Cornerstone Forge

City Buildings

Keepers of the Stone

Cornerstone Forge belongs to City Buildings and is built from 2 Planks, 2 Bricks and 2 Fabric.

An ancient forge used by the Crown for generations to craft cornerstones from Thunderblight Shards. Now it stands abandoned, its fires long cold, but its legacy still felt in the region.

Facts

Size
4×4
Crafting price
1Thunderblight Shard
Charges
3
Conditions offered
4
Effects offered
4
Penalties offered
3

Found in glades

Condition

CraftingTier 1Tier 2Tier 3
1Every 5 completed trade routes.Every 4 completed trade routes.Every 3 completed trade routes.
1, 3Every 60 trees felled.Every 50 trees felled.Every 40 trees felled.
1Every time you discover 3 glade(s).Every time you discover 2 glade(s).Every time you discover 1 glade(s).
3Every 40 clothing needs fulfilled.Every 30 clothing needs fulfilled.Every 20 clothing needs fulfilled.
3Every 40 complex food needs fulfilled.Every 30 complex food needs fulfilled.Every 20 complex food needs fulfilled.
3Every 40 service needs fulfilled.Every 30 service needs fulfilled.Every 20 service needs fulfilled.
3Every 6 Blightrot Cysts that appear in the settlement.Every 4 Blightrot Cysts that appear in the settlement.Every 2 Blightrot Cysts that appear in the settlement.
3Every time 3 villagers die, leave, or are exiled.Every time 2 villagers die, leave, or are exiled.Every time 1 villager dies, leaves, or is exiled.
1Every 6 new villagers who join the settlement.Every 4 new villagers who join the settlement.Every 2 new villagers who join the settlement.
1, 3Every 50 complex foods produced.Every 40 complex foods produced.Every 30 complex foods produced.
1, 3Every 50 flour or dye produced.Every 40 flour or dye produced.Every 30 flour or dye produced.
3Every 15 copper bars or crystalized dew produced.Every 10 copper bars or crystalized dew produced.Every 6 copper bars or crystalized dew produced.
3Every 4 burned cysts.Every 3 burned cysts.Every 2 burned cysts.
1, 3Every 30 Amber worth of goods sold.Every 25 Amber worth of goods sold.Every 20 Amber worth of goods sold.
1Every 3 completed Glade Event(s).Every 2 completed Glade Event(s).Every 1 completed Glade Event(s).
3Every 4 species house upgrades bought.Every 3 species house upgrades bought.Every 2 species house upgrades bought.
1, 3Every 35 bait used in fishing huts.Every 30 bait used in fishing huts.Every 25 bait used in fishing huts.
1Every 35 gathering node charges used.Every 25 gathering node charges used.Every 15 gathering node charges used.
1, 3Every 45 rainwater used in rain engines.Every 35 rainwater used in rain engines.Every 25 rainwater used in rain engines.
1, 3Every 30 pottery, barrels, or waterskins produced.Every 25 pottery, barrels, or waterskins produced.Every 20 pottery, barrels, or waterskins produced.
1, 3Every 45 fish, algae, or scales produced.Every 35 fish, algae, or scales produced.Every 25 fish, algae, or scales produced.
1, 3Every 40 copper ore produced.Every 30 copper ore produced.Every 20 copper ore produced.
2Every 30 Amber in the Main Warehouse.Every 25 Amber in the Main Warehouse.Every 15 Amber in the Main Warehouse.
2Every 4 Blight Fighters in the settlement.Every 3 Blight Fighters in the settlement.Every 2 Blight Fighters in the settlement.
2Every 120 points of expected corruption.Every 100 points of expected corruption.Every 80 points of expected corruption.
2Every 5 villagers who died, left, or were exiled (retroactive).Every 4 villagers who died, left, or were exiled (retroactive).Every 3 villagers who died, left, or were exiled (retroactive).
2Every 3 discovered Dangerous or Forbidden Glade(s) (retroactive).Every 2 discovered Dangerous or Forbidden Glade(s) (retroactive).Every 1 discovered Dangerous or Forbidden Glade(s) (retroactive).
2Every 3 rain engine(s) operating at level 1 or above.Every 2 rain engine(s) operating at level 1 or above.Every 1 rain engine(s) operating at level 1 or above.
2Every 3 Firekeeper(s) in the settlement.Every 2 Firekeeper(s) in the settlement.Every 1 Firekeeper(s) in the settlement.
2Every 3 fully upgraded species house(s) in the settlement.Every 2 fully upgraded species house(s) in the settlement.Every 1 fully upgraded species house(s) in the settlement.
2Every 3 level(s) of Hostility reached.Every 2 level(s) of Hostility reached.Every 1 level(s) of Hostility reached.
2Every 3 Impatience Point(s).Every 2 Impatience Point(s).Every 1 Impatience Point(s).
2Every 3 building(s) with at least 1 Blightrot Cyst(s).Every 2 building(s) with at least 1 Blightrot Cyst(s).Every 1 building(s) with at least 1 Blightrot Cyst(s).
2Every 3 Trade Route(s) in progress.Every 2 Trade Route(s) in progress.Every 1 Trade Route(s) in progress.
2Every 3 completed Dangerous or Forbidden Glade Event(s) (retroactive).Every 2 completed Dangerous or Forbidden Glade Event(s) (retroactive).Every 1 completed Dangerous or Forbidden Glade Event(s) (retroactive).
2Every 3 Hearth level(s) gained.Every 2 Hearth level(s) gained.Every 1 Hearth level(s) gained.
2Every 8 villagers in the settlement.Every 6 villagers in the settlement.Every 4 villagers in the settlement.
2Every 5 Beaver villagers in the settlement.Every 4 Beaver villagers in the settlement.Every 3 Beaver villagers in the settlement.
2Every 5 Fox villagers in the settlement.Every 4 Fox villagers in the settlement.Every 3 Fox villagers in the settlement.
2Every 5 Frog villagers in the settlement.Every 4 Frog villagers in the settlement.Every 3 Frog villagers in the settlement.
2Every 5 Harpy villagers in the settlement.Every 4 Harpy villagers in the settlement.Every 3 Harpy villagers in the settlement.
2Every 5 Human villagers in the settlement.Every 4 Human villagers in the settlement.Every 3 Human villagers in the settlement.
2Every 5 Lizard villagers in the settlement.Every 4 Lizard villagers in the settlement.Every 3 Lizard villagers in the settlement.
2Every 4 woodcutters in the settlement.Every 3 woodcutters in the settlement.Every 2 woodcutters in the settlement.
2Every 4 workers in a Mine upgraded to level 1 or above.Every 3 workers in a Mine upgraded to level 1 or above.Every 2 workers in a Mine upgraded to level 1 or above.
1Every 3 season(s).Every 2 season(s).Every 1 season(s).
1, 3Every 25 packs of goods produced.Every 20 packs of goods produced.Every 15 packs of goods produced.
1, 3Every 25 building materials produced.Every 20 building materials produced.Every 15 building materials produced.
1, 3Every 50 units of rainwater produced.Every 40 units of rainwater produced.Every 30 units of rainwater produced.
1, 3Every 150 seconds spent sacrificing goods in the Ancient Hearth.Every 120 seconds spent sacrificing goods in the Ancient Hearth.Every 90 seconds spent sacrificing goods in the Ancient Hearth.
1Every 4 completed Trade Route(s) worth at least 5 Amber.Every 3 completed Trade Route(s) worth at least 5 Amber.Every 2 completed Trade Route(s) worth at least 5 Amber.
3Every 16 tools produced.Every 12 tools produced.Every 8 tools produced.
2Every 3 level(s) of standing reached in trade routes (retroactive).Every 2 level(s) of standing reached in trade routes (retroactive).Every 1 level(s) of standing reached in trade routes (retroactive).

Effect

CraftingTier 1Tier 2Tier 3
1, 3Gain 4 Amber.Gain 7 Amber.Gain 10 Amber.
2The time interval between breaks is increased by +4%.The time interval between breaks is increased by +7%.The time interval between breaks is increased by +12%.
1, 3Complex Food recipe production speed outside farms is increased by 5%.Complex Food recipe production speed outside farms is increased by 10%.Complex Food recipe production speed outside farms is increased by 15%.
1, 3Gain 15 Copper Ore.Gain 25 Copper Ore.Gain 35 Copper Ore.
2Workers have a 3% higher extra production chance.Workers have a 6% higher extra production chance.Workers have a 10% higher extra production chance.
1, 3Farms have a 5% higher extra production chance.Farms have a 8% higher extra production chance.Farms have a 12% higher extra production chance.
1, 3Hostility is reduced by 10 points.Hostility is reduced by 15 points.Hostility is reduced by 20 points.
1, 3+4 charges to newly discovered gathering nodes.+6 charges to newly discovered gathering nodes.+10 charges to newly discovered gathering nodes.
1, 3Planting and harvesting speeds are increased by 5%.Planting and harvesting speeds are increased by 10%.Planting and harvesting speeds are increased by 15%.
1, 3Gain 4 Pack of Provisions.Gain 7 Pack of Provisions.Gain 12 Pack of Provisions.
1, 3Gain 5 Purging Fire.Gain 10 Purging Fire.Gain 15 Purging Fire.
1, 3Gain 15 of one randomly chosen ingredient for Fabric or Bricks.Gain 25 of one randomly chosen ingredient for Fabric or Bricks.Gain 35 of one randomly chosen ingredient for Fabric or Bricks.
1, 3Scouts work 4% faster on Glade Events.Scouts work 7% faster on Glade Events.Scouts work 12% faster on Glade Events.
1, 3Gain 1 Ancient Tablet.Gain 2 Ancient Tablet.Gain 3 Ancient Tablet.
1, 3Gain 5 Tools.Gain 8 Tools.Gain 12 Tools.
1, 3Trade routes are 10% faster.Trade routes are 15% faster.Trade routes are 20% faster.
2+1 to Wine production.
  • A revealed species needs Luxury.
+2 to Wine production.
  • A revealed species needs Luxury.
+2 to wine and ale production.
  • A revealed species needs Luxury.
2+1 to Porridge production.+2 to Porridge production.Production +2 each (Porridge, Paste).
1, 3Gain 15 of one randomly chosen service good.Gain 25 of one randomly chosen service good.Gain 35 of one randomly chosen service good.
1, 3Gain 15 Oil.Gain 25 Oil.Gain 35 Oil.
1, 3Gain 15 of one randomly chosen complex food type.Gain 25 of one randomly chosen complex food type.Gain 35 of one randomly chosen complex food type.
1, 3Gain 15 of one randomly chosen raw food type.Gain 25 of one randomly chosen raw food type.Gain 35 of one randomly chosen raw food type.
1, 3Gain 15 Grain.Gain 25 Grain.Gain 35 Grain.
1, 3Gain 15 Barrels.Gain 25 Barrels.Gain 35 Barrels.
1, 3Gatherers move 5% faster.Gatherers move 10% faster.Gatherers move 15% faster.
2+1 to Boots production.
  • A revealed species needs Boots.
+2 to Boots production.
  • A revealed species needs Boots.
+2 to boots and coats production.
  • A revealed species needs Boots.
2+1 to Scrolls production.+2 to Scrolls production.+2 to scrolls and incense production.
2+1 to Jerky production.
  • A revealed species needs Jerky.
+2 to Jerky production.
  • A revealed species needs Jerky.
+2 to jerky and skewers production.
  • A revealed species needs Jerky.
2Workers have a 5% higher extra production chance for building materials.Workers have a 8% higher extra production chance for building materials.Workers have a 12% higher extra production chance for building materials.
2Workers have a 5% higher extra production chance for copper bars and crystalized dew.Workers have a 8% higher extra production chance for copper bars and crystalized dew.Workers have a 12% higher extra production chance for copper bars and crystalized dew.
2Worker carrying capacity is increased by 1.Worker carrying capacity is increased by 2.Worker carrying capacity is increased by 3.
2Production speed outside farms +5%Production speed outside farms +10%Production speed outside farms +15%
2Additional Resolve +1 (Biscuits)Additional Resolve +2 (Biscuits)Fulfilled biscuit and pie needs give 2 more Resolve.
2The fulfilled religion need gives 1 more Resolve.The fulfilled religion need gives 2 more Resolve.Fulfilled religion and treatment needs give 2 more Resolve.
2Beaver Resolve is increased by 1.Beaver Resolve is increased by 2.Beaver Resolve is increased by 3.
2Fox Resolve is increased by 1.Fox Resolve is increased by 2.Fox Resolve is increased by 3.
2Frog Resolve is increased by 1.Frog Resolve is increased by 2.Frog Resolve is increased by 3.
2Harpy Resolve is increased by 1.Harpy Resolve is increased by 2.Harpy Resolve is increased by 3.
2Human Resolve is increased by 1.Human Resolve is increased by 2.Human Resolve is increased by 3.
2Lizard Resolve is increased by 1.Lizard Resolve is increased by 2.Lizard Resolve is increased by 3.
25% higher extra event goods chance (except perks and blueprints).10% higher extra event goods chance (except perks and blueprints).15% higher extra event goods chance (except perks and blueprints).
1, 3Gain 15 Sea Marrow.Gain 25 Sea Marrow.Gain 35 Sea Marrow.
1, 3Gain 3 Parts.Gain 4 Parts.Gain 5 Parts.

One-time Penalty

CraftingTier 1
1, 2, 3Impatience grows 15% quicker.
1, 2, 3Additional Resolve −2 (Negligence)
1, 2, 3-1 housing spot in shelters and big shelters.
1, 2, 3Base Hearth fuel consumption rate modifier: +20%. Total Hearth fuel consumption rate is limited to 10–350% of base.
1, 2, 3The Ancient Hearth's resistance is decreased by 300.
1, 2, 3Villagers have a 10% higher extra food consumption chance during a break.
1, 2, 3Villagers have a 10% higher extra service consumption chance.
1, 2, 3Gain 3 Impatience Points.
1, 2, 3Up to 2 villagers can die.
1, 2, 3Base newcomer goods amount modifier: −50%. Final newcomer goods amounts are rounded to the nearest integer for each good type, with halves rounded away from zero.
1, 2, 3Additional Resolve −1 (Basic Housing)
1, 2, 3Burning a cyst takes 5 seconds longer.
1, 2, 3The storm lasts 20% longer.
1, 2, 3Discovered Dangerous Glades add 2 more Hostility (retroactive).
1, 2, 3Negative Forest Mysteries require a lower Hostility level (-1) to activate during the Storm.
1, 2, 3Destroys up to 2 random available gathering nodes.
1, 2, 3Base Resolve −1 per stack.
1, 2, 3Sacrifice fuel duration −33%
1, 2, 3-1 to sacrifice stacks in the Ancient Hearth.
1, 2, 3Dying villagers leave behind small Fishmen Totems.
1, 2, 3Travel cost per shipment +1 (Pack of Provisions)
1, 2, 3Base trader perk and blueprint price modifier +20%
1, 2, 3-2 to Pickled Goods production.
1, 2, 3-2 to Tea production.

Names