Systems

FEAR OF FAITH — the generator

A risk/reward core: run the lights to tame FEAR, or embrace the dark for greater gain.

Official description: "Fuel the light to keep FEAR away, or embrace the DARK for greater gain. When the generator is active, it restores your FAITH and slightly tames the monsters — but blocks paths filled with valuable loot."

What the generator does

  • Restores FAITH — active light restores your FAITH (official).
  • Calms monsters — monsters are slightly tamed while the generator runs (official).
  • Blocks loot paths — paths filled with valuable loot become blocked (official).

Light vs darkness

Light restores FAITH and slightly tames monsters. Darkness offers greater loot opportunity, while an active generator blocks paths filled with valuable loot. The choice is a risk/reward decision, not a universally correct setting.

How to decide as a team

  1. Assess FEAR pressure — if the squad is burning FAITH with spells, light buys you recovery time.
  2. Weigh the loot — darkness offers greater loot opportunity, while active light blocks paths filled with valuable loot.
  3. Split duties — the generator changes the map layout, so agree who guards, who scavenges and who keeps fuel/light up.
  4. Pair with builds — some synergies handle darkness better than others; see Builds & Synergies.

Current version: 0.05.008. Fuel duration, exact monster modifiers and blocked-path probabilities are not officially published; run-length decisions are team judgement.

FAQ

FAQ

Common questions about this topic.

Should I turn the generator on in FEAR OF FAITH?

It depends on your squad: light restores FAITH and calms monsters, but blocks paths that hold valuable loot. Team strategy decides.

Does the generator block loot?

Officially, yes — active generator light blocks paths filled with valuable loot.

Does light restore FAITH?

Officially, active generator light restores your FAITH.