Environmental Stabilizer A

Haven Building · Resonance Charge generator · Uncommon · generates Resonance Charges

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.

The Haven planet’s unusual natural harmonics create Resonance Charges, a resource known for its seemingly impossible chemical structures and volatile, unpredictable behavior. This building controls the flow of energy from the planet and stabilizes the production of Resonance Charges.

FOG CLEARING
This building is essential to clear the Toxic Fog from the map.
Every 700 Resonance Charge collected, clears 1 Toxic Fog tile.
Level up the building to improve resource generation and fog clearing capability.

Released in
M95 · Haven
Type
Resonance Charge generator
Rarity
Uncommon
Size
2×2
Fog clearing
1 tile per 700 Resonance generated · 0.36–0.61 tiles/h from level 1 to 10
Levels
10
Buffs
Resonance Charge production, Resonance Charge storage

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: Toxic Fog

Upgrade Cost

LevelΣ-ParsteelResonance costNeedsResonance Charge productionResonance Charge storage
1 (granted)———2503,000
28,00019,600gateway 22703,510
332,10078,400gateway 22904,060
448,200117,600gateway 33104,650
580,300196,100gateway 33305,280
6128,500313,700gateway 43505,950
7168,600411,800gateway 43706,660
8240,900588,200gateway 53907,800
9321,200784,300gateway 54109,020
10401,500980,400gateway 643010,320