Toxic Fog
Concept · Places and modes
In short: Only the Environmental Stabilizers clear the fog: one tile per 700 Resonance Charges a stabilizer generates and you collect. Gifts, passes and the gateway’s income clear nothing.
Most of the Haven map starts under Toxic Fog, and only the Environmental Stabilizers (Environmental Stabilizer A and Environmental Stabilizer B) clear it. Each meters the fog on its own output: every 700 Resonance Charges a stabilizer generates and you collect clears one fog tile. Only that stabilizer’s production counts. The Iconian Gateway’s own generation, alliance help, the daily gift, the gateway level rewards, battle passes and events all bank Resonance but clear no fog.
Fog therefore clears at a stabilizer’s Resonance Charge production divided by 700: a level-1 stabilizer’s 250 an hour is about 0.36 tiles an hour, and level 10 (430 an hour) about 0.61. The threshold is the same at every level, so upgrading a stabilizer clears fog faster only through the extra Resonance it generates. Charges count once collected, so a stabilizer left full at its storage cap stops clearing fog along with generating.
The map is 60 × 60 tiles. A fresh Haven has a 12 × 12 block clear in one corner with the gateway in the middle of it, and a building covers its Size squared (the gateway 5 × 5). Each tile a stabilizer earns is the fog tile nearest to it, so the clearing grows toward the stabilizers rather than evenly outward; buildings can be moved at any time, so where the fog goes never decides whether a plan fits. The account export carries the fog grid and the points banked toward the next tile, and the Haven Planner reads both: its “Ground and fog” card walks a plan’s placements against the clearing level by level, and its Holo Haven map plays the fog forward.
See also: Environmental Stabilizer A, Environmental Stabilizer B