Fire Tiers

The flame is the center of everything: income, risk, and identity. Six tiers, each brighter and hungrier than the last. Bigger fire means bigger yield, bigger burn, and a more dangerous night.

TierYield multBurn L/hDangerGate (with fire at max level)
1 · Ember×0.542%start here
2 · Yellow×1.085%250 Pip + 5 Agate
3 · Red×2.01610%1,500 Pip + 20 Agate + 2 Opal
4 · Blue×4.03215%6,000 Pip + 50 Agate + 10 Opal + 1 Crystal
5 · Green×7.05620%20,000 Pip + 120 Agate + 40 Opal + 3 Crystal
6 · White×12.09625%60,000 Pip + 300 Agate + 120 Opal + 6 Crystal

How the fire levels

Each tier holds five fire levels. Fire earns XP simply by being lit: one XP per lit hour. When you pay a tier's gate (Pip plus materials) and your fire is at max level for the current tier, it ascends and resets to level 1 of the next tier. Roughly five nights of lit hours feed one tier's levels.

Materials are the real gate

A free player reaches White tier in about 45 to 60 days of nights. A paying player moves 2 to 3 times faster, never 20 times. Materials cannot be traded between players; they can only be sold to the system for Pip.

Danger scales with ambition

Danger is the chance per tick that something goes wrong, and it also drives how busy the night feels: more events, denser telegraphs, more decisions per hour. White fire pays twelve times what Ember pays and demands a room that can survive it.

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