blightrot counter maximum = 32&amp;lt;br&amp;gt;summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus = 90% = 0.9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Calculation with this:&amp;lt;br&amp;gt;32 / ( 1 - 0.9) = 32 / 0.1 = 320&amp;lt;br&amp;gt;So due to the [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus of 90% the Blightrot counter increases from 32 (default value with no bonus) to 320 (10x as much), allowing the use of 10x the rainwater before +1 Blightrot Cyst is spawned by any structure with Rain Engines installed and active that hits that limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Table: What multiplier for the Blightrot counter and actual values you get depending on the active [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout&amp;lt;br&amp;gt;%value&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|resulting&amp;lt;br&amp;gt;multiplier&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|buffed value&amp;lt;br&amp;gt;(Blight counter: 32)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|absolute&amp;lt;br&amp;gt;bonus&lt;br /&gt;
|-&lt;br /&gt;
|10%&lt;br /&gt;
|1.111&lt;br /&gt;
|36&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;4&lt;br /&gt;
|-&lt;br /&gt;
|20%&lt;br /&gt;
|1.25&lt;br /&gt;
|40&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;8&lt;br /&gt;
|-&lt;br /&gt;
|30%&lt;br /&gt;
|1.428&lt;br /&gt;
|46&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;14&lt;br /&gt;
|-&lt;br /&gt;
|40%&lt;br /&gt;
|1.666&lt;br /&gt;
|53&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;21&lt;br /&gt;
|-&lt;br /&gt;
|50%&lt;br /&gt;
|2&lt;br /&gt;
|64&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;32&lt;br /&gt;
|-&lt;br /&gt;
|60%&lt;br /&gt;
|2.5&lt;br /&gt;
|80&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;48&lt;br /&gt;
|-&lt;br /&gt;
|70%&lt;br /&gt;
|3.333&lt;br /&gt;
|107&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
|80%&lt;br /&gt;
|5&lt;br /&gt;
|160&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;128&lt;br /&gt;
|-&lt;br /&gt;
|90%&lt;br /&gt;
|10&lt;br /&gt;
|320&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;288&lt;br /&gt;
|}&lt;br /&gt;
Special cases: &amp;lt;br&amp;gt;1) If a calculation for the Blightrot counter&#039;s new value doesn&#039;t result in a whole number the final result is always rounded, which means: Rounded up at .5 value, otherwise rounded down. Verified by in-game testing.&amp;lt;br&amp;gt;2) If [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; reaches a value of 100% then rainwater can be used without any negative effects: the Blightrot counters just stop counting globally&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High risk and threat of this upgrade&#039;&#039;&#039;: The higher the buff&#039;s value (maximum is 100%) the more important it is to keep it at that. Otherwise massive Blightrot Cyst spawns can happen, which is possible because of the Blightrot counter&#039;s game mechanic: Whenever it changes its maximum value due to positive or negative effects the ratio of already gained corruption doesn&#039;t stay the same, meaning: A 50% filled Blightrot counter bar will not stay at 50% whenever its maximum value adjusts to a lower or higher number but instead the current number stays the same as the maximum number shifts to a new value.&amp;lt;br&amp;gt;&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
Due to unlucky circumstances a 90% buff was partially lost and you&#039;re now at 60%.&amp;lt;br&amp;gt;&lt;br /&gt;
Blightrot counters that previously ran at a 320 maximum are now at a new maximum of 80, which is only 25% of what they used to support, or a 75% loss in other words.&amp;lt;br&amp;gt;Any structure that had its Blightrot counter&#039;s current value at a higher value (let&#039;s say 177) than the Blightrot counter&#039;s new maximum (which is 80) will spawn +1 Blightrot Cyst per unit of rainwater used in its Rain Engines, which increases its current value by +1 (to 178) and then lowers it by the Blightrot counter&#039;s maximum (178 - 80 = 98). This keeps repeating until the Blightrot counter&#039;s current value is lower than its maximum value. The one exception when it doesn&#039;t is when reaching a 100% bonus, which disables the Blightrot counters.&amp;lt;br&amp;gt;The higher the buff value the more important it is to keep the people alive and assigned that provide this buff or have extra people as backup to secure the buff or have many Blight Posts in case the Blightrot actually goes off like this. It&#039;s not always about people leaving due to low resolve, getting killed by a random event or other negative effect or starving. Sometimes a charming Kelpie can also cause disaster.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
* If facing Corruption levels well above 100% setting up and manning multiple Blight Posts can still save villagers from dying because destroying Blightrot Cysts also removes existing Corruption, see: How the [[Blightrot | Corruption mechanic]] works.&lt;br /&gt;
* Depending on the extent of [[Blightrot]] in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.&lt;br /&gt;
* It may be worthwhile to deconstruct the Blight Post for building materials once you&#039;ve burned all the Cysts during the Storm or an [[Event]].&amp;lt;br&amp;gt;Beware  the [[Prestige]] 3 modifier: [[File:Icon_PrestigeMod_BlightSwarm.png|frameless|16px|link=]] Blightrot appears every 3rd Clearance Season.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Blight Fighters won&#039;t take their regular breaks so long as there&#039;s still [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire available and Blightrot Cysts that can be attacked exist.&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Prestige]] 2 modifier [[File:Icon_PrestigeMod_CrumblingSeal.png|frameless|16px|link=]] Crumbling Seal increases the [[Storm]] duration by 100% (from 2min to 4min).&amp;lt;br&amp;gt;&lt;br /&gt;
The Break intervall for {{Species link|Lizards}} and {{Species link|Harpies}} is 1min 40s,&amp;lt;br&amp;gt;&lt;br /&gt;
for {{Species link|Frogs}} 2min 30s&amp;lt;br&amp;gt;&lt;br /&gt;
and 2min for any other species.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as they don&#039;t take their break the Blight Fighters won&#039;t consume any food or service items and won&#039;t apply or update any effects they get due to their (denied) needs, including the starvation counter.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
Since destroying Blightrot Cysts requires a lot of movement Blight Fighter efficiency is generally improved by&lt;br /&gt;
* any effects that increase move speed, such as: good roads, villager move speed perks, the [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|frameless|16px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039; Blight Post upgrade that only affects the Blight Fighters assigned to a Blight Post with it, which is the best choice when the average distance between Cysts and Blight Posts / Hydrants is more than 10 tiles&lt;br /&gt;
* nearby Blight Posts / Hydrants that reduce the travel time for [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire reloads&lt;br /&gt;
* having a nearby Hearth for short travel distance when having to take a break due to running out of [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire and then also any effects that reduce the interval at which villagers take their breaks, allowing for more uninterrupted Blight fighting&amp;lt;br&amp;gt;&lt;br /&gt;
* Among the level 1 upgrades, [[File:Icon_PumpUpgrade_Automaton.png|float|16px|link=]] &#039;&#039;Blight Automaton&#039;&#039; is always better than [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;.&lt;br /&gt;
* the [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039; Blight Post upgrade that reduces the time spent on each Blightrot Cyst&#039;s destruction but only affects any Blight Fighters and Automaton assigned to a Blight Post with it&amp;lt;br&amp;gt;&lt;br /&gt;
The Blightrot overlay needs to be used to stop Blight Fighters and Automatons from destroying all the Cysts on structures at which {{Species link|Foxes}} are working, so that they can keep their [[File:Icon Spec Cysts 64x64.png|{{ImgS}}]] Blightrot &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt; effect, granting them +5 resolve (before any other modifiers).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blightrot]]&lt;br /&gt;
* [[Corruption]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10291</id>
		<title>Blight Post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10291"/>
		<updated>2025-04-28T15:22:07Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: /* Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.5}}&lt;br /&gt;
{{Buildingbox|Blight Post}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Anchor issue: When using links to other pages on the wiki that are meant to use their anchors (pointing at certain sub-entries of a topic) this absolutely doesn&#039;t work and everything I&#039;ve tried to make it work didn&#039;t work.&lt;br /&gt;
I can&#039;t link the Hydrant to show the Hydrant entry but instead it only loads the main page and shows its top but fails to position the scrollbar at the right height where the Hydrant is found.&lt;br /&gt;
Same for the Comfort link which only loads the buildings page but doesn&#039;t select the specialization entry as it should and is linked to. I&#039;ve given up on trying to fix this. If anyone knows how to achieve this: Please fix it.&lt;br /&gt;
&lt;br /&gt;
The 2 links in question:&lt;br /&gt;
Hydrant: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt;&lt;br /&gt;
Comfort: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt;&lt;br /&gt;
I also tried replacing the _ with a space, a - and %20. Didn&#039;t work.&lt;br /&gt;
But as seen on the Specializations link, which also doesn&#039;t use the anchor, any special characters aren&#039;t the issue causing this.&lt;br /&gt;
I also tried to place a manual anchor on the pages and point to that one. Failed as well, did remove it again.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Blight Post is the only way to fight Blightrot Cysts and remove the Corruption they cause. Blightrot Cysts will never chose a Blight Post to grow on.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It becomes available once the Smoldering City&#039;s level 6 Obsidian Archive has been acquired at the cost of 30 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles but will only be available for construction on Veteran (or higher) difficulty, on which the Blightrot mechanic is actually active. An exception to this is the Training Expedition game mode: In this mode the player can chose whether or not to play with the [[Blightrot#Corruption | Corruption mechanic]] enabled before starting a settlement on any difficulty.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once the Smoldering City&#039;s level 18 Obsidian Archive has been acquired at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles the Blight Post can also be [[#Blight Post Upgrades | upgraded]] up to 2 times - with 1 out of 3 upgrades to chose from per upgrade level.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful UI features:&amp;lt;br&amp;gt;&lt;br /&gt;
* the Tab-key (Rainpunk overlay) displays which structures use what type of rainwater at which settings&lt;br /&gt;
* the Z-key (Blightrot overlay) displays what structures have how many Blightrot Cysts on them, which is great to see where a &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt; would be useful to shorten the travel time and increase the overall Blight Fighter efficiency that way&lt;br /&gt;
* The Ancient Hearth can also be selected to inspect its Blightrot tab to view how many Blightrot Cysts exist in total and what amount of Corruption they cause&lt;br /&gt;
* the bottom right of the UI also displays the current Corruption percentage - but this can change quickly, like if multiple structures cause a +1 Blightrot Cyst spawn by hitting their Blightrot counter&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful links:&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rainpunk | Rainpunk technology]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Blightrot | Blightrot &amp;amp; Corruption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blight Fighter behavior ==&lt;br /&gt;
When ordering the production of [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire it will only be crafted while Blightrot Cysts can&#039;t be attacked or while running out of it while they can be attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
While any Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while working on certain [[Glade Events]] with the effect of awakening them from their dormant state, the Blight Fighters will try to destroy them.&amp;lt;br&amp;gt;&lt;br /&gt;
Blight Fighters won&#039;t take their regular breaks so long as there&#039;s still enough [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire available and Blightrot Cysts that can be attacked exist.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the season timer ticks to less than 15s before the start of the [[Storm | Storm Season]] all active Blight Fighters (and any Blight Post Automatons) will grab their [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire and position themselves next to the nearest Blightrot Cyst which doesn&#039;t have a Blight Fighter next to it yet. After it started there&#039;s a 10s delay until the Blightrot Cysts become active, which causes them to become vulnerable and start corrupting the Ancient Hearth. That&#039;s around 25s in total for the Blight Fighters to get ready.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Blight Post Upgrades ==&lt;br /&gt;
&lt;br /&gt;
This becomes available when unlocking the Smoldering City&#039;s level 18 Obsidian Archive at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;text-align:center;&amp;quot; |Only 1 of 3 upgrades can be chosen per level.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 1 upgrades cost:&amp;lt;br&amp;gt;4 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_TripleIgnition.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Triple Ignition System&lt;br /&gt;
||Mobile Sparkcasters&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 2 upgrades cost:&amp;lt;br&amp;gt;6 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MannedOutlook.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_AlchemicalForge.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
||Manned Lookout&lt;br /&gt;
||Alchemical Forge&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_TripleIgnition.png|float|24px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;: -5s to destroy a Blightrot Cyst - from 15s to 10s. Affects Blight Fighters and Automatons of the Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|float|24px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039;: +30% move speed for Blight Fighters of this Blight Post. Blight Automatons don&#039;t benefit from this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Assigns an Automaton to this Blight Post that helps fighting Blightrot Cysts but doesn&#039;t use up a worker slot. Automatons can&#039;t produce [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire but also don&#039;t take any breaks. Their move speed is increased while moving on roads but isn&#039;t affected by any other positive or negative modifiers. Automatons also don&#039;t get targeted by effects that directly kill villagers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|24px|link=]] &#039;&#039;Manned Lookout&#039;&#039;: -10% Blightrot growth per Blight Fighter assigned to a Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_AlchemicalForge.png|float|24px|link=]] &#039;&#039;Alchemical Forge&#039;&#039;: +50% extra yield chance when producing [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire at a Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Adds +1 Automaton that functions the same as its level 1 version.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|32px|link=]] Manned Lookout upgrade ==&lt;br /&gt;
Calculation:&amp;lt;br&amp;gt;[Blightrot counter maximum] divided by (1 - [summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus percentage])&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Example:&amp;lt;br&amp;gt;- each structure with Rain Engines installed gets a Blightrot counter that has a default value of 32 as its maximum, meaning that for every 32 units of rainwater used by Rain Engines in that structure +1 Blightrot Cyst will spawn&amp;lt;br&amp;gt;- 3 Blight Post, all of them with this upgrade, each of them with 3 Blight Fighters assigned, resulting in a [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; effect of 90%&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With this we have:&amp;lt;br&amp;gt;Blightrot counter maximum = 32&amp;lt;br&amp;gt;summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus = 90% = 0.9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Calculation with this:&amp;lt;br&amp;gt;32 / ( 1 - 0.9) = 32 / 0.1 = 320&amp;lt;br&amp;gt;So due to the [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus of 90% the Blightrot counter increases from 32 (default value with no bonus) to 320 (10x as much), allowing the use of 10x the rainwater before +1 Blightrot Cyst is spawned by any structure with Rain Engines installed and active that hits that limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Table: What multiplier for the Blightrot counter and actual values you get depending on the active [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout&amp;lt;br&amp;gt;%value&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|resulting&amp;lt;br&amp;gt;multiplier&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|buffed value&amp;lt;br&amp;gt;(Blight counter: 32)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|absolute&amp;lt;br&amp;gt;bonus&lt;br /&gt;
|-&lt;br /&gt;
|10%&lt;br /&gt;
|1.111&lt;br /&gt;
|36&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;4&lt;br /&gt;
|-&lt;br /&gt;
|20%&lt;br /&gt;
|1.25&lt;br /&gt;
|40&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;8&lt;br /&gt;
|-&lt;br /&gt;
|30%&lt;br /&gt;
|1.428&lt;br /&gt;
|46&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;14&lt;br /&gt;
|-&lt;br /&gt;
|40%&lt;br /&gt;
|1.666&lt;br /&gt;
|53&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;21&lt;br /&gt;
|-&lt;br /&gt;
|50%&lt;br /&gt;
|2&lt;br /&gt;
|64&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;32&lt;br /&gt;
|-&lt;br /&gt;
|60%&lt;br /&gt;
|2.5&lt;br /&gt;
|80&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;48&lt;br /&gt;
|-&lt;br /&gt;
|70%&lt;br /&gt;
|3.333&lt;br /&gt;
|107&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
|80%&lt;br /&gt;
|5&lt;br /&gt;
|160&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;128&lt;br /&gt;
|-&lt;br /&gt;
|90%&lt;br /&gt;
|10&lt;br /&gt;
|320&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;288&lt;br /&gt;
|}&lt;br /&gt;
Special cases: &amp;lt;br&amp;gt;1) If a calculation for the Blightrot counter&#039;s new value doesn&#039;t result in a whole number the final result is always rounded, which means: Rounded up at .5 value, otherwise rounded down. Verified by in-game testing.&amp;lt;br&amp;gt;2) If [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; reaches a value of 100% then rainwater can be used without any negative effects: the Blightrot counters just stop counting globally&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High risk and threat of this upgrade&#039;&#039;&#039;: The higher the buff&#039;s value (maximum is 100%) the more important it is to keep it at that. Otherwise massive Blightrot Cyst spawns can happen, which is possible because of the Blightrot counter&#039;s game mechanic: Whenever it changes its maximum value due to positive or negative effects the ratio of already gained corruption doesn&#039;t stay the same, meaning: A 50% filled Blightrot counter bar will not stay at 50% whenever its maximum value adjusts to a lower or higher number but instead the current number stays the same as the maximum number shifts to a new value.&amp;lt;br&amp;gt;&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
Due to unlucky circumstances a 90% buff was partially lost and you&#039;re now at 60%.&amp;lt;br&amp;gt;&lt;br /&gt;
Blightrot counters that previously ran at a 320 maximum are now at a new maximum of 80, which is only 25% of what they used to support, or a 75% loss in other words.&amp;lt;br&amp;gt;Any structure that had its Blightrot counter&#039;s current value at a higher value (let&#039;s say 177) than the Blightrot counter&#039;s new maximum (which is 80) will spawn +1 Blightrot Cyst per unit of rainwater used in its Rain Engines, which increases its current value by +1 (to 178) and then lowers it by the Blightrot counter&#039;s maximum (178 - 80 = 98). This keeps repeating until the Blightrot counter&#039;s current value is lower than its maximum value. The one exception when it doesn&#039;t is when reaching a 100% bonus, which disables the Blightrot counters.&amp;lt;br&amp;gt;The higher the buff value the more important it is to keep the people alive and assigned that provide this buff or have extra people as backup to secure the buff or have many Blight Posts in case the Blightrot actually goes off like this. It&#039;s not always about people leaving due to low resolve, getting killed by a random event or other negative effect or starving. Sometimes a charming Kelpie can also cause disaster.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
* If facing Corruption levels well above 100% setting up and manning multiple Blight Posts can still save villagers from dying because destroying Blightrot Cysts also removes existing Corruption, see: How the [[Blightrot | Corruption mechanic]] works.&lt;br /&gt;
* Depending on the extent of [[Blightrot]] in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.&lt;br /&gt;
* It may be worthwhile to deconstruct the Blight Post for building materials once you&#039;ve burned all the Cysts during the Storm or an [[Event]].&amp;lt;br&amp;gt;Beware  the [[Prestige]] 3 modifier: [[File:Icon_PrestigeMod_BlightSwarm.png|frameless|16px|link=]] Blightrot appears every 3rd Clearance Season.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Blight Fighters won&#039;t take their regular breaks so long as there&#039;s still [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire available and Blightrot Cysts that can be attacked exist.&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Prestige]] 2 modifier [[File:Icon_PrestigeMod_CrumblingSeal.png|frameless|16px|link=]] Crumbling Seal increases the [[Storm]] duration by 100% (from 2min to 4min).&amp;lt;br&amp;gt;&lt;br /&gt;
The Break intervall for {{Species link|Lizards}} and {{Species link|Harpies}} is 1min 40s,&amp;lt;br&amp;gt;&lt;br /&gt;
for {{Species link|Frogs}} 2min 30s&amp;lt;br&amp;gt;&lt;br /&gt;
and 2min for any other species.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as they don&#039;t take their break the Blight Fighters won&#039;t consume any food or service items and won&#039;t apply or update any effects they get due to their (denied) needs, including the starvation counter.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
Since destroying Blightrot Cysts requires a lot of movement Blight Fighter efficiency is generally improved by&lt;br /&gt;
* any effects that increase move speed, such as: good roads, villager move speed perks, the [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|frameless|16px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039; Blight Post upgrade that only affects the Blight Fighters assigned to a Blight Post with it, which is the best choice when the average distance between Cysts and Blight Posts / Hydrants is more than 10 tiles&lt;br /&gt;
* nearby Blight Posts / Hydrants that reduce the travel time for [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire reloads&lt;br /&gt;
* having a nearby Hearth for short travel distance when having to take a break due to running out of [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire&lt;br /&gt;
* any effects that reduce the interval at which villagers take their breaks (allowing for more uninterrupted Blight fighting)&amp;lt;br&amp;gt;&lt;br /&gt;
* Among the level 1 upgrades, [[File:Icon_PumpUpgrade_Automaton.png|float|16px|link=]] &#039;&#039;Blight Automaton&#039;&#039; is always better than [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;.&lt;br /&gt;
* the [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039; Blight Post upgrade that reduces the time spent on each Blightrot Cyst&#039;s destruction but only affects any Blight Fighters and Automaton assigned to a Blight Post with it&amp;lt;br&amp;gt;&lt;br /&gt;
The Blightrot overlay needs to be used to stop Blight Fighters and Automatons from destroying all the Cysts on structures at which {{Species link|Foxes}} are working, so that they can keep their [[File:Icon Spec Cysts 64x64.png|{{ImgS}}]] Blightrot &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt; effect, granting them +5 resolve (before any other modifiers).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blightrot]]&lt;br /&gt;
* [[Corruption]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10290</id>
		<title>Blight Post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10290"/>
		<updated>2025-04-24T14:38:27Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.5}}&lt;br /&gt;
{{Buildingbox|Blight Post}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Anchor issue: When using links to other pages on the wiki that are meant to use their anchors (pointing at certain sub-entries of a topic) this absolutely doesn&#039;t work and everything I&#039;ve tried to make it work didn&#039;t work.&lt;br /&gt;
I can&#039;t link the Hydrant to show the Hydrant entry but instead it only loads the main page and shows its top but fails to position the scrollbar at the right height where the Hydrant is found.&lt;br /&gt;
Same for the Comfort link which only loads the buildings page but doesn&#039;t select the specialization entry as it should and is linked to. I&#039;ve given up on trying to fix this. If anyone knows how to achieve this: Please fix it.&lt;br /&gt;
&lt;br /&gt;
The 2 links in question:&lt;br /&gt;
Hydrant: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt;&lt;br /&gt;
Comfort: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt;&lt;br /&gt;
I also tried replacing the _ with a space, a - and %20. Didn&#039;t work.&lt;br /&gt;
But as seen on the Specializations link, which also doesn&#039;t use the anchor, any special characters aren&#039;t the issue causing this.&lt;br /&gt;
I also tried to place a manual anchor on the pages and point to that one. Failed as well, did remove it again.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Blight Post is the only way to fight Blightrot Cysts and remove the Corruption they cause. Blightrot Cysts will never chose a Blight Post to grow on.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It becomes available once the Smoldering City&#039;s level 6 Obsidian Archive has been acquired at the cost of 30 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles but will only be available for construction on Veteran (or higher) difficulty, on which the Blightrot mechanic is actually active. An exception to this is the Training Expedition game mode: In this mode the player can chose whether or not to play with the [[Blightrot#Corruption | Corruption mechanic]] enabled before starting a settlement on any difficulty.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once the Smoldering City&#039;s level 18 Obsidian Archive has been acquired at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles the Blight Post can also be [[#Blight Post Upgrades | upgraded]] up to 2 times - with 1 out of 3 upgrades to chose from per upgrade level.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful UI features:&amp;lt;br&amp;gt;&lt;br /&gt;
* the Tab-key (Rainpunk overlay) displays which structures use what type of rainwater at which settings&lt;br /&gt;
* the Z-key (Blightrot overlay) displays what structures have how many Blightrot Cysts on them, which is great to see where a &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt; would be useful to shorten the travel time and increase the overall Blight Fighter efficiency that way&lt;br /&gt;
* The Ancient Hearth can also be selected to inspect its Blightrot tab to view how many Blightrot Cysts exist in total and what amount of Corruption they cause&lt;br /&gt;
* the bottom right of the UI also displays the current Corruption percentage - but this can change quickly, like if multiple structures cause a +1 Blightrot Cyst spawn by hitting their Blightrot counter&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful links:&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rainpunk | Rainpunk technology]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Blightrot | Blightrot &amp;amp; Corruption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blight Fighter behavior ==&lt;br /&gt;
When ordering the production of [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire it will only be crafted while Blightrot Cysts can&#039;t be attacked or while running out of it while they can be attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
While any Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while working on certain [[Glade Events]] with the effect of awakening them from their dormant state, the Blight Fighters will try to destroy them.&amp;lt;br&amp;gt;&lt;br /&gt;
Blight Fighters won&#039;t take their regular breaks so long as there&#039;s still enough [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire available and Blightrot Cysts that can be attacked exist.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the season timer ticks to less than 15s before the start of the [[Storm | Storm Season]] all active Blight Fighters (and any Blight Post Automatons) will grab their [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire and position themselves next to the nearest Blightrot Cyst which doesn&#039;t have a Blight Fighter next to it yet. After it started there&#039;s a 10s delay until the Blightrot Cysts become active, which causes them to become vulnerable and start corrupting the Ancient Hearth. That&#039;s around 25s in total for the Blight Fighters to get ready.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Blight Post Upgrades ==&lt;br /&gt;
&lt;br /&gt;
This becomes available when unlocking the Smoldering City&#039;s level 18 Obsidian Archive at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;text-align:center;&amp;quot; |Only 1 of 3 upgrades can be chosen per level.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 1 upgrades cost:&amp;lt;br&amp;gt;4 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_TripleIgnition.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Triple Ignition System&lt;br /&gt;
||Mobile Sparkcasters&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 2 upgrades cost:&amp;lt;br&amp;gt;6 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MannedOutlook.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_AlchemicalForge.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
||Manned Lookout&lt;br /&gt;
||Alchemical Forge&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_TripleIgnition.png|float|24px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;: -5s to destroy a Blightrot Cyst - from 15s to 10s. Affects Blight Fighters and Automatons of the Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|float|24px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039;: +30% move speed for Blight Fighters of this Blight Post. Blight Automatons don&#039;t benefit from this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Assigns an Automaton to this Blight Post that helps fighting Blightrot Cysts but doesn&#039;t use up a worker slot. Automatons can&#039;t produce [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire but also don&#039;t take any breaks. Their move speed is increased while moving on roads but isn&#039;t affected by any other positive or negative modifiers. Automatons also don&#039;t get targeted by effects that directly kill villagers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|24px|link=]] &#039;&#039;Manned Lookout&#039;&#039;: -10% Blightrot growth per Blight Fighter assigned to a Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_AlchemicalForge.png|float|24px|link=]] &#039;&#039;Alchemical Forge&#039;&#039;: +50% extra yield chance when producing [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire at a Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Adds +1 Automaton that functions the same as its level 1 version.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|32px|link=]] Manned Lookout upgrade ==&lt;br /&gt;
Calculation:&amp;lt;br&amp;gt;[Blightrot counter maximum] divided by (1 - [summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus percentage])&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Example:&amp;lt;br&amp;gt;- each structure with Rain Engines installed gets a Blightrot counter that has a default value of 32 as its maximum, meaning that for every 32 units of rainwater used by Rain Engines in that structure +1 Blightrot Cyst will spawn&amp;lt;br&amp;gt;- 3 Blight Post, all of them with this upgrade, each of them with 3 Blight Fighters assigned, resulting in a [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; effect of 90%&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With this we have:&amp;lt;br&amp;gt;Blightrot counter maximum = 32&amp;lt;br&amp;gt;summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus = 90% = 0.9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Calculation with this:&amp;lt;br&amp;gt;32 / ( 1 - 0.9) = 32 / 0.1 = 320&amp;lt;br&amp;gt;So due to the [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus of 90% the Blightrot counter increases from 32 (default value with no bonus) to 320 (10x as much), allowing the use of 10x the rainwater before +1 Blightrot Cyst is spawned by any structure with Rain Engines installed and active that hits that limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Table: What multiplier for the Blightrot counter and actual values you get depending on the active [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout&amp;lt;br&amp;gt;%value&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|resulting&amp;lt;br&amp;gt;multiplier&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|buffed value&amp;lt;br&amp;gt;(Blight counter: 32)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|absolute&amp;lt;br&amp;gt;bonus&lt;br /&gt;
|-&lt;br /&gt;
|10%&lt;br /&gt;
|1.111&lt;br /&gt;
|36&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;4&lt;br /&gt;
|-&lt;br /&gt;
|20%&lt;br /&gt;
|1.25&lt;br /&gt;
|40&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;8&lt;br /&gt;
|-&lt;br /&gt;
|30%&lt;br /&gt;
|1.428&lt;br /&gt;
|46&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;14&lt;br /&gt;
|-&lt;br /&gt;
|40%&lt;br /&gt;
|1.666&lt;br /&gt;
|53&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;21&lt;br /&gt;
|-&lt;br /&gt;
|50%&lt;br /&gt;
|2&lt;br /&gt;
|64&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;32&lt;br /&gt;
|-&lt;br /&gt;
|60%&lt;br /&gt;
|2.5&lt;br /&gt;
|80&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;48&lt;br /&gt;
|-&lt;br /&gt;
|70%&lt;br /&gt;
|3.333&lt;br /&gt;
|107&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
|80%&lt;br /&gt;
|5&lt;br /&gt;
|160&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;128&lt;br /&gt;
|-&lt;br /&gt;
|90%&lt;br /&gt;
|10&lt;br /&gt;
|320&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;288&lt;br /&gt;
|}&lt;br /&gt;
Special cases: &amp;lt;br&amp;gt;1) If a calculation for the Blightrot counter&#039;s new value doesn&#039;t result in a whole number the final result is always rounded, which means: Rounded up at .5 value, otherwise rounded down. Verified by in-game testing.&amp;lt;br&amp;gt;2) If [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; reaches a value of 100% then rainwater can be used without any negative effects: the Blightrot counters just stop counting globally&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High risk and threat of this upgrade&#039;&#039;&#039;: The higher the buff&#039;s value (maximum is 100%) the more important it is to keep it at that. Otherwise massive Blightrot Cyst spawns can happen, which is possible because of the Blightrot counter&#039;s game mechanic: Whenever it changes its maximum value due to positive or negative effects the ratio of already gained corruption doesn&#039;t stay the same, meaning: A 50% filled Blightrot counter bar will not stay at 50% whenever its maximum value adjusts to a lower or higher number but instead the current number stays the same as the maximum number shifts to a new value.&amp;lt;br&amp;gt;&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
Due to unlucky circumstances a 90% buff was partially lost and you&#039;re now at 60%.&amp;lt;br&amp;gt;&lt;br /&gt;
Blightrot counters that previously ran at a 320 maximum are now at a new maximum of 80, which is only 25% of what they used to support, or a 75% loss in other words.&amp;lt;br&amp;gt;Any structure that had its Blightrot counter&#039;s current value at a higher value (let&#039;s say 177) than the Blightrot counter&#039;s new maximum (which is 80) will spawn +1 Blightrot Cyst per unit of rainwater used in its Rain Engines, which increases its current value by +1 (to 178) and then lowers it by the Blightrot counter&#039;s maximum (178 - 80 = 98). This keeps repeating until the Blightrot counter&#039;s current value is lower than its maximum value. The one exception when it doesn&#039;t is when reaching a 100% bonus, which disables the Blightrot counters.&amp;lt;br&amp;gt;The higher the buff value the more important it is to keep the people alive and assigned that provide this buff or have extra people as backup to secure the buff or have many Blight Posts in case the Blightrot actually goes off like this. It&#039;s not always about people leaving due to low resolve, getting killed by a random event or other negative effect or starving. Sometimes a charming Kelpie can also cause disaster.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
* If facing Corruption levels well above 100% setting up and manning multiple Blight Posts can still save villagers from dying because destroying Blightrot Cysts also removes existing Corruption, see: How the [[Blightrot | Corruption mechanic]] works.&lt;br /&gt;
* Depending on the extent of [[Blightrot]] in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.&lt;br /&gt;
* It may be worthwhile to deconstruct the Blight Post for building materials once you&#039;ve burned all the Cysts during the Storm or an [[Event]].&amp;lt;br&amp;gt;Beware  the [[Prestige]] 3 modifier: [[File:Icon_PrestigeMod_BlightSwarm.png|frameless|16px|link=]] Blightrot appears every 3rd Clearance Season.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Blight Fighters won&#039;t take their regular breaks so long as there&#039;s still [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire available and Blightrot Cysts that can be attacked exist.&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Prestige]] 2 modifier [[File:Icon_PrestigeMod_CrumblingSeal.png|frameless|16px|link=]] Crumbling Seal increases the [[Storm]] duration by 100% (from 2min to 4min).&amp;lt;br&amp;gt;&lt;br /&gt;
The Break intervall for {{Species link|Lizards}} and {{Species link|Harpies}} is 1min 40s,&amp;lt;br&amp;gt;&lt;br /&gt;
for {{Species link|Frogs}} 2min 30s&amp;lt;br&amp;gt;&lt;br /&gt;
and 2min for any other species.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as they don&#039;t take their break the Blight Fighters won&#039;t consume any food or service items and won&#039;t apply or update any effects they get due to their (denied) needs, including the starvation counter.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
Since destroying Blightrot Cysts requires a lot of movement Blight Fighter efficiency is generally improved by&lt;br /&gt;
* any effects that increase move speed, such as: good roads, villager move speed perks, the [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|frameless|16px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039; Blight Post upgrade that only affects the Blight Fighters assigned to a Blight Post with it, which is the best choice when the average distance between Cysts and Blight Posts / Hydrants is more than 10 tiles&lt;br /&gt;
* nearby Blight Posts / Hydrants that reduce the travel time for [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire reloads&lt;br /&gt;
* having a nearby Hearth for short travel distance when taking a break&lt;br /&gt;
* any effects that reduce the interval at which villagers take their breaks (allowing for more uninterrupted Blight fighting)&amp;lt;br&amp;gt;&lt;br /&gt;
* Among the level 1 upgrades, [[File:Icon_PumpUpgrade_Automaton.png|float|16px|link=]] &#039;&#039;Blight Automaton&#039;&#039; is always better than [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;.&lt;br /&gt;
* the [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039; Blight Post upgrade that reduces the time spent on each Blightrot Cyst&#039;s destruction but only affects any Blight Fighters and Automaton assigned to a Blight Post with it&amp;lt;br&amp;gt;&lt;br /&gt;
The Blightrot overlay needs to be used to stop Blight Fighters and Automatons from destroying all the Cysts on structures at which {{Species link|Foxes}} are working, so that they can keep their [[File:Icon Spec Cysts 64x64.png|{{ImgS}}]] Blightrot &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt; effect, granting them +5 resolve (before any other modifiers).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blightrot]]&lt;br /&gt;
* [[Corruption]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10289</id>
		<title>Blight Post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10289"/>
		<updated>2025-04-24T11:51:39Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.5}}&lt;br /&gt;
{{Buildingbox|Blight Post}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Anchor issue: When using links to other pages on the wiki that are meant to use their anchors (pointing at certain sub-entries of a topic) this absolutely doesn&#039;t work and everything I&#039;ve tried to make it work didn&#039;t work.&lt;br /&gt;
I can&#039;t link the Hydrant to show the Hydrant entry but instead it only loads the main page and shows its top but fails to position the scrollbar at the right height where the Hydrant is found.&lt;br /&gt;
Same for the Comfort link which only loads the buildings page but doesn&#039;t select the specialization entry as it should and is linked to. I&#039;ve given up on trying to fix this. If anyone knows how to achieve this: Please fix it.&lt;br /&gt;
&lt;br /&gt;
The 2 links in question:&lt;br /&gt;
Hydrant: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt;&lt;br /&gt;
Comfort: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt;&lt;br /&gt;
I also tried replacing the _ with a space, a - and %20. Didn&#039;t work.&lt;br /&gt;
But as seen on the Specializations link, which also doesn&#039;t use the anchor, any special characters aren&#039;t the issue causing this.&lt;br /&gt;
I also tried to place a manual anchor on the pages and point to that one. Failed as well, did remove it again.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Blight Post is the only way to fight Blightrot Cysts and remove the Corruption they cause. Blightrot Cysts will never chose a Blight Post to grow on.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It becomes available once the Smoldering City&#039;s level 6 Obsidian Archive has been acquired at the cost of 30 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles but will only be available for construction on Veteran (or higher) difficulty, on which the Blightrot mechanic is actually active. An exception to this is the Training Expedition game mode: In this mode the player can chose whether or not to play with the [[Blightrot#Corruption | Corruption mechanic]] enabled before starting a settlement on any difficulty.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once the Smoldering City&#039;s level 18 Obsidian Archive has been acquired at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles the Blight Post can also be [[#Blight Post Upgrades | upgraded]] up to 2 times - with 1 out of 3 upgrades to chose from per upgrade level.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful UI features:&amp;lt;br&amp;gt;&lt;br /&gt;
* the Tab-key (Rainpunk overlay) displays which structures use what type of rainwater at which settings&lt;br /&gt;
* the Z-key (Blightrot overlay) displays what structures have how many Blightrot Cysts on them, which is great to see where a &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt; would be useful to shorten the travel time and increase the overall Blight Fighter efficiency that way&lt;br /&gt;
* The Ancient Hearth can also be selected to inspect its Blightrot tab to view how many Blightrot Cysts exist in total and what amount of Corruption they cause&lt;br /&gt;
* the bottom right of the UI also displays the current Corruption percentage - but this can change quickly, like if multiple structures cause a +1 Blightrot Cyst spawn by hitting their Blightrot counter&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful links:&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rainpunk | Rainpunk technology]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Blightrot | Blightrot &amp;amp; Corruption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blight Fighter behavior ==&lt;br /&gt;
When ordering the production of [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire it will only be crafted while Blightrot Cysts can&#039;t be attacked or while running out of it while they can be attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
While any Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while working on certain [[Glade Events]] with the effect of awakening them from their dormant state, the Blight Fighters will try to destroy them.&amp;lt;br&amp;gt;&lt;br /&gt;
Blight Fighters won&#039;t take their regular breaks so long as there&#039;s still enough [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire available and Blightrot Cysts that can be attacked exist.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the season timer ticks to less than 15s before the start of the [[Storm | Storm Season]] all active Blight Fighters (and any Blight Post Automatons) will grab their [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire and position themselves next to the nearest Blightrot Cyst. After it started there&#039;s a 10s delay until the Blightrot Cysts become active, which causes them to become vulnerable and start corrupting the Ancient Hearth. That&#039;s around 25s in total for the Blight Fighters to get ready.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Blight Post Upgrades ==&lt;br /&gt;
&lt;br /&gt;
This becomes available when unlocking the Smoldering City&#039;s level 18 Obsidian Archive at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;text-align:center;&amp;quot; |Only 1 of 3 upgrades can be chosen per level.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 1 upgrades cost:&amp;lt;br&amp;gt;4 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_TripleIgnition.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Triple Ignition System&lt;br /&gt;
||Mobile Sparkcasters&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 2 upgrades cost:&amp;lt;br&amp;gt;6 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MannedOutlook.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_AlchemicalForge.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
||Manned Lookout&lt;br /&gt;
||Alchemical Forge&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_TripleIgnition.png|float|24px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;: -5s to destroy a Blightrot Cyst - from 15s to 10s. Affects Blight Fighters and Automatons of the Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|float|24px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039;: +30% move speed for Blight Fighters of this Blight Post. Blight Automatons don&#039;t benefit from this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Assigns an Automaton to this Blight Post that helps fighting Blightrot Cysts but doesn&#039;t use up a worker slot. Automatons can&#039;t produce [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire but also don&#039;t take any breaks. Their move speed is increased while moving on roads but isn&#039;t affected by any other positive or negative modifiers. Automatons also don&#039;t get targeted by effects that directly kill villagers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|24px|link=]] &#039;&#039;Manned Lookout&#039;&#039;: -10% Blightrot growth per Blight Fighter assigned to a Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_AlchemicalForge.png|float|24px|link=]] &#039;&#039;Alchemical Forge&#039;&#039;: +50% extra yield chance when producing [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire at a Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Adds +1 Automaton that functions the same as its level 1 version.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|32px|link=]] Manned Lookout upgrade ==&lt;br /&gt;
Calculation:&amp;lt;br&amp;gt;[Blightrot counter maximum] divided by (1 - [summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus percentage])&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Example:&amp;lt;br&amp;gt;- each structure with Rain Engines installed gets a Blightrot counter that has a default value of 32 as its maximum, meaning that for every 32 units of rainwater used by Rain Engines in that structure +1 Blightrot Cyst will spawn&amp;lt;br&amp;gt;- 3 Blight Post, all of them with this upgrade, each of them with 3 Blight Fighters assigned, resulting in a [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; effect of 90%&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With this we have:&amp;lt;br&amp;gt;Blightrot counter maximum = 32&amp;lt;br&amp;gt;summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus = 90% = 0.9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Calculation with this:&amp;lt;br&amp;gt;32 / ( 1 - 0.9) = 32 / 0.1 = 320&amp;lt;br&amp;gt;So due to the [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus of 90% the Blightrot counter increases from 32 (default value with no bonus) to 320 (10x as much), allowing the use of 10x the rainwater before +1 Blightrot Cyst is spawned by any structure with Rain Engines installed and active that hits that limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Table: What multiplier for the Blightrot counter and actual values you get depending on the active [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout&amp;lt;br&amp;gt;%value&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|resulting&amp;lt;br&amp;gt;multiplier&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|buffed value&amp;lt;br&amp;gt;(Blight counter: 32)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|absolute&amp;lt;br&amp;gt;bonus&lt;br /&gt;
|-&lt;br /&gt;
|10%&lt;br /&gt;
|1.111&lt;br /&gt;
|36&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;4&lt;br /&gt;
|-&lt;br /&gt;
|20%&lt;br /&gt;
|1.25&lt;br /&gt;
|40&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;8&lt;br /&gt;
|-&lt;br /&gt;
|30%&lt;br /&gt;
|1.428&lt;br /&gt;
|46&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;14&lt;br /&gt;
|-&lt;br /&gt;
|40%&lt;br /&gt;
|1.666&lt;br /&gt;
|53&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;21&lt;br /&gt;
|-&lt;br /&gt;
|50%&lt;br /&gt;
|2&lt;br /&gt;
|64&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;32&lt;br /&gt;
|-&lt;br /&gt;
|60%&lt;br /&gt;
|2.5&lt;br /&gt;
|80&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;48&lt;br /&gt;
|-&lt;br /&gt;
|70%&lt;br /&gt;
|3.333&lt;br /&gt;
|107&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
|80%&lt;br /&gt;
|5&lt;br /&gt;
|160&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;128&lt;br /&gt;
|-&lt;br /&gt;
|90%&lt;br /&gt;
|10&lt;br /&gt;
|320&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;288&lt;br /&gt;
|}&lt;br /&gt;
Special cases: &amp;lt;br&amp;gt;1) If a calculation for the Blightrot counter&#039;s new value doesn&#039;t result in a whole number the final result is always rounded, which means: Rounded up at .5 value, otherwise rounded down. Verified by in-game testing.&amp;lt;br&amp;gt;2) If [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; reaches a value of 100% then rainwater can be used without any negative effects: the Blightrot counters just stop counting globally&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High risk and threat of this upgrade&#039;&#039;&#039;: The higher the buff&#039;s value (maximum is 100%) the more important it is to keep it at that. Otherwise massive Blightrot Cyst spawns can happen, which is possible because of the Blightrot counter&#039;s game mechanic: Whenever it changes its maximum value due to positive or negative effects the ratio of already gained corruption doesn&#039;t stay the same, meaning: A 50% filled Blightrot counter bar will not stay at 50% whenever its maximum value adjusts to a lower or higher number but instead the current number stays the same as the maximum number shifts to a new value.&amp;lt;br&amp;gt;&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
Due to unlucky circumstances a 90% buff was partially lost and you&#039;re now at 60%.&amp;lt;br&amp;gt;&lt;br /&gt;
Blightrot counters that previously ran at a 320 maximum are now at a new maximum of 80, which is only 25% of what they used to support, or a 75% loss in other words.&amp;lt;br&amp;gt;Any structure that had its Blightrot counter&#039;s current value at a higher value (let&#039;s say 177) than the Blightrot counter&#039;s new maximum (which is 80) will spawn +1 Blightrot Cyst per unit of rainwater used in its Rain Engines, which increases its current value by +1 (to 178) and then lowers it by the Blightrot counter&#039;s maximum (178 - 80 = 98). This keeps repeating until the Blightrot counter&#039;s current value is lower than its maximum value. The one exception when it doesn&#039;t is when reaching a 100% bonus, which disables the Blightrot counters.&amp;lt;br&amp;gt;The higher the buff value the more important it is to keep the people alive and assigned that provide this buff or have extra people as backup to secure the buff or have many Blight Posts in case the Blightrot actually goes off like this. It&#039;s not always about people leaving due to low resolve, getting killed by a random event or other negative effect or starving. Sometimes a charming Kelpie can also cause disaster.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
* If facing Corruption levels well above 100% setting up and manning multiple Blight Posts can still save villagers from dying because destroying Blightrot Cysts also removes existing Corruption, see: How the [[Blightrot | Corruption mechanic]] works.&lt;br /&gt;
* Depending on the extent of [[Blightrot]] in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.&lt;br /&gt;
* It may be worthwhile to deconstruct the Blight Post for building materials once you&#039;ve burned all the Cysts during the Storm or an [[Event]].&amp;lt;br&amp;gt;Beware  the [[Prestige]] 3 modifier: [[File:Icon_PrestigeMod_BlightSwarm.png|frameless|16px|link=]] Blightrot appears every 3rd Clearance Season.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Blight Fighters won&#039;t take their regular breaks so long as there&#039;s still [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire available and Blightrot Cysts that can be attacked exist.&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Prestige]] 2 modifier [[File:Icon_PrestigeMod_CrumblingSeal.png|frameless|16px|link=]] Crumbling Seal increases the [[Storm]] duration by 100% (from 2min to 4min).&amp;lt;br&amp;gt;&lt;br /&gt;
The Break intervall for {{Species link|Lizards}} and {{Species link|Harpies}} is 1min 40s,&amp;lt;br&amp;gt;&lt;br /&gt;
for {{Species link|Frogs}} 2min 30s&amp;lt;br&amp;gt;&lt;br /&gt;
and 2min for any other species.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as they don&#039;t take their break the Blight Fighters won&#039;t consume any food or service items and won&#039;t apply or update any effects they get due to their (denied) needs, including the starvation counter.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
Since destroying Blightrot Cysts requires a lot of movement Blight Fighter efficiency is generally improved by&lt;br /&gt;
* any effects that increase move speed, such as: good roads, villager move speed perks, the [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|frameless|16px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039; Blight Post upgrade that only affects the Blight Fighters assigned to a Blight Post with it, which is the best choice when the average distance between Cysts and Blight Posts / Hydrants is more than 10 tiles&lt;br /&gt;
* nearby Blight Posts / Hydrants that reduce the travel time for [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire reloads&lt;br /&gt;
* having a nearby Hearth for short travel distance when taking a break&lt;br /&gt;
* any effects that reduce the interval at which villagers take their breaks (allowing for more uninterrupted Blight fighting)&amp;lt;br&amp;gt;&lt;br /&gt;
* Among the level 1 upgrades, [[File:Icon_PumpUpgrade_Automaton.png|float|16px|link=]] &#039;&#039;Blight Automaton&#039;&#039; is always better than [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;.&lt;br /&gt;
* the [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039; Blight Post upgrade that reduces the time spent on each Blightrot Cyst&#039;s destruction but only affects any Blight Fighters and Automaton assigned to a Blight Post with it&amp;lt;br&amp;gt;&lt;br /&gt;
The Blightrot overlay needs to be used to stop Blight Fighters and Automatons from destroying all the Cysts on structures at which {{Species link|Foxes}} are working, so that they can keep their [[File:Icon Spec Cysts 64x64.png|{{ImgS}}]] Blightrot &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt; effect, granting them +5 resolve (before any other modifiers).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blightrot]]&lt;br /&gt;
* [[Corruption]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10288</id>
		<title>Blight Post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10288"/>
		<updated>2025-04-24T11:50:39Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.5}}&lt;br /&gt;
{{Buildingbox|Blight Post}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Anchor issue: When using links to other pages on the wiki that are meant to use their anchors (pointing at certain sub-entries of a topic) this absolutely doesn&#039;t work and everything I&#039;ve tried to make it work didn&#039;t work.&lt;br /&gt;
I can&#039;t link the Hydrant to show the Hydrant entry but instead it only loads the main page and shows its top but fails to position the scrollbar at the right height where the Hydrant is found.&lt;br /&gt;
Same for the Comfort link which only loads the buildings page but doesn&#039;t select the specialization entry as it should and is linked to. I&#039;ve given up on trying to fix this. If anyone knows how to achieve this: Please fix it.&lt;br /&gt;
&lt;br /&gt;
The 2 links in question:&lt;br /&gt;
Hydrant: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt;&lt;br /&gt;
Comfort: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt;&lt;br /&gt;
I also tried replacing the _ with a space, a - and %20. Didn&#039;t work.&lt;br /&gt;
But as seen on the Specializations link, which also doesn&#039;t use the anchor, any special characters aren&#039;t the issue causing this.&lt;br /&gt;
I also tried to place a manual anchor on the pages and point to that one. Failed as well, did remove it again.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Blight Post is the only way to fight Blightrot Cysts and remove the Corruption they cause. Blightrot Cysts will never chose a Blight Post to grow on.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It becomes available once the Smoldering City&#039;s level 6 Obsidian Archive has been acquired at the cost of 30 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles but will only be available for construction on Veteran (or higher) difficulty, on which the Blightrot mechanic is actually active. An exception to this is the Training Expedition game mode: In this mode the player can chose whether or not to play with the [[Blightrot#Corruption | Corruption mechanic]] enabled before starting a settlement on any difficulty.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once the Smoldering City&#039;s level 18 Obsidian Archive has been acquired at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles the Blight Post can also be [[#Blight Post Upgrades | upgraded]] up to 2 times - with 1 out of 3 upgrades to chose from per upgrade level.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful UI features:&amp;lt;br&amp;gt;&lt;br /&gt;
* the Tab-key (Rainpunk overlay) displays which structures use what type of rainwater at which settings&lt;br /&gt;
* the Z-key (Blightrot overlay) displays what structures have how many Blightrot Cysts on them, which is great to see where a &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt; would be useful to shorten the travel time and increase the overall Blight Fighter efficiency that way&lt;br /&gt;
* The Ancient Hearth can also be selected to inspect its Blightrot tab to view how many Blightrot Cysts exist in total and what amount of Corruption they cause&lt;br /&gt;
* the bottom right of the UI also displays the current Corruption percentage - but this can change quickly, like if multiple structures cause a +1 Blightrot Cyst spawn by hitting their Blightrot counter&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful links:&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rainpunk | Rainpunk technology]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Blightrot | Blightrot &amp;amp; Corruption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blight Fighter behavior ==&lt;br /&gt;
When ordering the production of [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire it will only be crafted while Blightrot Cysts can&#039;t be attacked or while running out of it while they can be attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
While any Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while working on certain [[Glade Events]] with the effect of awakening them from their dormant state, the Blight Fighters will try to destroy them.&amp;lt;br&amp;gt;&lt;br /&gt;
Blight Fighters won&#039;t take their regular breaks so long as there&#039;s still enough [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire available and Blightrot Cysts that can be attacked exist.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the season timer ticks to less than 15s before the start of the [[Storm | Storm Season]] all active Blight Fighters (and any Blight Post Automatons) will grab their [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire and position themselves next to the nearest Blightrot Cyst. After it started there&#039;s a 10s delay until the Blightrot Cysts become active, which causes them to become vulnerable and start corrupting the Ancient Hearth. That&#039;s around 25s in total for the Blight Fighters to get ready.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Blight Post Upgrades ==&lt;br /&gt;
&lt;br /&gt;
This becomes available when unlocking the Smoldering City&#039;s level 18 Obsidian Archive at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;text-align:center;&amp;quot; |Only 1 of 3 upgrades can be chosen per level.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 1 upgrades cost:&amp;lt;br&amp;gt;4 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_TripleIgnition.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Triple Ignition System&lt;br /&gt;
||Mobile Sparkcasters&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 2 upgrades cost:&amp;lt;br&amp;gt;6 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MannedOutlook.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_AlchemicalForge.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
||Manned Lookout&lt;br /&gt;
||Alchemical Forge&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_TripleIgnition.png|float|24px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;: -5s to destroy a Blightrot Cyst - from 15s to 10s. Affects Blight Fighters and Automatons of the Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|float|24px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039;: +30% move speed for Blight Fighters of this Blight Post. Blight Automatons don&#039;t benefit from this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Assigns an Automaton to this Blight Post that helps fighting Blightrot Cysts but doesn&#039;t use up a worker slot. Automatons can&#039;t produce [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire but also don&#039;t take any breaks. Their move speed is increased while moving on roads but isn&#039;t affected by any other positive or negative modifiers. Automatons also don&#039;t get targeted by effects that directly kill villagers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|24px|link=]] &#039;&#039;Manned Lookout&#039;&#039;: -10% Blightrot growth per Blight Fighter assigned to a Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_AlchemicalForge.png|float|24px|link=]] &#039;&#039;Alchemical Forge&#039;&#039;: +50% extra yield chance when producing [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire at a Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Adds +1 Automaton that functions the same as its level 1 version.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|32px|link=]] Manned Lookout upgrade ==&lt;br /&gt;
Calculation:&amp;lt;br&amp;gt;[Blightrot counter maximum] divided by (1 - [summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus percentage])&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Example:&amp;lt;br&amp;gt;- each structure with Rain Engines installed gets a Blightrot counter that has a default value of 32 as its maximum, meaning that for every 32 units of rainwater used by Rain Engines in that structure +1 Blightrot Cyst will spawn&amp;lt;br&amp;gt;- 3 Blight Post, all of them with this upgrade, each of them with 3 Blight Fighters assigned, resulting in a [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; effect of 90%&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With this we have:&amp;lt;br&amp;gt;Blightrot counter maximum = 32&amp;lt;br&amp;gt;summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus = 90% = 0.9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Calculation with this:&amp;lt;br&amp;gt;32 / ( 1 - 0.9) = 32 / 0.1 = 320&amp;lt;br&amp;gt;So due to the [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus of 90% the Blightrot counter increases from 32 (default value with no bonus) to 320 (10x as much), allowing the use of 10x the rainwater before +1 Blightrot Cyst is spawned by any structure with Rain Engines installed and active that hits that limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Table: What multiplier for the Blightrot counter and actual values you get depending on the active [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout&amp;lt;br&amp;gt;%value&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|resulting&amp;lt;br&amp;gt;multiplier&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|buffed value&amp;lt;br&amp;gt;(Blight counter: 32)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|absolute&amp;lt;br&amp;gt;bonus&lt;br /&gt;
|-&lt;br /&gt;
|10%&lt;br /&gt;
|1.111&lt;br /&gt;
|36&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;4&lt;br /&gt;
|-&lt;br /&gt;
|20%&lt;br /&gt;
|1.25&lt;br /&gt;
|40&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;8&lt;br /&gt;
|-&lt;br /&gt;
|30%&lt;br /&gt;
|1.428&lt;br /&gt;
|46&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;14&lt;br /&gt;
|-&lt;br /&gt;
|40%&lt;br /&gt;
|1.666&lt;br /&gt;
|53&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;21&lt;br /&gt;
|-&lt;br /&gt;
|50%&lt;br /&gt;
|2&lt;br /&gt;
|64&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;32&lt;br /&gt;
|-&lt;br /&gt;
|60%&lt;br /&gt;
|2.5&lt;br /&gt;
|80&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;48&lt;br /&gt;
|-&lt;br /&gt;
|70%&lt;br /&gt;
|3.333&lt;br /&gt;
|107&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
|80%&lt;br /&gt;
|5&lt;br /&gt;
|160&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;128&lt;br /&gt;
|-&lt;br /&gt;
|90%&lt;br /&gt;
|10&lt;br /&gt;
|320&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;288&lt;br /&gt;
|}&lt;br /&gt;
Special cases: &amp;lt;br&amp;gt;1) If a calculation for the Blightrot counter&#039;s new value doesn&#039;t result in a whole number the final result is always rounded, which means: Rounded up at .5 value, otherwise rounded down. Verified by in-game testing.&amp;lt;br&amp;gt;2) If [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; reaches a value of 100% then rainwater can be used without any negative effects: the Blightrot counters just stop counting globally&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High risk and threat of this upgrade&#039;&#039;&#039;: The higher the buff&#039;s value (maximum is 100%) the more important it is to keep it at that. Otherwise massive Blightrot Cyst spawns can happen, which is possible because of the Blightrot counter&#039;s game mechanic: Whenever it changes its maximum value due to positive or negative effects the ratio of already gained corruption doesn&#039;t stay the same, meaning: A 50% filled Blightrot counter bar will not stay at 50% whenever its maximum value adjusts to a lower or higher number but instead the current number stays the same as the maximum number shifts to a new value.&amp;lt;br&amp;gt;&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
Due to unlucky circumstances a 90% buff was partially lost and you&#039;re now at 60%.&amp;lt;br&amp;gt;&lt;br /&gt;
Blightrot counters that previously ran at a 320 maximum are now at a new maximum of 80, which is only 25% of what they used to support, or a 75% loss in other words.&amp;lt;br&amp;gt;Any structure that had its Blightrot counter&#039;s current value at a higher value (let&#039;s say 177) than the Blightrot counter&#039;s new maximum (which is 80) will spawn +1 Blightrot Cyst per unit of rainwater used in its Rain Engines, which increases its current value by +1 (to 178) and then lowers it by the Blightrot counter&#039;s maximum (178 - 80 = 98). This keeps repeating until the Blightrot counter&#039;s current value is lower than its maximum value. The one exception when it doesn&#039;t is when reaching a 100% bonus, which disables the Blightrot counters.&amp;lt;br&amp;gt;The higher the buff value the more important it is to keep the people alive and assigned that provide this buff or have extra people as backup to secure the buff or have many Blight Posts in case the Blightrot actually goes off like this. It&#039;s not always about people leaving due to low resolve, getting killed by a random event or other negative effect or starving. Sometimes a charming Kelpie can also cause disaster.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
* If facing Corruption levels well above 100% setting up and manning multiple Blight Posts can still save villagers from dying because destroying Blightrot Cysts also removes existing Corruption, see: How the [[Blightrot | Corruption mechanic]] works.&lt;br /&gt;
* Depending on the extent of [[Blightrot]] in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.&lt;br /&gt;
* It may be worthwhile to deconstruct the Blight Post for building materials once you&#039;ve burned all the Cysts during the Storm or an [[Event]].&amp;lt;br&amp;gt;Beware  the [[Prestige]] 3 modifier: [[File:Icon_PrestigeMod_BlightSwarm.png|frameless|16px|link=]] Blightrot appears every 3rd Clearance Season.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Blight Fighters won&#039;t take their regular breaks so long as there&#039;s still [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire available and Blightrot Cysts that can be attacked exist.&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Prestige]] 2 modifier [[File:Icon_PrestigeMod_CrumblingSeal.png|frameless|16px|link=]] Crumbling Seal increases the [[Storm]] duration by 100% (from 2min to 4min).&amp;lt;br&amp;gt;&lt;br /&gt;
The Break intervall for {{Species link|Lizards}} and {{Species link|Harpies}} is 1min 40s,&amp;lt;br&amp;gt;&lt;br /&gt;
for {{Species link|Frogs}} 2min 30s&amp;lt;br&amp;gt;&lt;br /&gt;
and 2min for any other species.&amp;lt;br&amp;gt;&lt;br /&gt;
So long as they don&#039;t take their break the Blight Fighters won&#039;t consume any food or service items and won&#039;t apply or update any effects they get due to their (denied) needs, including the starvation counter.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
Since destroying Blightrot Cysts requires a lot of movement Blight Fighter efficiency is generally improved by&lt;br /&gt;
* any effects that increase move speed, such as: good roads, villager move speed perks, the [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|frameless|16px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039; Blight Post upgrade that only affects the Blight Fighters assigned to a Blight Post with it, which is the best choice when the average distance between Cysts and Blight Posts / Hydrants is more than 10 tiles&lt;br /&gt;
* nearby Blight Posts / Hydrants that reduce the travel time for [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire reloads&lt;br /&gt;
* having a nearby Hearth for short travel distance when taking a break&lt;br /&gt;
* any effects that reduce the interval at which villagers take their breaks (allowing for more uninterrupted Blight fighting)&amp;lt;br&amp;gt;&lt;br /&gt;
* Among the level 1 upgrades, [[File:Icon_PumpUpgrade_Automaton.png|float|16px|link=]] &#039;&#039;Blight Automaton&#039;&#039; is always better than [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;.&lt;br /&gt;
* the [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039; Blight Post upgrade that reduces the time spent on each Blightrot Cyst&#039;s destruction but only affects any Blight Fighters and Automaton assigned to a Blight Post with it&amp;lt;br&amp;gt;&lt;br /&gt;
The Blightrot overlay needs to be used to stop Blightfighters and Automatons from destroying all the Cysts on structures at which {{Species link|Foxes}} are working, so that they can keep their [[File:Icon Spec Cysts 64x64.png|{{ImgS}}]] Blightrot &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt; effect, granting them +5 resolve (before any other modifiers).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blightrot]]&lt;br /&gt;
* [[Corruption]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10287</id>
		<title>Blight Post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10287"/>
		<updated>2025-04-24T11:45:13Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.5}}&lt;br /&gt;
{{Buildingbox|Blight Post}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Anchor issue: When using links to other pages on the wiki that are meant to use their anchors (pointing at certain sub-entries of a topic) this absolutely doesn&#039;t work and everything I&#039;ve tried to make it work didn&#039;t work.&lt;br /&gt;
I can&#039;t link the Hydrant to show the Hydrant entry but instead it only loads the main page and shows its top but fails to position the scrollbar at the right height where the Hydrant is found.&lt;br /&gt;
Same for the Comfort link which only loads the buildings page but doesn&#039;t select the specialization entry as it should and is linked to. I&#039;ve given up on trying to fix this. If anyone knows how to achieve this: Please fix it.&lt;br /&gt;
&lt;br /&gt;
The 2 links in question:&lt;br /&gt;
Hydrant: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt;&lt;br /&gt;
Comfort: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt;&lt;br /&gt;
I also tried replacing the _ with a space, a - and %20. Didn&#039;t work.&lt;br /&gt;
But as seen on the Specializations link, which also doesn&#039;t use the anchor, any special characters aren&#039;t the issue causing this.&lt;br /&gt;
I also tried to place a manual anchor on the pages and point to that one. Failed as well, did remove it again.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Blight Post is the only way to fight Blightrot Cysts and remove the Corruption they cause. Blightrot Cysts will never chose a Blight Post to grow on.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It becomes available once the Smoldering City&#039;s level 6 Obsidian Archive has been acquired at the cost of 30 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles but will only be available for construction on Veteran (or higher) difficulty, on which the Blightrot mechanic is actually active. An exception to this is the Training Expedition game mode: In this mode the player can chose whether or not to play with the [[Blightrot#Corruption | Corruption mechanic]] enabled before starting a settlement on any difficulty.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once the Smoldering City&#039;s level 18 Obsidian Archive has been acquired at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles the Blight Post can also be [[#Blight Post Upgrades | upgraded]] up to 2 times - with 1 out of 3 upgrades to chose from per upgrade level.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful UI features:&amp;lt;br&amp;gt;&lt;br /&gt;
* the Tab-key (Rainpunk overlay) displays which structures use what type of rainwater at which settings&lt;br /&gt;
* the Z-key (Blightrot overlay) displays what structures have how many Blightrot Cysts on them, which is great to see where a &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt; would be useful to shorten the travel time and increase the overall Blight Fighter efficiency that way&lt;br /&gt;
* The Ancient Hearth can also be selected to inspect its Blightrot tab to view how many Blightrot Cysts exist in total and what amount of Corruption they cause&lt;br /&gt;
* the bottom right of the UI also displays the current Corruption percentage - but this can change quickly, like if multiple structures cause a +1 Blightrot Cyst spawn by hitting their Blightrot counter&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful links:&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rainpunk | Rainpunk technology]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Blightrot | Blightrot &amp;amp; Corruption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blight Fighter behavior ==&lt;br /&gt;
When ordering the production of [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire it will only be crafted while Blightrot Cysts can&#039;t be attacked or while running out of it while they can be attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
While any Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while working on certain [[Glade Events]] with the effect of awakening them from their dormant state, the Blight Fighters will try to destroy them.&amp;lt;br&amp;gt;&lt;br /&gt;
Blight Fighters won&#039;t take their regular breaks so long as there&#039;s still enough [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire available and Blightrot Cysts that can be attacked exist.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the season timer ticks to less than 15s before the start of the [[Storm | Storm Season]] all active Blight Fighters (and any Blight Post Automatons) will grab their [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire and position themselves next to the nearest Blightrot Cyst. After it started there&#039;s a 10s delay until the Blightrot Cysts become active, which causes them to become vulnerable and start corrupting the Ancient Hearth. That&#039;s around 25s in total for the Blight Fighters to get ready.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Blight Post Upgrades ==&lt;br /&gt;
&lt;br /&gt;
This becomes available when unlocking the Smoldering City&#039;s level 18 Obsidian Archive at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;text-align:center;&amp;quot; |Only 1 of 3 upgrades can be chosen per level.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 1 upgrades cost:&amp;lt;br&amp;gt;4 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_TripleIgnition.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Triple Ignition System&lt;br /&gt;
||Mobile Sparkcasters&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 2 upgrades cost:&amp;lt;br&amp;gt;6 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MannedOutlook.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_AlchemicalForge.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
||Manned Lookout&lt;br /&gt;
||Alchemical Forge&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_TripleIgnition.png|float|24px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;: -5s to destroy a Blightrot Cyst - from 15s to 10s. Affects Blight Fighters and Automatons of the Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|float|24px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039;: +30% move speed for Blight Fighters of this Blight Post. Blight Automatons don&#039;t benefit from this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Assigns an Automaton to this Blight Post that helps fighting Blightrot Cysts but doesn&#039;t use up a worker slot. Automatons can&#039;t produce [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire but also don&#039;t take any breaks. Their move speed is increased while moving on roads but isn&#039;t affected by any other positive or negative modifiers. Automatons also don&#039;t get targeted by effects that directly kill villagers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|24px|link=]] &#039;&#039;Manned Lookout&#039;&#039;: -10% Blightrot growth per Blight Fighter assigned to a Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_AlchemicalForge.png|float|24px|link=]] &#039;&#039;Alchemical Forge&#039;&#039;: +50% extra yield chance when producing [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire at a Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Adds +1 Automaton that functions the same as its level 1 version.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|32px|link=]] Manned Lookout upgrade ==&lt;br /&gt;
Calculation:&amp;lt;br&amp;gt;[Blightrot counter maximum] divided by (1 - [summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus percentage])&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Example:&amp;lt;br&amp;gt;- each structure with Rain Engines installed gets a Blightrot counter that has a default value of 32 as its maximum, meaning that for every 32 units of rainwater used by Rain Engines in that structure +1 Blightrot Cyst will spawn&amp;lt;br&amp;gt;- 3 Blight Post, all of them with this upgrade, each of them with 3 Blight Fighters assigned, resulting in a [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; effect of 90%&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With this we have:&amp;lt;br&amp;gt;Blightrot counter maximum = 32&amp;lt;br&amp;gt;summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus = 90% = 0.9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Calculation with this:&amp;lt;br&amp;gt;32 / ( 1 - 0.9) = 32 / 0.1 = 320&amp;lt;br&amp;gt;So due to the [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus of 90% the Blightrot counter increases from 32 (default value with no bonus) to 320 (10x as much), allowing the use of 10x the rainwater before +1 Blightrot Cyst is spawned by any structure with Rain Engines installed and active that hits that limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Table: What multiplier for the Blightrot counter and actual values you get depending on the active [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout&amp;lt;br&amp;gt;%value&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|resulting&amp;lt;br&amp;gt;multiplier&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|buffed value&amp;lt;br&amp;gt;(Blight counter: 32)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|absolute&amp;lt;br&amp;gt;bonus&lt;br /&gt;
|-&lt;br /&gt;
|10%&lt;br /&gt;
|1.111&lt;br /&gt;
|36&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;4&lt;br /&gt;
|-&lt;br /&gt;
|20%&lt;br /&gt;
|1.25&lt;br /&gt;
|40&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;8&lt;br /&gt;
|-&lt;br /&gt;
|30%&lt;br /&gt;
|1.428&lt;br /&gt;
|46&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;14&lt;br /&gt;
|-&lt;br /&gt;
|40%&lt;br /&gt;
|1.666&lt;br /&gt;
|53&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;21&lt;br /&gt;
|-&lt;br /&gt;
|50%&lt;br /&gt;
|2&lt;br /&gt;
|64&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;32&lt;br /&gt;
|-&lt;br /&gt;
|60%&lt;br /&gt;
|2.5&lt;br /&gt;
|80&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;48&lt;br /&gt;
|-&lt;br /&gt;
|70%&lt;br /&gt;
|3.333&lt;br /&gt;
|107&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
|80%&lt;br /&gt;
|5&lt;br /&gt;
|160&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;128&lt;br /&gt;
|-&lt;br /&gt;
|90%&lt;br /&gt;
|10&lt;br /&gt;
|320&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;288&lt;br /&gt;
|}&lt;br /&gt;
Special cases: &amp;lt;br&amp;gt;1) If a calculation for the Blightrot counter&#039;s new value doesn&#039;t result in a whole number the final result is always rounded, which means: Rounded up at .5 value, otherwise rounded down. Verified by in-game testing.&amp;lt;br&amp;gt;2) If [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; reaches a value of 100% then rainwater can be used without any negative effects: the Blightrot counters just stop counting globally&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High risk and threat of this upgrade&#039;&#039;&#039;: The higher the buff&#039;s value (maximum is 100%) the more important it is to keep it at that. Otherwise massive Blightrot Cyst spawns can happen, which is possible because of the Blightrot counter&#039;s game mechanic: Whenever it changes its maximum value due to positive or negative effects the ratio of already gained corruption doesn&#039;t stay the same, meaning: A 50% filled Blightrot counter bar will not stay at 50% whenever its maximum value adjusts to a lower or higher number but instead the current number stays the same as the maximum number shifts to a new value.&amp;lt;br&amp;gt;&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
Due to unlucky circumstances a 90% buff was partially lost and you&#039;re now at 60%.&amp;lt;br&amp;gt;&lt;br /&gt;
Blightrot counters that previously ran at a 320 maximum are now at a new maximum of 80, which is only 25% of what they used to support, or a 75% loss in other words.&amp;lt;br&amp;gt;Any structure that had its Blightrot counter&#039;s current value at a higher value (let&#039;s say 177) than the Blightrot counter&#039;s new maximum (which is 80) will spawn +1 Blightrot Cyst per unit of rainwater used in its Rain Engines, which increases its current value by +1 (to 178) and then lowers it by the Blightrot counter&#039;s maximum (178 - 80 = 98). This keeps repeating until the Blightrot counter&#039;s current value is lower than its maximum value. The one exception when it doesn&#039;t is when reaching a 100% bonus, which disables the Blightrot counters.&amp;lt;br&amp;gt;The higher the buff value the more important it is to keep the people alive and assigned that provide this buff or have extra people as backup to secure the buff or have many Blight Posts in case the Blightrot actually goes off like this. It&#039;s not always about people leaving due to low resolve, getting killed by a random event or other negative effect or starving. Sometimes a charming Kelpie can also cause disaster.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
* If facing Corruption levels well above 100% setting up and manning multiple Blight Posts can still save villagers from dying because destroying Blightrot Cysts also removes existing Corruption, see: How the [[Blightrot | Corruption mechanic]] works.&lt;br /&gt;
* Depending on the extent of [[Blightrot]] in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.&lt;br /&gt;
* It may be worthwhile to deconstruct the Blight Post for building materials once you&#039;ve burned all the Cysts during the Storm or an [[Event]].&amp;lt;br&amp;gt;Beware  the [[Prestige]] 3 modifier: [[File:Icon_PrestigeMod_BlightSwarm.png|frameless|16px|link=]] Blightrot appears every 3rd Clearance Season.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Blight Fighters won&#039;t take their regular breaks so long as there&#039;s still [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire available and Blightrot Cysts that can be attacked exist.&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Prestige]] 2 modifier [[File:Icon_PrestigeMod_CrumblingSeal.png|frameless|16px|link=]] Crumbling Seal increases the [[Storm]] duration by 100% (from 2min to 4min).&amp;lt;br&amp;gt;&lt;br /&gt;
The Break intervall for {{Species link|Lizards}} and {{Species link|Harpies}} is 1min 40s,&amp;lt;br&amp;gt;&lt;br /&gt;
for {{Species link|Frogs}} 2min 30s&amp;lt;br&amp;gt;&lt;br /&gt;
and 2min for any other species.&amp;lt;br&amp;gt;&lt;br /&gt;
Since any (denied) food and service need modifiers and even the starvation effect are only applied and updated when taking a break it&#039;s possible to use this mechanic to prolong the time until those are applied.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
Since destroying Blightrot Cysts requires a lot of movement Blight Fighter efficiency is generally improved by&lt;br /&gt;
* any effects that increase move speed, such as: good roads, villager move speed perks, the [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|frameless|16px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039; Blight Post upgrade that only affects the Blight Fighters assigned to a Blight Post with it, which is the best choice when the average distance between Cysts and Blight Posts / Hydrants is more than 10 tiles&lt;br /&gt;
* nearby Blight Posts / Hydrants that reduce the travel time for [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire reloads&lt;br /&gt;
* having a nearby Hearth for short travel distance when taking a break&lt;br /&gt;
* any effects that reduce the interval at which villagers take their breaks (allowing for more uninterrupted Blight fighting)&amp;lt;br&amp;gt;&lt;br /&gt;
* Among the level 1 upgrades, [[File:Icon_PumpUpgrade_Automaton.png|float|16px|link=]] &#039;&#039;Blight Automaton&#039;&#039; is always better than [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;.&lt;br /&gt;
* the [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039; Blight Post upgrade that reduces the time spent on each Blightrot Cyst&#039;s destruction but only affects any Blight Fighters and Automaton assigned to a Blight Post with it&amp;lt;br&amp;gt;&lt;br /&gt;
The Blightrot overlay needs to be used to stop Blightfighters and Automatons from destroying all the Cysts on structures at which {{Species link|Foxes}} are working, so that they can keep their [[File:Icon Spec Cysts 64x64.png|{{ImgS}}]] Blightrot &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt; effect, granting them +5 resolve (before any other modifiers).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blightrot]]&lt;br /&gt;
* [[Corruption]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10286</id>
		<title>Blight Post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10286"/>
		<updated>2025-04-24T11:42:05Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.5}}&lt;br /&gt;
{{Buildingbox|Blight Post}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Anchor issue: When using links to other pages on the wiki that are meant to use their anchors (pointing at certain sub-entries of a topic) this absolutely doesn&#039;t work and everything I&#039;ve tried to make it work didn&#039;t work.&lt;br /&gt;
I can&#039;t link the Hydrant to show the Hydrant entry but instead it only loads the main page and shows its top but fails to position the scrollbar at the right height where the Hydrant is found.&lt;br /&gt;
Same for the Comfort link which only loads the buildings page but doesn&#039;t select the specialization entry as it should and is linked to. I&#039;ve given up on trying to fix this. If anyone knows how to achieve this: Please fix it.&lt;br /&gt;
&lt;br /&gt;
The 2 links in question:&lt;br /&gt;
Hydrant: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt;&lt;br /&gt;
Comfort: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt;&lt;br /&gt;
I also tried replacing the _ with a space, a - and %20. Didn&#039;t work.&lt;br /&gt;
But as seen on the Specializations link, which also doesn&#039;t use the anchor, any special characters aren&#039;t the issue causing this.&lt;br /&gt;
I also tried to place a manual anchor on the pages and point to that one. Failed as well, did remove it again.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Blight Post is the only way to fight Blightrot Cysts and remove the Corruption they cause. Blightrot Cysts will never chose a Blight Post to grow on.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It becomes available once the Smoldering City&#039;s level 6 Obsidian Archive has been acquired at the cost of 30 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles but will only be available for construction on Veteran (or higher) difficulty, on which the Blightrot mechanic is actually active. An exception to this is the Training Expedition game mode: In this mode the player can chose whether or not to play with the Corruption mechanic enabled before starting a settlement on any difficulty.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once the Smoldering City&#039;s level 18 Obsidian Archive has been acquired at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles the Blight Post can also be [[#Blight Post Upgrades | upgraded]] up to 2 times - with 1 out of 3 upgrades to chose from per upgrade level.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful UI features:&amp;lt;br&amp;gt;&lt;br /&gt;
* the Tab-key (Rainpunk overlay) displays which structures use what type of rainwater at which settings&lt;br /&gt;
* the Z-key (Blightrot overlay) displays what structures have how many Blightrot Cysts on them, which is great to see where a &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt; would be useful to shorten the travel time and increase the overall Blight Fighter efficiency that way&lt;br /&gt;
* The Ancient Hearth can also be selected to inspect its Blightrot tab to view how many Blightrot Cysts exist in total and what amount of Corruption they cause&lt;br /&gt;
* the bottom right of the UI also displays the current Corruption percentage - but this can change quickly, like if multiple structures cause a +1 Blightrot Cyst spawn by hitting their Blightrot counter&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful links:&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rainpunk | Rainpunk technology]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Blightrot | Blightrot &amp;amp; Corruption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blight Fighter behavior ==&lt;br /&gt;
When ordering the production of [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire it will only be crafted while Blightrot Cysts can&#039;t be attacked or while running out of it while they can be attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
While any Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while working on certain [[Glade Events]] with the effect of awakening them from their dormant state, the Blight Fighters will try to destroy them.&amp;lt;br&amp;gt;&lt;br /&gt;
Blight Fighters won&#039;t take their regular breaks so long as there&#039;s still enough [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire available and Blightrot Cysts that can be attacked exist.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the season timer ticks to less than 15s before the start of the [[Storm | Storm Season]] all active Blight Fighters (and any Blight Post Automatons) will grab their [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire and position themselves next to the nearest Blightrot Cyst. After it started there&#039;s a 10s delay until the Blightrot Cysts become active, which causes them to become vulnerable and start corrupting the Ancient Hearth. That&#039;s around 25s in total for the Blight Fighters to get ready.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Blight Post Upgrades ==&lt;br /&gt;
&lt;br /&gt;
This becomes available when unlocking the Smoldering City&#039;s level 18 Obsidian Archive at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;text-align:center;&amp;quot; |Only 1 of 3 upgrades can be chosen per level.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 1 upgrades cost:&amp;lt;br&amp;gt;4 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_TripleIgnition.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Triple Ignition System&lt;br /&gt;
||Mobile Sparkcasters&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 2 upgrades cost:&amp;lt;br&amp;gt;6 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MannedOutlook.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_AlchemicalForge.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
||Manned Lookout&lt;br /&gt;
||Alchemical Forge&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_TripleIgnition.png|float|24px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;: -5s to destroy a Blightrot Cyst - from 15s to 10s. Affects Blight Fighters and Automatons of the Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|float|24px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039;: +30% move speed for Blight Fighters of this Blight Post. Blight Automatons don&#039;t benefit from this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Assigns an Automaton to this Blight Post that helps fighting Blightrot Cysts but doesn&#039;t use up a worker slot. Automatons can&#039;t produce [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire but also don&#039;t take any breaks. Their move speed is increased while moving on roads but isn&#039;t affected by any other positive or negative modifiers. Automatons also don&#039;t get targeted by effects that directly kill villagers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|24px|link=]] &#039;&#039;Manned Lookout&#039;&#039;: -10% Blightrot growth per Blight Fighter assigned to a Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_AlchemicalForge.png|float|24px|link=]] &#039;&#039;Alchemical Forge&#039;&#039;: +50% extra yield chance when producing [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire at a Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Adds +1 Automaton that functions the same as its level 1 version.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|32px|link=]] Manned Lookout upgrade ==&lt;br /&gt;
Calculation:&amp;lt;br&amp;gt;[Blightrot counter maximum] divided by (1 - [summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus percentage])&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Example:&amp;lt;br&amp;gt;- each structure with Rain Engines installed gets a Blightrot counter that has a default value of 32 as its maximum, meaning that for every 32 units of rainwater used by Rain Engines in that structure +1 Blightrot Cyst will spawn&amp;lt;br&amp;gt;- 3 Blight Post, all of them with this upgrade, each of them with 3 Blight Fighters assigned, resulting in a [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; effect of 90%&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With this we have:&amp;lt;br&amp;gt;Blightrot counter maximum = 32&amp;lt;br&amp;gt;summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus = 90% = 0.9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Calculation with this:&amp;lt;br&amp;gt;32 / ( 1 - 0.9) = 32 / 0.1 = 320&amp;lt;br&amp;gt;So due to the [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus of 90% the Blightrot counter increases from 32 (default value with no bonus) to 320 (10x as much), allowing the use of 10x the rainwater before +1 Blightrot Cyst is spawned by any structure with Rain Engines installed and active that hits that limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Table: What multiplier for the Blightrot counter and actual values you get depending on the active [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout&amp;lt;br&amp;gt;%value&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|resulting&amp;lt;br&amp;gt;multiplier&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|buffed value&amp;lt;br&amp;gt;(Blight counter: 32)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|absolute&amp;lt;br&amp;gt;bonus&lt;br /&gt;
|-&lt;br /&gt;
|10%&lt;br /&gt;
|1.111&lt;br /&gt;
|36&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;4&lt;br /&gt;
|-&lt;br /&gt;
|20%&lt;br /&gt;
|1.25&lt;br /&gt;
|40&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;8&lt;br /&gt;
|-&lt;br /&gt;
|30%&lt;br /&gt;
|1.428&lt;br /&gt;
|46&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;14&lt;br /&gt;
|-&lt;br /&gt;
|40%&lt;br /&gt;
|1.666&lt;br /&gt;
|53&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;21&lt;br /&gt;
|-&lt;br /&gt;
|50%&lt;br /&gt;
|2&lt;br /&gt;
|64&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;32&lt;br /&gt;
|-&lt;br /&gt;
|60%&lt;br /&gt;
|2.5&lt;br /&gt;
|80&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;48&lt;br /&gt;
|-&lt;br /&gt;
|70%&lt;br /&gt;
|3.333&lt;br /&gt;
|107&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
|80%&lt;br /&gt;
|5&lt;br /&gt;
|160&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;128&lt;br /&gt;
|-&lt;br /&gt;
|90%&lt;br /&gt;
|10&lt;br /&gt;
|320&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;288&lt;br /&gt;
|}&lt;br /&gt;
Special cases: &amp;lt;br&amp;gt;1) If a calculation for the Blightrot counter&#039;s new value doesn&#039;t result in a whole number the final result is always rounded, which means: Rounded up at .5 value, otherwise rounded down. Verified by in-game testing.&amp;lt;br&amp;gt;2) If [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; reaches a value of 100% then rainwater can be used without any negative effects: the Blightrot counters just stop counting globally&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High risk and threat of this upgrade&#039;&#039;&#039;: The higher the buff&#039;s value (maximum is 100%) the more important it is to keep it at that. Otherwise massive Blightrot Cyst spawns can happen, which is possible because of the Blightrot counter&#039;s game mechanic: Whenever it changes its maximum value due to positive or negative effects the ratio of already gained corruption doesn&#039;t stay the same, meaning: A 50% filled Blightrot counter bar will not stay at 50% whenever its maximum value adjusts to a lower or higher number but instead the current number stays the same as the maximum number shifts to a new value.&amp;lt;br&amp;gt;&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
Due to unlucky circumstances a 90% buff was partially lost and you&#039;re now at 60%.&amp;lt;br&amp;gt;&lt;br /&gt;
Blightrot counters that previously ran at a 320 maximum are now at a new maximum of 80, which is only 25% of what they used to support, or a 75% loss in other words.&amp;lt;br&amp;gt;Any structure that had its Blightrot counter&#039;s current value at a higher value (let&#039;s say 177) than the Blightrot counter&#039;s new maximum (which is 80) will spawn +1 Blightrot Cyst per unit of rainwater used in its Rain Engines, which increases its current value by +1 (to 178) and then lowers it by the Blightrot counter&#039;s maximum (178 - 80 = 98). This keeps repeating until the Blightrot counter&#039;s current value is lower than its maximum value. The one exception when it doesn&#039;t is when reaching a 100% bonus, which disables the Blightrot counters.&amp;lt;br&amp;gt;The higher the buff value the more important it is to keep the people alive and assigned that provide this buff or have extra people as backup to secure the buff or have many Blight Posts in case the Blightrot actually goes off like this. It&#039;s not always about people leaving due to low resolve, getting killed by a random event or other negative effect or starving. Sometimes a charming Kelpie can also cause disaster.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
* If facing Corruption levels well above 100% setting up and manning multiple Blight Posts can still save villagers from dying because destroying Blightrot Cysts also removes existing Corruption, see: How the [[Blightrot | Corruption mechanic]] works.&lt;br /&gt;
* Depending on the extent of [[Blightrot]] in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.&lt;br /&gt;
* It may be worthwhile to deconstruct the Blight Post for building materials once you&#039;ve burned all the Cysts during the Storm or an [[Event]].&amp;lt;br&amp;gt;Beware  the [[Prestige]] 3 modifier: [[File:Icon_PrestigeMod_BlightSwarm.png|frameless|16px|link=]] Blightrot appears every 3rd Clearance Season.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Blight Fighters won&#039;t take their regular breaks so long as there&#039;s still [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire available and Blightrot Cysts that can be attacked exist.&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Prestige]] 2 modifier [[File:Icon_PrestigeMod_CrumblingSeal.png|frameless|16px|link=]] Crumbling Seal increases the [[Storm]] duration by 100% (from 2min to 4min).&amp;lt;br&amp;gt;&lt;br /&gt;
The Break intervall for {{Species link|Lizards}} and {{Species link|Harpies}} is 1min 40s,&amp;lt;br&amp;gt;&lt;br /&gt;
for {{Species link|Frogs}} 2min 30s&amp;lt;br&amp;gt;&lt;br /&gt;
and 2min for any other species.&amp;lt;br&amp;gt;&lt;br /&gt;
Since any (denied) food and service need modifiers and even the starvation effect are only applied and updated when taking a break it&#039;s possible to use this mechanic to prolong the time until those are applied.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
Since destroying Blightrot Cysts requires a lot of movement Blight Fighter efficiency is generally improved by&lt;br /&gt;
* any effects that increase move speed, such as: good roads, villager move speed perks, the [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|frameless|16px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039; Blight Post upgrade that only affects the Blight Fighters assigned to a Blight Post with it, which is the best choice when the average distance between Cysts and Blight Posts / Hydrants is more than 10 tiles&lt;br /&gt;
* nearby Blight Posts / Hydrants that reduce the travel time for [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire reloads&lt;br /&gt;
* having a nearby Hearth for short travel distance when taking a break&lt;br /&gt;
* any effects that reduce the interval at which villagers take their breaks (allowing for more uninterrupted Blight fighting)&amp;lt;br&amp;gt;&lt;br /&gt;
* Among the level 1 upgrades, [[File:Icon_PumpUpgrade_Automaton.png|float|16px|link=]] &#039;&#039;Blight Automaton&#039;&#039; is always better than [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;.&lt;br /&gt;
* the [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039; Blight Post upgrade that reduces the time spent on each Blightrot Cyst&#039;s destruction but only affects any Blight Fighters and Automaton assigned to a Blight Post with it&amp;lt;br&amp;gt;&lt;br /&gt;
The Blightrot overlay needs to be used to stop Blightfighters and Automatons from destroying all the Cysts on structures at which {{Species link|Foxes}} are working, so that they can keep their [[File:Icon Spec Cysts 64x64.png|{{ImgS}}]] Blightrot &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt; effect, granting them +5 resolve (before any other modifiers).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blightrot]]&lt;br /&gt;
* [[Corruption]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10285</id>
		<title>Blight Post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10285"/>
		<updated>2025-04-22T18:37:05Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.5}}&lt;br /&gt;
{{Buildingbox|Blight Post}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Anchor issue: When using links to other pages on the wiki that are meant to use their anchors (pointing at certain sub-entries of a topic) this absolutely doesn&#039;t work and everything I&#039;ve tried to make it work didn&#039;t work.&lt;br /&gt;
I can&#039;t link the Hydrant to show the Hydrant entry but instead it only loads the main page and shows its top but fails to position the scrollbar at the right height where the Hydrant is found.&lt;br /&gt;
Same for the Comfort link which only loads the buildings page but doesn&#039;t select the specialization entry as it should and is linked to. I&#039;ve given up on trying to fix this. If anyone knows how to achieve this: Please fix it.&lt;br /&gt;
&lt;br /&gt;
The 2 links in question:&lt;br /&gt;
Hydrant: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt;&lt;br /&gt;
Comfort: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt;&lt;br /&gt;
I also tried replacing the _ with a space, a - and %20. Didn&#039;t work.&lt;br /&gt;
But as seen on the Specializations link, which also doesn&#039;t use the anchor, any special characters aren&#039;t the issue causing this.&lt;br /&gt;
I also tried to place a manual anchor on the pages and point to that one. Failed as well, did remove it again.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The structure becomes available once unlocking the Smoldering City&#039;s level 6 Obsidian Archive at the cost of 30 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s the only structure in the game that is used to deal with Blightrot Cysts and the Corruption those cause.&amp;lt;br&amp;gt;&lt;br /&gt;
Blightrot Cysts will never grow on a Blight Post.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While the Blightrot mechanic is only active on Veteran (or higher) difficulty it&#039;s still possible to have Blightrot Cysts spawn on lower difficulties:&amp;lt;br&amp;gt;&lt;br /&gt;
Some [[Glade Events]] can spawn Blightrot Cysts. Other than that the only Cornerstone in the game causing this is:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:SpellBookPage09_98.png|64px|link=|frameless|middle|link=https://wiki.hoodedhorse.com/Against_the_Storm/List_of_Cornerstones_and_Perks]]&lt;br /&gt;
|Overexploitation (Cornerstone)&amp;lt;br&amp;gt;Global gathering speed is increased by 30%, and newly discovered gathering nodes have more charges (+10 charges to small gathering nodes, +25 charges to large gathering nodes). For every 40 gathering node charges used, 1 Blightrot Cyst will spawn.&lt;br /&gt;
|}&lt;br /&gt;
Once unlocking the level 18 Obsidian Archive at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles the Blight Post can also be [[#Blight Post Upgrades | upgraded]] up to 2 times - with 1 out of 3 upgrades to chose from per upgrade level.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Speculative (needs  testing): Blightrot related events (and Cornerstones) shouldn&#039;t be encountered while the [[Rainpunk]] tech (and the Blight Post along with it) hasn&#039;t been unlocked yet, as otherwise there&#039;d be a game mechanic in play that can&#039;t be countered.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful UI features:&amp;lt;br&amp;gt;&lt;br /&gt;
* the Tab-key (Rainpunk overlay) displays which structures use what type of rainwater at which settings&lt;br /&gt;
* the Z-key (Blightrot overlay) displays what structures have how many Blightrot Cysts on them, which is great to see where a &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt; would be useful to shorten the travel time and increase the overall Blight Fighter efficiency that way&lt;br /&gt;
* The Ancient Hearth can also be selected to inspect its Blightrot tab to view how many Blightrot Cysts exist in total and what amount of Corruption they cause&lt;br /&gt;
* the bottom right of the UI also displays the current Corruption percentage - but this can change quickly, like if multiple structures cause a +1 Blightrot Cyst spawn by hitting their Blightrot counter&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful links:&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rainpunk | Rainpunk technology]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Blightrot | Blightrot &amp;amp; Corruption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blight Fighter behavior ==&lt;br /&gt;
When ordering the production of [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire this will only be crafted while Blightrot Cysts can&#039;t be attacked or while running out of it while they can be attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
While any Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while working on certain [[Glade Events]] with the effect of awakening them from their dormant state, the Blight Fighters will try to destroy them.&amp;lt;br&amp;gt;&lt;br /&gt;
Like all other villagers Blight Fighters will still take their regular breaks, even with Blightrot Cysts active, which is to be considered.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Blight Post Upgrades ==&lt;br /&gt;
&lt;br /&gt;
This becomes available when unlocking the Smoldering City&#039;s level 18 Obsidian Archive at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;text-align:center;&amp;quot; |Only 1 of 3 upgrades can be chosen per level.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 1 upgrades cost:&amp;lt;br&amp;gt;4 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_TripleIgnition.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Triple Ignition System&lt;br /&gt;
||Mobile Sparkcasters&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 2 upgrades cost:&amp;lt;br&amp;gt;6 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MannedOutlook.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_AlchemicalForge.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
||Manned Lookout&lt;br /&gt;
||Alchemical Forge&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_TripleIgnition.png|float|24px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;: -5s to destroy a Blightrot Cyst - from 15s to 10s. Affects Blight Fighters and Automatons of the Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|float|24px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039;: +30% move speed for Blight Fighters of this Blight Post. Blight Automatons don&#039;t benefit from this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Assigns an Automaton to this Blight Post that helps fighting Blightrot Cysts but doesn&#039;t use up a worker slot. Automatons can&#039;t produce [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire but also don&#039;t take any breaks. Their move speed is increased while moving on roads but isn&#039;t affected by any other positive or negative modifiers. Automatons also don&#039;t get targeted by effects that directly kill villagers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|24px|link=]] &#039;&#039;Manned Lookout&#039;&#039;: -10% Blightrot growth per Blight Fighter assigned to a Blight Post with this upgrade.&amp;lt;br&amp;gt;Calculation:&amp;lt;br&amp;gt;[Blightrot counter maximum] divided by (1 - [summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus percentage])&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Example:&amp;lt;br&amp;gt;- each structure with Rain Engines installed gets a Blightrot counter that has a default value of 32 as its maximum, meaning that for every 32 units of rainwater used by Rain Engines in that structure +1 Blightrot Cyst will spawn&amp;lt;br&amp;gt;- 3 Blight Post, all of them with this upgrade, each of them with 3 Blight Fighters assigned, resulting in a [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; effect of 90%&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With this we have:&amp;lt;br&amp;gt;Blightrot counter maximum = 32&amp;lt;br&amp;gt;summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus = 90% = 0.9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Calculation with this:&amp;lt;br&amp;gt;32 / ( 1 - 0.9) = 32 / 0.1 = 320&amp;lt;br&amp;gt;So due to the [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus of 90% the Blightrot counter increases from 32 (default value with no bonus) to 320 (10x as much), allowing the use of 10x the rainwater before +1 Blightrot Cyst is spawned by any structure with Rain Engines installed and active that hits that limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Table: What multiplier for the Blightrot counter and actual values you get depending on the active [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout&amp;lt;br&amp;gt;%value&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|resulting&amp;lt;br&amp;gt;multiplier&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|buffed value&amp;lt;br&amp;gt;(Blight counter: 32)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|absolute&amp;lt;br&amp;gt;bonus&lt;br /&gt;
|-&lt;br /&gt;
|10%&lt;br /&gt;
|1.111&lt;br /&gt;
|36&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;4&lt;br /&gt;
|-&lt;br /&gt;
|20%&lt;br /&gt;
|1.25&lt;br /&gt;
|40&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;8&lt;br /&gt;
|-&lt;br /&gt;
|30%&lt;br /&gt;
|1.428&lt;br /&gt;
|46&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;14&lt;br /&gt;
|-&lt;br /&gt;
|40%&lt;br /&gt;
|1.666&lt;br /&gt;
|53&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;21&lt;br /&gt;
|-&lt;br /&gt;
|50%&lt;br /&gt;
|2&lt;br /&gt;
|64&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;32&lt;br /&gt;
|-&lt;br /&gt;
|60%&lt;br /&gt;
|2.5&lt;br /&gt;
|80&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;48&lt;br /&gt;
|-&lt;br /&gt;
|70%&lt;br /&gt;
|3.333&lt;br /&gt;
|107&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
|80%&lt;br /&gt;
|5&lt;br /&gt;
|160&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;128&lt;br /&gt;
|-&lt;br /&gt;
|90%&lt;br /&gt;
|10&lt;br /&gt;
|320&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;288&lt;br /&gt;
|}&lt;br /&gt;
Special cases: &amp;lt;br&amp;gt;1) If a calculation for the Blightrot counter&#039;s new value doesn&#039;t result in a whole number the final result is always rounded, which means: Rounded up at .5 value, otherwise rounded down. Verified by in-game testing.&amp;lt;br&amp;gt;2) If [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; reaches a value of 100% then rainwater can be used without any negative effects: the Blightrot counters just stop counting globally&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High risk and threat of this upgrade&#039;&#039;&#039;: The higher the buff&#039;s value (maximum is 100%) the more important it is to keep it at that. Otherwise massive Blightrot Cyst spawns can happen, which is possible because of the Blightrot counter&#039;s game mechanic: Whenever it changes its maximum value due to positive or negative effects the ratio of already gained corruption doesn&#039;t stay the same, meaning: A 50% filled Blightrot counter bar will not stay at 50% whenever its maximum value adjusts to a lower or higher number but instead the current number stays the same as the maximum number shifts to a new value.&amp;lt;br&amp;gt;&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
Due to unlucky circumstances a 90% buff was partially lost and you&#039;re now at 60%.&amp;lt;br&amp;gt;&lt;br /&gt;
Blightrot counters that previously ran at a 320 maximum are now at a new maximum of 80, which is only 25% of what they used to support, or a 75% loss in other words.&amp;lt;br&amp;gt;Any structure that had its Blightrot counter&#039;s current value at a higher value (let&#039;s say 177) than the Blightrot counter&#039;s new maximum (which is 80) will spawn +1 Blightrot Cyst per unit of rainwater used in its Rain Engines, which increases its current value by +1 (to 178) and then lowers it by the Blightrot counter&#039;s maximum (178 - 80 = 98). This keeps repeating until the Blightrot counter&#039;s current value is lower than its maximum value. The one exception when it doesn&#039;t is when reaching a 100% bonus, which disables the Blightrot counters.&amp;lt;br&amp;gt;The higher the buff value the more important it is to keep the people alive and assigned that provide this buff or have extra people as backup to secure the buff or have many Blight Posts in case the Blightrot actually goes off like this. It&#039;s not always about people leaving due to low resolve, getting killed by a random event or other negative effect or starving. Sometimes a charming Kelpie can also cause disaster.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_AlchemicalForge.png|float|24px|link=]] &#039;&#039;Alchemical Forge&#039;&#039;: +50% extra yield chance when producing [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire at a Blight Post with this upgrade.&lt;br /&gt;
&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Adds +1 Automaton that functions the same as its level 1 version.&amp;lt;br&amp;gt;&lt;br /&gt;
== Strategies ==&lt;br /&gt;
* If facing Corruption levels well above 100% setting up and manning multiple Blight Posts can still save villagers from dying because destroying Blightrot Cysts also removes existing Corruption, see: How the [[Blightrot | Corruption mechanic]] works.&lt;br /&gt;
* Depending on the extent of [[Blightrot]] in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.&lt;br /&gt;
* It may be worthwhile to deconstruct the Blight Post for building materials once you&#039;ve burned all the Cysts during the Storm or an [[Event]].&amp;lt;br&amp;gt;Beware  the [[Prestige]] 3 modifier: [[File:Icon_PrestigeMod_BlightSwarm.png|frameless|16px|link=]] Blightrot appears every 3rd Clearance Season.&amp;lt;br&amp;gt;&lt;br /&gt;
Since destroying Blightrot Cysts requires a lot of movement Blight Fighter efficiency is generally improved by&lt;br /&gt;
* any effects that increase move speed, such as: good roads, villager move speed perks, the [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|frameless|16px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039; Blight Post upgrade that only affects the Blight Fighters assigned to a Blight Post with it, which is the best choice when the average distance between Cysts and Blight Posts / Hydrants is more than 10 tiles&lt;br /&gt;
* nearby Blight Posts / Hydrants that reduce the travel time for [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire reloads&lt;br /&gt;
* having a nearby Hearth for short travel distance when taking a break&lt;br /&gt;
* any effects that reduce the interval at which villagers take their breaks (allowing for more uninterrupted Blight fighting)&amp;lt;br&amp;gt;&lt;br /&gt;
* Among the level 1 upgrades, [[File:Icon_PumpUpgrade_Automaton.png|float|16px|link=]] &#039;&#039;Blight Automaton&#039;&#039; is always better than [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;.&lt;br /&gt;
* the [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039; Blight Post upgrade that reduces the time spent on each Blightrot Cyst&#039;s destruction but only affects any Blight Fighters and Automaton assigned to a Blight Post with it&amp;lt;br&amp;gt;&lt;br /&gt;
The Blightrot overlay needs to be used to stop Blightfighters and Automatons from destroying all the Cysts on structures at which {{Species link|Foxes}} are working, so that they can keep their [[File:Icon Spec Cysts 64x64.png|{{ImgS}}]] Blightrot &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt; effect, granting them +5 resolve (before any other modifiers).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blightrot]]&lt;br /&gt;
* [[Corruption]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10284</id>
		<title>Blight Post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10284"/>
		<updated>2025-04-22T17:46:05Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.5}}&lt;br /&gt;
{{Buildingbox|Blight Post}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Anchor issue: When using links to other pages on the wiki that are meant to use their anchors (pointing at certain sub-entries of a topic) this absolutely doesn&#039;t work and everything I&#039;ve tried to make it work didn&#039;t work.&lt;br /&gt;
I can&#039;t link the Hydrant to show the Hydrant entry but instead it only loads the main page and shows its top but fails to position the scrollbar at the right height where the Hydrant is found.&lt;br /&gt;
Same for the Comfort link which only loads the buildings page but doesn&#039;t select the specialization entry as it should and is linked to. I&#039;ve given up on trying to fix this. If anyone knows how to achieve this: Please fix it.&lt;br /&gt;
&lt;br /&gt;
The 2 links in question:&lt;br /&gt;
Hydrant: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt;&lt;br /&gt;
Comfort: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt;&lt;br /&gt;
I also tried replacing the _ with a space, a - and %20. Didn&#039;t work.&lt;br /&gt;
But as seen on the Specializations link, which also doesn&#039;t use the anchor, any special characters aren&#039;t the issue causing this.&lt;br /&gt;
I also tried to place a manual anchor on the pages and point to that one. Failed as well, did remove it again.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The structure becomes available once unlocking the Smoldering City&#039;s level 6 Obsidian Archive at the cost of 30 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s the only structure in the game that is used to deal with Blightrot Cysts and the Corruption those cause.&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s also the only structure in the game on which Blightrot Cysts will never grow.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While the Blightrot mechanic is only active on Veteran (or higher) difficulty it&#039;s still possible to have Blightrot Cysts spawn on lower difficulties:&amp;lt;br&amp;gt;&lt;br /&gt;
Some [[Glade Events]] can spawn Blightrot Cysts. Other than that the only Cornerstone in the game causing this is:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:SpellBookPage09_98.png|64px|link=|frameless|middle|link=https://wiki.hoodedhorse.com/Against_the_Storm/List_of_Cornerstones_and_Perks]]&lt;br /&gt;
|Overexploitation (Cornerstone)&amp;lt;br&amp;gt;Global gathering speed is increased by 30%, and newly discovered gathering nodes have more charges (+10 charges to small gathering nodes, +25 charges to large gathering nodes). For every 40 gathering node charges used, 1 Blightrot Cyst will spawn.&lt;br /&gt;
|}&lt;br /&gt;
Once unlocking the level 18 Obsidian Archive at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles the Blight Post can also be [[#Blight Post Upgrades | upgraded]] up to 2 times - with 1 out of 3 upgrades to chose from per upgrade level.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Speculative (needs  testing): Blightrot related events (and Cornerstones) shouldn&#039;t be encountered while the [[Rainpunk]] tech (and the Blight Post along with it) hasn&#039;t been unlocked yet, as otherwise there&#039;d be a game mechanic in play that can&#039;t be countered.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful UI features:&amp;lt;br&amp;gt;&lt;br /&gt;
* the Tab-key (Rainpunk overlay) displays which structures use what type of rainwater at which settings&lt;br /&gt;
* the Z-key (Blightrot overlay) displays what structures have how many Blightrot Cysts on them, which is great to see where a &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt; would be useful to shorten the travel time and increase the overall Blight Fighter efficiency that way&lt;br /&gt;
* The Ancient Hearth can also be selected to inspect its Blightrot tab to view how many Blightrot Cysts exist in total and what amount of Corruption they cause&lt;br /&gt;
* the bottom right of the UI also displays the current Corruption percentage - but this can change quickly, like if multiple structures cause a +1 Blightrot Cyst spawn by hitting their Blightrot counter&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful links:&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rainpunk | Rainpunk technology]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Blightrot | Blightrot &amp;amp; Corruption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blight Fighter behavior ==&lt;br /&gt;
When ordering the production of [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire this will only be crafted while Blightrot Cysts can&#039;t be attacked or while running out of it while they can be attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
While any Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while working on certain [[Glade Events]] with the effect of awakening them from their dormant state, the Blight Fighters will try to destroy them.&amp;lt;br&amp;gt;&lt;br /&gt;
Like all other villagers Blight Fighters will still take their regular breaks, even with Blightrot Cysts active, which is to be considered.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Blight Post Upgrades ==&lt;br /&gt;
&lt;br /&gt;
This becomes available when unlocking the Smoldering City&#039;s level 18 Obsidian Archive at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;text-align:center;&amp;quot; |Only 1 of 3 upgrades can be chosen per level.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 1 upgrades cost:&amp;lt;br&amp;gt;4 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_TripleIgnition.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Triple Ignition System&lt;br /&gt;
||Mobile Sparkcasters&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 2 upgrades cost:&amp;lt;br&amp;gt;6 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MannedOutlook.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_AlchemicalForge.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
||Manned Lookout&lt;br /&gt;
||Alchemical Forge&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_TripleIgnition.png|float|24px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;: -5s to destroy a Blightrot Cyst - from 15s to 10s. Affects Blight Fighters and Automatons of the Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|float|24px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039;: +30% move speed for Blight Fighters of this Blight Post. Blight Automatons don&#039;t benefit from this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Assigns an Automaton to this Blight Post that helps fighting Blightrot Cysts but doesn&#039;t use up a worker slot. Automatons can&#039;t produce [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire but also don&#039;t take any breaks. Their move speed is increased while moving on roads but isn&#039;t affected by any other positive or negative modifiers. Automatons also don&#039;t get targeted by effects that directly kill villagers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|24px|link=]] &#039;&#039;Manned Lookout&#039;&#039;: -10% Blightrot growth per Blight Fighter assigned to a Blight Post with this upgrade.&amp;lt;br&amp;gt;Calculation:&amp;lt;br&amp;gt;[Blightrot counter maximum] divided by (1 - [summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus percentage])&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Example:&amp;lt;br&amp;gt;- each structure with Rain Engines installed gets a Blightrot counter that has a default value of 32 as its maximum, meaning that for every 32 units of rainwater used by Rain Engines in that structure +1 Blightrot Cyst will spawn&amp;lt;br&amp;gt;- 3 Blight Post, all of them with this upgrade, each of them with 3 Blight Fighters assigned, resulting in a [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; effect of 90%&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With this we have:&amp;lt;br&amp;gt;Blightrot counter maximum = 32&amp;lt;br&amp;gt;summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus = 90% = 0.9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Calculation with this:&amp;lt;br&amp;gt;32 / ( 1 - 0.9) = 32 / 0.1 = 320&amp;lt;br&amp;gt;So due to the [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus of 90% the Blightrot counter increases from 32 (default value with no bonus) to 320 (10x as much), allowing the use of 10x the rainwater before +1 Blightrot Cyst is spawned by any structure with Rain Engines installed and active that hits that limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Table: What multiplier for the Blightrot counter and actual values you get depending on the active [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout&amp;lt;br&amp;gt;%value&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|resulting&amp;lt;br&amp;gt;multiplier&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|buffed value&amp;lt;br&amp;gt;(Blight counter: 32)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|absolute&amp;lt;br&amp;gt;bonus&lt;br /&gt;
|-&lt;br /&gt;
|10%&lt;br /&gt;
|1.111&lt;br /&gt;
|36&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;4&lt;br /&gt;
|-&lt;br /&gt;
|20%&lt;br /&gt;
|1.25&lt;br /&gt;
|40&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;8&lt;br /&gt;
|-&lt;br /&gt;
|30%&lt;br /&gt;
|1.428&lt;br /&gt;
|46&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;14&lt;br /&gt;
|-&lt;br /&gt;
|40%&lt;br /&gt;
|1.666&lt;br /&gt;
|53&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;21&lt;br /&gt;
|-&lt;br /&gt;
|50%&lt;br /&gt;
|2&lt;br /&gt;
|64&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;32&lt;br /&gt;
|-&lt;br /&gt;
|60%&lt;br /&gt;
|2.5&lt;br /&gt;
|80&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;48&lt;br /&gt;
|-&lt;br /&gt;
|70%&lt;br /&gt;
|3.333&lt;br /&gt;
|107&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
|80%&lt;br /&gt;
|5&lt;br /&gt;
|160&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;128&lt;br /&gt;
|-&lt;br /&gt;
|90%&lt;br /&gt;
|10&lt;br /&gt;
|320&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;288&lt;br /&gt;
|}&lt;br /&gt;
Special cases: &amp;lt;br&amp;gt;1) If a calculation for the Blightrot counter&#039;s new value doesn&#039;t result in a whole number the final result is always rounded, which means: Rounded up at .5 value, otherwise rounded down. Verified by in-game testing.&amp;lt;br&amp;gt;2) If [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; reaches a value of 100% then rainwater can be used without any negative effects: the Blightrot counters just stop counting globally&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High risk and threat of this upgrade&#039;&#039;&#039;: The higher the buff&#039;s value (maximum is 100%) the more important it is to keep it at that. Otherwise massive Blightrot Cyst spawns can happen, which is possible because of the Blightrot counter&#039;s game mechanic: Whenever it changes its maximum value due to positive or negative effects the ratio of already gained corruption doesn&#039;t stay the same, meaning: A 50% filled Blightrot counter bar will not stay at 50% whenever its maximum value adjusts to a lower or higher number but instead the current number stays the same as the maximum number shifts to a new value.&amp;lt;br&amp;gt;&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
Due to unlucky circumstances a 90% buff was partially lost and you&#039;re now at 60%.&amp;lt;br&amp;gt;&lt;br /&gt;
Blightrot counters that previously ran at a 320 maximum are now at a new maximum of 80, which is only 25% of what they used to support, or a 75% loss in other words.&amp;lt;br&amp;gt;Any structure that had its Blightrot counter&#039;s current value at a higher value (let&#039;s say 177) than the Blightrot counter&#039;s new maximum (which is 80) will spawn +1 Blightrot Cyst per unit of rainwater used in its Rain Engines, which increases its current value by +1 (to 178) and then lowers it by the Blightrot counter&#039;s maximum (178 - 80 = 98). This keeps repeating until the Blightrot counter&#039;s current value is lower than its maximum value. The one exception when it doesn&#039;t is when reaching a 100% bonus, which disables the Blightrot counters.&amp;lt;br&amp;gt;The higher the buff value the more important it is to keep the people alive and assigned that provide this buff or have extra people as backup to secure the buff or have many Blight Posts in case the Blightrot actually goes off like this. It&#039;s not always about people leaving due to low resolve, getting killed by a random event or other negative effect or starving. Sometimes a charming Kelpie can also cause disaster.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_AlchemicalForge.png|float|24px|link=]] &#039;&#039;Alchemical Forge&#039;&#039;: +50% extra yield chance when producing [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire at a Blight Post with this upgrade.&lt;br /&gt;
&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Adds +1 Automaton that functions the same as its level 1 version.&amp;lt;br&amp;gt;&lt;br /&gt;
== Strategies ==&lt;br /&gt;
* If facing Corruption levels well above 100% setting up and manning multiple Blight Posts can still save villagers from dying because destroying Blightrot Cysts also removes existing Corruption, see: How the [[Blightrot | Corruption mechanic]] works.&lt;br /&gt;
* Depending on the extent of [[Blightrot]] in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.&lt;br /&gt;
* It may be worthwhile to deconstruct the Blight Post for building materials once you&#039;ve burned all the Cysts during the Storm or an [[Event]].&amp;lt;br&amp;gt;Beware  the [[Prestige]] 3 modifier: [[File:Icon_PrestigeMod_BlightSwarm.png|frameless|16px|link=]] Blightrot appears every 3rd Clearance Season.&amp;lt;br&amp;gt;&lt;br /&gt;
Since destroying Blightrot Cysts requires a lot of movement Blight Fighter efficiency is generally improved by&lt;br /&gt;
* any effects that increase move speed, such as: good roads, villager move speed perks, the [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|frameless|16px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039; Blight Post upgrade that only affects the Blight Fighters assigned to a Blight Post with it, which is the best choice when the average distance between Cysts and Blight Posts / Hydrants is more than 10 tiles&lt;br /&gt;
* nearby Blight Posts / Hydrants that reduce the travel time for [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire reloads&lt;br /&gt;
* having a nearby Hearth for short travel distance when taking a break&lt;br /&gt;
* any effects that reduce the interval at which villagers take their breaks (allowing for more uninterrupted Blight fighting)&amp;lt;br&amp;gt;&lt;br /&gt;
* Among the level 1 upgrades, [[File:Icon_PumpUpgrade_Automaton.png|float|16px|link=]] &#039;&#039;Blight Automaton&#039;&#039; is always better than [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;.&lt;br /&gt;
* the [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039; Blight Post upgrade that reduces the time spent on each Blightrot Cyst&#039;s destruction but only affects any Blight Fighters and Automaton assigned to a Blight Post with it&amp;lt;br&amp;gt;&lt;br /&gt;
The Blightrot overlay needs to be used to stop Blightfighters and Automatons from destroying all the Cysts on structures at which {{Species link|Foxes}} are working, so that they can keep their [[File:Icon Spec Cysts 64x64.png|{{ImgS}}]] Blightrot &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt; effect, granting them +5 resolve (before any other modifiers).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blightrot]]&lt;br /&gt;
* [[Corruption]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10283</id>
		<title>Blight Post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10283"/>
		<updated>2025-04-21T20:36:46Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.5}}&lt;br /&gt;
{{Buildingbox|Blight Post}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Anchor issue: When using links to other pages on the wiki that are meant to use their anchors (pointing at certain sub-entries of a topic) this absolutely doesn&#039;t work and everything I&#039;ve tried to make it work didn&#039;t work.&lt;br /&gt;
I can&#039;t link the Hydrant to show the Hydrant entry but instead it only loads the main page and shows its top but fails to position the scrollbar at the right height where the Hydrant is found.&lt;br /&gt;
Same for the Comfort link which only loads the buildings page but doesn&#039;t select the specialization entry as it should and is linked to. I&#039;ve given up on trying to fix this. If anyone knows how to achieve this: Please fix it.&lt;br /&gt;
&lt;br /&gt;
The 2 links in question:&lt;br /&gt;
Hydrant: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt;&lt;br /&gt;
Comfort: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt;&lt;br /&gt;
I also tried replacing the _ with a space, a - and %20. Didn&#039;t work.&lt;br /&gt;
But as seen on the Specializations link, which also doesn&#039;t use the anchor, any special characters aren&#039;t the issue causing this.&lt;br /&gt;
I also tried to place a manual anchor on the pages and point to that one. Failed as well, did remove it again.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The structure becomes available once unlocking the Smoldering City&#039;s level 6 Obsidian Archive at the cost of 30 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s the only structure in the game that is used to deal with Blightrot Cysts and the Corruption those cause.&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s also the only structure in the game on which Blightrot Cysts will never grow.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While the Blightrot mechanic is only active on Veteran (or higher) difficulty it&#039;s still possible to have Blightrot Cysts spawn on lower difficulties:&amp;lt;br&amp;gt;&lt;br /&gt;
Some [[Glade Events]] can spawn Blightrot Cysts.&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:SpellBookPage09_98.png|64px|link=|frameless|middle|link=https://wiki.hoodedhorse.com/Against_the_Storm/List_of_Cornerstones_and_Perks]]&lt;br /&gt;
|Overexploitation (Cornerstone)&amp;lt;br&amp;gt;Global gathering speed is increased by 30%, and newly discovered gathering nodes have more charges (+10 charges to small gathering nodes, +25 charges to large gathering nodes). For every 40 gathering node charges used, 1 Blightrot Cyst will spawn.&lt;br /&gt;
|}&lt;br /&gt;
Once unlocking the level 18 Obsidian Archive at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles the Blight Post can also be [[#Blight Post Upgrades | upgraded]] up to 2 times - with 1 out of 3 upgrades to chose from per upgrade level.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Speculative (needs  testing): Blightrot related events (and Cornerstones) shouldn&#039;t be encountered while the [[Rainpunk]] tech (and the Blight Post along with it) hasn&#039;t been unlocked yet, as otherwise there&#039;d be a game mechanic in play that can&#039;t be countered.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful UI features:&amp;lt;br&amp;gt;&lt;br /&gt;
* the Tab-key (Rainpunk overlay) displays which structures use what type of rainwater at which settings&lt;br /&gt;
* the Z-key (Blightrot overlay) displays what structures have how many Blightrot Cysts on them, which is great to see where a &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt; would be useful to shorten the travel time and increase the overall Blight Fighter efficiency that way&lt;br /&gt;
* The Ancient Hearth can also be selected to inspect its Blightrot tab to view how many Blightrot Cysts exist in total and what amount of Corruption they cause&lt;br /&gt;
* the bottom right of the UI also displays the current Corruption percentage - but this can change quickly, like if multiple structures cause a +1 Blightrot Cyst spawn by hitting their Blightrot counter&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful links:&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rainpunk | Rainpunk technology]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Blightrot | Blightrot &amp;amp; Corruption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blight Fighter behavior ==&lt;br /&gt;
When ordering the production of [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire this will only be crafted while Blightrot Cysts can&#039;t be attacked or while running out of it while they can be attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
While any Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while working on certain [[Glade Events]] with the effect of awakening them from their dormant state, the Blight Fighters will try to destroy them.&amp;lt;br&amp;gt;&lt;br /&gt;
Like all other villagers Blight Fighters will still take their regular breaks, even with Blightrot Cysts active, which is to be considered.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Blight Post Upgrades ==&lt;br /&gt;
&lt;br /&gt;
This becomes available when unlocking the Smoldering City&#039;s level 18 Obsidian Archive at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;text-align:center;&amp;quot; |Only 1 of 3 upgrades can be chosen per level.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 1 upgrades cost:&amp;lt;br&amp;gt;4 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_TripleIgnition.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Triple Ignition System&lt;br /&gt;
||Mobile Sparkcasters&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 2 upgrades cost:&amp;lt;br&amp;gt;6 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MannedOutlook.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_AlchemicalForge.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
||Manned Lookout&lt;br /&gt;
||Alchemical Forge&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_TripleIgnition.png|float|24px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;: -5s to destroy a Blightrot Cyst - from 15s to 10s. Affects Blight Fighters and Automatons of the Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|float|24px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039;: +30% move speed for Blight Fighters of this Blight Post. Blight Automatons don&#039;t benefit from this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Assigns an Automaton to this Blight Post that helps fighting Blightrot Cysts but doesn&#039;t use up a worker slot. Automatons can&#039;t produce [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire but also don&#039;t take any breaks. Their move speed is increased while moving on roads but isn&#039;t affected by any other positive or negative modifiers. Automatons also don&#039;t get targeted by effects that directly kill villagers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|24px|link=]] &#039;&#039;Manned Lookout&#039;&#039;: -10% Blightrot growth per Blight Fighter assigned to a Blight Post with this upgrade.&amp;lt;br&amp;gt;Calculation:&amp;lt;br&amp;gt;[Blightrot counter maximum] divided by (1 - [summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus percentage])&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Example:&amp;lt;br&amp;gt;- each structure with Rain Engines installed gets a Blightrot counter that has a default value of 32 as its maximum, meaning that for every 32 units of rainwater used by Rain Engines in that structure +1 Blightrot Cyst will spawn&amp;lt;br&amp;gt;- 3 Blight Post, all of them with this upgrade, each of them with 3 Blight Fighters assigned, resulting in a [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; effect of 90%&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With this we have:&amp;lt;br&amp;gt;Blightrot counter maximum = 32&amp;lt;br&amp;gt;summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus = 90% = 0.9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Calculation with this:&amp;lt;br&amp;gt;32 / ( 1 - 0.9) = 32 / 0.1 = 320&amp;lt;br&amp;gt;So due to the [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus of 90% the Blightrot counter increases from 32 (default value with no bonus) to 320 (10x as much), allowing the use of 10x the rainwater before +1 Blightrot Cyst is spawned by any structure with Rain Engines installed and active that hits that limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Table: What multiplier for the Blightrot counter and actual values you get depending on the active [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout&amp;lt;br&amp;gt;%value&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|resulting&amp;lt;br&amp;gt;multiplier&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|buffed value&amp;lt;br&amp;gt;(Blight counter: 32)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|absolute&amp;lt;br&amp;gt;bonus&lt;br /&gt;
|-&lt;br /&gt;
|10%&lt;br /&gt;
|1.111&lt;br /&gt;
|36&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;4&lt;br /&gt;
|-&lt;br /&gt;
|20%&lt;br /&gt;
|1.25&lt;br /&gt;
|40&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;8&lt;br /&gt;
|-&lt;br /&gt;
|30%&lt;br /&gt;
|1.428&lt;br /&gt;
|46&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;14&lt;br /&gt;
|-&lt;br /&gt;
|40%&lt;br /&gt;
|1.666&lt;br /&gt;
|53&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;21&lt;br /&gt;
|-&lt;br /&gt;
|50%&lt;br /&gt;
|2&lt;br /&gt;
|64&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;32&lt;br /&gt;
|-&lt;br /&gt;
|60%&lt;br /&gt;
|2.5&lt;br /&gt;
|80&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;48&lt;br /&gt;
|-&lt;br /&gt;
|70%&lt;br /&gt;
|3.333&lt;br /&gt;
|107&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
|80%&lt;br /&gt;
|5&lt;br /&gt;
|160&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;128&lt;br /&gt;
|-&lt;br /&gt;
|90%&lt;br /&gt;
|10&lt;br /&gt;
|320&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;288&lt;br /&gt;
|}&lt;br /&gt;
Special cases: &amp;lt;br&amp;gt;1) If a calculation for the Blightrot counter&#039;s new value doesn&#039;t result in a whole number the final result is always rounded, which means: Rounded up at .5 value, otherwise rounded down. Verified by in-game testing.&amp;lt;br&amp;gt;2) If [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; reaches a value of 100% then rainwater can be used without any negative effects: the Blightrot counters just stop counting globally&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High risk and threat of this upgrade&#039;&#039;&#039;: The higher the buff&#039;s value (maximum is 100%) the more important it is to keep it at that. Otherwise massive Blightrot Cyst spawns can happen, which is possible because of the Blightrot counter&#039;s game mechanic: Whenever it changes its maximum value due to positive or negative effects the ratio of already gained corruption doesn&#039;t stay the same, meaning: A 50% filled Blightrot counter bar will not stay at 50% whenever its maximum value adjusts to a lower or higher number but instead the current number stays the same as the maximum number shifts to a new value.&amp;lt;br&amp;gt;&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
Due to unlucky circumstances a 90% buff was partially lost and you&#039;re now at 60%.&amp;lt;br&amp;gt;&lt;br /&gt;
Blightrot counters that previously ran at a 320 maximum are now at a new maximum of 80, which is only 25% of what they used to support, or a 75% loss in other words.&amp;lt;br&amp;gt;Any structure that had its Blightrot counter&#039;s current value at a higher value (let&#039;s say 177) than the Blightrot counter&#039;s new maximum (which is 80) will spawn +1 Blightrot Cyst per unit of rainwater used in its Rain Engines, which increases its current value by +1 (to 178) and then lowers it by the Blightrot counter&#039;s maximum (178 - 80 = 98). This keeps repeating until the Blightrot counter&#039;s current value is lower than its maximum value. The one exception when it doesn&#039;t is when reaching a 100% bonus, which disables the Blightrot counters.&amp;lt;br&amp;gt;The higher the buff value the more important it is to keep the people alive and assigned that provide this buff or have extra people as backup to secure the buff or have many Blight Posts in case the Blightrot actually goes off like this. It&#039;s not always about people leaving due to low resolve, getting killed by a random event or other negative effect or starving. Sometimes a charming Kelpie can also cause disaster.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_AlchemicalForge.png|float|24px|link=]] &#039;&#039;Alchemical Forge&#039;&#039;: +50% extra yield chance when producing [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire at a Blight Post with this upgrade.&lt;br /&gt;
&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Adds +1 Automaton that functions the same as its level 1 version.&amp;lt;br&amp;gt;&lt;br /&gt;
== Strategies ==&lt;br /&gt;
* If facing Corruption levels well above 100% setting up and manning multiple Blight Posts can still save villagers from dying because destroying Blightrot Cysts also removes existing Corruption, see: How the [[Blightrot | Corruption mechanic]] works.&lt;br /&gt;
* Depending on the extent of [[Blightrot]] in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.&lt;br /&gt;
* It may be worthwhile to deconstruct the Blight Post for building materials once you&#039;ve burned all the Cysts during the Storm or an [[Event]].&amp;lt;br&amp;gt;Beware  the [[Prestige]] 3 modifier: [[File:Icon_PrestigeMod_BlightSwarm.png|frameless|16px|link=]] Blightrot appears every 3rd Clearance Season.&amp;lt;br&amp;gt;&lt;br /&gt;
Since destroying Blightrot Cysts requires a lot of movement Blight Fighter efficiency is generally improved by&lt;br /&gt;
* any effects that increase move speed, such as: good roads, villager move speed perks, the [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|frameless|16px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039; Blight Post upgrade that only affects the Blight Fighters assigned to a Blight Post with it, which is the best choice when the average distance between Cysts and Blight Posts / Hydrants is more than 10 tiles&lt;br /&gt;
* nearby Blight Posts / Hydrants that reduce the travel time for [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire reloads&lt;br /&gt;
* having a nearby Hearth for short travel distance when taking a break&lt;br /&gt;
* any effects that reduce the interval at which villagers take their breaks (allowing for more uninterrupted Blight fighting)&amp;lt;br&amp;gt;&lt;br /&gt;
* Among the level 1 upgrades, [[File:Icon_PumpUpgrade_Automaton.png|float|16px|link=]] &#039;&#039;Blight Automaton&#039;&#039; is always better than [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;.&lt;br /&gt;
* the [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039; Blight Post upgrade that reduces the time spent on each Blightrot Cyst&#039;s destruction but only affects any Blight Fighters and Automaton assigned to a Blight Post with it&amp;lt;br&amp;gt;&lt;br /&gt;
The Blightrot overlay needs to be used to stop Blightfighters and Automatons from destroying all the Cysts on structures at which {{Species link|Foxes}} are working, so that they can keep their [[File:Icon Spec Cysts 64x64.png|{{ImgS}}]] Blightrot &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt; effect, granting them +5 resolve (before any other modifiers).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blightrot]]&lt;br /&gt;
* [[Corruption]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10282</id>
		<title>Blight Post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10282"/>
		<updated>2025-04-21T20:36:12Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.5}}&lt;br /&gt;
{{Buildingbox|Blight Post}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Anchor issue: When using links to other pages on the wiki that are meant to use their anchors (pointing at certain sub-entries of a topic) this absolutely doesn&#039;t work and everything I&#039;ve tried to make it work didn&#039;t work.&lt;br /&gt;
I can&#039;t link the Hydrant to show the Hydrant entry but instead it only loads the main page and shows its top but fails to position the scrollbar at the right height where the Hydrant is found.&lt;br /&gt;
Same for the Comfort link which only loads the buildings page but doesn&#039;t select the specialization entry as it should and is linked to. I&#039;ve given up on trying to fix this. If anyone knows how to achieve this: Please fix it.&lt;br /&gt;
&lt;br /&gt;
The 2 links in question:&lt;br /&gt;
Hydrant: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt;&lt;br /&gt;
Comfort: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt;&lt;br /&gt;
I also tried replacing the _ with a space, a - and %20. Didn&#039;t work.&lt;br /&gt;
But as seen on the Specializations link, which also doesn&#039;t use the anchor, any special characters aren&#039;t the issue causing this.&lt;br /&gt;
I also tried to place a manual anchor on the pages and point to that one. Failed as well, did remove it again.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The structure becomes available once unlocking the Smoldering City&#039;s level 6 Obsidian Archive at the cost of 30 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s the only structure in the game that is used to deal with Blightrot Cysts and the Corruption those cause.&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s also the only structure in the game on which Blightrot Cysts will never grow.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While the Blightrot mechanic is only active on Veteran (or higher) difficulty it&#039;s still possible to have Blightrot Cysts spawn on lower difficulties:&amp;lt;br&amp;gt;&lt;br /&gt;
Some [[Glade Events]] can spawn Blightrot Cysts.&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:SpellBookPage09_98.png|64px|link=|frameless|middle|link=https://wiki.hoodedhorse.com/Against_the_Storm/List_of_Cornerstones_and_Perks]]&lt;br /&gt;
|Overexploitation (Cornerstone)&amp;lt;br&amp;gt;Global gathering speed is increased by 30%, and newly discovered gathering nodes have more charges (+10 charges to small gathering nodes, +25 charges to large gathering nodes). For every 40 gathering node charges used, 1 Blightrot Cyst will spawn.&lt;br /&gt;
|}&lt;br /&gt;
Once unlocking the level 18 Obsidian Archive at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles the Blight Post can also be [[#Blight Post Upgrades | upgraded]] up to 2 times - with 1 out of 3 upgrades to chose from per upgrade level.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Speculative (needs  testing): Blightrot related events (and Cornerstones) shouldn&#039;t be encountered while the [[Rainpunk]] tech (and the Blight Post along with it) hasn&#039;t been unlocked yet, as otherwise there&#039;d be a game mechanic in play that can&#039;t be countered.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful UI features:&amp;lt;br&amp;gt;&lt;br /&gt;
* the Tab-key (Rainpunk overlay) displays which structures use what type of rainwater at which settings&lt;br /&gt;
* the Z-key (Blightrot overlay) displays what structures have how many Blightrot Cysts on them, which is great to see where a &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt; would be useful to shorten the travel time and increase the overall Blight Fighter efficiency that way&lt;br /&gt;
* The Ancient Hearth can also be selected to inspect its Blightrot tab to view how many Blightrot Cysts exist in total and what amount of Corruption they cause&lt;br /&gt;
* the bottom right of the UI also displays the current Corruption percentage - but this can change quickly, like if multiple structures cause a +1 Blightrot Cyst spawn by hitting their Blightrot counter&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful links:&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rainpunk | Rainpunk technology]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Blightrot | Blightrot &amp;amp; Corruption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blight Fighter behavior ==&lt;br /&gt;
When ordering the production of [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire this will only be crafted while Blightrot Cysts can&#039;t be attacked or while running out of it while they can be attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
While any Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while working on certain [[Glade Events]] with the effect of awakening them from their dormant state, the Blight Fighters will try to destroy them.&amp;lt;br&amp;gt;&lt;br /&gt;
Like all other villagers Blight Fighters will still take their regular breaks, even with Blightrot Cysts active, which is to be considered.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Blight Post Upgrades ==&lt;br /&gt;
&lt;br /&gt;
This becomes available when unlocking the Smoldering City&#039;s level 18 Obsidian Archive at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;text-align:center;&amp;quot; |Only 1 of 3 upgrades can be chosen per level.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 1 upgrades cost:&amp;lt;br&amp;gt;4 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_TripleIgnition.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Triple Ignition System&lt;br /&gt;
||Mobile Sparkcasters&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 2 upgrades cost:&amp;lt;br&amp;gt;6 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MannedOutlook.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_AlchemicalForge.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
||Manned Lookout&lt;br /&gt;
||Alchemical Forge&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_TripleIgnition.png|float|24px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;: -5s to destroy a Blightrot Cyst - from 15s to 10s. Affects Blight Fighters and Automatons of the Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|float|24px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039;: +30% move speed for Blight Fighters of this Blight Post. Blight Automatons don&#039;t benefit from this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Assigns an Automaton to this Blight Post that helps fighting Blightrot Cysts but doesn&#039;t use up a worker slot. Automatons can&#039;t produce [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire but also don&#039;t take any breaks. Their move speed is increased while moving on roads but isn&#039;t affected by any other positive or negative modifiers. Automatons also don&#039;t get targeted by effects that directly kill villagers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|24px|link=]] &#039;&#039;Manned Lookout&#039;&#039;: -10% Blightrot growth per Blight Fighter assigned to a Blight Post with this upgrade.&amp;lt;br&amp;gt;Calculation:&amp;lt;br&amp;gt;[Blightrot counter maximum] divided by (1 - [summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus percentage])&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Example:&amp;lt;br&amp;gt;- each structure with Rain Engines installed gets a Blightrot counter that has a default value of 32 as its maximum, meaning that for every 32 units of rainwater used by rain engines in that structure +1 Blightrot Cyst will spawn&amp;lt;br&amp;gt;- 3 Blight Post, all of them with this upgrade, each of them with 3 Blight Fighters assigned, resulting in a [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; effect of 90%&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With this we have:&amp;lt;br&amp;gt;Blightrot counter maximum = 32&amp;lt;br&amp;gt;summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus = 90% = 0.9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Calculation with this:&amp;lt;br&amp;gt;32 / ( 1 - 0.9) = 32 / 0.1 = 320&amp;lt;br&amp;gt;So due to the [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus of 90% the Blightrot counter increases from 32 (default value with no bonus) to 320 (10x as much), allowing the use of 10x the rainwater before +1 Blightrot Cyst is spawned by any structure with Rain Engines installed and active that hits that limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Table: What multiplier for the Blightrot counter and actual values you get depending on the active [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout&amp;lt;br&amp;gt;%value&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|resulting&amp;lt;br&amp;gt;multiplier&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|buffed value&amp;lt;br&amp;gt;(Blight counter: 32)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|absolute&amp;lt;br&amp;gt;bonus&lt;br /&gt;
|-&lt;br /&gt;
|10%&lt;br /&gt;
|1.111&lt;br /&gt;
|36&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;4&lt;br /&gt;
|-&lt;br /&gt;
|20%&lt;br /&gt;
|1.25&lt;br /&gt;
|40&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;8&lt;br /&gt;
|-&lt;br /&gt;
|30%&lt;br /&gt;
|1.428&lt;br /&gt;
|46&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;14&lt;br /&gt;
|-&lt;br /&gt;
|40%&lt;br /&gt;
|1.666&lt;br /&gt;
|53&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;21&lt;br /&gt;
|-&lt;br /&gt;
|50%&lt;br /&gt;
|2&lt;br /&gt;
|64&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;32&lt;br /&gt;
|-&lt;br /&gt;
|60%&lt;br /&gt;
|2.5&lt;br /&gt;
|80&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;48&lt;br /&gt;
|-&lt;br /&gt;
|70%&lt;br /&gt;
|3.333&lt;br /&gt;
|107&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
|80%&lt;br /&gt;
|5&lt;br /&gt;
|160&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;128&lt;br /&gt;
|-&lt;br /&gt;
|90%&lt;br /&gt;
|10&lt;br /&gt;
|320&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;288&lt;br /&gt;
|}&lt;br /&gt;
Special cases: &amp;lt;br&amp;gt;1) If a calculation for the Blightrot counter&#039;s new value doesn&#039;t result in a whole number the final result is always rounded, which means: Rounded up at .5 value, otherwise rounded down. Verified by in-game testing.&amp;lt;br&amp;gt;2) If [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; reaches a value of 100% then rainwater can be used without any negative effects: the Blightrot counters just stop counting globally&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High risk and threat of this upgrade&#039;&#039;&#039;: The higher the buff&#039;s value (maximum is 100%) the more important it is to keep it at that. Otherwise massive Blightrot Cyst spawns can happen, which is possible because of the Blightrot counter&#039;s game mechanic: Whenever it changes its maximum value due to positive or negative effects the ratio of already gained corruption doesn&#039;t stay the same, meaning: A 50% filled Blightrot counter bar will not stay at 50% whenever its maximum value adjusts to a lower or higher number but instead the current number stays the same as the maximum number shifts to a new value.&amp;lt;br&amp;gt;&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
Due to unlucky circumstances a 90% buff was partially lost and you&#039;re now at 60%.&amp;lt;br&amp;gt;&lt;br /&gt;
Blightrot counters that previously ran at a 320 maximum are now at a new maximum of 80, which is only 25% of what they used to support, or a 75% loss in other words.&amp;lt;br&amp;gt;Any structure that had its Blightrot counter&#039;s current value at a higher value (let&#039;s say 177) than the Blightrot counter&#039;s new maximum (which is 80) will spawn +1 Blightrot Cyst per unit of rainwater used in its Rain Engines, which increases its current value by +1 (to 178) and then lowers it by the Blightrot counter&#039;s maximum (178 - 80 = 98). This keeps repeating until the Blightrot counter&#039;s current value is lower than its maximum value. The one exception when it doesn&#039;t is when reaching a 100% bonus, which disables the Blightrot counters.&amp;lt;br&amp;gt;The higher the buff value the more important it is to keep the people alive and assigned that provide this buff or have extra people as backup to secure the buff or have many Blight Posts in case the Blightrot actually goes off like this. It&#039;s not always about people leaving due to low resolve, getting killed by a random event or other negative effect or starving. Sometimes a charming Kelpie can also cause disaster.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_AlchemicalForge.png|float|24px|link=]] &#039;&#039;Alchemical Forge&#039;&#039;: +50% extra yield chance when producing [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire at a Blight Post with this upgrade.&lt;br /&gt;
&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Adds +1 Automaton that functions the same as its level 1 version.&amp;lt;br&amp;gt;&lt;br /&gt;
== Strategies ==&lt;br /&gt;
* If facing Corruption levels well above 100% setting up and manning multiple Blight Posts can still save villagers from dying because destroying Blightrot Cysts also removes existing Corruption, see: How the [[Blightrot | Corruption mechanic]] works.&lt;br /&gt;
* Depending on the extent of [[Blightrot]] in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.&lt;br /&gt;
* It may be worthwhile to deconstruct the Blight Post for building materials once you&#039;ve burned all the Cysts during the Storm or an [[Event]].&amp;lt;br&amp;gt;Beware  the [[Prestige]] 3 modifier: [[File:Icon_PrestigeMod_BlightSwarm.png|frameless|16px|link=]] Blightrot appears every 3rd Clearance Season.&amp;lt;br&amp;gt;&lt;br /&gt;
Since destroying Blightrot Cysts requires a lot of movement Blight Fighter efficiency is generally improved by&lt;br /&gt;
* any effects that increase move speed, such as: good roads, villager move speed perks, the [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|frameless|16px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039; Blight Post upgrade that only affects the Blight Fighters assigned to a Blight Post with it, which is the best choice when the average distance between Cysts and Blight Posts / Hydrants is more than 10 tiles&lt;br /&gt;
* nearby Blight Posts / Hydrants that reduce the travel time for [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire reloads&lt;br /&gt;
* having a nearby Hearth for short travel distance when taking a break&lt;br /&gt;
* any effects that reduce the interval at which villagers take their breaks (allowing for more uninterrupted Blight fighting)&amp;lt;br&amp;gt;&lt;br /&gt;
* Among the level 1 upgrades, [[File:Icon_PumpUpgrade_Automaton.png|float|16px|link=]] &#039;&#039;Blight Automaton&#039;&#039; is always better than [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;.&lt;br /&gt;
* the [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039; Blight Post upgrade that reduces the time spent on each Blightrot Cyst&#039;s destruction but only affects any Blight Fighters and Automaton assigned to a Blight Post with it&amp;lt;br&amp;gt;&lt;br /&gt;
The Blightrot overlay needs to be used to stop Blightfighters and Automatons from destroying all the Cysts on structures at which {{Species link|Foxes}} are working, so that they can keep their [[File:Icon Spec Cysts 64x64.png|{{ImgS}}]] Blightrot &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt; effect, granting them +5 resolve (before any other modifiers).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blightrot]]&lt;br /&gt;
* [[Corruption]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10281</id>
		<title>Blight Post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10281"/>
		<updated>2025-04-21T20:32:46Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.5}}&lt;br /&gt;
{{Buildingbox|Blight Post}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Anchor issue: When using links to other pages on the wiki that are meant to use their anchors (pointing at certain sub-entries of a topic) this absolutely doesn&#039;t work and everything I&#039;ve tried to make it work didn&#039;t work.&lt;br /&gt;
I can&#039;t link the Hydrant to show the Hydrant entry but instead it only loads the main page and shows its top but fails to position the scrollbar at the right height where the Hydrant is found.&lt;br /&gt;
Same for the Comfort link which only loads the buildings page but doesn&#039;t select the specialization entry as it should and is linked to. I&#039;ve given up on trying to fix this. If anyone knows how to achieve this: Please fix it.&lt;br /&gt;
&lt;br /&gt;
The 2 links in question:&lt;br /&gt;
Hydrant: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt;&lt;br /&gt;
Comfort: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt;&lt;br /&gt;
I also tried replacing the _ with a space, a - and %20. Didn&#039;t work.&lt;br /&gt;
But as seen on the Specializations link, which also doesn&#039;t use the anchor, any special characters aren&#039;t the issue causing this.&lt;br /&gt;
I also tried to place a manual anchor on the pages and point to that one. Failed as well, did remove it again.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The structure becomes available once unlocking the Smoldering City&#039;s level 6 Obsidian Archive at the cost of 30 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s the only structure in the game that is used to deal with Blightrot Cysts and the Corruption those cause.&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s also the only structure in the game on which Blightrot Cysts will never grow.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While the Blightrot mechanic is only active on Veteran (or higher) difficulty it&#039;s still possible to have Blightrot Cysts spawn on lower difficulties:&amp;lt;br&amp;gt;&lt;br /&gt;
Some [[Glade Events]] can spawn Blightrot Cysts.&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:SpellBookPage09_98.png|64px|link=|frameless|middle|link=https://wiki.hoodedhorse.com/Against_the_Storm/List_of_Cornerstones_and_Perks]]&lt;br /&gt;
|Overexploitation (Cornerstone)&amp;lt;br&amp;gt;Global gathering speed is increased by 30%, and newly discovered gathering nodes have more charges (+10 charges to small gathering nodes, +25 charges to large gathering nodes). For every 40 gathering node charges used, 1 Blightrot Cyst will spawn.&lt;br /&gt;
|}&lt;br /&gt;
Once unlocking the level 18 Obsidian Archive at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles the Blight Post can also be [[#Blight Post Upgrades | upgraded]] up to 2 times - with 1 out of 3 upgrades to chose from per upgrade level.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Speculative (needs  testing): Blightrot related events (and Cornerstones) shouldn&#039;t be encountered while the [[Rainpunk]] tech (and the Blight Post along with it) hasn&#039;t been unlocked yet, as otherwise there&#039;d be a game mechanic in play that can&#039;t be countered.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful UI features:&amp;lt;br&amp;gt;&lt;br /&gt;
* the Tab-key (Rainpunk overlay) displays which structures use what type of rainwater at which settings&lt;br /&gt;
* the Z-key (Blightrot overlay) displays what structures have how many Blightrot Cysts on them, which is great to see where a &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt; would be useful to shorten the travel time and increase the overall Blight Fighter efficiency that way&lt;br /&gt;
* The Ancient Hearth can also be selected to inspect its Blightrot tab to view how many Blightrot Cysts exist in total and what amount of Corruption they cause&lt;br /&gt;
* the bottom right of the UI also displays the current Corruption percentage - but this can change quickly, like if multiple structures cause a +1 Blightrot Cyst spawn by hitting their Blightrot counter&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful links:&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rainpunk | Rainpunk technology]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Blightrot | Blightrot &amp;amp; Corruption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blight Fighter behavior ==&lt;br /&gt;
When ordering the production of [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire this will only be crafted while Blightrot Cysts can&#039;t be attacked or while running out of it while they can be attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
While any Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while working on certain [[Glade Events]] with the effect of awakening them from their dormant state, the Blight Fighters will try to destroy them.&amp;lt;br&amp;gt;&lt;br /&gt;
Like all other villagers Blight Fighters will still take their regular breaks, even with Blightrot Cysts active, which is to be considered.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Blight Post Upgrades ==&lt;br /&gt;
&lt;br /&gt;
This becomes available when unlocking the Smoldering City&#039;s level 18 Obsidian Archive at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;text-align:center;&amp;quot; |Only 1 of 3 upgrades can be chosen per level.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 1 upgrades cost:&amp;lt;br&amp;gt;4 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_TripleIgnition.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Triple Ignition System&lt;br /&gt;
||Mobile Sparkcasters&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 2 upgrades cost:&amp;lt;br&amp;gt;6 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MannedOutlook.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_AlchemicalForge.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
||Manned Lookout&lt;br /&gt;
||Alchemical Forge&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_TripleIgnition.png|float|24px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;: -5s to destroy a Blightrot Cyst - from 15s to 10s. Affects Blight Fighters and Automatons of the Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|float|24px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039;: +30% move speed for Blight Fighters of this Blight Post. Blight Automatons don&#039;t benefit from this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Assigns an Automaton to this Blight Post that helps fighting Blightrot Cysts but doesn&#039;t use up a worker slot. Automatons can&#039;t produce [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire but also don&#039;t take any breaks. Their move speed is increased while moving on roads but isn&#039;t affected by any other positive or negative modifiers. Automatons also don&#039;t get targeted by effects that directly kill villagers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|24px|link=]] &#039;&#039;Manned Lookout&#039;&#039;: -10% Blightrot growth per Blight Fighter assigned to a Blight Post with this upgrade.&amp;lt;br&amp;gt;Calculation:&amp;lt;br&amp;gt;[Blightrot counter maximum] divided by (1 - [summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus percentage])&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Example:&amp;lt;br&amp;gt;- the Blightrot counter per structure with Rain Engines installed goes up to 32 (default value), meaning that for every 32 units of rainwater used by rain engines in that structure +1 Blightrot Cyst will spawn&amp;lt;br&amp;gt;- 3 Blight Post, all of them with this upgrade, each of them with 3 Blight Fighters assigned, resulting in a [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; effect of 90%&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With this we have:&amp;lt;br&amp;gt;Blightrot counter maximum = 32&amp;lt;br&amp;gt;summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus = 90% = 0.9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Calculation with this:&amp;lt;br&amp;gt;32 / ( 1 - 0.9) = 32 / 0.1 = 320&amp;lt;br&amp;gt;So due to the [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus of 90% the Blightrot counter increases from 32 (default value with no bonus) to 320 (10x as much), allowing the use of 10x the rainwater before +1 Blightrot Cyst is spawned by any structure with Rain Engines installed and active that hits that limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Table: What multiplier for the Blightrot counter and actual values you get depending on the active [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout&amp;lt;br&amp;gt;%value&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|resulting&amp;lt;br&amp;gt;multiplier&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|buffed value&amp;lt;br&amp;gt;(Blight counter: 32)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|absolute&amp;lt;br&amp;gt;bonus&lt;br /&gt;
|-&lt;br /&gt;
|10%&lt;br /&gt;
|1.111&lt;br /&gt;
|36&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;4&lt;br /&gt;
|-&lt;br /&gt;
|20%&lt;br /&gt;
|1.25&lt;br /&gt;
|40&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;8&lt;br /&gt;
|-&lt;br /&gt;
|30%&lt;br /&gt;
|1.428&lt;br /&gt;
|46&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;14&lt;br /&gt;
|-&lt;br /&gt;
|40%&lt;br /&gt;
|1.666&lt;br /&gt;
|53&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;21&lt;br /&gt;
|-&lt;br /&gt;
|50%&lt;br /&gt;
|2&lt;br /&gt;
|64&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;32&lt;br /&gt;
|-&lt;br /&gt;
|60%&lt;br /&gt;
|2.5&lt;br /&gt;
|80&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;48&lt;br /&gt;
|-&lt;br /&gt;
|70%&lt;br /&gt;
|3.333&lt;br /&gt;
|107&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
|80%&lt;br /&gt;
|5&lt;br /&gt;
|160&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;128&lt;br /&gt;
|-&lt;br /&gt;
|90%&lt;br /&gt;
|10&lt;br /&gt;
|320&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;288&lt;br /&gt;
|}&lt;br /&gt;
Special cases: &amp;lt;br&amp;gt;1) If a calculation for the Blightrot counter&#039;s new value doesn&#039;t result in a whole number the final result is always rounded, which means: Rounded up at .5 value, otherwise rounded down. Verified by in-game testing.&amp;lt;br&amp;gt;2) If [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; reaches a value of 100% then rainwater can be used without any negative effects: the Blightrot counters just stop counting globally&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High risk and threat of this upgrade&#039;&#039;&#039;: The higher the buff&#039;s value (maximum is 100%) the more important it is to keep it at that. Otherwise massive Blightrot Cyst spawns can happen, which is possible because of the Blightrot counter&#039;s game mechanic: Whenever it changes its maximum value due to positive or negative effects the ratio of already gained corruption doesn&#039;t stay the same, meaning: A 50% filled Blightrot counter bar will not stay at 50% whenever its maximum value adjusts to a lower or higher number but instead the current number stays the same as the maximum number shifts to a new value.&amp;lt;br&amp;gt;&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
Due to unlucky circumstances a 90% buff was partially lost and you&#039;re now at 60%.&amp;lt;br&amp;gt;&lt;br /&gt;
Blightrot counters that previously ran at a 320 maximum are now at a new maximum of 80, which is only 25% of what they used to support, or a 75% loss in other words.&amp;lt;br&amp;gt;Any structure that had its Blightrot counter&#039;s current value at a higher value (let&#039;s say 177) than the Blightrot counter&#039;s new maximum (which is 80) will spawn +1 Blightrot Cyst per unit of rainwater used in its Rain Engines, which increases its current value by +1 (to 178) and then lowers it by the Blightrot counter&#039;s maximum (178 - 80 = 98). This keeps repeating until the Blightrot counter&#039;s current value is lower than its maximum value. The one exception when it doesn&#039;t is when reaching a 100% bonus, which disables the Blightrot counters.&amp;lt;br&amp;gt;The higher the buff value the more important it is to keep the people alive and assigned that provide this buff or have extra people as backup to secure the buff or have many Blight Posts in case the Blightrot actually goes off like this. It&#039;s not always about people leaving due to low resolve, getting killed by a random event or other negative effect or starving. Sometimes a charming Kelpie can also cause disaster.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_AlchemicalForge.png|float|24px|link=]] &#039;&#039;Alchemical Forge&#039;&#039;: +50% extra yield chance when producing [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire at a Blight Post with this upgrade.&lt;br /&gt;
&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Adds +1 Automaton that functions the same as its level 1 version.&amp;lt;br&amp;gt;&lt;br /&gt;
== Strategies ==&lt;br /&gt;
* If facing Corruption levels well above 100% setting up and manning multiple Blight Posts can still save villagers from dying because destroying Blightrot Cysts also removes existing Corruption, see: How the [[Blightrot | Corruption mechanic]] works.&lt;br /&gt;
* Depending on the extent of [[Blightrot]] in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.&lt;br /&gt;
* It may be worthwhile to deconstruct the Blight Post for building materials once you&#039;ve burned all the Cysts during the Storm or an [[Event]].&amp;lt;br&amp;gt;Beware  the [[Prestige]] 3 modifier: [[File:Icon_PrestigeMod_BlightSwarm.png|frameless|16px|link=]] Blightrot appears every 3rd Clearance Season.&amp;lt;br&amp;gt;&lt;br /&gt;
Since destroying Blightrot Cysts requires a lot of movement Blight Fighter efficiency is generally improved by&lt;br /&gt;
* any effects that increase move speed, such as: good roads, villager move speed perks, the [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|frameless|16px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039; Blight Post upgrade that only affects the Blight Fighters assigned to a Blight Post with it, which is the best choice when the average distance between Cysts and Blight Posts / Hydrants is more than 10 tiles&lt;br /&gt;
* nearby Blight Posts / Hydrants that reduce the travel time for [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire reloads&lt;br /&gt;
* having a nearby Hearth for short travel distance when taking a break&lt;br /&gt;
* any effects that reduce the interval at which villagers take their breaks (allowing for more uninterrupted Blight fighting)&amp;lt;br&amp;gt;&lt;br /&gt;
* Among the level 1 upgrades, [[File:Icon_PumpUpgrade_Automaton.png|float|16px|link=]] &#039;&#039;Blight Automaton&#039;&#039; is always better than [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;.&lt;br /&gt;
* the [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039; Blight Post upgrade that reduces the time spent on each Blightrot Cyst&#039;s destruction but only affects any Blight Fighters and Automaton assigned to a Blight Post with it&amp;lt;br&amp;gt;&lt;br /&gt;
The Blightrot overlay needs to be used to stop Blightfighters and Automatons from destroying all the Cysts on structures at which {{Species link|Foxes}} are working, so that they can keep their [[File:Icon Spec Cysts 64x64.png|{{ImgS}}]] Blightrot &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt; effect, granting them +5 resolve (before any other modifiers).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blightrot]]&lt;br /&gt;
* [[Corruption]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10279</id>
		<title>Blight Post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10279"/>
		<updated>2025-04-21T20:29:44Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.5}}&lt;br /&gt;
{{Buildingbox|Blight Post}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Anchor issue: When using links to other pages on the wiki that are meant to use their anchors (pointing at certain sub-entries of a topic) this absolutely doesn&#039;t work and everything I&#039;ve tried to make it work didn&#039;t work.&lt;br /&gt;
I can&#039;t link the Hydrant to show the Hydrant entry but instead it only loads the main page and shows its top but fails to position the scrollbar at the right height where the Hydrant is found.&lt;br /&gt;
Same for the Comfort link which only loads the buildings page but doesn&#039;t select the specialization entry as it should and is linked to. I&#039;ve given up on trying to fix this. If anyone knows how to achieve this: Please fix it.&lt;br /&gt;
&lt;br /&gt;
The 2 links in question:&lt;br /&gt;
Hydrant: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt;&lt;br /&gt;
Comfort: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt;&lt;br /&gt;
I also tried replacing the _ with a space, a - and %20. Didn&#039;t work.&lt;br /&gt;
But as seen on the Specializations link, which also doesn&#039;t use the anchor, any special characters aren&#039;t the issue causing this.&lt;br /&gt;
I also tried to place a manual anchor on the pages and point to that one. Failed as well, did remove it again.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The structure becomes available once unlocking the Smoldering City&#039;s level 6 Obsidian Archive at the cost of 30 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s the only structure in the game that is used to deal with Blightrot Cysts and the Corruption those cause.&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s also the only structure in the game on which Blightrot Cysts will never grow.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While the Blightrot mechanic is only active on Veteran (or higher) difficulty it&#039;s still possible to have Blightrot Cysts spawn on lower difficulties:&amp;lt;br&amp;gt;&lt;br /&gt;
Some [[Glade Events]] can spawn Blightrot Cysts.&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:SpellBookPage09_98.png|64px|link=|frameless|middle|link=https://wiki.hoodedhorse.com/Against_the_Storm/List_of_Cornerstones_and_Perks]]&lt;br /&gt;
|Overexploitation (Cornerstone)&amp;lt;br&amp;gt;Global gathering speed is increased by 30%, and newly discovered gathering nodes have more charges (+10 charges to small gathering nodes, +25 charges to large gathering nodes). For every 40 gathering node charges used, 1 Blightrot Cyst will spawn.&lt;br /&gt;
|}&lt;br /&gt;
Once unlocking the level 18 Obsidian Archive at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles the Blight Post can also be [[#Blight Post Upgrades | upgraded]] up to 2 times - with 1 out of 3 upgrades to chose from per upgrade level.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Speculative (needs  testing): Blightrot related events (and Cornerstones) shouldn&#039;t be encountered while the [[Rainpunk]] tech (and the Blight Post along with it) hasn&#039;t been unlocked yet, as otherwise there&#039;d be a game mechanic in play that can&#039;t be countered.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful UI features:&amp;lt;br&amp;gt;&lt;br /&gt;
* the Tab-key (Rainpunk overlay) displays which structures use what type of rainwater at which settings&lt;br /&gt;
* the Z-key (Blightrot overlay) displays what structures have how many Blightrot Cysts on them, which is great to see where a &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]&amp;lt;/span&amp;gt; would be useful to shorten the travel time and increase the overall Blight Fighter efficiency that way&lt;br /&gt;
* The Ancient Hearth can also be selected to inspect its Blightrot tab to view how many Blightrot Cysts exist in total and what amount of Corruption they cause&lt;br /&gt;
* the bottom right of the UI also displays the current Corruption percentage - but this can change quickly, like if multiple structures cause +1 Blightrot Cyst spawn by hitting their Blightrot counter&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Helpful links:&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rainpunk | Rainpunk technology]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Blightrot | Blightrot &amp;amp; Corruption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blight Fighter behavior ==&lt;br /&gt;
When ordering the production of [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire this will only be crafted while Blightrot Cysts can&#039;t be attacked or while running out of it while they can be attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
While any Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while working on certain [[Glade Events]] with the effect of awakening them from their dormant state, the Blight Fighters will try to destroy them.&amp;lt;br&amp;gt;&lt;br /&gt;
Like all other villagers Blight Fighters will still take their regular breaks, even with Blightrot Cysts active, which is to be considered.&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Blight Post Upgrades ==&lt;br /&gt;
&lt;br /&gt;
This becomes available when unlocking the Smoldering City&#039;s level 18 Obsidian Archive at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;text-align:center;&amp;quot; |Only 1 of 3 upgrades can be chosen per level.&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 1 upgrades cost:&amp;lt;br&amp;gt;4 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_TripleIgnition.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Triple Ignition System&lt;br /&gt;
||Mobile Sparkcasters&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2 style=&amp;quot;text-align:center;&amp;quot; |Level 2 upgrades cost:&amp;lt;br&amp;gt;6 {{rl|Pipes}}&amp;lt;br&amp;gt;2 {{rl|Pack of Building Materials}}&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_MannedOutlook.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_BlightPostUpgrade_AlchemicalForge.png|center|64px|link=]]&lt;br /&gt;
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
||Manned Lookout&lt;br /&gt;
||Alchemical Forge&lt;br /&gt;
||Blight Automaton&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_TripleIgnition.png|float|24px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;: -5s to destroy a Blightrot Cyst - from 15s to 10s. Affects Blight Fighters and Automatons of the Blight Post with this upgrade.&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|float|24px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039;: +30% move speed for Blight Fighters of this Blight Post. Blight Automatons don&#039;t benefit from this upgrade.&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Assigns an Automaton to this Blight Post that helps fighting Blightrot Cysts but doesn&#039;t use up a worker slot. Automatons can&#039;t produce [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire but also don&#039;t take any breaks. Their move speed is increased while moving on roads but isn&#039;t affected by any other positive or negative modifiers. Automatons also don&#039;t get targeted by effects that directly kill villagers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|24px|link=]] &#039;&#039;Manned Lookout&#039;&#039;: -10% Blightrot growth per Blight Fighter assigned to a Blight Post with this upgrade.&amp;lt;br&amp;gt;Calculation:&amp;lt;br&amp;gt;[Blightrot counter maximum] divided by (1 - [summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus percentage])&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Example:&amp;lt;br&amp;gt;- the Blightrot counter per structure with Rain Engines installed goes up to 32 (default value), meaning that for every 32 units of rainwater used by rain engines in that structure +1 Blightrot Cyst will spawn&amp;lt;br&amp;gt;- 3 Blight Post, all of them with this upgrade, each of them with 3 Blight Fighters assigned, resulting in a [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; effect of 90%&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With this we have:&amp;lt;br&amp;gt;Blightrot counter maximum = 32&amp;lt;br&amp;gt;summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus = 90% = 0.9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Calculation with this:&amp;lt;br&amp;gt;32 / ( 1 - 0.9) = 32 / 0.1 = 320&amp;lt;br&amp;gt;So due to the [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus of 90% the Blightrot counter increases from 32 (default value with no bonus) to 320 (10x as much), allowing the use of 10x the rainwater before +1 Blightrot Cyst is spawned by any structure with Rain Engines installed and active that hits that limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Table: What multiplier for the Blightrot counter and actual values you get depending on the active [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; bonus:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout&amp;lt;br&amp;gt;%value&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|resulting&amp;lt;br&amp;gt;multiplier&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|buffed value&amp;lt;br&amp;gt;(Blight counter: 32)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|absolute&amp;lt;br&amp;gt;bonus&lt;br /&gt;
|-&lt;br /&gt;
|10%&lt;br /&gt;
|1.111&lt;br /&gt;
|36&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;4&lt;br /&gt;
|-&lt;br /&gt;
|20%&lt;br /&gt;
|1.25&lt;br /&gt;
|40&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;8&lt;br /&gt;
|-&lt;br /&gt;
|30%&lt;br /&gt;
|1.428&lt;br /&gt;
|46&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;14&lt;br /&gt;
|-&lt;br /&gt;
|40%&lt;br /&gt;
|1.666&lt;br /&gt;
|53&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;21&lt;br /&gt;
|-&lt;br /&gt;
|50%&lt;br /&gt;
|2&lt;br /&gt;
|64&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;32&lt;br /&gt;
|-&lt;br /&gt;
|60%&lt;br /&gt;
|2.5&lt;br /&gt;
|80&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;48&lt;br /&gt;
|-&lt;br /&gt;
|70%&lt;br /&gt;
|3.333&lt;br /&gt;
|107&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
|80%&lt;br /&gt;
|5&lt;br /&gt;
|160&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;128&lt;br /&gt;
|-&lt;br /&gt;
|90%&lt;br /&gt;
|10&lt;br /&gt;
|320&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;288&lt;br /&gt;
|}&lt;br /&gt;
Special cases: &amp;lt;br&amp;gt;1) If a calculation for the Blightrot counter&#039;s new value doesn&#039;t result in a whole number the final result is always rounded, which means: Rounded up at .5 value, otherwise rounded down. Verified by in-game testing.&amp;lt;br&amp;gt;2) If [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] &#039;&#039;Manned Lookout&#039;&#039; reaches a value of 100% then rainwater can be used without any negative effects: the Blightrot counters just stop counting globally&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High risk and threat of this upgrade&#039;&#039;&#039;: The higher the buff&#039;s value (maximum is 100%) the more important it is to keep it at that. Otherwise massive Blightrot Cyst spawns can happen, which is possible because of the Blightrot counter&#039;s game mechanic: Whenever it changes its maximum value due to positive or negative effects the ratio of already gained corruption doesn&#039;t stay the same, meaning: A 50% filled Blightrot counter bar will not stay at 50% whenever its maximum value adjusts to a lower or higher number but instead the current number stays the same as the maximum number shifts to a new value.&amp;lt;br&amp;gt;&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
Due to unlucky circumstances a 90% buff was partially lost and you&#039;re now at 60%.&amp;lt;br&amp;gt;&lt;br /&gt;
Blightrot counters that previously ran at a 320 maximum are now at a new maximum of 80, which is only 25% of what they used to support, or a 75% loss in other words.&amp;lt;br&amp;gt;Any structure that had its Blightrot counter&#039;s current value at a higher value (let&#039;s say 177) than the Blightrot counter&#039;s new maximum (which is 80) will spawn +1 Blightrot Cyst per unit of rainwater used in its Rain Engines, which increases its current value by +1 (to 178) and then lowers it by the Blightrot counter&#039;s maximum (178 - 80 = 98). This keeps repeating until the Blightrot counter&#039;s current value is lower than its maximum value. The one exception when it doesn&#039;t is when reaching a 100% bonus, which disables the Blightrot counters.&amp;lt;br&amp;gt;The higher the buff value the more important it is to keep the people alive and assigned that provide this buff or have extra people as backup to secure the buff or have many Blight Posts in case the Blightrot actually goes off like this. It&#039;s not always about people leaving due to low resolve, getting killed by a random event or other negative effect or starving. Sometimes a charming Kelpie can also cause disaster.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
* [[File:Icon_BlightPostUpgrade_AlchemicalForge.png|float|24px|link=]] &#039;&#039;Alchemical Forge&#039;&#039;: +50% extra yield chance when producing [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire at a Blight Post with this upgrade.&lt;br /&gt;
&lt;br /&gt;
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] &#039;&#039;Blight Automaton&#039;&#039;: Adds +1 Automaton that functions the same as its level 1 version.&amp;lt;br&amp;gt;&lt;br /&gt;
== Strategies ==&lt;br /&gt;
* If facing Corruption levels well above 100% setting up and manning multiple Blight Posts can still save villagers from dying because destroying Blightrot Cysts also removes existing Corruption, see: How the [[Blightrot | Corruption mechanic]] works.&lt;br /&gt;
* Depending on the extent of [[Blightrot]] in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.&lt;br /&gt;
* It may be worthwhile to deconstruct the Blight Post for building materials once you&#039;ve burned all the Cysts during the Storm or an [[Event]].&amp;lt;br&amp;gt;Beware  the [[Prestige]] 3 modifier: [[File:Icon_PrestigeMod_BlightSwarm.png|frameless|16px|link=]] Blightrot appears every 3rd Clearance Season.&amp;lt;br&amp;gt;&lt;br /&gt;
Since destroying Blightrot Cysts requires a lot of movement Blight Fighter efficiency is generally improved by&lt;br /&gt;
* any effects that increase move speed, such as: good roads, villager move speed perks, the [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|frameless|16px|link=]] &#039;&#039;Mobile Sparkcasters&#039;&#039; Blight Post upgrade that only affects the Blight Fighters assigned to a Blight Post with it, which is the best choice when the average distance between Cysts and Blight Posts / Hydrants is more than 10 tiles&lt;br /&gt;
* nearby Blight Posts / Hydrants that reduce the travel time for [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire reloads&lt;br /&gt;
* having a nearby Hearth for short travel distance when taking a break&lt;br /&gt;
* any effects that reduce the interval at which villagers take their breaks (allowing for more uninterrupted Blight fighting)&amp;lt;br&amp;gt;&lt;br /&gt;
* Among the level 1 upgrades, [[File:Icon_PumpUpgrade_Automaton.png|float|16px|link=]] &#039;&#039;Blight Automaton&#039;&#039; is always better than [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039;.&lt;br /&gt;
* the [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] &#039;&#039;Triple Ignition System&#039;&#039; Blight Post upgrade that reduces the time spent on each Blightrot Cyst&#039;s destruction but only affects any Blight Fighters and Automaton assigned to a Blight Post with it&amp;lt;br&amp;gt;&lt;br /&gt;
The Blightrot overlay needs to be used to stop Blightfighters and Automatons from destroying all the Cysts on structures at which {{Species link|Foxes}} are working, so that they can keep their [[File:Icon Spec Cysts 64x64.png|{{ImgS}}]] Blightrot &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]&amp;lt;/span&amp;gt; effect, granting them +5 resolve (before any other modifiers).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blightrot]]&lt;br /&gt;
* [[Corruption]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=10280</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=10280"/>
		<updated>2025-04-21T20:29:33Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.5.6}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[Buildings]] are your main way of meeting the needs of your [[Villagers]] by way of gathering, farming, production, housing, and consumption. They occupy map tiles, constrain the movement of Villagers, and offer a variety of capabilities to help your settlement survive. Some Buildings have a limited distance within which they are effective, for example, for gathering {{rl|Wood}} from trees.&lt;br /&gt;
&lt;br /&gt;
== Blueprints ==&lt;br /&gt;
&lt;br /&gt;
[[File:Choose blueprint shimmer.png|x120px|thumb|The Reputation icon shimmers when you can choose new Blueprints.]]&lt;br /&gt;
Which Buildings you have available for construction is determined by which [[Blueprints]] you have in your settlement. During each mission, you can choose additional Blueprints by gaining Reputation, completing [[Orders]], buying from [[Traders]], and from [[Glade Event]] rewards. Once you gain a new Blueprint, you are allowed to build that Building as many times as you can afford—until you move on to the next settlement. You will then have different choices and rewards.&lt;br /&gt;
&lt;br /&gt;
=== Essential Blueprints ===&lt;br /&gt;
&lt;br /&gt;
Every Viceroy has a list of &#039;&#039;&#039;Essential Blueprints,&#039;&#039;&#039; and you will begin each settlement with all of those Blueprints, meaning those Buildings start unlocked.&lt;br /&gt;
&lt;br /&gt;
You can choose more Blueprints to be &#039;&#039;&#039;Essential&#039;&#039;&#039; by completing [[Deeds]] and buying [[upgrades]] in the [[Smoldering City]]. Some upgrades in the Smoldering City also add Blueprints to your list of choices when [[Embarking]].&lt;br /&gt;
&lt;br /&gt;
You can learn about your starting list of Essential Buildings and how to use those Buildings by playing the [[Tutorial Walkthrough|Tutorial]].&lt;br /&gt;
&lt;br /&gt;
== Species Specific Buildings ==&lt;br /&gt;
Some Buildings will only appear in the Reputation Rewards Blueprint pool if certain Species are in the Settlement. These are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Races&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Buildings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Beavers|medium}}&lt;br /&gt;
| {{bl|Cellar|medium}}&lt;br /&gt;
| {{bl|Scribe|medium}}&lt;br /&gt;
| {{bl|Guild House|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Foxes|medium}}&lt;br /&gt;
| {{bl|Beanery|medium}}&lt;br /&gt;
| {{bl|Teahouse|medium}}&lt;br /&gt;
| {{bl|Tea Doctor|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Frogs|medium}}&lt;br /&gt;
| {{bl|Cannery|medium}}&lt;br /&gt;
| {{bl|Pantry|medium}}&lt;br /&gt;
| {{bl|Forum|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Harpies|medium}}&lt;br /&gt;
| {{bl|Apothecary|medium}}&lt;br /&gt;
| {{bl|Artisan|medium}}&lt;br /&gt;
| {{bl|Bath House|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Humans|medium}}&lt;br /&gt;
| {{bl|Brewery|medium}}&lt;br /&gt;
| {{bl|Brick Oven|medium}}&lt;br /&gt;
| {{bl|Monastery|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Lizards|medium}}&lt;br /&gt;
| {{bl|Butcher|medium}}&lt;br /&gt;
| {{bl|Leatherworker|medium}}&lt;br /&gt;
| {{bl|Clan Hall|medium}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
To construct a building, you must first have that building&#039;s Blueprint. Then, you can see that Blueprint in the [[#Construction Toolbar|toolbar of icons at the bottom of the screen]]. Click to place the Blueprint on the map. If the building will have a working range, a green circle will indicate that range. Red squares under the construction site indicate obstacles such as trees, roads, or other buildings.&lt;br /&gt;
&lt;br /&gt;
Once the construction site for your building is placed, you can select a priority and view which resources have or have not yet been delivered to the site. Before construction is completed, you can move the construction site of most buildings for free.&lt;br /&gt;
&lt;br /&gt;
=== Builders ===&lt;br /&gt;
&lt;br /&gt;
Buildings are constructed by [[Villagers]] that aren&#039;t assigned to work anywhere else. If you need a building built quickly, you will need to dismiss several workers from their workplaces. If no Builders are available, a hammer icon will appear above all buildings that are awaiting construction, letting you know that you need to dismiss a worker somewhere or the building materials will never be delivered and construction will never finish.&lt;br /&gt;
&lt;br /&gt;
=== Construction Toolbar ===&lt;br /&gt;
&lt;br /&gt;
[[File:Buildings construction icons.png|thumb|500px|The construction toolbar at the bottom of the screen, also showing the tooltip over the second icon for Camps, which looks like a mushroom and leaf. Hold your mouse over an icon to see the tooltip.]]&lt;br /&gt;
&lt;br /&gt;
Buildings are constructed by selecting from the Blueprints in the construction toolbar. From left to right, the construction icons represent the following categories of Blueprints:&lt;br /&gt;
# [[File:Construct Roads.png|x32px|Roads|link=Roads]] [[Road]]s, which are not buildings per se, but built like them. They increase [[Villagers]]&#039; speed walking across the map.&lt;br /&gt;
# [[File:Construct Camps.png|x32px|Camps|link=#Resource Gathering]] [[#Resource Gathering|Resource Gathering]], which gather resources from resource nodes. You start most maps with the same 5 options: [[Woodcutters&#039; Camp]], [[Stonecutters&#039; Camp]], [[Harvesters&#039; Camp]], the Small Gathering Camps, Small Fishing Hut, Geyser Pump, Rain Collector, and Mine.&lt;br /&gt;
# [[File:Construct Food Production.png|x32px|Food Production|link=#Food_Production]] [[#Food Production|Food Production]], which farm resources from [[Resources#Farming|Fertile Soil]] and cook [[Complex Food Need|Complex Foods]].&lt;br /&gt;
# [[File:Construct Housing.png|x32px|Housing|link=#Housing]] [[#Housing|Housing]], which fulfills Villagers&#039; [[Housing Need]]s.&lt;br /&gt;
# [[File:Construct Industry.png|x32px|Industry|link=#Industry Buildings]] [[#Industry Buildings|Industry Buildings]], which produce [[Resources]] from other Resources with [[Recipes]].&lt;br /&gt;
# [[File:Construct City Buildings.png|x32px|City Buildings|link=#City Buildings]] [[#City Buildings|City Buildings]], which include [[Hearths]], [[Warehouse]]s, and the [[Trading Post]]. This category will also contain buildings that provide [[Services]] when you have earned their [[Blueprints]].&lt;br /&gt;
# [[File:Construct Decorations.png|x32px|Decorations|link=Decorations]] [[Decorations]], which are used to upgrade [[Hearths]].&lt;br /&gt;
&lt;br /&gt;
Next to the construction toolbar are the buttons for marking trees (the axe icons). To the far right is the button for destroying buildings, roads, or deposits.&lt;br /&gt;
&lt;br /&gt;
=== Range ===&lt;br /&gt;
&lt;br /&gt;
[[File:Hearth overlay.png|thumb|300px|Selecting the Ancient Hearth shows the range within which Housing must be placed to be functional.]]&lt;br /&gt;
&lt;br /&gt;
Depending on the building you&#039;ve chosen to build (or move), the game may reveal one or more special overlays, highlighting, or icons:&lt;br /&gt;
* the range of the [[Hearth]] may be shown when placing another Hearth, housing buildings, or [[Decorations]]&lt;br /&gt;
* the range of gathering when placing a camp or a farm&lt;br /&gt;
* highlighting of tiles that contain [[Fertile Soil]] when placing farms&lt;br /&gt;
* icons of nearby Resources on map tiles when placing gathering camps and mines&lt;br /&gt;
* highlighting of [[Trees]] that have been marked for cutting when placing a [[Woodcutters&#039; Camp]]&lt;br /&gt;
&lt;br /&gt;
Most industry buildings do not show ranges. (The Mine is the exception, showing Resource icons.) Instead of a range, when placing one of these buildings white lines will connect to nearby buildings where Resources could be retrieved for the Recipes in the building you are placing.&lt;br /&gt;
&lt;br /&gt;
=== Moving a building ===&lt;br /&gt;
&lt;br /&gt;
[[File:Moveable_building_from_construction_toolbar.png|thumb|100px|This camp is a moveable building.]]&lt;br /&gt;
[[File:Move_Icon.png|32px|Move button]]&lt;br /&gt;
&lt;br /&gt;
After construction finishes, if a building may be moved the button to do so appears large, in blue, at the top left the Building Panel. Holding your mouse over the button will tell you whether the building may be moved for free, like a [[Woodcutters&#039; Camp]]. Some buildings can be moved for a cost, like a {{bl|Plantation}} for 1 {{rl|Planks}}. Most buildings that produce goods using [[Recipes]] cannot be moved at all, and the icon will not appear on their building panel.&lt;br /&gt;
&lt;br /&gt;
You can see before constructing a building whether it will be moveable. This appears on the same tooltip where you can preview the cost of the building before placing it for construction. In the screenshot to the right, notice the blue Move button on the building&#039;s picture in its construction tooltip.&lt;br /&gt;
&lt;br /&gt;
For buildings that can be moved (especially for free), you can place the blueprint close to a warehouse for fast delivery of construction materials, then move it into a more appropriate place.&lt;br /&gt;
&lt;br /&gt;
== Building Panel ==&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|100px|The Building panel for a Weaver.]]&lt;br /&gt;
&lt;br /&gt;
The Building panel contains information on a Building you have selected or placed for construction on the map. The contents vary widely depending on what kind of Building it is, but there are some common elements.&lt;br /&gt;
&lt;br /&gt;
The top-left corner contains any major interactions: moving the Building, if possible, and deactivating the Building to instantly remove any workers.&lt;br /&gt;
&lt;br /&gt;
Leftmost on the panel are the worker slots. The main content of the panel is a few tabs with different information and interactive controls for the Building&#039;s functions. When you first open it, the first tab will show the Building&#039;s description, which would include a summary of its [[Recipes]] and any [[Specialization]].&lt;br /&gt;
&lt;br /&gt;
=== Workers ===&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_panel_example.png|thumb|300px|Example building panel showing 3 workers with 3 different statuses.]]&lt;br /&gt;
&lt;br /&gt;
Most Buildings have space for two or more [[Villagers]] to work. On the Building panel, by clicking on slots, you can assign Villagers to work that Building or dismiss them to be builders for your settlement until they are reassigned.&lt;br /&gt;
&lt;br /&gt;
Next to an assigned worker&#039;s icon another small icon will appear that indicates the status of the worker. They may be the following:&lt;br /&gt;
* [[File:Worker_transport_icon.png|x16px]] = walking to the Building&lt;br /&gt;
* [[File:Worker_production_icon.png|x16px]] = actively producing or gathering&lt;br /&gt;
* [[File:Worker_storage_icon.png|x16px]] = moving goods from the Building to a [[Warehouse]] or vice versa&lt;br /&gt;
* [[File:Cup.png|x12px]] = walking to the Hearth for a [[break]]&lt;br /&gt;
* [[File:Worker_rest_icon.png|x16px]] = resting at the Hearth&lt;br /&gt;
* [[File:Worker_idle_icon.png|x16px]] = idling, unable to work&lt;br /&gt;
&lt;br /&gt;
If the worker is unable to work, then their icon will be an exclamation point. This occurs when there are no more Resources to work with (whether from the nearby map tiles or from the Warehouse), if production limits have been reached, or if you must select one of the options of a [[Glade Event]] and press the &#039;&#039;&#039;Investigate&#039;&#039;&#039; button. The Building will also receive an exclamation point icon above it on the map view (even with the Building panel closed) to get your attention since an idling worker may be wasting valuable time, however you are free to ignore these icons.&lt;br /&gt;
&lt;br /&gt;
==== Empty Worker Slots ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_Circle_Widget.png|64px|link=]]&lt;br /&gt;
&lt;br /&gt;
If a Building has space for more workers, you click the black-and-white icon with a nondescript person and green plus sign to choose which [[Species]] to add from the radial menu.&lt;br /&gt;
&lt;br /&gt;
There are noteworthy reasons to leave worker slots empty in Buildings. For example, emptying the [[Woodcutters&#039; Camp]]s of all of their workers just before the [[Storm]] can lower [[Hostility]] enough so you don&#039;t lose any [[Villagers]] during the Storm due to low [[Resolve]]. Another example is if your settlement is producing a good more quickly than it is needed, removing a worker will slow down the rate of production.&lt;br /&gt;
&lt;br /&gt;
==== Specializations ====&lt;br /&gt;
&lt;br /&gt;
[[File:Proficiency.png|border|right|300px]]&lt;br /&gt;
Some Buildings have Specializations for some workers that make those individual Villagers more comfortable, granting them a bonus to their [[Resolve]], or a bonus to production quantity or speed due to their proficiency.&lt;br /&gt;
&lt;br /&gt;
[[File:Comfortable.png|border|right|300px]]&lt;br /&gt;
Specializations are indicated with small, color-coded icons on the Building panel. You can hold your mouse over these icons to see a tooltip that identifies the name of the Specialization and its type. Additionally, a blue glowing aura indicates workers&#039; comfort bonus; spinning wheel indicates their proficiency bonus.&lt;br /&gt;
&lt;br /&gt;
Besides being helpful passive bonus for your settlement, using Specializations at key moments can save your settlement from losing Villagers due to low Resolve. For example, a Building like the [[Cookhouse]] with 4 worker slots and its &#039;&#039;&#039;Warmth&#039;&#039;&#039; Specialization can be used to boost the Resolve of four {{Species link|Lizards}}!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Specializations, effects, and examples&lt;br /&gt;
! Specialization !! Type !!class=&amp;quot;unsortable&amp;quot;| Effect !! Species&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Alchemy 64x64.png|32px]]  &#039;&#039;&#039;Alchemy&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || {{species link|Harpy|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Cysts 64x64.png|{{ImgM}}]] &#039;&#039;&#039;Blightrot&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || {{Species link|Fox|medium}}&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Icon Spec Brewing 64x64.png|32px]]  &#039;&#039;&#039;Brewing&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || {{species link|Human|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Cloth 64x64.png|32px]]  &#039;&#039;&#039;Tailoring&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || {{species link|Harpy|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Gear 64x64.png|32px]]  &#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || {{species link|Beaver|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Farm_64x64.png|32px]]  &#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || {{species link|Human|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Forest_64x64.png|32px]]  &#039;&#039;&#039;Forest&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +5% reduced working time of Glade Event || {{Species link|Fox|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Masonry.png|32px]]  &#039;&#039;&#039;Masonry&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || {{Species link|Frog|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Meat_64x64.png|32px]]  &#039;&#039;&#039;Meat production&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || {{species link|Lizard|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_RainWater_64x64.png|32px]]  &#039;&#039;&#039;Rainwater&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || {{Species link|Frog|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Fire_64x64.png|32px]]  &#039;&#039;&#039;Warmth&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || {{species link|Lizard|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Wood_64x64.png|32px]]  &#039;&#039;&#039;Woodworking&#039;&#039;&#039;&lt;br /&gt;
| Proficiency|| +10% chance of doubling their yield || {{species link|Beaver|medium}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== First Tab: Recipes ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Recipes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Recipes.png|48px]]&lt;br /&gt;
&lt;br /&gt;
On the Building Panel for Production Buildings, the first tab contains the Recipes that the Building can produce. For Buildings like Gathering Camps and Farms, there are no tabs on the panel. The Resources they can gather, the controls, and the Building&#039;s Internal Storage are shown together on the panel. Service Buildings also have Recipes on their first tab, and while they aren&#039;t the same kind of Recipes as Production Buildings that convert Resources into other Resources, they have similar controls.&lt;br /&gt;
&lt;br /&gt;
In the list of Recipes, you can check or uncheck the Recipes you want the workers to produce. By default when a Building is constructed, all Recipes are enabled (can be adjusted in Game Options). You may want to uncheck to disable Recipes that are lower efficiency than in other Buildings. For example, you may want to disable the Recipe for {{rl|Planks}} in the {{bl|Crude Workstation}} ({{0Star}}) if you have also built a {{bl|Lumber Mill}} ({{3Star}}), so you get the most efficient use of {{rl|Wood}} . However, if your are in need of more Planks and you can afford to spend the extra Wood, it may be worth it to keep the Planks Recipe checked in the Crude Workstation.&lt;br /&gt;
&lt;br /&gt;
In the list of Recipes, you can also click the up and down arrows to increase or decrease the priority of a Recipe. This will reorder the list, so the highest priority Recipes are on top (this can be changed in the Game Options.) When a Recipe is prioritized in a Building, the workers will spend all of their time making that Recipe. Once they are unable to produce more, they will move on to the next-lower priority Recipe. This may happen when the settlement runs out of the ingredient Resources or when a production or storage reserve limit is reached.&lt;br /&gt;
&lt;br /&gt;
On the right side of the Recipes list, you can set the production limit of the Recipe. When the settlement has that number of that product Resource &#039;&#039;&#039;between that Building&#039;s internal storage and the [[Warehouse]],&#039;&#039;&#039; then the workers will not start producing more. Workers often start production at the same time, so keep this in mind when it&#039;s crucial to conserve input resources.&lt;br /&gt;
&lt;br /&gt;
=== Second Tab: Storage ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_2.png|thumb|300px|The Weaver&#039;s panel shows ingredients ready to be used and storage of goods the workers have produced.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Storage.png|48px]]&lt;br /&gt;
&lt;br /&gt;
Most buildings have internal storage, where (a) ingredient [[Resources]] are brought from the Warehouse for use in the Building&#039;s Recipes and (b) gathered or produced Goods are kept until a batch can be taken to the [[Warehouse]]. The latter has limits, and Buildings&#039; internal capacities can be increased by [[Perks]] and [[Upgrades]] in the [[Smoldering City]].&lt;br /&gt;
&lt;br /&gt;
==== Produced Goods Storage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker panel example-just the storage.png|thumb|300px|The Internal Storage in a Woodcutters&#039; Camp is almost full. It has 8 Wood and 6 Copper Ore that need to be delivered to a Warehouse.]]&lt;br /&gt;
&lt;br /&gt;
In the example screenshot, a {{bl|Woodcutters&#039; Camp}} has an internal Storage capacity of 15. It is holding 8 {{rl|Wood}} and 6 {{rl|Copper Ore}} that are awaiting delivery to the closest Warehouse. The blue button to &#039;&#039;&#039;Force delivery now&#039;&#039;&#039; can be used before the Storage is full to force a worker to stop producing and take Goods to the Warehouse. This is useful if you have Buildings awaiting construction or [[Glade Events]] that urgently need Resources.&lt;br /&gt;
&lt;br /&gt;
==== Ingredients Storage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Internal storage example.png|thumb|300px|The ingredients stored in an unoccupied Crude Workstation are being wasted. They are inaccessible to other Buildings that could use them.]]&lt;br /&gt;
&lt;br /&gt;
In another example, a {{bl|Crude Workstation}} in a settlement still stands, but all its [[Recipes]] can be made with other, more efficient (higher-star) Buildings. However, this Building still has valuable ingredients stored that other Buildings cannot access. Clicking the red-and-white &#039;&#039;&#039;X&#039;&#039;&#039; button on the Resource icon instantly transfers these Goods back to the [[Warehouse]]. If you accidentally remove the wrong ingredient, a worker will need to go pick the ingredient back up from the Warehouse before they can work on the Recipe.&lt;br /&gt;
&lt;br /&gt;
== List of Essential Blueprints ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main page: [[List of Essential Blueprints]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{:List of Essential Blueprints}}&lt;br /&gt;
&lt;br /&gt;
== List of Buildings ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main page: [[List of Buildings]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{:List of Buildings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings| ]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=10278</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=10278"/>
		<updated>2025-04-21T17:26:33Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: &lt;/p&gt;
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&lt;div&gt;{{Version|1.5.6}}&lt;br /&gt;
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== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[Buildings]] are your main way of meeting the needs of your [[Villagers]] by way of gathering, farming, production, housing, and consumption. They occupy map tiles, constrain the movement of Villagers, and offer a variety of capabilities to help your settlement survive. Some Buildings have a limited distance within which they are effective, for example, for gathering {{rl|Wood}} from trees.&lt;br /&gt;
&lt;br /&gt;
== Blueprints ==&lt;br /&gt;
&lt;br /&gt;
[[File:Choose blueprint shimmer.png|x120px|thumb|The Reputation icon shimmers when you can choose new Blueprints.]]&lt;br /&gt;
Which Buildings you have available for construction is determined by which [[Blueprints]] you have in your settlement. During each mission, you can choose additional Blueprints by gaining Reputation, completing [[Orders]], buying from [[Traders]], and from [[Glade Event]] rewards. Once you gain a new Blueprint, you are allowed to build that Building as many times as you can afford—until you move on to the next settlement. You will then have different choices and rewards.&lt;br /&gt;
&lt;br /&gt;
=== Essential Blueprints ===&lt;br /&gt;
&lt;br /&gt;
Every Viceroy has a list of &#039;&#039;&#039;Essential Blueprints,&#039;&#039;&#039; and you will begin each settlement with all of those Blueprints, meaning those Buildings start unlocked.&lt;br /&gt;
&lt;br /&gt;
You can choose more Blueprints to be &#039;&#039;&#039;Essential&#039;&#039;&#039; by completing [[Deeds]] and buying [[upgrades]] in the [[Smoldering City]]. Some upgrades in the Smoldering City also add Blueprints to your list of choices when [[Embarking]].&lt;br /&gt;
&lt;br /&gt;
You can learn about your starting list of Essential Buildings and how to use those Buildings by playing the [[Tutorial Walkthrough|Tutorial]].&lt;br /&gt;
&lt;br /&gt;
== Species Specific Buildings ==&lt;br /&gt;
Some Buildings will only appear in the Reputation Rewards Blueprint pool if certain Species are in the Settlement. These are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Races&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Buildings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Beavers|medium}}&lt;br /&gt;
| {{bl|Cellar|medium}}&lt;br /&gt;
| {{bl|Scribe|medium}}&lt;br /&gt;
| {{bl|Guild House|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Foxes|medium}}&lt;br /&gt;
| {{bl|Beanery|medium}}&lt;br /&gt;
| {{bl|Teahouse|medium}}&lt;br /&gt;
| {{bl|Tea Doctor|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Frogs|medium}}&lt;br /&gt;
| {{bl|Cannery|medium}}&lt;br /&gt;
| {{bl|Pantry|medium}}&lt;br /&gt;
| {{bl|Forum|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Harpies|medium}}&lt;br /&gt;
| {{bl|Apothecary|medium}}&lt;br /&gt;
| {{bl|Artisan|medium}}&lt;br /&gt;
| {{bl|Bath House|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Humans|medium}}&lt;br /&gt;
| {{bl|Brewery|medium}}&lt;br /&gt;
| {{bl|Brick Oven|medium}}&lt;br /&gt;
| {{bl|Monastery|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Lizards|medium}}&lt;br /&gt;
| {{bl|Butcher|medium}}&lt;br /&gt;
| {{bl|Leatherworker|medium}}&lt;br /&gt;
| {{bl|Clan Hall|medium}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
To construct a building, you must first have that building&#039;s Blueprint. Then, you can see that Blueprint in the [[#Construction Toolbar|toolbar of icons at the bottom of the screen]]. Click to place the Blueprint on the map. If the building will have a working range, a green circle will indicate that range. Red squares under the construction site indicate obstacles such as trees, roads, or other buildings.&lt;br /&gt;
&lt;br /&gt;
Once the construction site for your building is placed, you can select a priority and view which resources have or have not yet been delivered to the site. Before construction is completed, you can move the construction site of most buildings for free.&lt;br /&gt;
&lt;br /&gt;
=== Builders ===&lt;br /&gt;
&lt;br /&gt;
Buildings are constructed by [[Villagers]] that aren&#039;t assigned to work anywhere else. If you need a building built quickly, you will need to dismiss several workers from their workplaces. If no Builders are available, a hammer icon will appear above all buildings that are awaiting construction, letting you know that you need to dismiss a worker somewhere or the building materials will never be delivered and construction will never finish.&lt;br /&gt;
&lt;br /&gt;
=== Construction Toolbar ===&lt;br /&gt;
&lt;br /&gt;
[[File:Buildings construction icons.png|thumb|500px|The construction toolbar at the bottom of the screen, also showing the tooltip over the second icon for Camps, which looks like a mushroom and leaf. Hold your mouse over an icon to see the tooltip.]]&lt;br /&gt;
&lt;br /&gt;
Buildings are constructed by selecting from the Blueprints in the construction toolbar. From left to right, the construction icons represent the following categories of Blueprints:&lt;br /&gt;
# [[File:Construct Roads.png|x32px|Roads|link=Roads]] [[Road]]s, which are not buildings per se, but built like them. They increase [[Villagers]]&#039; speed walking across the map.&lt;br /&gt;
# [[File:Construct Camps.png|x32px|Camps|link=#Resource Gathering]] [[#Resource Gathering|Resource Gathering]], which gather resources from resource nodes. You start most maps with the same 5 options: [[Woodcutters&#039; Camp]], [[Stonecutters&#039; Camp]], [[Harvesters&#039; Camp]], the Small Gathering Camps, Small Fishing Hut, Geyser Pump, Rain Collector, and Mine.&lt;br /&gt;
# [[File:Construct Food Production.png|x32px|Food Production|link=#Food_Production]] [[#Food Production|Food Production]], which farm resources from [[Resources#Farming|Fertile Soil]] and cook [[Complex Food Need|Complex Foods]].&lt;br /&gt;
# [[File:Construct Housing.png|x32px|Housing|link=#Housing]] [[#Housing|Housing]], which fulfills Villagers&#039; [[Housing Need]]s.&lt;br /&gt;
# [[File:Construct Industry.png|x32px|Industry|link=#Industry Buildings]] [[#Industry Buildings|Industry Buildings]], which produce [[Resources]] from other Resources with [[Recipes]].&lt;br /&gt;
# [[File:Construct City Buildings.png|x32px|City Buildings|link=#City Buildings]] [[#City Buildings|City Buildings]], which include [[Hearths]], [[Warehouse]]s, and the [[Trading Post]]. This category will also contain buildings that provide [[Services]] when you have earned their [[Blueprints]].&lt;br /&gt;
# [[File:Construct Decorations.png|x32px|Decorations|link=Decorations]] [[Decorations]], which are used to upgrade [[Hearths]].&lt;br /&gt;
&lt;br /&gt;
Next to the construction toolbar are the buttons for marking trees (the axe icons). To the far right is the button for destroying buildings, roads, or deposits.&lt;br /&gt;
&lt;br /&gt;
=== Range ===&lt;br /&gt;
&lt;br /&gt;
[[File:Hearth overlay.png|thumb|300px|Selecting the Ancient Hearth shows the range within which Housing must be placed to be functional.]]&lt;br /&gt;
&lt;br /&gt;
Depending on the building you&#039;ve chosen to build (or move), the game may reveal one or more special overlays, highlighting, or icons:&lt;br /&gt;
* the range of the [[Hearth]] may be shown when placing another Hearth, housing buildings, or [[Decorations]]&lt;br /&gt;
* the range of gathering when placing a camp or a farm&lt;br /&gt;
* highlighting of tiles that contain [[Fertile Soil]] when placing farms&lt;br /&gt;
* icons of nearby Resources on map tiles when placing gathering camps and mines&lt;br /&gt;
* highlighting of [[Trees]] that have been marked for cutting when placing a [[Woodcutters&#039; Camp]]&lt;br /&gt;
&lt;br /&gt;
Most industry buildings do not show ranges. (The Mine is the exception, showing Resource icons.) Instead of a range, when placing one of these buildings white lines will connect to nearby buildings where Resources could be retrieved for the Recipes in the building you are placing.&lt;br /&gt;
&lt;br /&gt;
=== Moving a building ===&lt;br /&gt;
&lt;br /&gt;
[[File:Moveable_building_from_construction_toolbar.png|thumb|100px|This camp is a moveable building.]]&lt;br /&gt;
[[File:Move_Icon.png|32px|Move button]]&lt;br /&gt;
&lt;br /&gt;
After construction finishes, if a building may be moved the button to do so appears large, in blue, at the top left the Building Panel. Holding your mouse over the button will tell you whether the building may be moved for free, like a [[Woodcutters&#039; Camp]]. Some buildings can be moved for a cost, like a {{bl|Plantation}} for 1 {{rl|Planks}}. Most buildings that produce goods using [[Recipes]] cannot be moved at all, and the icon will not appear on their building panel.&lt;br /&gt;
&lt;br /&gt;
You can see before constructing a building whether it will be moveable. This appears on the same tooltip where you can preview the cost of the building before placing it for construction. In the screenshot to the right, notice the blue Move button on the building&#039;s picture in its construction tooltip.&lt;br /&gt;
&lt;br /&gt;
For buildings that can be moved (especially for free), you can place the blueprint close to a warehouse for fast delivery of construction materials, then move it into a more appropriate place.&lt;br /&gt;
&lt;br /&gt;
== Building Panel ==&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|100px|The Building panel for a Weaver.]]&lt;br /&gt;
&lt;br /&gt;
The Building panel contains information on a Building you have selected or placed for construction on the map. The contents vary widely depending on what kind of Building it is, but there are some common elements.&lt;br /&gt;
&lt;br /&gt;
The top-left corner contains any major interactions: moving the Building, if possible, and deactivating the Building to instantly remove any workers.&lt;br /&gt;
&lt;br /&gt;
Leftmost on the panel are the worker slots. The main content of the panel is a few tabs with different information and interactive controls for the Building&#039;s functions. When you first open it, the first tab will show the Building&#039;s description, which would include a summary of its [[Recipes]] and any [[Specialization]].&lt;br /&gt;
&lt;br /&gt;
=== Workers ===&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_panel_example.png|thumb|300px|Example building panel showing 3 workers with 3 different statuses.]]&lt;br /&gt;
&lt;br /&gt;
Most Buildings have space for two or more [[Villagers]] to work. On the Building panel, by clicking on slots, you can assign Villagers to work that Building or dismiss them to be builders for your settlement until they are reassigned.&lt;br /&gt;
&lt;br /&gt;
Next to an assigned worker&#039;s icon another small icon will appear that indicates the status of the worker. They may be the following:&lt;br /&gt;
* [[File:Worker_transport_icon.png|x16px]] = walking to the Building&lt;br /&gt;
* [[File:Worker_production_icon.png|x16px]] = actively producing or gathering&lt;br /&gt;
* [[File:Worker_storage_icon.png|x16px]] = moving goods from the Building to a [[Warehouse]] or vice versa&lt;br /&gt;
* [[File:Cup.png|x12px]] = walking to the Hearth for a [[break]]&lt;br /&gt;
* [[File:Worker_rest_icon.png|x16px]] = resting at the Hearth&lt;br /&gt;
* [[File:Worker_idle_icon.png|x16px]] = idling, unable to work&lt;br /&gt;
&lt;br /&gt;
If the worker is unable to work, then their icon will be an exclamation point. This occurs when there are no more Resources to work with (whether from the nearby map tiles or from the Warehouse), if production limits have been reached, or if you must select one of the options of a [[Glade Event]] and press the &#039;&#039;&#039;Investigate&#039;&#039;&#039; button. The Building will also receive an exclamation point icon above it on the map view (even with the Building panel closed) to get your attention since an idling worker may be wasting valuable time, however you are free to ignore these icons.&lt;br /&gt;
&lt;br /&gt;
==== Empty Worker Slots ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_Circle_Widget.png|64px|link=]]&lt;br /&gt;
&lt;br /&gt;
If a Building has space for more workers, you click the black-and-white icon with a nondescript person and green plus sign to choose which [[Species]] to add from the radial menu.&lt;br /&gt;
&lt;br /&gt;
There are noteworthy reasons to leave worker slots empty in Buildings. For example, emptying the [[Woodcutters&#039; Camp]]s of all of their workers just before the [[Storm]] can lower [[Hostility]] enough so you don&#039;t lose any [[Villagers]] during the Storm due to low [[Resolve]]. Another example is if your settlement is producing a good more quickly than it is needed, removing a worker will slow down the rate of production.&lt;br /&gt;
&amp;lt;span id=&amp;quot;BuildingsSpecializations&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==== Specializations ====&lt;br /&gt;
&lt;br /&gt;
[[File:Proficiency.png|border|right|300px]]&lt;br /&gt;
Some Buildings have Specializations for some workers that make those individual Villagers more comfortable, granting them a bonus to their [[Resolve]], or a bonus to production quantity or speed due to their proficiency.&lt;br /&gt;
&lt;br /&gt;
[[File:Comfortable.png|border|right|300px]]&lt;br /&gt;
Specializations are indicated with small, color-coded icons on the Building panel. You can hold your mouse over these icons to see a tooltip that identifies the name of the Specialization and its type. Additionally, a blue glowing aura indicates workers&#039; comfort bonus; spinning wheel indicates their proficiency bonus.&lt;br /&gt;
&lt;br /&gt;
Besides being helpful passive bonus for your settlement, using Specializations at key moments can save your settlement from losing Villagers due to low Resolve. For example, a Building like the [[Cookhouse]] with 4 worker slots and its &#039;&#039;&#039;Warmth&#039;&#039;&#039; Specialization can be used to boost the Resolve of four {{Species link|Lizards}}!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Specializations, effects, and examples&lt;br /&gt;
! Specialization !! Type !!class=&amp;quot;unsortable&amp;quot;| Effect !! Species&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Alchemy 64x64.png|32px]]  &#039;&#039;&#039;Alchemy&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || {{species link|Harpy|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Cysts 64x64.png|{{ImgM}}]] &#039;&#039;&#039;Blightrot&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || {{Species link|Fox|medium}}&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Icon Spec Brewing 64x64.png|32px]]  &#039;&#039;&#039;Brewing&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || {{species link|Human|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Cloth 64x64.png|32px]]  &#039;&#039;&#039;Tailoring&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || {{species link|Harpy|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Gear 64x64.png|32px]]  &#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || {{species link|Beaver|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Farm_64x64.png|32px]]  &#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || {{species link|Human|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Forest_64x64.png|32px]]  &#039;&#039;&#039;Forest&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +5% reduced working time of Glade Event || {{Species link|Fox|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Masonry.png|32px]]  &#039;&#039;&#039;Masonry&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || {{Species link|Frog|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Meat_64x64.png|32px]]  &#039;&#039;&#039;Meat production&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || {{species link|Lizard|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_RainWater_64x64.png|32px]]  &#039;&#039;&#039;Rainwater&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || {{Species link|Frog|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Fire_64x64.png|32px]]  &#039;&#039;&#039;Warmth&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || {{species link|Lizard|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Wood_64x64.png|32px]]  &#039;&#039;&#039;Woodworking&#039;&#039;&#039;&lt;br /&gt;
| Proficiency|| +10% chance of doubling their yield || {{species link|Beaver|medium}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== First Tab: Recipes ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Recipes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Recipes.png|48px]]&lt;br /&gt;
&lt;br /&gt;
On the Building Panel for Production Buildings, the first tab contains the Recipes that the Building can produce. For Buildings like Gathering Camps and Farms, there are no tabs on the panel. The Resources they can gather, the controls, and the Building&#039;s Internal Storage are shown together on the panel. Service Buildings also have Recipes on their first tab, and while they aren&#039;t the same kind of Recipes as Production Buildings that convert Resources into other Resources, they have similar controls.&lt;br /&gt;
&lt;br /&gt;
In the list of Recipes, you can check or uncheck the Recipes you want the workers to produce. By default when a Building is constructed, all Recipes are enabled (can be adjusted in Game Options). You may want to uncheck to disable Recipes that are lower efficiency than in other Buildings. For example, you may want to disable the Recipe for {{rl|Planks}} in the {{bl|Crude Workstation}} ({{0Star}}) if you have also built a {{bl|Lumber Mill}} ({{3Star}}), so you get the most efficient use of {{rl|Wood}} . However, if your are in need of more Planks and you can afford to spend the extra Wood, it may be worth it to keep the Planks Recipe checked in the Crude Workstation.&lt;br /&gt;
&lt;br /&gt;
In the list of Recipes, you can also click the up and down arrows to increase or decrease the priority of a Recipe. This will reorder the list, so the highest priority Recipes are on top (this can be changed in the Game Options.) When a Recipe is prioritized in a Building, the workers will spend all of their time making that Recipe. Once they are unable to produce more, they will move on to the next-lower priority Recipe. This may happen when the settlement runs out of the ingredient Resources or when a production or storage reserve limit is reached.&lt;br /&gt;
&lt;br /&gt;
On the right side of the Recipes list, you can set the production limit of the Recipe. When the settlement has that number of that product Resource &#039;&#039;&#039;between that Building&#039;s internal storage and the [[Warehouse]],&#039;&#039;&#039; then the workers will not start producing more. Workers often start production at the same time, so keep this in mind when it&#039;s crucial to conserve input resources.&lt;br /&gt;
&lt;br /&gt;
=== Second Tab: Storage ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_2.png|thumb|300px|The Weaver&#039;s panel shows ingredients ready to be used and storage of goods the workers have produced.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Storage.png|48px]]&lt;br /&gt;
&lt;br /&gt;
Most buildings have internal storage, where (a) ingredient [[Resources]] are brought from the Warehouse for use in the Building&#039;s Recipes and (b) gathered or produced Goods are kept until a batch can be taken to the [[Warehouse]]. The latter has limits, and Buildings&#039; internal capacities can be increased by [[Perks]] and [[Upgrades]] in the [[Smoldering City]].&lt;br /&gt;
&lt;br /&gt;
==== Produced Goods Storage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker panel example-just the storage.png|thumb|300px|The Internal Storage in a Woodcutters&#039; Camp is almost full. It has 8 Wood and 6 Copper Ore that need to be delivered to a Warehouse.]]&lt;br /&gt;
&lt;br /&gt;
In the example screenshot, a {{bl|Woodcutters&#039; Camp}} has an internal Storage capacity of 15. It is holding 8 {{rl|Wood}} and 6 {{rl|Copper Ore}} that are awaiting delivery to the closest Warehouse. The blue button to &#039;&#039;&#039;Force delivery now&#039;&#039;&#039; can be used before the Storage is full to force a worker to stop producing and take Goods to the Warehouse. This is useful if you have Buildings awaiting construction or [[Glade Events]] that urgently need Resources.&lt;br /&gt;
&lt;br /&gt;
==== Ingredients Storage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Internal storage example.png|thumb|300px|The ingredients stored in an unoccupied Crude Workstation are being wasted. They are inaccessible to other Buildings that could use them.]]&lt;br /&gt;
&lt;br /&gt;
In another example, a {{bl|Crude Workstation}} in a settlement still stands, but all its [[Recipes]] can be made with other, more efficient (higher-star) Buildings. However, this Building still has valuable ingredients stored that other Buildings cannot access. Clicking the red-and-white &#039;&#039;&#039;X&#039;&#039;&#039; button on the Resource icon instantly transfers these Goods back to the [[Warehouse]]. If you accidentally remove the wrong ingredient, a worker will need to go pick the ingredient back up from the Warehouse before they can work on the Recipe.&lt;br /&gt;
&lt;br /&gt;
== List of Essential Blueprints ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main page: [[List of Essential Blueprints]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{:List of Essential Blueprints}}&lt;br /&gt;
&lt;br /&gt;
== List of Buildings ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main page: [[List of Buildings]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{:List of Buildings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings| ]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=10277</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=10277"/>
		<updated>2025-04-21T17:25:15Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: /* Specializations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.5.6}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[Buildings]] are your main way of meeting the needs of your [[Villagers]] by way of gathering, farming, production, housing, and consumption. They occupy map tiles, constrain the movement of Villagers, and offer a variety of capabilities to help your settlement survive. Some Buildings have a limited distance within which they are effective, for example, for gathering {{rl|Wood}} from trees.&lt;br /&gt;
&lt;br /&gt;
== Blueprints ==&lt;br /&gt;
&lt;br /&gt;
[[File:Choose blueprint shimmer.png|x120px|thumb|The Reputation icon shimmers when you can choose new Blueprints.]]&lt;br /&gt;
Which Buildings you have available for construction is determined by which [[Blueprints]] you have in your settlement. During each mission, you can choose additional Blueprints by gaining Reputation, completing [[Orders]], buying from [[Traders]], and from [[Glade Event]] rewards. Once you gain a new Blueprint, you are allowed to build that Building as many times as you can afford—until you move on to the next settlement. You will then have different choices and rewards.&lt;br /&gt;
&lt;br /&gt;
=== Essential Blueprints ===&lt;br /&gt;
&lt;br /&gt;
Every Viceroy has a list of &#039;&#039;&#039;Essential Blueprints,&#039;&#039;&#039; and you will begin each settlement with all of those Blueprints, meaning those Buildings start unlocked.&lt;br /&gt;
&lt;br /&gt;
You can choose more Blueprints to be &#039;&#039;&#039;Essential&#039;&#039;&#039; by completing [[Deeds]] and buying [[upgrades]] in the [[Smoldering City]]. Some upgrades in the Smoldering City also add Blueprints to your list of choices when [[Embarking]].&lt;br /&gt;
&lt;br /&gt;
You can learn about your starting list of Essential Buildings and how to use those Buildings by playing the [[Tutorial Walkthrough|Tutorial]].&lt;br /&gt;
&lt;br /&gt;
== Species Specific Buildings ==&lt;br /&gt;
Some Buildings will only appear in the Reputation Rewards Blueprint pool if certain Species are in the Settlement. These are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Races&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Buildings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Beavers|medium}}&lt;br /&gt;
| {{bl|Cellar|medium}}&lt;br /&gt;
| {{bl|Scribe|medium}}&lt;br /&gt;
| {{bl|Guild House|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Foxes|medium}}&lt;br /&gt;
| {{bl|Beanery|medium}}&lt;br /&gt;
| {{bl|Teahouse|medium}}&lt;br /&gt;
| {{bl|Tea Doctor|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Frogs|medium}}&lt;br /&gt;
| {{bl|Cannery|medium}}&lt;br /&gt;
| {{bl|Pantry|medium}}&lt;br /&gt;
| {{bl|Forum|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Harpies|medium}}&lt;br /&gt;
| {{bl|Apothecary|medium}}&lt;br /&gt;
| {{bl|Artisan|medium}}&lt;br /&gt;
| {{bl|Bath House|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Humans|medium}}&lt;br /&gt;
| {{bl|Brewery|medium}}&lt;br /&gt;
| {{bl|Brick Oven|medium}}&lt;br /&gt;
| {{bl|Monastery|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Lizards|medium}}&lt;br /&gt;
| {{bl|Butcher|medium}}&lt;br /&gt;
| {{bl|Leatherworker|medium}}&lt;br /&gt;
| {{bl|Clan Hall|medium}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
To construct a building, you must first have that building&#039;s Blueprint. Then, you can see that Blueprint in the [[#Construction Toolbar|toolbar of icons at the bottom of the screen]]. Click to place the Blueprint on the map. If the building will have a working range, a green circle will indicate that range. Red squares under the construction site indicate obstacles such as trees, roads, or other buildings.&lt;br /&gt;
&lt;br /&gt;
Once the construction site for your building is placed, you can select a priority and view which resources have or have not yet been delivered to the site. Before construction is completed, you can move the construction site of most buildings for free.&lt;br /&gt;
&lt;br /&gt;
=== Builders ===&lt;br /&gt;
&lt;br /&gt;
Buildings are constructed by [[Villagers]] that aren&#039;t assigned to work anywhere else. If you need a building built quickly, you will need to dismiss several workers from their workplaces. If no Builders are available, a hammer icon will appear above all buildings that are awaiting construction, letting you know that you need to dismiss a worker somewhere or the building materials will never be delivered and construction will never finish.&lt;br /&gt;
&lt;br /&gt;
=== Construction Toolbar ===&lt;br /&gt;
&lt;br /&gt;
[[File:Buildings construction icons.png|thumb|500px|The construction toolbar at the bottom of the screen, also showing the tooltip over the second icon for Camps, which looks like a mushroom and leaf. Hold your mouse over an icon to see the tooltip.]]&lt;br /&gt;
&lt;br /&gt;
Buildings are constructed by selecting from the Blueprints in the construction toolbar. From left to right, the construction icons represent the following categories of Blueprints:&lt;br /&gt;
# [[File:Construct Roads.png|x32px|Roads|link=Roads]] [[Road]]s, which are not buildings per se, but built like them. They increase [[Villagers]]&#039; speed walking across the map.&lt;br /&gt;
# [[File:Construct Camps.png|x32px|Camps|link=#Resource Gathering]] [[#Resource Gathering|Resource Gathering]], which gather resources from resource nodes. You start most maps with the same 5 options: [[Woodcutters&#039; Camp]], [[Stonecutters&#039; Camp]], [[Harvesters&#039; Camp]], the Small Gathering Camps, Small Fishing Hut, Geyser Pump, Rain Collector, and Mine.&lt;br /&gt;
# [[File:Construct Food Production.png|x32px|Food Production|link=#Food_Production]] [[#Food Production|Food Production]], which farm resources from [[Resources#Farming|Fertile Soil]] and cook [[Complex Food Need|Complex Foods]].&lt;br /&gt;
# [[File:Construct Housing.png|x32px|Housing|link=#Housing]] [[#Housing|Housing]], which fulfills Villagers&#039; [[Housing Need]]s.&lt;br /&gt;
# [[File:Construct Industry.png|x32px|Industry|link=#Industry Buildings]] [[#Industry Buildings|Industry Buildings]], which produce [[Resources]] from other Resources with [[Recipes]].&lt;br /&gt;
# [[File:Construct City Buildings.png|x32px|City Buildings|link=#City Buildings]] [[#City Buildings|City Buildings]], which include [[Hearths]], [[Warehouse]]s, and the [[Trading Post]]. This category will also contain buildings that provide [[Services]] when you have earned their [[Blueprints]].&lt;br /&gt;
# [[File:Construct Decorations.png|x32px|Decorations|link=Decorations]] [[Decorations]], which are used to upgrade [[Hearths]].&lt;br /&gt;
&lt;br /&gt;
Next to the construction toolbar are the buttons for marking trees (the axe icons). To the far right is the button for destroying buildings, roads, or deposits.&lt;br /&gt;
&lt;br /&gt;
=== Range ===&lt;br /&gt;
&lt;br /&gt;
[[File:Hearth overlay.png|thumb|300px|Selecting the Ancient Hearth shows the range within which Housing must be placed to be functional.]]&lt;br /&gt;
&lt;br /&gt;
Depending on the building you&#039;ve chosen to build (or move), the game may reveal one or more special overlays, highlighting, or icons:&lt;br /&gt;
* the range of the [[Hearth]] may be shown when placing another Hearth, housing buildings, or [[Decorations]]&lt;br /&gt;
* the range of gathering when placing a camp or a farm&lt;br /&gt;
* highlighting of tiles that contain [[Fertile Soil]] when placing farms&lt;br /&gt;
* icons of nearby Resources on map tiles when placing gathering camps and mines&lt;br /&gt;
* highlighting of [[Trees]] that have been marked for cutting when placing a [[Woodcutters&#039; Camp]]&lt;br /&gt;
&lt;br /&gt;
Most industry buildings do not show ranges. (The Mine is the exception, showing Resource icons.) Instead of a range, when placing one of these buildings white lines will connect to nearby buildings where Resources could be retrieved for the Recipes in the building you are placing.&lt;br /&gt;
&lt;br /&gt;
=== Moving a building ===&lt;br /&gt;
&lt;br /&gt;
[[File:Moveable_building_from_construction_toolbar.png|thumb|100px|This camp is a moveable building.]]&lt;br /&gt;
[[File:Move_Icon.png|32px|Move button]]&lt;br /&gt;
&lt;br /&gt;
After construction finishes, if a building may be moved the button to do so appears large, in blue, at the top left the Building Panel. Holding your mouse over the button will tell you whether the building may be moved for free, like a [[Woodcutters&#039; Camp]]. Some buildings can be moved for a cost, like a {{bl|Plantation}} for 1 {{rl|Planks}}. Most buildings that produce goods using [[Recipes]] cannot be moved at all, and the icon will not appear on their building panel.&lt;br /&gt;
&lt;br /&gt;
You can see before constructing a building whether it will be moveable. This appears on the same tooltip where you can preview the cost of the building before placing it for construction. In the screenshot to the right, notice the blue Move button on the building&#039;s picture in its construction tooltip.&lt;br /&gt;
&lt;br /&gt;
For buildings that can be moved (especially for free), you can place the blueprint close to a warehouse for fast delivery of construction materials, then move it into a more appropriate place.&lt;br /&gt;
&lt;br /&gt;
== Building Panel ==&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|100px|The Building panel for a Weaver.]]&lt;br /&gt;
&lt;br /&gt;
The Building panel contains information on a Building you have selected or placed for construction on the map. The contents vary widely depending on what kind of Building it is, but there are some common elements.&lt;br /&gt;
&lt;br /&gt;
The top-left corner contains any major interactions: moving the Building, if possible, and deactivating the Building to instantly remove any workers.&lt;br /&gt;
&lt;br /&gt;
Leftmost on the panel are the worker slots. The main content of the panel is a few tabs with different information and interactive controls for the Building&#039;s functions. When you first open it, the first tab will show the Building&#039;s description, which would include a summary of its [[Recipes]] and any [[Specialization]].&lt;br /&gt;
&lt;br /&gt;
=== Workers ===&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_panel_example.png|thumb|300px|Example building panel showing 3 workers with 3 different statuses.]]&lt;br /&gt;
&lt;br /&gt;
Most Buildings have space for two or more [[Villagers]] to work. On the Building panel, by clicking on slots, you can assign Villagers to work that Building or dismiss them to be builders for your settlement until they are reassigned.&lt;br /&gt;
&lt;br /&gt;
Next to an assigned worker&#039;s icon another small icon will appear that indicates the status of the worker. They may be the following:&lt;br /&gt;
* [[File:Worker_transport_icon.png|x16px]] = walking to the Building&lt;br /&gt;
* [[File:Worker_production_icon.png|x16px]] = actively producing or gathering&lt;br /&gt;
* [[File:Worker_storage_icon.png|x16px]] = moving goods from the Building to a [[Warehouse]] or vice versa&lt;br /&gt;
* [[File:Cup.png|x12px]] = walking to the Hearth for a [[break]]&lt;br /&gt;
* [[File:Worker_rest_icon.png|x16px]] = resting at the Hearth&lt;br /&gt;
* [[File:Worker_idle_icon.png|x16px]] = idling, unable to work&lt;br /&gt;
&lt;br /&gt;
If the worker is unable to work, then their icon will be an exclamation point. This occurs when there are no more Resources to work with (whether from the nearby map tiles or from the Warehouse), if production limits have been reached, or if you must select one of the options of a [[Glade Event]] and press the &#039;&#039;&#039;Investigate&#039;&#039;&#039; button. The Building will also receive an exclamation point icon above it on the map view (even with the Building panel closed) to get your attention since an idling worker may be wasting valuable time, however you are free to ignore these icons.&lt;br /&gt;
&lt;br /&gt;
==== Empty Worker Slots ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_Circle_Widget.png|64px|link=]]&lt;br /&gt;
&lt;br /&gt;
If a Building has space for more workers, you click the black-and-white icon with a nondescript person and green plus sign to choose which [[Species]] to add from the radial menu.&lt;br /&gt;
&lt;br /&gt;
There are noteworthy reasons to leave worker slots empty in Buildings. For example, emptying the [[Woodcutters&#039; Camp]]s of all of their workers just before the [[Storm]] can lower [[Hostility]] enough so you don&#039;t lose any [[Villagers]] during the Storm due to low [[Resolve]]. Another example is if your settlement is producing a good more quickly than it is needed, removing a worker will slow down the rate of production.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;BuildingsSpecializations&amp;quot;&amp;gt;==== Specializations ====&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Proficiency.png|border|right|300px]]&lt;br /&gt;
Some Buildings have Specializations for some workers that make those individual Villagers more comfortable, granting them a bonus to their [[Resolve]], or a bonus to production quantity or speed due to their proficiency.&lt;br /&gt;
&lt;br /&gt;
[[File:Comfortable.png|border|right|300px]]&lt;br /&gt;
Specializations are indicated with small, color-coded icons on the Building panel. You can hold your mouse over these icons to see a tooltip that identifies the name of the Specialization and its type. Additionally, a blue glowing aura indicates workers&#039; comfort bonus; spinning wheel indicates their proficiency bonus.&lt;br /&gt;
&lt;br /&gt;
Besides being helpful passive bonus for your settlement, using Specializations at key moments can save your settlement from losing Villagers due to low Resolve. For example, a Building like the [[Cookhouse]] with 4 worker slots and its &#039;&#039;&#039;Warmth&#039;&#039;&#039; Specialization can be used to boost the Resolve of four {{Species link|Lizards}}!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Specializations, effects, and examples&lt;br /&gt;
! Specialization !! Type !!class=&amp;quot;unsortable&amp;quot;| Effect !! Species&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Alchemy 64x64.png|32px]]  &#039;&#039;&#039;Alchemy&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || {{species link|Harpy|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Cysts 64x64.png|{{ImgM}}]] &#039;&#039;&#039;Blightrot&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || {{Species link|Fox|medium}}&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Icon Spec Brewing 64x64.png|32px]]  &#039;&#039;&#039;Brewing&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || {{species link|Human|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Cloth 64x64.png|32px]]  &#039;&#039;&#039;Tailoring&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || {{species link|Harpy|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Gear 64x64.png|32px]]  &#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || {{species link|Beaver|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Farm_64x64.png|32px]]  &#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || {{species link|Human|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Forest_64x64.png|32px]]  &#039;&#039;&#039;Forest&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +5% reduced working time of Glade Event || {{Species link|Fox|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Masonry.png|32px]]  &#039;&#039;&#039;Masonry&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || {{Species link|Frog|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Meat_64x64.png|32px]]  &#039;&#039;&#039;Meat production&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || {{species link|Lizard|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_RainWater_64x64.png|32px]]  &#039;&#039;&#039;Rainwater&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || {{Species link|Frog|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Fire_64x64.png|32px]]  &#039;&#039;&#039;Warmth&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || {{species link|Lizard|medium}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Wood_64x64.png|32px]]  &#039;&#039;&#039;Woodworking&#039;&#039;&#039;&lt;br /&gt;
| Proficiency|| +10% chance of doubling their yield || {{species link|Beaver|medium}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== First Tab: Recipes ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Recipes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Recipes.png|48px]]&lt;br /&gt;
&lt;br /&gt;
On the Building Panel for Production Buildings, the first tab contains the Recipes that the Building can produce. For Buildings like Gathering Camps and Farms, there are no tabs on the panel. The Resources they can gather, the controls, and the Building&#039;s Internal Storage are shown together on the panel. Service Buildings also have Recipes on their first tab, and while they aren&#039;t the same kind of Recipes as Production Buildings that convert Resources into other Resources, they have similar controls.&lt;br /&gt;
&lt;br /&gt;
In the list of Recipes, you can check or uncheck the Recipes you want the workers to produce. By default when a Building is constructed, all Recipes are enabled (can be adjusted in Game Options). You may want to uncheck to disable Recipes that are lower efficiency than in other Buildings. For example, you may want to disable the Recipe for {{rl|Planks}} in the {{bl|Crude Workstation}} ({{0Star}}) if you have also built a {{bl|Lumber Mill}} ({{3Star}}), so you get the most efficient use of {{rl|Wood}} . However, if your are in need of more Planks and you can afford to spend the extra Wood, it may be worth it to keep the Planks Recipe checked in the Crude Workstation.&lt;br /&gt;
&lt;br /&gt;
In the list of Recipes, you can also click the up and down arrows to increase or decrease the priority of a Recipe. This will reorder the list, so the highest priority Recipes are on top (this can be changed in the Game Options.) When a Recipe is prioritized in a Building, the workers will spend all of their time making that Recipe. Once they are unable to produce more, they will move on to the next-lower priority Recipe. This may happen when the settlement runs out of the ingredient Resources or when a production or storage reserve limit is reached.&lt;br /&gt;
&lt;br /&gt;
On the right side of the Recipes list, you can set the production limit of the Recipe. When the settlement has that number of that product Resource &#039;&#039;&#039;between that Building&#039;s internal storage and the [[Warehouse]],&#039;&#039;&#039; then the workers will not start producing more. Workers often start production at the same time, so keep this in mind when it&#039;s crucial to conserve input resources.&lt;br /&gt;
&lt;br /&gt;
=== Second Tab: Storage ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_2.png|thumb|300px|The Weaver&#039;s panel shows ingredients ready to be used and storage of goods the workers have produced.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Storage.png|48px]]&lt;br /&gt;
&lt;br /&gt;
Most buildings have internal storage, where (a) ingredient [[Resources]] are brought from the Warehouse for use in the Building&#039;s Recipes and (b) gathered or produced Goods are kept until a batch can be taken to the [[Warehouse]]. The latter has limits, and Buildings&#039; internal capacities can be increased by [[Perks]] and [[Upgrades]] in the [[Smoldering City]].&lt;br /&gt;
&lt;br /&gt;
==== Produced Goods Storage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker panel example-just the storage.png|thumb|300px|The Internal Storage in a Woodcutters&#039; Camp is almost full. It has 8 Wood and 6 Copper Ore that need to be delivered to a Warehouse.]]&lt;br /&gt;
&lt;br /&gt;
In the example screenshot, a {{bl|Woodcutters&#039; Camp}} has an internal Storage capacity of 15. It is holding 8 {{rl|Wood}} and 6 {{rl|Copper Ore}} that are awaiting delivery to the closest Warehouse. The blue button to &#039;&#039;&#039;Force delivery now&#039;&#039;&#039; can be used before the Storage is full to force a worker to stop producing and take Goods to the Warehouse. This is useful if you have Buildings awaiting construction or [[Glade Events]] that urgently need Resources.&lt;br /&gt;
&lt;br /&gt;
==== Ingredients Storage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Internal storage example.png|thumb|300px|The ingredients stored in an unoccupied Crude Workstation are being wasted. They are inaccessible to other Buildings that could use them.]]&lt;br /&gt;
&lt;br /&gt;
In another example, a {{bl|Crude Workstation}} in a settlement still stands, but all its [[Recipes]] can be made with other, more efficient (higher-star) Buildings. However, this Building still has valuable ingredients stored that other Buildings cannot access. Clicking the red-and-white &#039;&#039;&#039;X&#039;&#039;&#039; button on the Resource icon instantly transfers these Goods back to the [[Warehouse]]. If you accidentally remove the wrong ingredient, a worker will need to go pick the ingredient back up from the Warehouse before they can work on the Recipe.&lt;br /&gt;
&lt;br /&gt;
== List of Essential Blueprints ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main page: [[List of Essential Blueprints]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{:List of Essential Blueprints}}&lt;br /&gt;
&lt;br /&gt;
== List of Buildings ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main page: [[List of Buildings]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{:List of Buildings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings| ]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blightrot&amp;diff=10276</id>
		<title>Blightrot</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blightrot&amp;diff=10276"/>
		<updated>2025-04-21T16:25:58Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.6}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;In the end, the Blight came.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Blightstorm.png|thumb|200%|Blightrot Cysts during the Storm]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[File:BlightrotLevel.png|right|border|Blightrot %]] Blightrot is sometimes described as a tax on [[Rainwater]] usage. Blightrot generates [[#Blightrot Cysts and Removal | Blightrot Cysts]] and these Cysts generate [[#Corruption|Corruption]] with continued Rainwater usage. &#039;&#039;&#039;The more water you use in [[Rain Engines]], the more Blightrot Cysts and Corruption you generate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You can view your [[Hearth]] Corruption percentage on the bottom right of your screen. Clicking on the [[File:Icon_UI_Blightrot.png|32px|link=Hearth#Corruption|Blightrot]] Icon will take you to the Hearth Corruption information page, where you can view how many Blightrot Cysts have generated as well as how much Corruption you can spare until 3 random [[villagers]] die. You can also hold the &amp;lt;small&amp;gt;SHIFT&amp;lt;/small&amp;gt; key and click on the icon to stop all Engines.&lt;br /&gt;
&lt;br /&gt;
== Blight Post, Blightfighters and Purging Fire  ==&lt;br /&gt;
&lt;br /&gt;
[[File:Blight Post icon.png|left|thumb|150px|A Blight Post]]&lt;br /&gt;
[[File:Blightfighter.png|right|thumb|150px|A Blightfighter burning a Blightrot Cyst]]&lt;br /&gt;
On the left is a [[Blight Post]], an essential [[building]] used to produce {{rl|Purging Fire}} which Blightfighters (villagers assigned to the Blight Post) then use to burn [[#Blightrot Cysts and Removal | Blightrot Cysts]] during the [[Storm Season]]. Viceroys can also build a Hydrant to store extra  Purging Fire near buildings that have grown a lot of Cysts. {{rl|Purging Fire}} is made by using {{rl|Coal}} , {{rl|Sea Marrow}}, {{rl|Oil}} or {{rl|Wood}}.&lt;br /&gt;
&lt;br /&gt;
A single Blight Post without upgrades can handle a maximum of approximately 20-25 Blightrot Cysts per [[Storm Season]] on Veteran to Prestige 10 [[#Difficulty Modifiers influencing Blightrot | Difficulties]] (this number goes down to around 15 at Prestige 11 and above). Beyond this point, Blight Post upgrades or additional Blight Posts will be needed. &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Blight Post Upgrades ===&lt;br /&gt;
&lt;br /&gt;
[[Blight Post]]s can be upgraded up to two times:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039; (Choose 1)&amp;lt;/br&amp;gt;&lt;br /&gt;
Cost:&amp;lt;/br&amp;gt;&lt;br /&gt;
2 {{rl|Pack of Building Materials}} + 4 {{rl|Pipes}}&lt;br /&gt;
* &#039;&#039;Triple Ignition System&#039;&#039;: Blightfighters and Blight Automatons in this Blight Post need 5 fewer seconds to burn a [[#Blightrot Cysts and Removal | Blightrot Cyst]].&lt;br /&gt;
* &#039;&#039;Mobile Sparkcasters&#039;&#039;: Blightfighters assigned to this Blight Post move 30% faster.&lt;br /&gt;
* &#039;&#039;Blight Automaton&#039;&#039;: assigns a Blight Automaton that helps burn Blightrot Cysts to this Blight Post. They can&#039;t produce {{rl|Purging Fire}} and don&#039;t take up worker slots.&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039; (Choose 1)&amp;lt;/br&amp;gt;&lt;br /&gt;
Cost:&amp;lt;/br&amp;gt;&lt;br /&gt;
2 {{rl|Pack of Building Materials}} + 6 {{rl|Pipes}}&lt;br /&gt;
* &#039;&#039;Manned Lookout&#039;&#039;: the use of water in [[Rain Engines]] generates Blightrot Cysts 10% slower for every worker assigned to this Blight Post.&lt;br /&gt;
* &#039;&#039;Alchemical Forge&#039;&#039;: +50% {{rl|Purging Fire}} double production chance in this Blight Post.&lt;br /&gt;
* &#039;&#039;Blight Automaton&#039;&#039;: assigns a Blight Automaton that helps burn Blightrot Cysts to this Blight Post. They can&#039;t produce {{rl|Purging Fire}} and don&#039;t take up worker slots.&lt;br /&gt;
&lt;br /&gt;
=== The Hydrant ===&lt;br /&gt;
[[File:Hydrant icon.png|left|thumb|150px|A Hydrant]] The exact number of Cysts a Blight Post can handle varies depending on the movement speed of your Blightfighters, and also by Cyst location – the less time your Blightfighters spend walking between the Blight Post and the Cysts, the more Cysts they will be able to burn.  A well-placed Hydrant will greatly reduce this travel time, and may be essential if the distance between your Blight Post and the infested buildings is too great.&lt;br /&gt;
&lt;br /&gt;
When assigned to a Blight Post, {{Species link|Harpies}} have a +10% chance to double their {{rl|Purging Fire}} production, and {{Species link|Lizards}} get +5 to their [[Resolve]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blightrot Cysts and Removal ==&lt;br /&gt;
&lt;br /&gt;
During the Storm, Blightfighters can burn Blightrot Cysts with {{rl|Purging Fire}} produced in Blight Posts. Each Cyst burned removes 50 [[#Corruption | Corruption]]. &#039;&#039;&#039;A Blightfighter will burn a Cyst for approximately 15 seconds before it disappears.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Closedcyst.png|left|thumb|150px|A closed Blightrot Cyst]]&lt;br /&gt;
[[File:Opencyst.png|right|thumb|150px|An open Blightrot Cyst]] &amp;lt;br /&amp;gt;&lt;br /&gt;
On the left is a closed Blightrot Cyst, Cysts will remain closed during [[Drizzle Season]] and [[Clearance Season]], and they are invulnerable during this time. On the right is an open Blightrot Cyst, Cysts will open during the [[Storm Season]], and they are now vulnerable to {{rl|Purging Fire}}. After the Storm season rollover, it takes 10 seconds for Cysts to open up and start generating Corruption. Any Cysts left close immediately as soon as the year ticks over and Drizzle Season starts, even if they were in the process of being burned.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corruption ==&lt;br /&gt;
[[File:hearthcorruption.png|thumb|300px|Corruption bar in the Ancient Hearth]]&lt;br /&gt;
&lt;br /&gt;
Blightrot infects [[Hearths]]. The more Blightrot Cysts a Viceroy generates from [[Rain Engine]] use or [[Glade Events]], the faster their Hearths get corrupted during [[Storm Season]], when Blightrot Cysts open up. Once the [[Ancient Hearth]] reaches the Corruption limit, it triggers &#039;&#039;&#039;Voice of the Sealed Ones&#039;&#039;&#039;. Voice of the Sealed Ones sends out 3 ghosts from the Ancient Hearth that seek out and kill 3 random [[villagers]]. As soon as the Hearth discharges, Corruption is reset to 0 and starts rising again. &lt;br /&gt;
&lt;br /&gt;
=== Lowering Corruption ===&lt;br /&gt;
The only reliable way to lower Corruption during Storm is to employ the help of [[#Blight Post, Blightfighters and Purging Fire | Blightfighters]] in a Blight Post. &#039;&#039;&#039;Every Cyst burned lowers Corruption by 50&#039;&#039;&#039;. Once all Cysts have been burned, any new ones will not open up till next Storm Season. Any Cysts left close immediately and Corruption resets to 0 as soon as the year ticks over and Drizzle Season starts.&lt;br /&gt;
&lt;br /&gt;
You could also remove Cysts by destroying all of the [[buildings]] that have Cyst slots. Most buildings you construct have them. With only the [[Main Warehouse]] left, you will have no more than 6 Blightrot Cyst slots.&lt;br /&gt;
&lt;br /&gt;
=== Corruption Resistance and Corruption rate ===&lt;br /&gt;
&#039;&#039;&#039;Corruption Resistance&#039;&#039;&#039; or Hearth Resistance is a measure of how high the Corruption limit is. The higher the Corruption Resistance, the more time it will take for &#039;&#039;&#039;Voice of the Sealed Ones&#039;&#039;&#039; to activate. An [[Ancient Hearth]] that hasn&#039;t been [[Hearths#Hearth upgrades | upgraded]] has 1000 Corruption Resistance. Every Ancient and Small Hearth level raises Corruption Resistance by 150. It can also be raised with different [[effects]].&lt;br /&gt;
&lt;br /&gt;
The Corruption rate per Cyst is 60 Corruption/minute up to [[Prestige]] 10, and 90 Corruption/minute from Prestige 11 onwards. &lt;br /&gt;
&lt;br /&gt;
Assuming a Hearth [[Hearths#Hearth upgrades | upgraded]] to level 2, you will reach the Corruption limit of 1300 at least once without burning any Cysts:&lt;br /&gt;
* At 60 Corruption/minute in a 2-minute Storm with 11 Cysts.&lt;br /&gt;
* At 60 Corruption/minute in a 4-minute Storm with 6 Cysts.&lt;br /&gt;
* At 90 Corruption/minute in a 4-minute Storm with 4 Cysts.&lt;br /&gt;
&lt;br /&gt;
=== Forest Mysteries influencing Corruption ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle; width:15%&amp;quot; | Mystery&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Penalty&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle; width:10%&amp;quot; | Activation&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Unyielding_Corruption.PNG}}&amp;lt;br /&amp;gt;Unyielding Corruption&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Favoring unavailable if Hearth is Corrupted.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Leakage.png}}&amp;lt;br /&amp;gt;Leakage&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | -300 Hearth Resistance.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Difficulty Modifiers influencing Blightrot==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Difficulty Modifier&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Explanation&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Icon_PrestigeMod_BlightSwarm.png}}&amp;lt;br /&amp;gt;Prestige 3&lt;br /&gt;
| Large swathes of [[Blightrot]] migrates accross the realm.&lt;br /&gt;
| Every third [[Clearance Season]], 5* Blightrot Cysts will spawn.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Icon_PrestigeMod_SinisterBlight.png}}&amp;lt;br /&amp;gt;Prestige 11&lt;br /&gt;
| The [[Blightrot]]&#039;s impact is stronger.&lt;br /&gt;
| Blightrot Cyst generation rate is now increased by 100%, the [[Hearth]] [[#Corruption | Corrupt]]s +50% quicker than normal and all effects that spawn Blightrot now add twice as many Cysts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;before Prestige 11.&lt;br /&gt;
&lt;br /&gt;
== Forest Mysteries and Blightrot==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Mystery&lt;br /&gt;
! class=unsortable style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Penalty&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle; width:10%&amp;quot; | Activation&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|LimeGreen|File:Natural_Filtration.png}}&amp;lt;br /&amp;gt;Natural Filtration&lt;br /&gt;
| Using [[Rain Engines]] causes a lot less [[Blightrot]] contamination due to the natural filtration processes of the surrounding vegetation. Blightrot Cysts grow 50% slower when using [[Rain Engines]].&lt;br /&gt;
| Drizzle&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Absorption.png}}&amp;lt;br /&amp;gt;Absorption&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Burning Cysts takes 5 seconds longer.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Blight_from_the_Sky.png}}&amp;lt;br /&amp;gt;Blight from the Sky&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Every [[Storm Season]], 1* Blightrot Cysts appear in the settlement (multiplied by the number of years that have passed).&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Blightrot_Infection.png}}&amp;lt;br /&amp;gt;Blightrot Infection&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | When a [[villager]] leaves or dies, 2* Blightrot Cysts will appear in the settlement.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Rotten_Vapors.png}}&amp;lt;br /&amp;gt;Rotten Vapors&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Pay 5 {{rl|Drizzle Water}} x number of years, or 3* Blightrot Cysts will spawn.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Spreading_Contamination.png}}&amp;lt;br /&amp;gt;Spreading Contamination&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | +5% faster Queen&#039;s [[Impatience]] gain for every Blightrot Cyst in your settlement.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;before [[ #Difficulty Modifiers influencing Blightrot | Prestige 11]].&lt;br /&gt;
&lt;br /&gt;
== Glade Events and Blightrot ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Event&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Type&lt;br /&gt;
! class=unsortable style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Explanation&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Engine_Corrosion.png}}&amp;lt;br/&amp;gt;Engine Corrosion&lt;br /&gt;
| Blightrot Cauldron&lt;br /&gt;
| Event Consequence&lt;br /&gt;
| Contaminated liquid gets inside [[Rain Engines]] through underground pipes. Using water in [[Rain Engines]] generates Blightrot Cysts 50% quicker.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Growth_Medium.png}}&amp;lt;br /&amp;gt;Growth Medium&lt;br /&gt;
| Rainpunk Cauldron&lt;br /&gt;
| Working Effect&lt;br /&gt;
| The Blightrot inside the Rainpunk Cauldron feeds on everything it encounters. For every 20 food produced, 2* Blightrot Cysts are spawned in the settlement.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Voice_of_the_Forest.png}}&amp;lt;br /&amp;gt;Voice of the Forest&lt;br /&gt;
| Withered Tree&lt;br /&gt;
| Working Effect&lt;br /&gt;
| Trees communicate with each other through their roots, making the forest aware of your every move. Spawns 1* Blightrot Cysts every 120 seconds for every 2 Dangerous or Forbidden [[Glades]] discovered.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Effective_Parasite.png}}Effective Parasite&lt;br /&gt;
| Withered Tree&lt;br /&gt;
| Event Consequence&lt;br /&gt;
| The Blightrot feeds on the tree&#039;s valuable nutrients, making new Cysts much more resilient. Cysts burn for 5 seconds longer.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Friend_or_Foe.png}}&amp;lt;br /&amp;gt;Friend or Foe&lt;br /&gt;
| Corrupted Caravan&lt;br /&gt;
| Working Effect&lt;br /&gt;
| The forest is merciless to those who exploit it. To protect itself, it may even sometimes ally with the Blightrot. Every 120 seconds, 1* Blightrot Cysts are spawned for each earned [[Hostility]] level.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | {{Perk|Red|File:Straight_to_the_Hearth.png}}&amp;lt;br/&amp;gt;Straight to the Hearth&lt;br /&gt;
| Corrupted Caravan&lt;br /&gt;
| Event Consequence&lt;br /&gt;
| Your settlement&#039;s strongest and weakest point has become a direct target for the Blightrot. [[#Corruption | Corruption]] in the [[Ancient Hearth]] grows 50% quicker.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Blight_Incantation.png}}&amp;lt;br /&amp;gt;Blight Incantation&lt;br /&gt;
| Altar of Decay&lt;br /&gt;
| Working Effect&lt;br /&gt;
| A powerful, necrotic curse. Burning Blightrot Cysts takes 10 more seconds. [[Hostility]] is increased by 45** points for every {{rl|Wildfire Essence}} stored in the settlement&#039;s [[Warehouse]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | {{Perk|Red|File:The_Nights_Embrace.png}}&amp;lt;br/&amp;gt;The Night&#039;s Embrace&lt;br /&gt;
| Altar of Decay&lt;br /&gt;
| Event Consequence&lt;br /&gt;
| The settlement is slowly engulfed in darkness. Each Blightrot Cyst increases [[Hostility]] by 15** points during the Storm.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Awakening&lt;br /&gt;
| Infected Drainage Mole&lt;br /&gt;
| Working Effect&lt;br /&gt;
| Upon awakening the Infected Mole, all dormant Cysts activate and start to [[#Corruption | Corrupt]] the [[Ancient Hearth]]. Cysts are vulnerable to {{rl|Purging Fire}} when this effect is activated. Completing or canceling the Event will not stop the [[#Corruption | Corruption]], and Cysts will remain active until burned.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Infestation.png}}&amp;lt;br /&amp;gt;Infestation&lt;br /&gt;
| Infected Drainage Mole&lt;br /&gt;
| Working Effect&lt;br /&gt;
| Blightrot becomes extremely aggressive. 8* Blightrot Cysts will spawn in the settlement. Each Cyst increases [[Hostility]] by 30** points.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Overflow.png}}&amp;lt;br /&amp;gt;Overflow&lt;br /&gt;
| Noxious Machinery&lt;br /&gt;
| Working Effect&lt;br /&gt;
| The machine is somehow connected with the settlement&#039;s underground pipe system. You lose 4 units of a random type of [[Rainwater]] every 12 seconds. Every 120 seconds, 2* Blightrot Cysts are spawned in the settlement.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Blightrot_Outbreak.png}}Blightrot Outbreak&lt;br /&gt;
| Noxious Machinery&lt;br /&gt;
| Event Consequence&lt;br /&gt;
| The explosion of the machine will not only destroy everything within a 10** field radius, but will also cause 5* Blightrot Cysts to spawn in the settlement.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;before [[ #Difficulty Modifiers influencing Blightrot | Prestige 11]].&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;value on Viceroy [[Difficulty]] and higher.&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones influencing Blightrot ==&lt;br /&gt;
{{Perks|caption=Blightrot Perks and Cornerstones|description=Blightrot|show_source_trader=no|show_price=no}}&lt;br /&gt;
{{Perks|caption=Corruption Perks and Cornerstones|description=Corruption|show_source_relic=no|show_source_trader=no|show_price=no}}&lt;br /&gt;
&lt;br /&gt;
==Plagues and Blightrot==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Plague&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Explanation&lt;br /&gt;
|- style=&amp;quot;font-weight:normal; text-align:left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Plague_of_Corrupted_Water.png}}&amp;lt;br /&amp;gt;Plague of Corrupted Water&lt;br /&gt;
| The [[Rainwater]] has become contaminated, so [[Rainpunk]] machinery is now even more hazardous.&lt;br /&gt;
| Using [[Rainwater]] in [[Rain Engines]] generates Blightrot Cysts 100% quicker.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
* Dealing with Blightrot before [[Prestige]] 11 (especially before Prestige 3) requires minimal investment. The benefits of [[Rainpunk]] far outweigh the drawback.&lt;br /&gt;
* You can generate Blightrot Cysts even without goods production by leaving workers assigned and the secondary resolve-boosting engines turned on.&lt;br /&gt;
* Assigning Blightfighters to the [[Blight Post]] 10-20 seconds before [[Storm]] season is a good idea, since it gives them time to grab {{rl|Purging Fire}} and travel to the closest Cyst.&lt;br /&gt;
* Keep your piped production [[buildings]] in the vicinity of your Blight Post to reduce Blightfighter travel time. Build Hydrants for remote piped [[Ruins]].&lt;br /&gt;
* Blight and Corruption related Storm [[Mysteries]], as well as [[Events]], can throw off your Hearth Corruption calculation. Keep them in mind going into a Storm with any of them active.&lt;br /&gt;
* Buying {{rl|Purging Fire}} from [[traders]] is one of the best ways to spend your {{rl|Amber}}. At 0.52 Amber-worth per unit, it saves a great amount of labor producing fuel and processing it into Purging Fire.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
Thanks to Discord users Jhazrun, Aphant and Benedict for supplying much needed information to complete this page!&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blightrot&amp;diff=10275</id>
		<title>Blightrot</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blightrot&amp;diff=10275"/>
		<updated>2025-04-21T16:21:49Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.6}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;In the end, the Blight came.&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Blightstorm.png|thumb|200%|Blightrot Cysts during the Storm]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[File:BlightrotLevel.png|right|border|Blightrot %]] Blightrot is sometimes described as a tax on [[Rainwater]] usage. Blightrot generates [[#Blightrot Cysts and Removal | Blightrot Cysts]] and these Cysts generate [[#Corruption|Corruption]] with continued Rainwater usage. &#039;&#039;&#039;The more water you use in [[Rain Engines]], the more Blightrot Cysts and Corruption you generate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You can view your [[Hearth]] Corruption percentage on the bottom right of your screen. Clicking on the [[File:Icon_UI_Blightrot.png|32px|link=Hearth#Corruption|Blightrot]] Icon will take you to the Hearth Corruption information page, where you can view how many Blightrot Cysts have generated as well as how much Corruption you can spare until 3 random [[villagers]] die. You can also hold the &amp;lt;small&amp;gt;SHIFT&amp;lt;/small&amp;gt; key and click on the icon to stop all Engines.&lt;br /&gt;
&lt;br /&gt;
== Blight Post, Blightfighters and Purging Fire  ==&lt;br /&gt;
&lt;br /&gt;
[[File:Blight Post icon.png|left|thumb|150px|A Blight Post]]&lt;br /&gt;
[[File:Blightfighter.png|right|thumb|150px|A Blightfighter burning a Blightrot Cyst]]&lt;br /&gt;
On the left is a [[Blight Post]], an essential [[building]] used to produce {{rl|Purging Fire}} which Blightfighters (villagers assigned to the Blight Post) then use to burn [[#Blightrot Cysts and Removal | Blightrot Cysts]] during the [[Storm Season]]. Viceroys can also build a Hydrant to store extra  Purging Fire near buildings that have grown a lot of Cysts. {{rl|Purging Fire}} is made by using {{rl|Coal}} , {{rl|Sea Marrow}}, {{rl|Oil}} or {{rl|Wood}}.&lt;br /&gt;
&lt;br /&gt;
A single Blight Post without upgrades can handle a maximum of approximately 20-25 Blightrot Cysts per [[Storm Season]] on Veteran to Prestige 10 [[#Difficulty Modifiers influencing Blightrot | Difficulties]] (this number goes down to around 15 at Prestige 11 and above). Beyond this point, Blight Post upgrades or additional Blight Posts will be needed. &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Blight Post Upgrades ===&lt;br /&gt;
&lt;br /&gt;
[[Blight Post]]s can be upgraded up to two times:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039; (Choose 1)&amp;lt;/br&amp;gt;&lt;br /&gt;
Cost:&amp;lt;/br&amp;gt;&lt;br /&gt;
2 {{rl|Pack of Building Materials}} + 4 {{rl|Pipes}}&lt;br /&gt;
* &#039;&#039;Triple Ignition System&#039;&#039;: Blightfighters and Blight Automatons in this Blight Post need 5 fewer seconds to burn a [[#Blightrot Cysts and Removal | Blightrot Cyst]].&lt;br /&gt;
* &#039;&#039;Mobile Sparkcasters&#039;&#039;: Blightfighters assigned to this Blight Post move 30% faster.&lt;br /&gt;
* &#039;&#039;Blight Automaton&#039;&#039;: assigns a Blight Automaton that helps burn Blightrot Cysts to this Blight Post. They can&#039;t produce {{rl|Purging Fire}} and don&#039;t take up worker slots.&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039; (Choose 1)&amp;lt;/br&amp;gt;&lt;br /&gt;
Cost:&amp;lt;/br&amp;gt;&lt;br /&gt;
2 {{rl|Pack of Building Materials}} + 6 {{rl|Pipes}}&lt;br /&gt;
* &#039;&#039;Manned Lookout&#039;&#039;: the use of water in [[Rain Engines]] generates Blightrot Cysts 10% slower for every worker assigned to this Blight Post.&lt;br /&gt;
* &#039;&#039;Alchemical Forge&#039;&#039;: +50% {{rl|Purging Fire}} double production chance in this Blight Post.&lt;br /&gt;
* &#039;&#039;Blight Automaton&#039;&#039;: assigns a Blight Automaton that helps burn Blightrot Cysts to this Blight Post. They can&#039;t produce {{rl|Purging Fire}} and don&#039;t take up worker slots.&lt;br /&gt;
&lt;br /&gt;
=== The Hydrant ===&amp;lt;span id=&amp;quot;AnchorBlightrotTheHydrant&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:Hydrant icon.png|left|thumb|150px|A Hydrant]] The exact number of Cysts a Blight Post can handle varies depending on the movement speed of your Blightfighters, and also by Cyst location – the less time your Blightfighters spend walking between the Blight Post and the Cysts, the more Cysts they will be able to burn.  A well-placed Hydrant will greatly reduce this travel time, and may be essential if the distance between your Blight Post and the infested buildings is too great.&lt;br /&gt;
&lt;br /&gt;
When assigned to a Blight Post, {{Species link|Harpies}} have a +10% chance to double their {{rl|Purging Fire}} production, and {{Species link|Lizards}} get +5 to their [[Resolve]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blightrot Cysts and Removal ==&lt;br /&gt;
&lt;br /&gt;
During the Storm, Blightfighters can burn Blightrot Cysts with {{rl|Purging Fire}} produced in Blight Posts. Each Cyst burned removes 50 [[#Corruption | Corruption]]. &#039;&#039;&#039;A Blightfighter will burn a Cyst for approximately 15 seconds before it disappears.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Closedcyst.png|left|thumb|150px|A closed Blightrot Cyst]]&lt;br /&gt;
[[File:Opencyst.png|right|thumb|150px|An open Blightrot Cyst]] &amp;lt;br /&amp;gt;&lt;br /&gt;
On the left is a closed Blightrot Cyst, Cysts will remain closed during [[Drizzle Season]] and [[Clearance Season]], and they are invulnerable during this time. On the right is an open Blightrot Cyst, Cysts will open during the [[Storm Season]], and they are now vulnerable to {{rl|Purging Fire}}. After the Storm season rollover, it takes 10 seconds for Cysts to open up and start generating Corruption. Any Cysts left close immediately as soon as the year ticks over and Drizzle Season starts, even if they were in the process of being burned.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corruption ==&lt;br /&gt;
[[File:hearthcorruption.png|thumb|300px|Corruption bar in the Ancient Hearth]]&lt;br /&gt;
&lt;br /&gt;
Blightrot infects [[Hearths]]. The more Blightrot Cysts a Viceroy generates from [[Rain Engine]] use or [[Glade Events]], the faster their Hearths get corrupted during [[Storm Season]], when Blightrot Cysts open up. Once the [[Ancient Hearth]] reaches the Corruption limit, it triggers &#039;&#039;&#039;Voice of the Sealed Ones&#039;&#039;&#039;. Voice of the Sealed Ones sends out 3 ghosts from the Ancient Hearth that seek out and kill 3 random [[villagers]]. As soon as the Hearth discharges, Corruption is reset to 0 and starts rising again. &lt;br /&gt;
&lt;br /&gt;
=== Lowering Corruption ===&lt;br /&gt;
The only reliable way to lower Corruption during Storm is to employ the help of [[#Blight Post, Blightfighters and Purging Fire | Blightfighters]] in a Blight Post. &#039;&#039;&#039;Every Cyst burned lowers Corruption by 50&#039;&#039;&#039;. Once all Cysts have been burned, any new ones will not open up till next Storm Season. Any Cysts left close immediately and Corruption resets to 0 as soon as the year ticks over and Drizzle Season starts.&lt;br /&gt;
&lt;br /&gt;
You could also remove Cysts by destroying all of the [[buildings]] that have Cyst slots. Most buildings you construct have them. With only the [[Main Warehouse]] left, you will have no more than 6 Blightrot Cyst slots.&lt;br /&gt;
&lt;br /&gt;
=== Corruption Resistance and Corruption rate ===&lt;br /&gt;
&#039;&#039;&#039;Corruption Resistance&#039;&#039;&#039; or Hearth Resistance is a measure of how high the Corruption limit is. The higher the Corruption Resistance, the more time it will take for &#039;&#039;&#039;Voice of the Sealed Ones&#039;&#039;&#039; to activate. An [[Ancient Hearth]] that hasn&#039;t been [[Hearths#Hearth upgrades | upgraded]] has 1000 Corruption Resistance. Every Ancient and Small Hearth level raises Corruption Resistance by 150. It can also be raised with different [[effects]].&lt;br /&gt;
&lt;br /&gt;
The Corruption rate per Cyst is 60 Corruption/minute up to [[Prestige]] 10, and 90 Corruption/minute from Prestige 11 onwards. &lt;br /&gt;
&lt;br /&gt;
Assuming a Hearth [[Hearths#Hearth upgrades | upgraded]] to level 2, you will reach the Corruption limit of 1300 at least once without burning any Cysts:&lt;br /&gt;
* At 60 Corruption/minute in a 2-minute Storm with 11 Cysts.&lt;br /&gt;
* At 60 Corruption/minute in a 4-minute Storm with 6 Cysts.&lt;br /&gt;
* At 90 Corruption/minute in a 4-minute Storm with 4 Cysts.&lt;br /&gt;
&lt;br /&gt;
=== Forest Mysteries influencing Corruption ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle; width:15%&amp;quot; | Mystery&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Penalty&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle; width:10%&amp;quot; | Activation&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Unyielding_Corruption.PNG}}&amp;lt;br /&amp;gt;Unyielding Corruption&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Favoring unavailable if Hearth is Corrupted.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Leakage.png}}&amp;lt;br /&amp;gt;Leakage&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | -300 Hearth Resistance.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Difficulty Modifiers influencing Blightrot==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Difficulty Modifier&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Explanation&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Icon_PrestigeMod_BlightSwarm.png}}&amp;lt;br /&amp;gt;Prestige 3&lt;br /&gt;
| Large swathes of [[Blightrot]] migrates accross the realm.&lt;br /&gt;
| Every third [[Clearance Season]], 5* Blightrot Cysts will spawn.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Icon_PrestigeMod_SinisterBlight.png}}&amp;lt;br /&amp;gt;Prestige 11&lt;br /&gt;
| The [[Blightrot]]&#039;s impact is stronger.&lt;br /&gt;
| Blightrot Cyst generation rate is now increased by 100%, the [[Hearth]] [[#Corruption | Corrupt]]s +50% quicker than normal and all effects that spawn Blightrot now add twice as many Cysts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;before Prestige 11.&lt;br /&gt;
&lt;br /&gt;
== Forest Mysteries and Blightrot==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Mystery&lt;br /&gt;
! class=unsortable style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Penalty&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle; width:10%&amp;quot; | Activation&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|LimeGreen|File:Natural_Filtration.png}}&amp;lt;br /&amp;gt;Natural Filtration&lt;br /&gt;
| Using [[Rain Engines]] causes a lot less [[Blightrot]] contamination due to the natural filtration processes of the surrounding vegetation. Blightrot Cysts grow 50% slower when using [[Rain Engines]].&lt;br /&gt;
| Drizzle&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Absorption.png}}&amp;lt;br /&amp;gt;Absorption&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Burning Cysts takes 5 seconds longer.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Blight_from_the_Sky.png}}&amp;lt;br /&amp;gt;Blight from the Sky&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Every [[Storm Season]], 1* Blightrot Cysts appear in the settlement (multiplied by the number of years that have passed).&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Blightrot_Infection.png}}&amp;lt;br /&amp;gt;Blightrot Infection&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | When a [[villager]] leaves or dies, 2* Blightrot Cysts will appear in the settlement.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Rotten_Vapors.png}}&amp;lt;br /&amp;gt;Rotten Vapors&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Pay 5 {{rl|Drizzle Water}} x number of years, or 3* Blightrot Cysts will spawn.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Spreading_Contamination.png}}&amp;lt;br /&amp;gt;Spreading Contamination&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | +5% faster Queen&#039;s [[Impatience]] gain for every Blightrot Cyst in your settlement.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Hostility]] 4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;before [[ #Difficulty Modifiers influencing Blightrot | Prestige 11]].&lt;br /&gt;
&lt;br /&gt;
== Glade Events and Blightrot ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Event&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Type&lt;br /&gt;
! class=unsortable style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Explanation&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Engine_Corrosion.png}}&amp;lt;br/&amp;gt;Engine Corrosion&lt;br /&gt;
| Blightrot Cauldron&lt;br /&gt;
| Event Consequence&lt;br /&gt;
| Contaminated liquid gets inside [[Rain Engines]] through underground pipes. Using water in [[Rain Engines]] generates Blightrot Cysts 50% quicker.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Growth_Medium.png}}&amp;lt;br /&amp;gt;Growth Medium&lt;br /&gt;
| Rainpunk Cauldron&lt;br /&gt;
| Working Effect&lt;br /&gt;
| The Blightrot inside the Rainpunk Cauldron feeds on everything it encounters. For every 20 food produced, 2* Blightrot Cysts are spawned in the settlement.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Voice_of_the_Forest.png}}&amp;lt;br /&amp;gt;Voice of the Forest&lt;br /&gt;
| Withered Tree&lt;br /&gt;
| Working Effect&lt;br /&gt;
| Trees communicate with each other through their roots, making the forest aware of your every move. Spawns 1* Blightrot Cysts every 120 seconds for every 2 Dangerous or Forbidden [[Glades]] discovered.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Effective_Parasite.png}}Effective Parasite&lt;br /&gt;
| Withered Tree&lt;br /&gt;
| Event Consequence&lt;br /&gt;
| The Blightrot feeds on the tree&#039;s valuable nutrients, making new Cysts much more resilient. Cysts burn for 5 seconds longer.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Friend_or_Foe.png}}&amp;lt;br /&amp;gt;Friend or Foe&lt;br /&gt;
| Corrupted Caravan&lt;br /&gt;
| Working Effect&lt;br /&gt;
| The forest is merciless to those who exploit it. To protect itself, it may even sometimes ally with the Blightrot. Every 120 seconds, 1* Blightrot Cysts are spawned for each earned [[Hostility]] level.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | {{Perk|Red|File:Straight_to_the_Hearth.png}}&amp;lt;br/&amp;gt;Straight to the Hearth&lt;br /&gt;
| Corrupted Caravan&lt;br /&gt;
| Event Consequence&lt;br /&gt;
| Your settlement&#039;s strongest and weakest point has become a direct target for the Blightrot. [[#Corruption | Corruption]] in the [[Ancient Hearth]] grows 50% quicker.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Blight_Incantation.png}}&amp;lt;br /&amp;gt;Blight Incantation&lt;br /&gt;
| Altar of Decay&lt;br /&gt;
| Working Effect&lt;br /&gt;
| A powerful, necrotic curse. Burning Blightrot Cysts takes 10 more seconds. [[Hostility]] is increased by 45** points for every {{rl|Wildfire Essence}} stored in the settlement&#039;s [[Warehouse]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | {{Perk|Red|File:The_Nights_Embrace.png}}&amp;lt;br/&amp;gt;The Night&#039;s Embrace&lt;br /&gt;
| Altar of Decay&lt;br /&gt;
| Event Consequence&lt;br /&gt;
| The settlement is slowly engulfed in darkness. Each Blightrot Cyst increases [[Hostility]] by 15** points during the Storm.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Awakening&lt;br /&gt;
| Infected Drainage Mole&lt;br /&gt;
| Working Effect&lt;br /&gt;
| Upon awakening the Infected Mole, all dormant Cysts activate and start to [[#Corruption | Corrupt]] the [[Ancient Hearth]]. Cysts are vulnerable to {{rl|Purging Fire}} when this effect is activated. Completing or canceling the Event will not stop the [[#Corruption | Corruption]], and Cysts will remain active until burned.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Infestation.png}}&amp;lt;br /&amp;gt;Infestation&lt;br /&gt;
| Infected Drainage Mole&lt;br /&gt;
| Working Effect&lt;br /&gt;
| Blightrot becomes extremely aggressive. 8* Blightrot Cysts will spawn in the settlement. Each Cyst increases [[Hostility]] by 30** points.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Overflow.png}}&amp;lt;br /&amp;gt;Overflow&lt;br /&gt;
| Noxious Machinery&lt;br /&gt;
| Working Effect&lt;br /&gt;
| The machine is somehow connected with the settlement&#039;s underground pipe system. You lose 4 units of a random type of [[Rainwater]] every 12 seconds. Every 120 seconds, 2* Blightrot Cysts are spawned in the settlement.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Blightrot_Outbreak.png}}Blightrot Outbreak&lt;br /&gt;
| Noxious Machinery&lt;br /&gt;
| Event Consequence&lt;br /&gt;
| The explosion of the machine will not only destroy everything within a 10** field radius, but will also cause 5* Blightrot Cysts to spawn in the settlement.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;before [[ #Difficulty Modifiers influencing Blightrot | Prestige 11]].&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;value on Viceroy [[Difficulty]] and higher.&lt;br /&gt;
&lt;br /&gt;
== Perks and Cornerstones influencing Blightrot ==&lt;br /&gt;
{{Perks|caption=Blightrot Perks and Cornerstones|description=Blightrot|show_source_trader=no|show_price=no}}&lt;br /&gt;
{{Perks|caption=Corruption Perks and Cornerstones|description=Corruption|show_source_relic=no|show_source_trader=no|show_price=no}}&lt;br /&gt;
&lt;br /&gt;
==Plagues and Blightrot==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Plague&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;font-weight:bold; text-align:center; vertical-align:middle;&amp;quot; | Explanation&lt;br /&gt;
|- style=&amp;quot;font-weight:normal; text-align:left;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Perk|Red|File:Plague_of_Corrupted_Water.png}}&amp;lt;br /&amp;gt;Plague of Corrupted Water&lt;br /&gt;
| The [[Rainwater]] has become contaminated, so [[Rainpunk]] machinery is now even more hazardous.&lt;br /&gt;
| Using [[Rainwater]] in [[Rain Engines]] generates Blightrot Cysts 100% quicker.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
* Dealing with Blightrot before [[Prestige]] 11 (especially before Prestige 3) requires minimal investment. The benefits of [[Rainpunk]] far outweigh the drawback.&lt;br /&gt;
* You can generate Blightrot Cysts even without goods production by leaving workers assigned and the secondary resolve-boosting engines turned on.&lt;br /&gt;
* Assigning Blightfighters to the [[Blight Post]] 10-20 seconds before [[Storm]] season is a good idea, since it gives them time to grab {{rl|Purging Fire}} and travel to the closest Cyst.&lt;br /&gt;
* Keep your piped production [[buildings]] in the vicinity of your Blight Post to reduce Blightfighter travel time. Build Hydrants for remote piped [[Ruins]].&lt;br /&gt;
* Blight and Corruption related Storm [[Mysteries]], as well as [[Events]], can throw off your Hearth Corruption calculation. Keep them in mind going into a Storm with any of them active.&lt;br /&gt;
* Buying {{rl|Purging Fire}} from [[traders]] is one of the best ways to spend your {{rl|Amber}}. At 0.52 Amber-worth per unit, it saves a great amount of labor producing fuel and processing it into Purging Fire.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
Thanks to Discord users Jhazrun, Aphant and Benedict for supplying much needed information to complete this page!&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=File:Icon_BlightPostUpgrade_AlchemicalForge.png&amp;diff=10274</id>
		<title>File:Icon BlightPostUpgrade AlchemicalForge.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=File:Icon_BlightPostUpgrade_AlchemicalForge.png&amp;diff=10274"/>
		<updated>2025-04-20T22:07:13Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: Blight Post level 2 upgrade - Alchemical Forge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Blight Post level 2 upgrade - Alchemical Forge&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=File:Icon_BlightPostUpgrade_MannedOutlook.png&amp;diff=10273</id>
		<title>File:Icon BlightPostUpgrade MannedOutlook.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=File:Icon_BlightPostUpgrade_MannedOutlook.png&amp;diff=10273"/>
		<updated>2025-04-20T22:06:31Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: Blight Post level 2 upgrade - Manned Lookout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Blight Post level 2 upgrade - Manned Lookout&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=File:Icon_PumpUpgrade_Automaton.png&amp;diff=10272</id>
		<title>File:Icon PumpUpgrade Automaton.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=File:Icon_PumpUpgrade_Automaton.png&amp;diff=10272"/>
		<updated>2025-04-20T22:05:43Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: Automaton upgrade - same icon used for Geysir Pump &amp;amp; Blight Post (at level 1 &amp;amp; 2 each time)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Automaton upgrade - same icon used for Geysir Pump &amp;amp; Blight Post (at level 1 &amp;amp; 2 each time)&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=File:Icon_BlightPostUpgrade_MobileSparkcasters.png&amp;diff=10271</id>
		<title>File:Icon BlightPostUpgrade MobileSparkcasters.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=File:Icon_BlightPostUpgrade_MobileSparkcasters.png&amp;diff=10271"/>
		<updated>2025-04-20T22:04:14Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: Blight Post level 1 upgrade - Mobile Sparkcasters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Blight Post level 1 upgrade - Mobile Sparkcasters&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=File:Icon_BlightPostUpgrade_TripleIgnition.png&amp;diff=10270</id>
		<title>File:Icon BlightPostUpgrade TripleIgnition.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=File:Icon_BlightPostUpgrade_TripleIgnition.png&amp;diff=10270"/>
		<updated>2025-04-20T22:03:07Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: Blight Post level 1 upgrade - Tripe Ignition System&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Blight Post level 1 upgrade - Tripe Ignition System&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10266</id>
		<title>Blight Post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10266"/>
		<updated>2025-04-17T13:03:14Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: /* Blight Post Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.5}}&lt;br /&gt;
{{Buildingbox|Blight Post}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Blight Post enables the production of {{rl|Purging Fire}}, which is needed to destroy Blightrot Cysts during the [[Seasons#Storm | Storm Season]] or while they&#039;re awakened from their dormant state by a [[Glade Events | Glade Event]] in any other season.&lt;br /&gt;
&lt;br /&gt;
The structure is unlocked with the Smoldering City&#039;s level 6 Obsidian Archive upgrade (for 30 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles), which also enables the entire [[Rainpunk | Rainpunk game mechanic]].&lt;br /&gt;
&lt;br /&gt;
With the level 18 Obsidian Archive upgrade (for 156 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles) each single Blight Post can be upgraded up to 2 times, allowing the choice between 1 of 3 upgrades with each upgrade level.&lt;br /&gt;
&lt;br /&gt;
The game mechanic that makes The Blight Post necessary is only active on Veteran (or higher) difficulty. Blightrot Cysts may still spawn due to specific Glade Events that may eventually be encountered once this structure has been unlocked.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanic Overview ==&lt;br /&gt;
The entire [[Rainpunk]] technology only becomes available after the Smoldering City&#039;s level 6 Obsidian Archive has been acquired.&amp;lt;br&amp;gt;&lt;br /&gt;
This is speculative: I think the appearance of Glade Events that create Blightrot Cysts is related to having that level 6 Obsidian Archive upgrade unlocked, as otherwise it&#039;d be possible to encounter Glade Events with negative effects that can&#039;t be dealt with.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The entire Blightrot &amp;amp; Corruption game mechanic is only active on Veteran (or higher) difficulty but rain engines can be used on any difficulty once the Rainpunk tech has been unlocked.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Rain Engines:&amp;lt;br&amp;gt;&lt;br /&gt;
With the Rainpunk technology unlocked any structure that has crafting recipes can have Rain Engines installed.&amp;lt;br&amp;gt;&lt;br /&gt;
To do so the Rainpunk tab needs to be selected, where first 4 {{rl|Pipes}} need to be installed with a button click.&amp;lt;br&amp;gt;&lt;br /&gt;
This enables the use of Rain Engines in the structure. There&#039;s the same 2 types of them installed into all structures that can have them and with a left-click (higher) / right-click (lower) their settings are made.&amp;lt;br&amp;gt;&lt;br /&gt;
Rain engine #1 - production: 4 settings&amp;lt;br&amp;gt;&lt;br /&gt;
1 - off (no rainwater used, no bonus active)&amp;lt;br&amp;gt;&lt;br /&gt;
2 - +50% production speed&amp;lt;br&amp;gt;&lt;br /&gt;
3 - +25% extra yield chance for any production&amp;lt;br&amp;gt;&lt;br /&gt;
4 - +50% production speed&amp;lt;br&amp;gt;&lt;br /&gt;
The effects stack. The higher the setting the more rainwater is used per worker that&#039;s currently producing anything.&amp;lt;br&amp;gt;&lt;br /&gt;
Workers sitting idle, taking a break, fetching goods or delivering their produce don&#039;t cause this rain engine to drain any rainwater.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; The +25% extra yield chance is granted at the start of a worker&#039;s production cycle. Turning the rain engine off right after production has started (or lowering its setting by 1 to keep the production speed buff) will stop (or lower) the use of rain water and thus help saving resources and preventing (or slowing) the spawn of Blightrot Cysts. This requires a lot of micro-management for the right timing. Forgetting to make the setting in time results in either time or material wasted or both.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Rain engine #2 - resolve: 3 settings&amp;lt;br&amp;gt;&lt;br /&gt;
1 - off (no rainwater used, no bonus active)&amp;lt;br&amp;gt;&lt;br /&gt;
2 - +5 resolve for all workers assigned to this structure&amp;lt;br&amp;gt;&lt;br /&gt;
3 - +5 resolve for all workers assigned to this structure&amp;lt;br&amp;gt;&lt;br /&gt;
The effects stack. The higher the setting the more rainwater is used per worker that&#039;s currently assigned to the structure - without actually having to be in the structure, while sitting idle, taking a break, fetching goods or delivering any produce.&lt;br /&gt;
There&#039;s a good +15 resolve possible from this alone if a worker benefits from the Comfortable (+5 resolve) effect as well (without any other bonus effects).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Blightrot, Blightrot Cysts, Corruption:&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s clear up what each of these terms refers to.&amp;lt;br&amp;gt;&lt;br /&gt;
1) Blightrot&amp;lt;br&amp;gt;&lt;br /&gt;
A structure that got 4 {{rl|Pipes}} (Rain Engines) installed gets a counter in its Rainpunk tab that counts +1 up for each 1 rainwater used. That&#039;s the purple Blightrot counter. Aside from the bar&#039;s filling state providing a visual indicator for its value it&#039;s also possible to move the mouse over the bar to get a number displayed (example: 24 / 32). This counter increases with each unit of rainwater used, which is displayed as &amp;quot;water usage&amp;quot; on the very same tab, indicating the type of rainwater needed and how much has already been used up from the currently used 1 unit of rainwater.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
2) Blightrot Cyst&amp;lt;br&amp;gt;&lt;br /&gt;
If the Blightrot bar hits its maximum value it&#039;ll a Blightrot Cyst will spawn on the structure (up to a fixed limit depending on the structure, switching to another nearby structure instead of there&#039;s no more space on the current one or the Ancient Hearth to if no valid structure is in range). The Blightrot counter is then reduced by the same amount as the current Blightrot counter maximum value, which most often means it resets to 0, but that can change with effects that modify the counter.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
3) Corruption&amp;lt;br&amp;gt;&lt;br /&gt;
Each existing Blightrot Cyst causes Corruption - but only while the Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while [[Glade Events]] are active that cause the Blightrot Cysts to awaken from their dormant state in any season.&amp;lt;br&amp;gt;&lt;br /&gt;
The Corruption generated per Blightrot Cysts is +60 / min (Prestige 11: +90 / min instead).&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Hearths | Ancient Hearth&#039;s]] default resistance to Corruption is 1000, but effects that may modify this exist.&amp;lt;br&amp;gt;&lt;br /&gt;
Upgrading either the Ancient Hearth&#039;s or any Small Hearth&#039;s level grants +150 Corruption resistance to the Ancient Hearth per upgrade level of any type of Hearth, meaning: The more Hearths with upgrade levels the higher the Ancient Hearth&#039;s Corruption resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While the Blightrot Cysts are trying to corrupt the Ancient Hearth a bar is displayed above it, indicating the progress of that. If that bar is completely filled it resets to 0 and 3 random villagers are killed, resulting in an impatience growth of +0.3 per Villager (Prestige 20: +0.8 instead) - but there are some effects that allow for villager deaths to have no negative consequences.&amp;lt;br&amp;gt;&lt;br /&gt;
The bar then starts filling up again, so long as the Blightrot Cysts remain active and according to the Corruption per minute generated vs the Corruption resistance that needs to be met to reach a 100% bar fill state again.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Other than losing 3 random villagers with each 100% Corruption bar nothing happens, no matter how often it ticks. The Ancient Hearth will never stop burning unless running out of fuel and it won&#039;t be destroyed either.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The current level of Corruption always depends on the number of existing Blightrot Cysts, which can be displayed when selecting the Ancient Hearth and checking the Blightrot tab. Other than that the bottom right of the UI has a percentage indicator for the current Corruption level vs the Corruption resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Blightfighters ==&lt;br /&gt;
The workers assigned to a Blight Post are called Blightfighters. They (and any Automatons tied to their Blight Post via upgrade choice) are the only ones fighting Blightrot Cysts, which means: The number of Blight Posts with Blightfighters (and Automatons) determines how many Blightrot Cysts you can remove in a given time. The more Blightrot Cysts the more Blight Posts and Blightfighters there are needed to combat the Corruption.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Starting into an active Corruption phase with a Corruption value well above 100% isn&#039;t a death sentence for anyone though - given the right preparation: Blightfighters assigned to a Blight Post will position themselves next to a Blightrot Cyst before the Storm starts and additionally it takes 10s after the start of the Storm for the Cysts to become active.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Cyst takes 15s to burn (there are modifiers for this value), which reduces the current Corruption by -50 and consumes 1 {{rl|Purging Fire}} that the Blightfighter then needs to refuel at the nearest Blight Post or [[Blightrot#The_Hydrant | Hydrant]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Species link|Harpies}} assigned to the Blight Post receive {{sl|Alchemy}} Proficiency bonus (+10% extra yield chance when creating {{rl|Purging Fire}}).&amp;lt;br&amp;gt;&lt;br /&gt;
{{Species link|Lizards}} assigned to the Blight Post receive the {{sl|Warmth}} Comfort (+5 resolve before any other bonus effects).&amp;lt;br&amp;gt;&lt;br /&gt;
Both species are the worst Blightfighters though, as they have a 1min 40s break intervall, compared to 2min with any other species (or 2min 30s with {{Species link|Frogs}}).&amp;lt;br&amp;gt;&lt;br /&gt;
This means that even with just 2min [[Storm]] duration they&#039;ll take a break at least once, interrupting their task.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Blight Post Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Blight Posts can be upgraded up to two times:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039; (Choose 1)&amp;lt;/br&amp;gt;&lt;br /&gt;
Cost: 2 {{rl|Pack of Building Materials}} + 4 {{rl|Pipes}}&lt;br /&gt;
* &#039;&#039;Triple Ignition System&#039;&#039;: Blightfighters and Blight Automatons in this Blight Post need 5 fewer seconds to burn a [[#Blightrot Cysts and Removal | Blightrot Cyst]].&lt;br /&gt;
* &#039;&#039;Mobile Sparkcasters&#039;&#039;: Blightfighters assigned to this Blight Post move 30% faster.&lt;br /&gt;
* &#039;&#039;Blight Automaton&#039;&#039;: assigns a Blight Automaton that helps burn Blightrot Cysts to this Blight Post. They can&#039;t produce {{rl|Purging Fire}} and don&#039;t take up worker slots.&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039; (Choose 1)&amp;lt;/br&amp;gt;&lt;br /&gt;
Cost: 2 {{rl|Pack of Building Materials}} + 6 {{rl|Pipes}}&lt;br /&gt;
* &#039;&#039;Manned Lookout&#039;&#039;: the use of water in [[Rain Engines]] generates Blightrot Cysts 10% slower for every worker assigned to this Blight Post.&lt;br /&gt;
* &#039;&#039;Alchemical Forge&#039;&#039;: +50% {{rl|Purging Fire}} double production chance in this Blight Post.&lt;br /&gt;
* &#039;&#039;Blight Automaton&#039;&#039;: assigns a Blight Automaton that helps burn Blightrot Cysts to this Blight Post. They can&#039;t produce {{rl|Purging Fire}} and don&#039;t take up worker slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
NOTE: While Blightfighters benefit from any effects that increase the generic villager speed (&amp;quot;Settlement Map&amp;quot; / &amp;quot;Survivor Bonding&amp;quot;) the Automatons don&#039;t.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
IMPORTANT: &amp;quot;Manned Lookout&amp;quot; is a high risk high reward upgrade.&amp;lt;br&amp;gt;&lt;br /&gt;
High reward (1):&amp;lt;br&amp;gt;&lt;br /&gt;
Reaching a 100% value with this means all Blightrot counters freeze at their reached values and any amount of rainwater can be used without any negative consequences.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
High risks (2):&amp;lt;br&amp;gt;&lt;br /&gt;
1) underestimating the &amp;quot;Manned Lookout&amp;quot; buff&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s say you have 3x Blight Posts, each with a &amp;quot;Manned Lookout&amp;quot; upgrade and each with 3x workers assigned to it. That&#039;s 9 workers for a &amp;quot;Manned Lookout&amp;quot; buff of 90%.&amp;lt;br&amp;gt;&lt;br /&gt;
With that a standard 32 Blightrot counter turns into 320:&amp;lt;br&amp;gt;&lt;br /&gt;
32 / (1 - 0.9) = 32 / 0.1 = 320&amp;lt;br&amp;gt;&lt;br /&gt;
That&#039;s 10x the amount of rainwater you can use until a single Blightrot Cyst spawns. Now let&#039;s say you unassign 3 workers and the buff drops from 90% to 60% because of that:&amp;lt;br&amp;gt;&lt;br /&gt;
32 / (1 - 0.6) = 32 / 0.4 = 80&amp;lt;br&amp;gt;&lt;br /&gt;
The 320 Blightrot counter just dropped to 80, a 75% loss despite having only unassigned 3 of 9 people, worth 30% of buff loss. Don&#039;t underestimate the relevance of people assigned to the &amp;quot;Manned Lookout&amp;quot; Blight Posts with the higher numbers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
2) Blightrot counter mechanic&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s say you remove or lose the 90% &amp;quot;Manned Lookout&amp;quot; buff completely and are back from a 320 Blightrot counter value to a value of 32. Instead of the structures keeping a ratio for their Blightrot counter the values are absolute, meaning: If there was a structure that had a value of 80 / 320 before it&#039;s now at 80 / 32. If ratio keeping was a thing that would mean 80 / 320 = 25% filled bar that stays at 25% no matter what the maximum value changes to. Due to that not being a thing each single use of rainwater will cause +1 Blightrot Cyst to spawn and the Blightrot counter to decrease by -32 (its current maximum value), which will happen 2 times until it&#039;s below the maximum of 32 (its current maximum value). This mechanic can cause massive Blightrot Cyst spawns, which then causes extreme Corruption that kills a lot of people, causing impatience to spike.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
* Depending on the extent of [[Blightrot]] in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.&lt;br /&gt;
* If you aren&#039;t actively generating Blightrot with [[Rain Engines]], it may be worthwhile to deconstruct the Blight Post for building materials once you burn the cysts from an [[Event]] or [[Prestige]] 3&#039;s modifier.&lt;br /&gt;
* Among the level 1 upgrades, &#039;&#039;Blight Automaton&#039;&#039; is always better than &#039;&#039;Triple Ignition System&#039;&#039;. &#039;&#039;Mobile Sparkcasters&#039;&#039; is the best choice when the average distance between Cysts and Blight Posts/Hydrants is more than 10 tiles.&lt;br /&gt;
&lt;br /&gt;
Hints:&lt;br /&gt;
* The rainpunk overlay (default: Tab) can be used to inspect which structures use how much rainwater and of which type.&lt;br /&gt;
* The Blightrot overlay (default: Z) can be used to view how many Blightrot Cysts are on which structures. To benefit {{Species link|Foxes}} it may be helpful to leave at least 1 Blightrot Cyst on a structure they&#039;re working at, so they get their Comfortable (+5 resolve) effect, which is done by clicking the lock-symbol either before any Cysts are removed or before the last one gets removed by Blightfighters as well.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blightrot]]&lt;br /&gt;
* [[Corruption]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10265</id>
		<title>Blight Post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10265"/>
		<updated>2025-04-17T12:57:41Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: /* Blightfighters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.5}}&lt;br /&gt;
{{Buildingbox|Blight Post}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Blight Post enables the production of {{rl|Purging Fire}}, which is needed to destroy Blightrot Cysts during the [[Seasons#Storm | Storm Season]] or while they&#039;re awakened from their dormant state by a [[Glade Events | Glade Event]] in any other season.&lt;br /&gt;
&lt;br /&gt;
The structure is unlocked with the Smoldering City&#039;s level 6 Obsidian Archive upgrade (for 30 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles), which also enables the entire [[Rainpunk | Rainpunk game mechanic]].&lt;br /&gt;
&lt;br /&gt;
With the level 18 Obsidian Archive upgrade (for 156 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles) each single Blight Post can be upgraded up to 2 times, allowing the choice between 1 of 3 upgrades with each upgrade level.&lt;br /&gt;
&lt;br /&gt;
The game mechanic that makes The Blight Post necessary is only active on Veteran (or higher) difficulty. Blightrot Cysts may still spawn due to specific Glade Events that may eventually be encountered once this structure has been unlocked.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanic Overview ==&lt;br /&gt;
The entire [[Rainpunk]] technology only becomes available after the Smoldering City&#039;s level 6 Obsidian Archive has been acquired.&amp;lt;br&amp;gt;&lt;br /&gt;
This is speculative: I think the appearance of Glade Events that create Blightrot Cysts is related to having that level 6 Obsidian Archive upgrade unlocked, as otherwise it&#039;d be possible to encounter Glade Events with negative effects that can&#039;t be dealt with.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The entire Blightrot &amp;amp; Corruption game mechanic is only active on Veteran (or higher) difficulty but rain engines can be used on any difficulty once the Rainpunk tech has been unlocked.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Rain Engines:&amp;lt;br&amp;gt;&lt;br /&gt;
With the Rainpunk technology unlocked any structure that has crafting recipes can have Rain Engines installed.&amp;lt;br&amp;gt;&lt;br /&gt;
To do so the Rainpunk tab needs to be selected, where first 4 {{rl|Pipes}} need to be installed with a button click.&amp;lt;br&amp;gt;&lt;br /&gt;
This enables the use of Rain Engines in the structure. There&#039;s the same 2 types of them installed into all structures that can have them and with a left-click (higher) / right-click (lower) their settings are made.&amp;lt;br&amp;gt;&lt;br /&gt;
Rain engine #1 - production: 4 settings&amp;lt;br&amp;gt;&lt;br /&gt;
1 - off (no rainwater used, no bonus active)&amp;lt;br&amp;gt;&lt;br /&gt;
2 - +50% production speed&amp;lt;br&amp;gt;&lt;br /&gt;
3 - +25% extra yield chance for any production&amp;lt;br&amp;gt;&lt;br /&gt;
4 - +50% production speed&amp;lt;br&amp;gt;&lt;br /&gt;
The effects stack. The higher the setting the more rainwater is used per worker that&#039;s currently producing anything.&amp;lt;br&amp;gt;&lt;br /&gt;
Workers sitting idle, taking a break, fetching goods or delivering their produce don&#039;t cause this rain engine to drain any rainwater.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; The +25% extra yield chance is granted at the start of a worker&#039;s production cycle. Turning the rain engine off right after production has started (or lowering its setting by 1 to keep the production speed buff) will stop (or lower) the use of rain water and thus help saving resources and preventing (or slowing) the spawn of Blightrot Cysts. This requires a lot of micro-management for the right timing. Forgetting to make the setting in time results in either time or material wasted or both.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Rain engine #2 - resolve: 3 settings&amp;lt;br&amp;gt;&lt;br /&gt;
1 - off (no rainwater used, no bonus active)&amp;lt;br&amp;gt;&lt;br /&gt;
2 - +5 resolve for all workers assigned to this structure&amp;lt;br&amp;gt;&lt;br /&gt;
3 - +5 resolve for all workers assigned to this structure&amp;lt;br&amp;gt;&lt;br /&gt;
The effects stack. The higher the setting the more rainwater is used per worker that&#039;s currently assigned to the structure - without actually having to be in the structure, while sitting idle, taking a break, fetching goods or delivering any produce.&lt;br /&gt;
There&#039;s a good +15 resolve possible from this alone if a worker benefits from the Comfortable (+5 resolve) effect as well (without any other bonus effects).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Blightrot, Blightrot Cysts, Corruption:&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s clear up what each of these terms refers to.&amp;lt;br&amp;gt;&lt;br /&gt;
1) Blightrot&amp;lt;br&amp;gt;&lt;br /&gt;
A structure that got 4 {{rl|Pipes}} (Rain Engines) installed gets a counter in its Rainpunk tab that counts +1 up for each 1 rainwater used. That&#039;s the purple Blightrot counter. Aside from the bar&#039;s filling state providing a visual indicator for its value it&#039;s also possible to move the mouse over the bar to get a number displayed (example: 24 / 32). This counter increases with each unit of rainwater used, which is displayed as &amp;quot;water usage&amp;quot; on the very same tab, indicating the type of rainwater needed and how much has already been used up from the currently used 1 unit of rainwater.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
2) Blightrot Cyst&amp;lt;br&amp;gt;&lt;br /&gt;
If the Blightrot bar hits its maximum value it&#039;ll a Blightrot Cyst will spawn on the structure (up to a fixed limit depending on the structure, switching to another nearby structure instead of there&#039;s no more space on the current one or the Ancient Hearth to if no valid structure is in range). The Blightrot counter is then reduced by the same amount as the current Blightrot counter maximum value, which most often means it resets to 0, but that can change with effects that modify the counter.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
3) Corruption&amp;lt;br&amp;gt;&lt;br /&gt;
Each existing Blightrot Cyst causes Corruption - but only while the Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while [[Glade Events]] are active that cause the Blightrot Cysts to awaken from their dormant state in any season.&amp;lt;br&amp;gt;&lt;br /&gt;
The Corruption generated per Blightrot Cysts is +60 / min (Prestige 11: +90 / min instead).&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Hearths | Ancient Hearth&#039;s]] default resistance to Corruption is 1000, but effects that may modify this exist.&amp;lt;br&amp;gt;&lt;br /&gt;
Upgrading either the Ancient Hearth&#039;s or any Small Hearth&#039;s level grants +150 Corruption resistance to the Ancient Hearth per upgrade level of any type of Hearth, meaning: The more Hearths with upgrade levels the higher the Ancient Hearth&#039;s Corruption resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While the Blightrot Cysts are trying to corrupt the Ancient Hearth a bar is displayed above it, indicating the progress of that. If that bar is completely filled it resets to 0 and 3 random villagers are killed, resulting in an impatience growth of +0.3 per Villager (Prestige 20: +0.8 instead) - but there are some effects that allow for villager deaths to have no negative consequences.&amp;lt;br&amp;gt;&lt;br /&gt;
The bar then starts filling up again, so long as the Blightrot Cysts remain active and according to the Corruption per minute generated vs the Corruption resistance that needs to be met to reach a 100% bar fill state again.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Other than losing 3 random villagers with each 100% Corruption bar nothing happens, no matter how often it ticks. The Ancient Hearth will never stop burning unless running out of fuel and it won&#039;t be destroyed either.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The current level of Corruption always depends on the number of existing Blightrot Cysts, which can be displayed when selecting the Ancient Hearth and checking the Blightrot tab. Other than that the bottom right of the UI has a percentage indicator for the current Corruption level vs the Corruption resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Blightfighters ==&lt;br /&gt;
The workers assigned to a Blight Post are called Blightfighters. They (and any Automatons tied to their Blight Post via upgrade choice) are the only ones fighting Blightrot Cysts, which means: The number of Blight Posts with Blightfighters (and Automatons) determines how many Blightrot Cysts you can remove in a given time. The more Blightrot Cysts the more Blight Posts and Blightfighters there are needed to combat the Corruption.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Starting into an active Corruption phase with a Corruption value well above 100% isn&#039;t a death sentence for anyone though - given the right preparation: Blightfighters assigned to a Blight Post will position themselves next to a Blightrot Cyst before the Storm starts and additionally it takes 10s after the start of the Storm for the Cysts to become active.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Cyst takes 15s to burn (there are modifiers for this value), which reduces the current Corruption by -50 and consumes 1 {{rl|Purging Fire}} that the Blightfighter then needs to refuel at the nearest Blight Post or [[Blightrot#The_Hydrant | Hydrant]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Species link|Harpies}} assigned to the Blight Post receive {{sl|Alchemy}} Proficiency bonus (+10% extra yield chance when creating {{rl|Purging Fire}}).&amp;lt;br&amp;gt;&lt;br /&gt;
{{Species link|Lizards}} assigned to the Blight Post receive the {{sl|Warmth}} Comfort (+5 resolve before any other bonus effects).&amp;lt;br&amp;gt;&lt;br /&gt;
Both species are the worst Blightfighters though, as they have a 1min 40s break intervall, compared to 2min with any other species (or 2min 30s with {{Species link|Frogs}}).&amp;lt;br&amp;gt;&lt;br /&gt;
This means that even with just 2min [[Storm]] duration they&#039;ll take a break at least once, interrupting their task.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Blight Post Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Blight Posts can be upgraded up to two times:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039; (Choose 1)&amp;lt;/br&amp;gt;&lt;br /&gt;
Cost: 2 {{rl|Pack of Building Materials}} + 4 {{rl|Pipes}}&lt;br /&gt;
* &#039;&#039;Triple Ignition System&#039;&#039;: Blightfighters and Blight Automatons in this Blight Post need 5 fewer seconds to burn a [[#Blightrot Cysts and Removal | Blightrot Cyst]].&lt;br /&gt;
* &#039;&#039;Mobile Sparkcasters&#039;&#039;: Blightfighters assigned to this Blight Post move 30% faster.&lt;br /&gt;
* &#039;&#039;Blight Automaton&#039;&#039;: assigns a Blight Automaton that helps burn Blightrot Cysts to this Blight Post. They can&#039;t produce {{rl|Purging Fire}} and don&#039;t take up worker slots.&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039; (Choose 1)&amp;lt;/br&amp;gt;&lt;br /&gt;
Cost: 2 {{rl|Pack of Building Materials}} + 6 {{rl|Pipes}}&lt;br /&gt;
* &#039;&#039;Manned Lookout&#039;&#039;: the use of water in [[Rain Engines]] generates Blightrot Cysts 10% slower for every worker assigned to this Blight Post.&lt;br /&gt;
* &#039;&#039;Alchemical Forge&#039;&#039;: +50% {{rl|Purging Fire}} double production chance in this Blight Post.&lt;br /&gt;
* &#039;&#039;Blight Automaton&#039;&#039;: assigns a Blight Automaton that helps burn Blightrot Cysts to this Blight Post. They can&#039;t produce {{rl|Purging Fire}} and don&#039;t take up worker slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
NOTE: While Blightfighters benefit from any effects that increase the generic villager speed (&amp;quot;Settlement Map&amp;quot; / &amp;quot;Survivor Bonding&amp;quot;) the Automatons don&#039;t.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
IMPORTANT: &amp;quot;Manned Lookout&amp;quot; is a high risk high reward upgrade.&amp;lt;br&amp;gt;&lt;br /&gt;
High reward (1):&amp;lt;br&amp;gt;&lt;br /&gt;
Reaching a 100% value with this means all Blightrot counters freeze at their reached values and any amount of rainwater can be used without any negative consequences.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
High risks (2):&amp;lt;br&amp;gt;&lt;br /&gt;
1) underestimating the &amp;quot;Manned Lookout&amp;quot; buff&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s say you have 3x Blight Posts, each with a &amp;quot;Manned Lookout&amp;quot; upgrade and each with 3x workers assigned to it. That&#039;s 9 workers for a &amp;quot;Manned Lookout&amp;quot; buff of 90%.&amp;lt;br&amp;gt;&lt;br /&gt;
With that a standard 32 Blightrot counter turns into 320:&amp;lt;br&amp;gt;&lt;br /&gt;
32 / (1 - 0.9) = 32 / 0.1 = 320&amp;lt;br&amp;gt;&lt;br /&gt;
That&#039;s 10x the amount of rainwater you can use until a single Blightrot Cyst spawns. Now let&#039;s say you unassign 3 workers and the buff drops from 90% to 60% because of that:&amp;lt;br&amp;gt;&lt;br /&gt;
32 / (1 - 0.6) = 32 / 0.4 = 80&amp;lt;br&amp;gt;&lt;br /&gt;
The 320 Blightrot counter just dropped to 80, a 75% loss despite having only unassigned 3 of 9 people, worth 30% of buff loss. Don&#039;t underestimate the relevance of people assigned to the &amp;quot;Manned Lookout&amp;quot; Blight Posts with the higher numbers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
2) Blightrot counter mechanic&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s say you remove or lose the 90% &amp;quot;Manned Lookout&amp;quot; buff completely and are back from a 320 Blightrot counter value to a value of 32. Instead of the structures keeping a ratio in relation to the maximum value the values are absolute, meaning: If there was a structure that had a value of 80 / 320 before it&#039;s now at 80 / 32. That means that each single use of rainwater will cause +1 Blightrot Cyst to spawn and the Blightrot counter to decrease by -32, which will happen 2 times until it&#039;s below the maximum of 32. This mechanic can cause massive Blightrot Cyst spawns, which then causes extreme Corruption that kills people, causing impatience to spike.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
* Depending on the extent of [[Blightrot]] in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.&lt;br /&gt;
* If you aren&#039;t actively generating Blightrot with [[Rain Engines]], it may be worthwhile to deconstruct the Blight Post for building materials once you burn the cysts from an [[Event]] or [[Prestige]] 3&#039;s modifier.&lt;br /&gt;
* Among the level 1 upgrades, &#039;&#039;Blight Automaton&#039;&#039; is always better than &#039;&#039;Triple Ignition System&#039;&#039;. &#039;&#039;Mobile Sparkcasters&#039;&#039; is the best choice when the average distance between Cysts and Blight Posts/Hydrants is more than 10 tiles.&lt;br /&gt;
&lt;br /&gt;
Hints:&lt;br /&gt;
* The rainpunk overlay (default: Tab) can be used to inspect which structures use how much rainwater and of which type.&lt;br /&gt;
* The Blightrot overlay (default: Z) can be used to view how many Blightrot Cysts are on which structures. To benefit {{Species link|Foxes}} it may be helpful to leave at least 1 Blightrot Cyst on a structure they&#039;re working at, so they get their Comfortable (+5 resolve) effect, which is done by clicking the lock-symbol either before any Cysts are removed or before the last one gets removed by Blightfighters as well.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blightrot]]&lt;br /&gt;
* [[Corruption]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10264</id>
		<title>Blight Post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10264"/>
		<updated>2025-04-17T12:53:02Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: /* Blightfighters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.5}}&lt;br /&gt;
{{Buildingbox|Blight Post}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Blight Post enables the production of {{rl|Purging Fire}}, which is needed to destroy Blightrot Cysts during the [[Seasons#Storm | Storm Season]] or while they&#039;re awakened from their dormant state by a [[Glade Events | Glade Event]] in any other season.&lt;br /&gt;
&lt;br /&gt;
The structure is unlocked with the Smoldering City&#039;s level 6 Obsidian Archive upgrade (for 30 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles), which also enables the entire [[Rainpunk | Rainpunk game mechanic]].&lt;br /&gt;
&lt;br /&gt;
With the level 18 Obsidian Archive upgrade (for 156 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles) each single Blight Post can be upgraded up to 2 times, allowing the choice between 1 of 3 upgrades with each upgrade level.&lt;br /&gt;
&lt;br /&gt;
The game mechanic that makes The Blight Post necessary is only active on Veteran (or higher) difficulty. Blightrot Cysts may still spawn due to specific Glade Events that may eventually be encountered once this structure has been unlocked.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanic Overview ==&lt;br /&gt;
The entire [[Rainpunk]] technology only becomes available after the Smoldering City&#039;s level 6 Obsidian Archive has been acquired.&amp;lt;br&amp;gt;&lt;br /&gt;
This is speculative: I think the appearance of Glade Events that create Blightrot Cysts is related to having that level 6 Obsidian Archive upgrade unlocked, as otherwise it&#039;d be possible to encounter Glade Events with negative effects that can&#039;t be dealt with.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The entire Blightrot &amp;amp; Corruption game mechanic is only active on Veteran (or higher) difficulty but rain engines can be used on any difficulty once the Rainpunk tech has been unlocked.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Rain Engines:&amp;lt;br&amp;gt;&lt;br /&gt;
With the Rainpunk technology unlocked any structure that has crafting recipes can have Rain Engines installed.&amp;lt;br&amp;gt;&lt;br /&gt;
To do so the Rainpunk tab needs to be selected, where first 4 {{rl|Pipes}} need to be installed with a button click.&amp;lt;br&amp;gt;&lt;br /&gt;
This enables the use of Rain Engines in the structure. There&#039;s the same 2 types of them installed into all structures that can have them and with a left-click (higher) / right-click (lower) their settings are made.&amp;lt;br&amp;gt;&lt;br /&gt;
Rain engine #1 - production: 4 settings&amp;lt;br&amp;gt;&lt;br /&gt;
1 - off (no rainwater used, no bonus active)&amp;lt;br&amp;gt;&lt;br /&gt;
2 - +50% production speed&amp;lt;br&amp;gt;&lt;br /&gt;
3 - +25% extra yield chance for any production&amp;lt;br&amp;gt;&lt;br /&gt;
4 - +50% production speed&amp;lt;br&amp;gt;&lt;br /&gt;
The effects stack. The higher the setting the more rainwater is used per worker that&#039;s currently producing anything.&amp;lt;br&amp;gt;&lt;br /&gt;
Workers sitting idle, taking a break, fetching goods or delivering their produce don&#039;t cause this rain engine to drain any rainwater.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; The +25% extra yield chance is granted at the start of a worker&#039;s production cycle. Turning the rain engine off right after production has started (or lowering its setting by 1 to keep the production speed buff) will stop (or lower) the use of rain water and thus help saving resources and preventing (or slowing) the spawn of Blightrot Cysts. This requires a lot of micro-management for the right timing. Forgetting to make the setting in time results in either time or material wasted or both.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Rain engine #2 - resolve: 3 settings&amp;lt;br&amp;gt;&lt;br /&gt;
1 - off (no rainwater used, no bonus active)&amp;lt;br&amp;gt;&lt;br /&gt;
2 - +5 resolve for all workers assigned to this structure&amp;lt;br&amp;gt;&lt;br /&gt;
3 - +5 resolve for all workers assigned to this structure&amp;lt;br&amp;gt;&lt;br /&gt;
The effects stack. The higher the setting the more rainwater is used per worker that&#039;s currently assigned to the structure - without actually having to be in the structure, while sitting idle, taking a break, fetching goods or delivering any produce.&lt;br /&gt;
There&#039;s a good +15 resolve possible from this alone if a worker benefits from the Comfortable (+5 resolve) effect as well (without any other bonus effects).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Blightrot, Blightrot Cysts, Corruption:&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s clear up what each of these terms refers to.&amp;lt;br&amp;gt;&lt;br /&gt;
1) Blightrot&amp;lt;br&amp;gt;&lt;br /&gt;
A structure that got 4 {{rl|Pipes}} (Rain Engines) installed gets a counter in its Rainpunk tab that counts +1 up for each 1 rainwater used. That&#039;s the purple Blightrot counter. Aside from the bar&#039;s filling state providing a visual indicator for its value it&#039;s also possible to move the mouse over the bar to get a number displayed (example: 24 / 32). This counter increases with each unit of rainwater used, which is displayed as &amp;quot;water usage&amp;quot; on the very same tab, indicating the type of rainwater needed and how much has already been used up from the currently used 1 unit of rainwater.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
2) Blightrot Cyst&amp;lt;br&amp;gt;&lt;br /&gt;
If the Blightrot bar hits its maximum value it&#039;ll a Blightrot Cyst will spawn on the structure (up to a fixed limit depending on the structure, switching to another nearby structure instead of there&#039;s no more space on the current one or the Ancient Hearth to if no valid structure is in range). The Blightrot counter is then reduced by the same amount as the current Blightrot counter maximum value, which most often means it resets to 0, but that can change with effects that modify the counter.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
3) Corruption&amp;lt;br&amp;gt;&lt;br /&gt;
Each existing Blightrot Cyst causes Corruption - but only while the Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while [[Glade Events]] are active that cause the Blightrot Cysts to awaken from their dormant state in any season.&amp;lt;br&amp;gt;&lt;br /&gt;
The Corruption generated per Blightrot Cysts is +60 / min (Prestige 11: +90 / min instead).&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Hearths | Ancient Hearth&#039;s]] default resistance to Corruption is 1000, but effects that may modify this exist.&amp;lt;br&amp;gt;&lt;br /&gt;
Upgrading either the Ancient Hearth&#039;s or any Small Hearth&#039;s level grants +150 Corruption resistance to the Ancient Hearth per upgrade level of any type of Hearth, meaning: The more Hearths with upgrade levels the higher the Ancient Hearth&#039;s Corruption resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While the Blightrot Cysts are trying to corrupt the Ancient Hearth a bar is displayed above it, indicating the progress of that. If that bar is completely filled it resets to 0 and 3 random villagers are killed, resulting in an impatience growth of +0.3 per Villager (Prestige 20: +0.8 instead) - but there are some effects that allow for villager deaths to have no negative consequences.&amp;lt;br&amp;gt;&lt;br /&gt;
The bar then starts filling up again, so long as the Blightrot Cysts remain active and according to the Corruption per minute generated vs the Corruption resistance that needs to be met to reach a 100% bar fill state again.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Other than losing 3 random villagers with each 100% Corruption bar nothing happens, no matter how often it ticks. The Ancient Hearth will never stop burning unless running out of fuel and it won&#039;t be destroyed either.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The current level of Corruption always depends on the number of existing Blightrot Cysts, which can be displayed when selecting the Ancient Hearth and checking the Blightrot tab. Other than that the bottom right of the UI has a percentage indicator for the current Corruption level vs the Corruption resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Blightfighters ==&lt;br /&gt;
The workers assigned to a Blight Post are called Blightfighters. They (and any Automatons tied to their Blight Post via upgrade choice) are the only ones fighting Blightrot Cysts, which means: The number of Blight Posts with Blightfighters (and Automatons) determines how many Blightrot Cysts you can remove in a given time. The more Blightrot Cysts the more Blight Posts and Blightfighters there are needed to combat the Corruption.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Starting into an active Corruption phase with a Corruption value well above 100% isn&#039;t a death sentence for anyone though - given the right preparation: Blightfighters assigned to a Blight Post will position themselves next to a Blightrot Cyst before the Storm starts and additionally it takes 10s after the start of the Storm for the Cysts to become active.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Cyst takes 15s to burn (there are modifiers for this value), which reduces the current Corruption by -50 and consumes 1 {{rl|Purging Fire}} that the Blightfighter then needs to refuel at the nearest Blight Post or [[Blightrot#The_Hydrant | Hydrant]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Species link|Harpies}} receive {{sl|Alchemy}} Proficiency bonus (+10% extra yield chance).&amp;lt;br&amp;gt;&lt;br /&gt;
{{Species link|Lizards}} receive the {{sl|Warmth}} Comfort (+5 resolve before any other bonus effects).&amp;lt;br&amp;gt;&lt;br /&gt;
Both species have a 1min 40s break intervall, compared to 2min with any other species or 2min 30s with {{Species link|Frogs}}.&amp;lt;br&amp;gt;&lt;br /&gt;
This means that even during 2min the Storm other species should be used for better Blightrot Cyst removal results, if available.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Blight Post Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Blight Posts can be upgraded up to two times:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039; (Choose 1)&amp;lt;/br&amp;gt;&lt;br /&gt;
Cost: 2 {{rl|Pack of Building Materials}} + 4 {{rl|Pipes}}&lt;br /&gt;
* &#039;&#039;Triple Ignition System&#039;&#039;: Blightfighters and Blight Automatons in this Blight Post need 5 fewer seconds to burn a [[#Blightrot Cysts and Removal | Blightrot Cyst]].&lt;br /&gt;
* &#039;&#039;Mobile Sparkcasters&#039;&#039;: Blightfighters assigned to this Blight Post move 30% faster.&lt;br /&gt;
* &#039;&#039;Blight Automaton&#039;&#039;: assigns a Blight Automaton that helps burn Blightrot Cysts to this Blight Post. They can&#039;t produce {{rl|Purging Fire}} and don&#039;t take up worker slots.&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039; (Choose 1)&amp;lt;/br&amp;gt;&lt;br /&gt;
Cost: 2 {{rl|Pack of Building Materials}} + 6 {{rl|Pipes}}&lt;br /&gt;
* &#039;&#039;Manned Lookout&#039;&#039;: the use of water in [[Rain Engines]] generates Blightrot Cysts 10% slower for every worker assigned to this Blight Post.&lt;br /&gt;
* &#039;&#039;Alchemical Forge&#039;&#039;: +50% {{rl|Purging Fire}} double production chance in this Blight Post.&lt;br /&gt;
* &#039;&#039;Blight Automaton&#039;&#039;: assigns a Blight Automaton that helps burn Blightrot Cysts to this Blight Post. They can&#039;t produce {{rl|Purging Fire}} and don&#039;t take up worker slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
NOTE: While Blightfighters benefit from any effects that increase the generic villager speed (&amp;quot;Settlement Map&amp;quot; / &amp;quot;Survivor Bonding&amp;quot;) the Automatons don&#039;t.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
IMPORTANT: &amp;quot;Manned Lookout&amp;quot; is a high risk high reward upgrade.&amp;lt;br&amp;gt;&lt;br /&gt;
High reward (1):&amp;lt;br&amp;gt;&lt;br /&gt;
Reaching a 100% value with this means all Blightrot counters freeze at their reached values and any amount of rainwater can be used without any negative consequences.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
High risks (2):&amp;lt;br&amp;gt;&lt;br /&gt;
1) underestimating the &amp;quot;Manned Lookout&amp;quot; buff&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s say you have 3x Blight Posts, each with a &amp;quot;Manned Lookout&amp;quot; upgrade and each with 3x workers assigned to it. That&#039;s 9 workers for a &amp;quot;Manned Lookout&amp;quot; buff of 90%.&amp;lt;br&amp;gt;&lt;br /&gt;
With that a standard 32 Blightrot counter turns into 320:&amp;lt;br&amp;gt;&lt;br /&gt;
32 / (1 - 0.9) = 32 / 0.1 = 320&amp;lt;br&amp;gt;&lt;br /&gt;
That&#039;s 10x the amount of rainwater you can use until a single Blightrot Cyst spawns. Now let&#039;s say you unassign 3 workers and the buff drops from 90% to 60% because of that:&amp;lt;br&amp;gt;&lt;br /&gt;
32 / (1 - 0.6) = 32 / 0.4 = 80&amp;lt;br&amp;gt;&lt;br /&gt;
The 320 Blightrot counter just dropped to 80, a 75% loss despite having only unassigned 3 of 9 people, worth 30% of buff loss. Don&#039;t underestimate the relevance of people assigned to the &amp;quot;Manned Lookout&amp;quot; Blight Posts with the higher numbers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
2) Blightrot counter mechanic&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s say you remove or lose the 90% &amp;quot;Manned Lookout&amp;quot; buff completely and are back from a 320 Blightrot counter value to a value of 32. Instead of the structures keeping a ratio in relation to the maximum value the values are absolute, meaning: If there was a structure that had a value of 80 / 320 before it&#039;s now at 80 / 32. That means that each single use of rainwater will cause +1 Blightrot Cyst to spawn and the Blightrot counter to decrease by -32, which will happen 2 times until it&#039;s below the maximum of 32. This mechanic can cause massive Blightrot Cyst spawns, which then causes extreme Corruption that kills people, causing impatience to spike.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
* Depending on the extent of [[Blightrot]] in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.&lt;br /&gt;
* If you aren&#039;t actively generating Blightrot with [[Rain Engines]], it may be worthwhile to deconstruct the Blight Post for building materials once you burn the cysts from an [[Event]] or [[Prestige]] 3&#039;s modifier.&lt;br /&gt;
* Among the level 1 upgrades, &#039;&#039;Blight Automaton&#039;&#039; is always better than &#039;&#039;Triple Ignition System&#039;&#039;. &#039;&#039;Mobile Sparkcasters&#039;&#039; is the best choice when the average distance between Cysts and Blight Posts/Hydrants is more than 10 tiles.&lt;br /&gt;
&lt;br /&gt;
Hints:&lt;br /&gt;
* The rainpunk overlay (default: Tab) can be used to inspect which structures use how much rainwater and of which type.&lt;br /&gt;
* The Blightrot overlay (default: Z) can be used to view how many Blightrot Cysts are on which structures. To benefit {{Species link|Foxes}} it may be helpful to leave at least 1 Blightrot Cyst on a structure they&#039;re working at, so they get their Comfortable (+5 resolve) effect, which is done by clicking the lock-symbol either before any Cysts are removed or before the last one gets removed by Blightfighters as well.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blightrot]]&lt;br /&gt;
* [[Corruption]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10263</id>
		<title>Blight Post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10263"/>
		<updated>2025-04-17T12:52:10Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: /* Blightfighters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.5}}&lt;br /&gt;
{{Buildingbox|Blight Post}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Blight Post enables the production of {{rl|Purging Fire}}, which is needed to destroy Blightrot Cysts during the [[Seasons#Storm | Storm Season]] or while they&#039;re awakened from their dormant state by a [[Glade Events | Glade Event]] in any other season.&lt;br /&gt;
&lt;br /&gt;
The structure is unlocked with the Smoldering City&#039;s level 6 Obsidian Archive upgrade (for 30 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles), which also enables the entire [[Rainpunk | Rainpunk game mechanic]].&lt;br /&gt;
&lt;br /&gt;
With the level 18 Obsidian Archive upgrade (for 156 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles) each single Blight Post can be upgraded up to 2 times, allowing the choice between 1 of 3 upgrades with each upgrade level.&lt;br /&gt;
&lt;br /&gt;
The game mechanic that makes The Blight Post necessary is only active on Veteran (or higher) difficulty. Blightrot Cysts may still spawn due to specific Glade Events that may eventually be encountered once this structure has been unlocked.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanic Overview ==&lt;br /&gt;
The entire [[Rainpunk]] technology only becomes available after the Smoldering City&#039;s level 6 Obsidian Archive has been acquired.&amp;lt;br&amp;gt;&lt;br /&gt;
This is speculative: I think the appearance of Glade Events that create Blightrot Cysts is related to having that level 6 Obsidian Archive upgrade unlocked, as otherwise it&#039;d be possible to encounter Glade Events with negative effects that can&#039;t be dealt with.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The entire Blightrot &amp;amp; Corruption game mechanic is only active on Veteran (or higher) difficulty but rain engines can be used on any difficulty once the Rainpunk tech has been unlocked.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Rain Engines:&amp;lt;br&amp;gt;&lt;br /&gt;
With the Rainpunk technology unlocked any structure that has crafting recipes can have Rain Engines installed.&amp;lt;br&amp;gt;&lt;br /&gt;
To do so the Rainpunk tab needs to be selected, where first 4 {{rl|Pipes}} need to be installed with a button click.&amp;lt;br&amp;gt;&lt;br /&gt;
This enables the use of Rain Engines in the structure. There&#039;s the same 2 types of them installed into all structures that can have them and with a left-click (higher) / right-click (lower) their settings are made.&amp;lt;br&amp;gt;&lt;br /&gt;
Rain engine #1 - production: 4 settings&amp;lt;br&amp;gt;&lt;br /&gt;
1 - off (no rainwater used, no bonus active)&amp;lt;br&amp;gt;&lt;br /&gt;
2 - +50% production speed&amp;lt;br&amp;gt;&lt;br /&gt;
3 - +25% extra yield chance for any production&amp;lt;br&amp;gt;&lt;br /&gt;
4 - +50% production speed&amp;lt;br&amp;gt;&lt;br /&gt;
The effects stack. The higher the setting the more rainwater is used per worker that&#039;s currently producing anything.&amp;lt;br&amp;gt;&lt;br /&gt;
Workers sitting idle, taking a break, fetching goods or delivering their produce don&#039;t cause this rain engine to drain any rainwater.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; The +25% extra yield chance is granted at the start of a worker&#039;s production cycle. Turning the rain engine off right after production has started (or lowering its setting by 1 to keep the production speed buff) will stop (or lower) the use of rain water and thus help saving resources and preventing (or slowing) the spawn of Blightrot Cysts. This requires a lot of micro-management for the right timing. Forgetting to make the setting in time results in either time or material wasted or both.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Rain engine #2 - resolve: 3 settings&amp;lt;br&amp;gt;&lt;br /&gt;
1 - off (no rainwater used, no bonus active)&amp;lt;br&amp;gt;&lt;br /&gt;
2 - +5 resolve for all workers assigned to this structure&amp;lt;br&amp;gt;&lt;br /&gt;
3 - +5 resolve for all workers assigned to this structure&amp;lt;br&amp;gt;&lt;br /&gt;
The effects stack. The higher the setting the more rainwater is used per worker that&#039;s currently assigned to the structure - without actually having to be in the structure, while sitting idle, taking a break, fetching goods or delivering any produce.&lt;br /&gt;
There&#039;s a good +15 resolve possible from this alone if a worker benefits from the Comfortable (+5 resolve) effect as well (without any other bonus effects).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Blightrot, Blightrot Cysts, Corruption:&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s clear up what each of these terms refers to.&amp;lt;br&amp;gt;&lt;br /&gt;
1) Blightrot&amp;lt;br&amp;gt;&lt;br /&gt;
A structure that got 4 {{rl|Pipes}} (Rain Engines) installed gets a counter in its Rainpunk tab that counts +1 up for each 1 rainwater used. That&#039;s the purple Blightrot counter. Aside from the bar&#039;s filling state providing a visual indicator for its value it&#039;s also possible to move the mouse over the bar to get a number displayed (example: 24 / 32). This counter increases with each unit of rainwater used, which is displayed as &amp;quot;water usage&amp;quot; on the very same tab, indicating the type of rainwater needed and how much has already been used up from the currently used 1 unit of rainwater.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
2) Blightrot Cyst&amp;lt;br&amp;gt;&lt;br /&gt;
If the Blightrot bar hits its maximum value it&#039;ll a Blightrot Cyst will spawn on the structure (up to a fixed limit depending on the structure, switching to another nearby structure instead of there&#039;s no more space on the current one or the Ancient Hearth to if no valid structure is in range). The Blightrot counter is then reduced by the same amount as the current Blightrot counter maximum value, which most often means it resets to 0, but that can change with effects that modify the counter.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
3) Corruption&amp;lt;br&amp;gt;&lt;br /&gt;
Each existing Blightrot Cyst causes Corruption - but only while the Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while [[Glade Events]] are active that cause the Blightrot Cysts to awaken from their dormant state in any season.&amp;lt;br&amp;gt;&lt;br /&gt;
The Corruption generated per Blightrot Cysts is +60 / min (Prestige 11: +90 / min instead).&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Hearths | Ancient Hearth&#039;s]] default resistance to Corruption is 1000, but effects that may modify this exist.&amp;lt;br&amp;gt;&lt;br /&gt;
Upgrading either the Ancient Hearth&#039;s or any Small Hearth&#039;s level grants +150 Corruption resistance to the Ancient Hearth per upgrade level of any type of Hearth, meaning: The more Hearths with upgrade levels the higher the Ancient Hearth&#039;s Corruption resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While the Blightrot Cysts are trying to corrupt the Ancient Hearth a bar is displayed above it, indicating the progress of that. If that bar is completely filled it resets to 0 and 3 random villagers are killed, resulting in an impatience growth of +0.3 per Villager (Prestige 20: +0.8 instead) - but there are some effects that allow for villager deaths to have no negative consequences.&amp;lt;br&amp;gt;&lt;br /&gt;
The bar then starts filling up again, so long as the Blightrot Cysts remain active and according to the Corruption per minute generated vs the Corruption resistance that needs to be met to reach a 100% bar fill state again.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Other than losing 3 random villagers with each 100% Corruption bar nothing happens, no matter how often it ticks. The Ancient Hearth will never stop burning unless running out of fuel and it won&#039;t be destroyed either.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The current level of Corruption always depends on the number of existing Blightrot Cysts, which can be displayed when selecting the Ancient Hearth and checking the Blightrot tab. Other than that the bottom right of the UI has a percentage indicator for the current Corruption level vs the Corruption resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Blightfighters ==&lt;br /&gt;
The workers assigned to a Blight Post are called Blightfighters. They (and any Automatons tied to their Blight Post via upgrade choice) are the only ones fighting Blightrot Cysts, which means: The number of Blight Posts determines how many Blightrot Cysts you can remove in a given time. The more Blightrot Cysts the more Blight Posts and Blightfighters there are needed to combat the Corruption.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Starting into an active Corruption phase with a Corruption value well above 100% isn&#039;t a death sentence for anyone though - given the right preparation: Blightfighters assigned to a Blight Post will position themselves next to a Blightrot Cyst before the Storm starts and additionally it takes 10s after the start of the Storm for the Cysts to become active.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Cyst takes 15s to burn (there are modifiers for this value), which reduces the current Corruption by -50 and consumes 1 {{rl|Purging Fire}} that the Blightfighter then needs to refuel at the nearest Blight Post or [[Blightrot#The_Hydrant | Hydrant]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Species link|Harpies}} receive {{sl|Alchemy}} Proficiency bonus (+10% extra yield chance).&amp;lt;br&amp;gt;&lt;br /&gt;
{{Species link|Lizards}} receive the {{sl|Warmth}} Comfort (+5 resolve before any other bonus effects).&amp;lt;br&amp;gt;&lt;br /&gt;
Both species have a 1min 40s break intervall, compared to 2min with any other species or 2min 30s with {{Species link|Frogs}}.&amp;lt;br&amp;gt;&lt;br /&gt;
This means that even during 2min the Storm other species should be used for better Blightrot Cyst removal results, if available.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Blight Post Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Blight Posts can be upgraded up to two times:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039; (Choose 1)&amp;lt;/br&amp;gt;&lt;br /&gt;
Cost: 2 {{rl|Pack of Building Materials}} + 4 {{rl|Pipes}}&lt;br /&gt;
* &#039;&#039;Triple Ignition System&#039;&#039;: Blightfighters and Blight Automatons in this Blight Post need 5 fewer seconds to burn a [[#Blightrot Cysts and Removal | Blightrot Cyst]].&lt;br /&gt;
* &#039;&#039;Mobile Sparkcasters&#039;&#039;: Blightfighters assigned to this Blight Post move 30% faster.&lt;br /&gt;
* &#039;&#039;Blight Automaton&#039;&#039;: assigns a Blight Automaton that helps burn Blightrot Cysts to this Blight Post. They can&#039;t produce {{rl|Purging Fire}} and don&#039;t take up worker slots.&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039; (Choose 1)&amp;lt;/br&amp;gt;&lt;br /&gt;
Cost: 2 {{rl|Pack of Building Materials}} + 6 {{rl|Pipes}}&lt;br /&gt;
* &#039;&#039;Manned Lookout&#039;&#039;: the use of water in [[Rain Engines]] generates Blightrot Cysts 10% slower for every worker assigned to this Blight Post.&lt;br /&gt;
* &#039;&#039;Alchemical Forge&#039;&#039;: +50% {{rl|Purging Fire}} double production chance in this Blight Post.&lt;br /&gt;
* &#039;&#039;Blight Automaton&#039;&#039;: assigns a Blight Automaton that helps burn Blightrot Cysts to this Blight Post. They can&#039;t produce {{rl|Purging Fire}} and don&#039;t take up worker slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
NOTE: While Blightfighters benefit from any effects that increase the generic villager speed (&amp;quot;Settlement Map&amp;quot; / &amp;quot;Survivor Bonding&amp;quot;) the Automatons don&#039;t.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
IMPORTANT: &amp;quot;Manned Lookout&amp;quot; is a high risk high reward upgrade.&amp;lt;br&amp;gt;&lt;br /&gt;
High reward (1):&amp;lt;br&amp;gt;&lt;br /&gt;
Reaching a 100% value with this means all Blightrot counters freeze at their reached values and any amount of rainwater can be used without any negative consequences.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
High risks (2):&amp;lt;br&amp;gt;&lt;br /&gt;
1) underestimating the &amp;quot;Manned Lookout&amp;quot; buff&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s say you have 3x Blight Posts, each with a &amp;quot;Manned Lookout&amp;quot; upgrade and each with 3x workers assigned to it. That&#039;s 9 workers for a &amp;quot;Manned Lookout&amp;quot; buff of 90%.&amp;lt;br&amp;gt;&lt;br /&gt;
With that a standard 32 Blightrot counter turns into 320:&amp;lt;br&amp;gt;&lt;br /&gt;
32 / (1 - 0.9) = 32 / 0.1 = 320&amp;lt;br&amp;gt;&lt;br /&gt;
That&#039;s 10x the amount of rainwater you can use until a single Blightrot Cyst spawns. Now let&#039;s say you unassign 3 workers and the buff drops from 90% to 60% because of that:&amp;lt;br&amp;gt;&lt;br /&gt;
32 / (1 - 0.6) = 32 / 0.4 = 80&amp;lt;br&amp;gt;&lt;br /&gt;
The 320 Blightrot counter just dropped to 80, a 75% loss despite having only unassigned 3 of 9 people, worth 30% of buff loss. Don&#039;t underestimate the relevance of people assigned to the &amp;quot;Manned Lookout&amp;quot; Blight Posts with the higher numbers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
2) Blightrot counter mechanic&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s say you remove or lose the 90% &amp;quot;Manned Lookout&amp;quot; buff completely and are back from a 320 Blightrot counter value to a value of 32. Instead of the structures keeping a ratio in relation to the maximum value the values are absolute, meaning: If there was a structure that had a value of 80 / 320 before it&#039;s now at 80 / 32. That means that each single use of rainwater will cause +1 Blightrot Cyst to spawn and the Blightrot counter to decrease by -32, which will happen 2 times until it&#039;s below the maximum of 32. This mechanic can cause massive Blightrot Cyst spawns, which then causes extreme Corruption that kills people, causing impatience to spike.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
* Depending on the extent of [[Blightrot]] in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.&lt;br /&gt;
* If you aren&#039;t actively generating Blightrot with [[Rain Engines]], it may be worthwhile to deconstruct the Blight Post for building materials once you burn the cysts from an [[Event]] or [[Prestige]] 3&#039;s modifier.&lt;br /&gt;
* Among the level 1 upgrades, &#039;&#039;Blight Automaton&#039;&#039; is always better than &#039;&#039;Triple Ignition System&#039;&#039;. &#039;&#039;Mobile Sparkcasters&#039;&#039; is the best choice when the average distance between Cysts and Blight Posts/Hydrants is more than 10 tiles.&lt;br /&gt;
&lt;br /&gt;
Hints:&lt;br /&gt;
* The rainpunk overlay (default: Tab) can be used to inspect which structures use how much rainwater and of which type.&lt;br /&gt;
* The Blightrot overlay (default: Z) can be used to view how many Blightrot Cysts are on which structures. To benefit {{Species link|Foxes}} it may be helpful to leave at least 1 Blightrot Cyst on a structure they&#039;re working at, so they get their Comfortable (+5 resolve) effect, which is done by clicking the lock-symbol either before any Cysts are removed or before the last one gets removed by Blightfighters as well.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blightrot]]&lt;br /&gt;
* [[Corruption]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10262</id>
		<title>Blight Post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10262"/>
		<updated>2025-04-17T12:51:31Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: /* Blightfighters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.5}}&lt;br /&gt;
{{Buildingbox|Blight Post}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Blight Post enables the production of {{rl|Purging Fire}}, which is needed to destroy Blightrot Cysts during the [[Seasons#Storm | Storm Season]] or while they&#039;re awakened from their dormant state by a [[Glade Events | Glade Event]] in any other season.&lt;br /&gt;
&lt;br /&gt;
The structure is unlocked with the Smoldering City&#039;s level 6 Obsidian Archive upgrade (for 30 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles), which also enables the entire [[Rainpunk | Rainpunk game mechanic]].&lt;br /&gt;
&lt;br /&gt;
With the level 18 Obsidian Archive upgrade (for 156 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles) each single Blight Post can be upgraded up to 2 times, allowing the choice between 1 of 3 upgrades with each upgrade level.&lt;br /&gt;
&lt;br /&gt;
The game mechanic that makes The Blight Post necessary is only active on Veteran (or higher) difficulty. Blightrot Cysts may still spawn due to specific Glade Events that may eventually be encountered once this structure has been unlocked.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanic Overview ==&lt;br /&gt;
The entire [[Rainpunk]] technology only becomes available after the Smoldering City&#039;s level 6 Obsidian Archive has been acquired.&amp;lt;br&amp;gt;&lt;br /&gt;
This is speculative: I think the appearance of Glade Events that create Blightrot Cysts is related to having that level 6 Obsidian Archive upgrade unlocked, as otherwise it&#039;d be possible to encounter Glade Events with negative effects that can&#039;t be dealt with.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The entire Blightrot &amp;amp; Corruption game mechanic is only active on Veteran (or higher) difficulty but rain engines can be used on any difficulty once the Rainpunk tech has been unlocked.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Rain Engines:&amp;lt;br&amp;gt;&lt;br /&gt;
With the Rainpunk technology unlocked any structure that has crafting recipes can have Rain Engines installed.&amp;lt;br&amp;gt;&lt;br /&gt;
To do so the Rainpunk tab needs to be selected, where first 4 {{rl|Pipes}} need to be installed with a button click.&amp;lt;br&amp;gt;&lt;br /&gt;
This enables the use of Rain Engines in the structure. There&#039;s the same 2 types of them installed into all structures that can have them and with a left-click (higher) / right-click (lower) their settings are made.&amp;lt;br&amp;gt;&lt;br /&gt;
Rain engine #1 - production: 4 settings&amp;lt;br&amp;gt;&lt;br /&gt;
1 - off (no rainwater used, no bonus active)&amp;lt;br&amp;gt;&lt;br /&gt;
2 - +50% production speed&amp;lt;br&amp;gt;&lt;br /&gt;
3 - +25% extra yield chance for any production&amp;lt;br&amp;gt;&lt;br /&gt;
4 - +50% production speed&amp;lt;br&amp;gt;&lt;br /&gt;
The effects stack. The higher the setting the more rainwater is used per worker that&#039;s currently producing anything.&amp;lt;br&amp;gt;&lt;br /&gt;
Workers sitting idle, taking a break, fetching goods or delivering their produce don&#039;t cause this rain engine to drain any rainwater.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; The +25% extra yield chance is granted at the start of a worker&#039;s production cycle. Turning the rain engine off right after production has started (or lowering its setting by 1 to keep the production speed buff) will stop (or lower) the use of rain water and thus help saving resources and preventing (or slowing) the spawn of Blightrot Cysts. This requires a lot of micro-management for the right timing. Forgetting to make the setting in time results in either time or material wasted or both.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Rain engine #2 - resolve: 3 settings&amp;lt;br&amp;gt;&lt;br /&gt;
1 - off (no rainwater used, no bonus active)&amp;lt;br&amp;gt;&lt;br /&gt;
2 - +5 resolve for all workers assigned to this structure&amp;lt;br&amp;gt;&lt;br /&gt;
3 - +5 resolve for all workers assigned to this structure&amp;lt;br&amp;gt;&lt;br /&gt;
The effects stack. The higher the setting the more rainwater is used per worker that&#039;s currently assigned to the structure - without actually having to be in the structure, while sitting idle, taking a break, fetching goods or delivering any produce.&lt;br /&gt;
There&#039;s a good +15 resolve possible from this alone if a worker benefits from the Comfortable (+5 resolve) effect as well (without any other bonus effects).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Blightrot, Blightrot Cysts, Corruption:&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s clear up what each of these terms refers to.&amp;lt;br&amp;gt;&lt;br /&gt;
1) Blightrot&amp;lt;br&amp;gt;&lt;br /&gt;
A structure that got 4 {{rl|Pipes}} (Rain Engines) installed gets a counter in its Rainpunk tab that counts +1 up for each 1 rainwater used. That&#039;s the purple Blightrot counter. Aside from the bar&#039;s filling state providing a visual indicator for its value it&#039;s also possible to move the mouse over the bar to get a number displayed (example: 24 / 32). This counter increases with each unit of rainwater used, which is displayed as &amp;quot;water usage&amp;quot; on the very same tab, indicating the type of rainwater needed and how much has already been used up from the currently used 1 unit of rainwater.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
2) Blightrot Cyst&amp;lt;br&amp;gt;&lt;br /&gt;
If the Blightrot bar hits its maximum value it&#039;ll a Blightrot Cyst will spawn on the structure (up to a fixed limit depending on the structure, switching to another nearby structure instead of there&#039;s no more space on the current one or the Ancient Hearth to if no valid structure is in range). The Blightrot counter is then reduced by the same amount as the current Blightrot counter maximum value, which most often means it resets to 0, but that can change with effects that modify the counter.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
3) Corruption&amp;lt;br&amp;gt;&lt;br /&gt;
Each existing Blightrot Cyst causes Corruption - but only while the Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while [[Glade Events]] are active that cause the Blightrot Cysts to awaken from their dormant state in any season.&amp;lt;br&amp;gt;&lt;br /&gt;
The Corruption generated per Blightrot Cysts is +60 / min (Prestige 11: +90 / min instead).&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Hearths | Ancient Hearth&#039;s]] default resistance to Corruption is 1000, but effects that may modify this exist.&amp;lt;br&amp;gt;&lt;br /&gt;
Upgrading either the Ancient Hearth&#039;s or any Small Hearth&#039;s level grants +150 Corruption resistance to the Ancient Hearth per upgrade level of any type of Hearth, meaning: The more Hearths with upgrade levels the higher the Ancient Hearth&#039;s Corruption resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While the Blightrot Cysts are trying to corrupt the Ancient Hearth a bar is displayed above it, indicating the progress of that. If that bar is completely filled it resets to 0 and 3 random villagers are killed, resulting in an impatience growth of +0.3 per Villager (Prestige 20: +0.8 instead) - but there are some effects that allow for villager deaths to have no negative consequences.&amp;lt;br&amp;gt;&lt;br /&gt;
The bar then starts filling up again, so long as the Blightrot Cysts remain active and according to the Corruption per minute generated vs the Corruption resistance that needs to be met to reach a 100% bar fill state again.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Other than losing 3 random villagers with each 100% Corruption bar nothing happens, no matter how often it ticks. The Ancient Hearth will never stop burning unless running out of fuel and it won&#039;t be destroyed either.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The current level of Corruption always depends on the number of existing Blightrot Cysts, which can be displayed when selecting the Ancient Hearth and checking the Blightrot tab. Other than that the bottom right of the UI has a percentage indicator for the current Corruption level vs the Corruption resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Blightfighters ==&lt;br /&gt;
The workers assigned to a Blight Post are called Blightfighters. They (and any Automatons tied to their Blight Post via upgrade choice) are the only ones fighting Blightrot Cysts and this also means: The number of Blight Posts determines how many Blightrot Cysts you can remove in a given time. The more Blightrot Cysts the more Blight Posts and Blightfighters there are needed to combat the Corruption.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Starting into an active Corruption phase with a Corruption value well above 100% isn&#039;t a death sentence for anyone though - given the right preparation: Blightfighters assigned to a Blight Post will position themselves next to a Blightrot Cyst before the Storm starts and additionally it takes 10s after the start of the Storm for the Cysts to become active.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Cyst takes 15s to burn (there are modifiers for this value), which reduces the current Corruption by -50 and consumes 1 {{rl|Purging Fire}} that the Blightfighter then needs to refuel at the nearest Blight Post or [[Blightrot#The_Hydrant | Hydrant]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Species link|Harpies}} receive {{sl|Alchemy}} Proficiency bonus (+10% extra yield chance).&amp;lt;br&amp;gt;&lt;br /&gt;
{{Species link|Lizards}} receive the {{sl|Warmth}} Comfort (+5 resolve before any other bonus effects).&amp;lt;br&amp;gt;&lt;br /&gt;
Both species have a 1min 40s break intervall, compared to 2min with any other species or 2min 30s with {{Species link|Frogs}}.&amp;lt;br&amp;gt;&lt;br /&gt;
This means that even during 2min the Storm other species should be used for better Blightrot Cyst removal results, if available.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Blight Post Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Blight Posts can be upgraded up to two times:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039; (Choose 1)&amp;lt;/br&amp;gt;&lt;br /&gt;
Cost: 2 {{rl|Pack of Building Materials}} + 4 {{rl|Pipes}}&lt;br /&gt;
* &#039;&#039;Triple Ignition System&#039;&#039;: Blightfighters and Blight Automatons in this Blight Post need 5 fewer seconds to burn a [[#Blightrot Cysts and Removal | Blightrot Cyst]].&lt;br /&gt;
* &#039;&#039;Mobile Sparkcasters&#039;&#039;: Blightfighters assigned to this Blight Post move 30% faster.&lt;br /&gt;
* &#039;&#039;Blight Automaton&#039;&#039;: assigns a Blight Automaton that helps burn Blightrot Cysts to this Blight Post. They can&#039;t produce {{rl|Purging Fire}} and don&#039;t take up worker slots.&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039; (Choose 1)&amp;lt;/br&amp;gt;&lt;br /&gt;
Cost: 2 {{rl|Pack of Building Materials}} + 6 {{rl|Pipes}}&lt;br /&gt;
* &#039;&#039;Manned Lookout&#039;&#039;: the use of water in [[Rain Engines]] generates Blightrot Cysts 10% slower for every worker assigned to this Blight Post.&lt;br /&gt;
* &#039;&#039;Alchemical Forge&#039;&#039;: +50% {{rl|Purging Fire}} double production chance in this Blight Post.&lt;br /&gt;
* &#039;&#039;Blight Automaton&#039;&#039;: assigns a Blight Automaton that helps burn Blightrot Cysts to this Blight Post. They can&#039;t produce {{rl|Purging Fire}} and don&#039;t take up worker slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
NOTE: While Blightfighters benefit from any effects that increase the generic villager speed (&amp;quot;Settlement Map&amp;quot; / &amp;quot;Survivor Bonding&amp;quot;) the Automatons don&#039;t.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
IMPORTANT: &amp;quot;Manned Lookout&amp;quot; is a high risk high reward upgrade.&amp;lt;br&amp;gt;&lt;br /&gt;
High reward (1):&amp;lt;br&amp;gt;&lt;br /&gt;
Reaching a 100% value with this means all Blightrot counters freeze at their reached values and any amount of rainwater can be used without any negative consequences.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
High risks (2):&amp;lt;br&amp;gt;&lt;br /&gt;
1) underestimating the &amp;quot;Manned Lookout&amp;quot; buff&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s say you have 3x Blight Posts, each with a &amp;quot;Manned Lookout&amp;quot; upgrade and each with 3x workers assigned to it. That&#039;s 9 workers for a &amp;quot;Manned Lookout&amp;quot; buff of 90%.&amp;lt;br&amp;gt;&lt;br /&gt;
With that a standard 32 Blightrot counter turns into 320:&amp;lt;br&amp;gt;&lt;br /&gt;
32 / (1 - 0.9) = 32 / 0.1 = 320&amp;lt;br&amp;gt;&lt;br /&gt;
That&#039;s 10x the amount of rainwater you can use until a single Blightrot Cyst spawns. Now let&#039;s say you unassign 3 workers and the buff drops from 90% to 60% because of that:&amp;lt;br&amp;gt;&lt;br /&gt;
32 / (1 - 0.6) = 32 / 0.4 = 80&amp;lt;br&amp;gt;&lt;br /&gt;
The 320 Blightrot counter just dropped to 80, a 75% loss despite having only unassigned 3 of 9 people, worth 30% of buff loss. Don&#039;t underestimate the relevance of people assigned to the &amp;quot;Manned Lookout&amp;quot; Blight Posts with the higher numbers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
2) Blightrot counter mechanic&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s say you remove or lose the 90% &amp;quot;Manned Lookout&amp;quot; buff completely and are back from a 320 Blightrot counter value to a value of 32. Instead of the structures keeping a ratio in relation to the maximum value the values are absolute, meaning: If there was a structure that had a value of 80 / 320 before it&#039;s now at 80 / 32. That means that each single use of rainwater will cause +1 Blightrot Cyst to spawn and the Blightrot counter to decrease by -32, which will happen 2 times until it&#039;s below the maximum of 32. This mechanic can cause massive Blightrot Cyst spawns, which then causes extreme Corruption that kills people, causing impatience to spike.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
* Depending on the extent of [[Blightrot]] in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.&lt;br /&gt;
* If you aren&#039;t actively generating Blightrot with [[Rain Engines]], it may be worthwhile to deconstruct the Blight Post for building materials once you burn the cysts from an [[Event]] or [[Prestige]] 3&#039;s modifier.&lt;br /&gt;
* Among the level 1 upgrades, &#039;&#039;Blight Automaton&#039;&#039; is always better than &#039;&#039;Triple Ignition System&#039;&#039;. &#039;&#039;Mobile Sparkcasters&#039;&#039; is the best choice when the average distance between Cysts and Blight Posts/Hydrants is more than 10 tiles.&lt;br /&gt;
&lt;br /&gt;
Hints:&lt;br /&gt;
* The rainpunk overlay (default: Tab) can be used to inspect which structures use how much rainwater and of which type.&lt;br /&gt;
* The Blightrot overlay (default: Z) can be used to view how many Blightrot Cysts are on which structures. To benefit {{Species link|Foxes}} it may be helpful to leave at least 1 Blightrot Cyst on a structure they&#039;re working at, so they get their Comfortable (+5 resolve) effect, which is done by clicking the lock-symbol either before any Cysts are removed or before the last one gets removed by Blightfighters as well.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blightrot]]&lt;br /&gt;
* [[Corruption]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10261</id>
		<title>Blight Post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10261"/>
		<updated>2025-04-17T12:47:43Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.5}}&lt;br /&gt;
{{Buildingbox|Blight Post}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Blight Post enables the production of {{rl|Purging Fire}}, which is needed to destroy Blightrot Cysts during the [[Seasons#Storm | Storm Season]] or while they&#039;re awakened from their dormant state by a [[Glade Events | Glade Event]] in any other season.&lt;br /&gt;
&lt;br /&gt;
The structure is unlocked with the Smoldering City&#039;s level 6 Obsidian Archive upgrade (for 30 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles), which also enables the entire [[Rainpunk | Rainpunk game mechanic]].&lt;br /&gt;
&lt;br /&gt;
With the level 18 Obsidian Archive upgrade (for 156 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles) each single Blight Post can be upgraded up to 2 times, allowing the choice between 1 of 3 upgrades with each upgrade level.&lt;br /&gt;
&lt;br /&gt;
The game mechanic that makes The Blight Post necessary is only active on Veteran (or higher) difficulty. Blightrot Cysts may still spawn due to specific Glade Events that may eventually be encountered once this structure has been unlocked.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanic Overview ==&lt;br /&gt;
The entire [[Rainpunk]] technology only becomes available after the Smoldering City&#039;s level 6 Obsidian Archive has been acquired.&amp;lt;br&amp;gt;&lt;br /&gt;
This is speculative: I think the appearance of Glade Events that create Blightrot Cysts is related to having that level 6 Obsidian Archive upgrade unlocked, as otherwise it&#039;d be possible to encounter Glade Events with negative effects that can&#039;t be dealt with.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The entire Blightrot &amp;amp; Corruption game mechanic is only active on Veteran (or higher) difficulty but rain engines can be used on any difficulty once the Rainpunk tech has been unlocked.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Rain Engines:&amp;lt;br&amp;gt;&lt;br /&gt;
With the Rainpunk technology unlocked any structure that has crafting recipes can have Rain Engines installed.&amp;lt;br&amp;gt;&lt;br /&gt;
To do so the Rainpunk tab needs to be selected, where first 4 {{rl|Pipes}} need to be installed with a button click.&amp;lt;br&amp;gt;&lt;br /&gt;
This enables the use of Rain Engines in the structure. There&#039;s the same 2 types of them installed into all structures that can have them and with a left-click (higher) / right-click (lower) their settings are made.&amp;lt;br&amp;gt;&lt;br /&gt;
Rain engine #1 - production: 4 settings&amp;lt;br&amp;gt;&lt;br /&gt;
1 - off (no rainwater used, no bonus active)&amp;lt;br&amp;gt;&lt;br /&gt;
2 - +50% production speed&amp;lt;br&amp;gt;&lt;br /&gt;
3 - +25% extra yield chance for any production&amp;lt;br&amp;gt;&lt;br /&gt;
4 - +50% production speed&amp;lt;br&amp;gt;&lt;br /&gt;
The effects stack. The higher the setting the more rainwater is used per worker that&#039;s currently producing anything.&amp;lt;br&amp;gt;&lt;br /&gt;
Workers sitting idle, taking a break, fetching goods or delivering their produce don&#039;t cause this rain engine to drain any rainwater.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; The +25% extra yield chance is granted at the start of a worker&#039;s production cycle. Turning the rain engine off right after production has started (or lowering its setting by 1 to keep the production speed buff) will stop (or lower) the use of rain water and thus help saving resources and preventing (or slowing) the spawn of Blightrot Cysts. This requires a lot of micro-management for the right timing. Forgetting to make the setting in time results in either time or material wasted or both.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Rain engine #2 - resolve: 3 settings&amp;lt;br&amp;gt;&lt;br /&gt;
1 - off (no rainwater used, no bonus active)&amp;lt;br&amp;gt;&lt;br /&gt;
2 - +5 resolve for all workers assigned to this structure&amp;lt;br&amp;gt;&lt;br /&gt;
3 - +5 resolve for all workers assigned to this structure&amp;lt;br&amp;gt;&lt;br /&gt;
The effects stack. The higher the setting the more rainwater is used per worker that&#039;s currently assigned to the structure - without actually having to be in the structure, while sitting idle, taking a break, fetching goods or delivering any produce.&lt;br /&gt;
There&#039;s a good +15 resolve possible from this alone if a worker benefits from the Comfortable (+5 resolve) effect as well (without any other bonus effects).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Blightrot, Blightrot Cysts, Corruption:&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s clear up what each of these terms refers to.&amp;lt;br&amp;gt;&lt;br /&gt;
1) Blightrot&amp;lt;br&amp;gt;&lt;br /&gt;
A structure that got 4 {{rl|Pipes}} (Rain Engines) installed gets a counter in its Rainpunk tab that counts +1 up for each 1 rainwater used. That&#039;s the purple Blightrot counter. Aside from the bar&#039;s filling state providing a visual indicator for its value it&#039;s also possible to move the mouse over the bar to get a number displayed (example: 24 / 32). This counter increases with each unit of rainwater used, which is displayed as &amp;quot;water usage&amp;quot; on the very same tab, indicating the type of rainwater needed and how much has already been used up from the currently used 1 unit of rainwater.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
2) Blightrot Cyst&amp;lt;br&amp;gt;&lt;br /&gt;
If the Blightrot bar hits its maximum value it&#039;ll a Blightrot Cyst will spawn on the structure (up to a fixed limit depending on the structure, switching to another nearby structure instead of there&#039;s no more space on the current one or the Ancient Hearth to if no valid structure is in range). The Blightrot counter is then reduced by the same amount as the current Blightrot counter maximum value, which most often means it resets to 0, but that can change with effects that modify the counter.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
3) Corruption&amp;lt;br&amp;gt;&lt;br /&gt;
Each existing Blightrot Cyst causes Corruption - but only while the Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while [[Glade Events]] are active that cause the Blightrot Cysts to awaken from their dormant state in any season.&amp;lt;br&amp;gt;&lt;br /&gt;
The Corruption generated per Blightrot Cysts is +60 / min (Prestige 11: +90 / min instead).&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Hearths | Ancient Hearth&#039;s]] default resistance to Corruption is 1000, but effects that may modify this exist.&amp;lt;br&amp;gt;&lt;br /&gt;
Upgrading either the Ancient Hearth&#039;s or any Small Hearth&#039;s level grants +150 Corruption resistance to the Ancient Hearth per upgrade level of any type of Hearth, meaning: The more Hearths with upgrade levels the higher the Ancient Hearth&#039;s Corruption resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While the Blightrot Cysts are trying to corrupt the Ancient Hearth a bar is displayed above it, indicating the progress of that. If that bar is completely filled it resets to 0 and 3 random villagers are killed, resulting in an impatience growth of +0.3 per Villager (Prestige 20: +0.8 instead) - but there are some effects that allow for villager deaths to have no negative consequences.&amp;lt;br&amp;gt;&lt;br /&gt;
The bar then starts filling up again, so long as the Blightrot Cysts remain active and according to the Corruption per minute generated vs the Corruption resistance that needs to be met to reach a 100% bar fill state again.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Other than losing 3 random villagers with each 100% Corruption bar nothing happens, no matter how often it ticks. The Ancient Hearth will never stop burning unless running out of fuel and it won&#039;t be destroyed either.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The current level of Corruption always depends on the number of existing Blightrot Cysts, which can be displayed when selecting the Ancient Hearth and checking the Blightrot tab. Other than that the bottom right of the UI has a percentage indicator for the current Corruption level vs the Corruption resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Blightfighters ==&lt;br /&gt;
The workers assigned to a Blight Post are called Blightfighters. They&#039;re the only ones fighting Blightrot Cysts and this also means: The number of Blight Posts determines how many Blightrot Cysts you can remove in a given time. The more Blightrot Cysts the more Blight Posts and Blightfighters there are needed to combat the Corruption.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Starting into an active Corruption phase with a Corruption value well above 100% isn&#039;t a death sentence for anyone though - given the right preparation: Blightfighters assigned to a Blight Post will position themselves next to a Blightrot Cyst before the Storm starts and additionally it takes 10s after the start of the Storm for the Cysts to become active.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Cyst takes 15s to burn (there are modifiers for this value), which reduces the current Corruption by -50 and consumes 1 {{rl|Purging Fire}} that the Blightfighter then needs to refuel at the nearest Blight Post or [[Blightrot#The_Hydrant | Hydrant]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Species link|Harpies}} receive {{sl|Alchemy}} Proficiency bonus (+10% extra yield chance).&amp;lt;br&amp;gt;&lt;br /&gt;
{{Species link|Lizards}} receive the {{sl|Warmth}} Comfort (+5 resolve before any other bonus effects).&amp;lt;br&amp;gt;&lt;br /&gt;
Both species have a 1min 40s break intervall, compared to 2min with any other species or 2min 30s with {{Species link|Frogs}}.&amp;lt;br&amp;gt;&lt;br /&gt;
This means that even during 2min the Storm other species should be used for better Blightrot Cyst removal results, if available.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
&lt;br /&gt;
=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
== Blight Post Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Blight Posts can be upgraded up to two times:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEVEL I&#039;&#039;&#039; (Choose 1)&amp;lt;/br&amp;gt;&lt;br /&gt;
Cost: 2 {{rl|Pack of Building Materials}} + 4 {{rl|Pipes}}&lt;br /&gt;
* &#039;&#039;Triple Ignition System&#039;&#039;: Blightfighters and Blight Automatons in this Blight Post need 5 fewer seconds to burn a [[#Blightrot Cysts and Removal | Blightrot Cyst]].&lt;br /&gt;
* &#039;&#039;Mobile Sparkcasters&#039;&#039;: Blightfighters assigned to this Blight Post move 30% faster.&lt;br /&gt;
* &#039;&#039;Blight Automaton&#039;&#039;: assigns a Blight Automaton that helps burn Blightrot Cysts to this Blight Post. They can&#039;t produce {{rl|Purging Fire}} and don&#039;t take up worker slots.&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039; (Choose 1)&amp;lt;/br&amp;gt;&lt;br /&gt;
Cost: 2 {{rl|Pack of Building Materials}} + 6 {{rl|Pipes}}&lt;br /&gt;
* &#039;&#039;Manned Lookout&#039;&#039;: the use of water in [[Rain Engines]] generates Blightrot Cysts 10% slower for every worker assigned to this Blight Post.&lt;br /&gt;
* &#039;&#039;Alchemical Forge&#039;&#039;: +50% {{rl|Purging Fire}} double production chance in this Blight Post.&lt;br /&gt;
* &#039;&#039;Blight Automaton&#039;&#039;: assigns a Blight Automaton that helps burn Blightrot Cysts to this Blight Post. They can&#039;t produce {{rl|Purging Fire}} and don&#039;t take up worker slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
NOTE: While Blightfighters benefit from any effects that increase the generic villager speed (&amp;quot;Settlement Map&amp;quot; / &amp;quot;Survivor Bonding&amp;quot;) the Automatons don&#039;t.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
IMPORTANT: &amp;quot;Manned Lookout&amp;quot; is a high risk high reward upgrade.&amp;lt;br&amp;gt;&lt;br /&gt;
High reward (1):&amp;lt;br&amp;gt;&lt;br /&gt;
Reaching a 100% value with this means all Blightrot counters freeze at their reached values and any amount of rainwater can be used without any negative consequences.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
High risks (2):&amp;lt;br&amp;gt;&lt;br /&gt;
1) underestimating the &amp;quot;Manned Lookout&amp;quot; buff&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s say you have 3x Blight Posts, each with a &amp;quot;Manned Lookout&amp;quot; upgrade and each with 3x workers assigned to it. That&#039;s 9 workers for a &amp;quot;Manned Lookout&amp;quot; buff of 90%.&amp;lt;br&amp;gt;&lt;br /&gt;
With that a standard 32 Blightrot counter turns into 320:&amp;lt;br&amp;gt;&lt;br /&gt;
32 / (1 - 0.9) = 32 / 0.1 = 320&amp;lt;br&amp;gt;&lt;br /&gt;
That&#039;s 10x the amount of rainwater you can use until a single Blightrot Cyst spawns. Now let&#039;s say you unassign 3 workers and the buff drops from 90% to 60% because of that:&amp;lt;br&amp;gt;&lt;br /&gt;
32 / (1 - 0.6) = 32 / 0.4 = 80&amp;lt;br&amp;gt;&lt;br /&gt;
The 320 Blightrot counter just dropped to 80, a 75% loss despite having only unassigned 3 of 9 people, worth 30% of buff loss. Don&#039;t underestimate the relevance of people assigned to the &amp;quot;Manned Lookout&amp;quot; Blight Posts with the higher numbers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
2) Blightrot counter mechanic&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s say you remove or lose the 90% &amp;quot;Manned Lookout&amp;quot; buff completely and are back from a 320 Blightrot counter value to a value of 32. Instead of the structures keeping a ratio in relation to the maximum value the values are absolute, meaning: If there was a structure that had a value of 80 / 320 before it&#039;s now at 80 / 32. That means that each single use of rainwater will cause +1 Blightrot Cyst to spawn and the Blightrot counter to decrease by -32, which will happen 2 times until it&#039;s below the maximum of 32. This mechanic can cause massive Blightrot Cyst spawns, which then causes extreme Corruption that kills people, causing impatience to spike.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
* Depending on the extent of [[Blightrot]] in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.&lt;br /&gt;
* If you aren&#039;t actively generating Blightrot with [[Rain Engines]], it may be worthwhile to deconstruct the Blight Post for building materials once you burn the cysts from an [[Event]] or [[Prestige]] 3&#039;s modifier.&lt;br /&gt;
* Among the level 1 upgrades, &#039;&#039;Blight Automaton&#039;&#039; is always better than &#039;&#039;Triple Ignition System&#039;&#039;. &#039;&#039;Mobile Sparkcasters&#039;&#039; is the best choice when the average distance between Cysts and Blight Posts/Hydrants is more than 10 tiles.&lt;br /&gt;
&lt;br /&gt;
Hints:&lt;br /&gt;
* The rainpunk overlay (default: Tab) can be used to inspect which structures use how much rainwater and of which type.&lt;br /&gt;
* The Blightrot overlay (default: Z) can be used to view how many Blightrot Cysts are on which structures. To benefit {{Species link|Foxes}} it may be helpful to leave at least 1 Blightrot Cyst on a structure they&#039;re working at, so they get their Comfortable (+5 resolve) effect, which is done by clicking the lock-symbol either before any Cysts are removed or before the last one gets removed by Blightfighters as well.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blightrot]]&lt;br /&gt;
* [[Corruption]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10260</id>
		<title>Blight Post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Blight_Post&amp;diff=10260"/>
		<updated>2025-04-17T01:40:50Z</updated>

		<summary type="html">&lt;p&gt;76561198172392767: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|1.7.5}}&lt;br /&gt;
{{Buildingbox|Blight Post}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Blight Post enables the production of {{rl|Purging Fire}}, which is needed to destroy Blightrot Cysts during the [[Seasons#Storm | Storm Season]] or while they&#039;re awakened from their dormant state by a [[Glade Events | Glade Event]] in any other season.&lt;br /&gt;
&lt;br /&gt;
The structure is unlocked with the Smoldering City&#039;s level 6 Obsidian Archive upgrade (for 30 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles), which also enables the entire [[Rainpunk | Rainpunk game mechanic]].&lt;br /&gt;
&lt;br /&gt;
With the level 18 Obsidian Archive upgrade (for 156 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles) each single Blight Post can be upgraded up to 2 times, allowing the choice between 1 of 3 upgrades with each upgrade level.&lt;br /&gt;
&lt;br /&gt;
The game mechanic that makes The Blight Post necessary is only active on Veteran (or higher) difficulty. Blightrot Cysts may still spawn due to specific Glade Events that may eventually be encountered once this structure has been unlocked.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanic Overview ==&lt;br /&gt;
The entire [[Rainpunk]] technology only becomes available after the Smoldering City&#039;s level 6 Obsidian Archive has been acquired.&amp;lt;br&amp;gt;&lt;br /&gt;
This is speculative: I think the appearance of Glade Events that create Blightrot Cysts is related to having that level 6 Obsidian Archive upgrade unlocked, as otherwise it&#039;d be possible to encounter Glade Events with negative effects that can&#039;t be dealt with.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The entire Blightrot &amp;amp; Corruption game mechanic is only active on Veteran (or higher) difficulty but rain engines can be used on any difficulty once the Rainpunk tech has been unlocked.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Rain Engines:&amp;lt;br&amp;gt;&lt;br /&gt;
With the Rainpunk technology unlocked any structure that has crafting recipes can have Rain Engines installed.&amp;lt;br&amp;gt;&lt;br /&gt;
To do so the Rainpunk tab needs to be selected, where first 4 {{rl|Pipes}} need to be installed with a button click.&amp;lt;br&amp;gt;&lt;br /&gt;
This enables the use of Rain Engines in the structure. There&#039;s the same 2 types of them installed into all structures that can have them and with a left-click (higher) / right-click (lower) their settings are made.&amp;lt;br&amp;gt;&lt;br /&gt;
Rain engine #1 - production: 4 settings&amp;lt;br&amp;gt;&lt;br /&gt;
1 - off (no rainwater used, no bonus active)&amp;lt;br&amp;gt;&lt;br /&gt;
2 - +50% production speed&amp;lt;br&amp;gt;&lt;br /&gt;
3 - +25% extra yield chance for any production&amp;lt;br&amp;gt;&lt;br /&gt;
4 - +50% production speed&amp;lt;br&amp;gt;&lt;br /&gt;
The effects stack. The higher the setting the more rainwater is used per worker that&#039;s currently producing anything.&amp;lt;br&amp;gt;&lt;br /&gt;
Workers sitting idle, taking a break, fetching goods or delivering their produce don&#039;t cause this rain engine to drain any rainwater.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; The +25% extra yield chance is granted at the start of a worker&#039;s production cycle. Turning the rain engine off right after production has started (or lowering its setting by 1 to keep the production speed buff) will stop (or lower) the use of rain water and thus help saving resources and preventing (or slowing) the spawn of Blightrot Cysts. This requires a lot of micro-management for the right timing. Forgetting to make the setting in time results in either time or material wasted or both.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Rain engine #2 - resolve: 3 settings&amp;lt;br&amp;gt;&lt;br /&gt;
1 - off (no rainwater used, no bonus active)&amp;lt;br&amp;gt;&lt;br /&gt;
2 - +5 resolve for all workers assigned to this structure&amp;lt;br&amp;gt;&lt;br /&gt;
3 - +5 resolve for all workers assigned to this structure&amp;lt;br&amp;gt;&lt;br /&gt;
The effects stack. The higher the setting the more rainwater is used per worker that&#039;s currently assigned to the structure - without actually having to be in the structure, while sitting idle, taking a break, fetching goods or delivering any produce.&lt;br /&gt;
There&#039;s a good +15 resolve possible from this alone if a worker benefits from the Comfortable (+5 resolve) effect as well (without any other bonus effects).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Blightrot, Blightrot Cysts, Corruption:&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s clear up what each of these terms refers to.&amp;lt;br&amp;gt;&lt;br /&gt;
1) Blightrot&amp;lt;br&amp;gt;&lt;br /&gt;
A structure that got 4 {{rl|Pipes}} (Rain Engines) installed gets a counter in its Rainpunk tab that counts +1 up for each 1 rainwater used. That&#039;s the purple Blightrot counter. Aside from the bar&#039;s filling state providing a visual indicator for its value it&#039;s also possible to move the mouse over the bar to get a number displayed (example: 24 / 32). This counter increases with each unit of rainwater used, which is displayed as &amp;quot;water usage&amp;quot; on the very same tab, indicating the type of rainwater needed and how much has already been used up from the currently used 1 unit of rainwater.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
2) Blightrot Cyst&amp;lt;br&amp;gt;&lt;br /&gt;
If the Blightrot bar hits its maximum value it&#039;ll reset to 0 and a Blightrot Cyst will spawn on the structure (up to a fixed limit depending on the structure, switching to another nearby structure instead of there&#039;s no more space on the current one or the Ancient Hearth to if no valid structure is in range).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
3) Corruption&amp;lt;br&amp;gt;&lt;br /&gt;
Each existing Blightrot Cyst causes Corruption - but only while the Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while [[Glade Events]] are active that cause the Blightrot Cysts to awaken from their dormant state in any season.&amp;lt;br&amp;gt;&lt;br /&gt;
The Corruption generated per Blightrot Cysts is +60 / min (Prestige 11: +90 / min instead).&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Hearths | Ancient Hearth&#039;s]] default resistance to Corruption is 1000, but effects that may modify this exist.&amp;lt;br&amp;gt;&lt;br /&gt;
Upgrading either the Ancient Hearth&#039;s or any Small Hearth&#039;s level grants +150 Corruption resistance to the Ancient Hearth per upgrade level of any type of Hearth, meaning: The more Hearths with upgrade levels the higher the Ancient Hearth&#039;s Corruption resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While the Blightrot Cysts are trying to corrupt the Ancient Hearth a bar is displayed above it, indicating the progress of that. If that bar is completely filled it resets to 0 and 3 random villagers are killed, resulting in an impatience growth of +0.3 per Villager (Prestige 20: +0.8 instead) - but there are some effects that allow for villager deaths to have no negative consequences.&amp;lt;br&amp;gt;&lt;br /&gt;
The bar then starts filling up again, so long as the Blightrot Cysts remain active and according to the Corruption per minute generated vs the Corruption resistance that needs to be met to reach a 100% bar fill state again.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Other than losing 3 random villagers with each 100% Corruption bar nothing happens, no matter how often it ticks. The Ancient Hearth will never stop burning unless running out of fuel and it won&#039;t be destroyed either.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The current level of Corruption always depends on the number of existing Blightrot Cysts, which can be displayed when selecting the Ancient Hearth and checking the Blightrot tab. Other than that the bottom right of the UI has a percentage indicator for the current Corruption level vs the Corruption resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
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== Blightfighters ==&lt;br /&gt;
The workers assigned to a Blight Post are called Blightfighters. They&#039;re the only ones fighting Blightrot Cysts and this also means: The number of Blight Posts determines how many Blightrot Cysts you can remove in a given time. The more Blightrot Cysts the more Blight Posts and Blightfighters there are needed to combat the Corruption.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Starting into an active Corruption phase with a Corruption value well above 100% isn&#039;t a death sentence for anyone though - given the right preparation: Blightfighters assigned to a Blight Post will position themselves next to a Blightrot Cyst before the Storm starts and additionally it takes 10s after the start of the Storm for the Cysts to become active.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Cyst takes 15s to burn (there are modifiers for this value), which reduces the current Corruption by -50 and consumes 1 {{rl|Purging Fire}} that the Blightfighter then needs to refuel at the nearest Blight Post or [[Blightrot#The_Hydrant | Hydrant]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Species link|Harpies}} receive {{sl|Alchemy}} Proficiency bonus (+10% extra yield chance).&amp;lt;br&amp;gt;&lt;br /&gt;
{{Species link|Lizards}} receive the {{sl|Warmth}} Comfort (+5 resolve before any other bonus effects).&amp;lt;br&amp;gt;&lt;br /&gt;
Both species have a 1min 40s break intervall, compared to 2min with any other species or 2min 30s with {{Species link|Frogs}}.&amp;lt;br&amp;gt;&lt;br /&gt;
This means that even during 2min the Storm other species should be used for better Blightrot Cyst removal results, if available.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Production Chain ==&lt;br /&gt;
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=== Recipes in the {{PAGENAME}} ===&lt;br /&gt;
&lt;br /&gt;
{{Recipe|building={{PAGENAME}}}}&lt;br /&gt;
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== Blight Post Upgrades ==&lt;br /&gt;
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Blight Posts can be upgraded up to two times:&lt;br /&gt;
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&#039;&#039;&#039;LEVEL I&#039;&#039;&#039; (Choose 1)&amp;lt;/br&amp;gt;&lt;br /&gt;
Cost: 2 {{rl|Pack of Building Materials}} + 4 {{rl|Pipes}}&lt;br /&gt;
* &#039;&#039;Triple Ignition System&#039;&#039;: Blightfighters and Blight Automatons in this Blight Post need 5 fewer seconds to burn a [[#Blightrot Cysts and Removal | Blightrot Cyst]].&lt;br /&gt;
* &#039;&#039;Mobile Sparkcasters&#039;&#039;: Blightfighters assigned to this Blight Post move 30% faster.&lt;br /&gt;
* &#039;&#039;Blight Automaton&#039;&#039;: assigns a Blight Automaton that helps burn Blightrot Cysts to this Blight Post. They can&#039;t produce {{rl|Purging Fire}} and don&#039;t take up worker slots.&lt;br /&gt;
&#039;&#039;&#039;LEVEL II&#039;&#039;&#039; (Choose 1)&amp;lt;/br&amp;gt;&lt;br /&gt;
Cost: 2 {{rl|Pack of Building Materials}} + 6 {{rl|Pipes}}&lt;br /&gt;
* &#039;&#039;Manned Lookout&#039;&#039;: the use of water in [[Rain Engines]] generates Blightrot Cysts 10% slower for every worker assigned to this Blight Post.&lt;br /&gt;
* &#039;&#039;Alchemical Forge&#039;&#039;: +50% {{rl|Purging Fire}} double production chance in this Blight Post.&lt;br /&gt;
* &#039;&#039;Blight Automaton&#039;&#039;: assigns a Blight Automaton that helps burn Blightrot Cysts to this Blight Post. They can&#039;t produce {{rl|Purging Fire}} and don&#039;t take up worker slots.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
NOTE: While Blightfighters benefit from any effects that increase the generic villager speed (&amp;quot;Settlement Map&amp;quot; / &amp;quot;Survivor Bonding&amp;quot;) the Automatons don&#039;t.&amp;lt;br&amp;gt;&lt;br /&gt;
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IMPORTANT: &amp;quot;Manned Lookout&amp;quot; is a high risk high reward upgrade.&amp;lt;br&amp;gt;&lt;br /&gt;
High reward (1):&amp;lt;br&amp;gt;&lt;br /&gt;
Reaching a 100% value with this means all Blightrot counters freeze at their reached values and any amount of rainwater can be used without any negative consequences.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
High risks (2):&amp;lt;br&amp;gt;&lt;br /&gt;
1) underestimating the &amp;quot;Manned Lookout&amp;quot; buff&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s say you have 3x Blight Posts, each with a &amp;quot;Manned Lookout&amp;quot; upgrade and each with 3x workers assigned to it. That&#039;s 9 workers for a &amp;quot;Manned Lookout&amp;quot; buff of 90%.&amp;lt;br&amp;gt;&lt;br /&gt;
With that a standard 32 Blightrot counter turns into 320:&amp;lt;br&amp;gt;&lt;br /&gt;
32 / (1 - 0.9) = 32 / 0.1 = 320&amp;lt;br&amp;gt;&lt;br /&gt;
That&#039;s 10x the amount of rainwater you can use until a single Blightrot Cyst spawns. Now let&#039;s say you unassign 3 workers and the buff drops from 90% to 60% because of that:&amp;lt;br&amp;gt;&lt;br /&gt;
32 / (1 - 0.6) = 32 / 0.4 = 80&amp;lt;br&amp;gt;&lt;br /&gt;
The 320 Blightrot counter just dropped to 80, a 75% loss despite having only unassigned 3 of 9 people, worth 30% of buff loss. Don&#039;t underestimate the relevance of people assigned to the &amp;quot;Manned Lookout&amp;quot; Blight Posts with the higher numbers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
2) Blightrot counter mechanic&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s say you remove or lose the 90% &amp;quot;Manned Lookout&amp;quot; buff completely and are back from a 320 Blightrot counter value to a value of 32. Instead of the structures keeping a ratio in relation to the maximum value the values are absolute, meaning: If there was a structure that had a value of 80 / 320 before it&#039;s now at 80 / 32. That means that each single use of rainwater will cause +1 Blightrot Cyst to spawn and the Blightrot counter to decrease by -32, which will happen 2 times until it&#039;s below the maximum of 32. This mechanic can cause massive Blightrot Cyst spawns, which then causes extreme Corruption that kills people, causing impatience to spike.&amp;lt;br&amp;gt;&lt;br /&gt;
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== Strategies ==&lt;br /&gt;
&lt;br /&gt;
* Depending on the extent of [[Blightrot]] in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.&lt;br /&gt;
* If you aren&#039;t actively generating Blightrot with [[Rain Engines]], it may be worthwhile to deconstruct the Blight Post for building materials once you burn the cysts from an [[Event]] or [[Prestige]] 3&#039;s modifier.&lt;br /&gt;
* Among the level 1 upgrades, &#039;&#039;Blight Automaton&#039;&#039; is always better than &#039;&#039;Triple Ignition System&#039;&#039;. &#039;&#039;Mobile Sparkcasters&#039;&#039; is the best choice when the average distance between Cysts and Blight Posts/Hydrants is more than 10 tiles.&lt;br /&gt;
&lt;br /&gt;
Hints:&lt;br /&gt;
* The rainpunk overlay (default: Tab) can be used to inspect which structures use how much rainwater and of which type.&lt;br /&gt;
* The Blightrot overlay (default: Z) can be used to view how many Blightrot Cysts are on which structures. To benefit {{Species link|Foxes}} it may be helpful to leave at least 1 Blightrot Cyst on a structure they&#039;re working at, so they get their Comfortable (+5 resolve) effect, which is done by clicking the lock-symbol either before any Cysts are removed or before the last one gets removed by Blightfighters as well.&lt;br /&gt;
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== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blightrot]]&lt;br /&gt;
* [[Corruption]]&lt;/div&gt;</summary>
		<author><name>76561198172392767</name></author>
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