Cornerstone Forge
City Buildings
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
| Crafting | Tier 1 | Tier 2 | Tier 3 |
|---|---|---|---|
| 1 | Every 5 completed trade routes. | Every 4 completed trade routes. | Every 3 completed trade routes. |
| 1, 3 | Every 60 trees felled. | Every 50 trees felled. | Every 40 trees felled. |
| 1 | Every time you discover 3 glade(s). | Every time you discover 2 glade(s). | Every time you discover 1 glade(s). |
| 3 | Every 40 clothing needs fulfilled. | Every 30 clothing needs fulfilled. | Every 20 clothing needs fulfilled. |
| 3 | Every 40 complex food needs fulfilled. | Every 30 complex food needs fulfilled. | Every 20 complex food needs fulfilled. |
| 3 | Every 40 service needs fulfilled. | Every 30 service needs fulfilled. | Every 20 service needs fulfilled. |
| 3 | Every 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. |
| 3 | Every 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. |
| 1 | Every 6 new villagers who join the settlement. | Every 4 new villagers who join the settlement. | Every 2 new villagers who join the settlement. |
| 1, 3 | Every 50 complex foods produced. | Every 40 complex foods produced. | Every 30 complex foods produced. |
| 1, 3 | Every 50 flour or dye produced. | Every 40 flour or dye produced. | Every 30 flour or dye produced. |
| 3 | Every 15 copper bars or crystalized dew produced. | Every 10 copper bars or crystalized dew produced. | Every 6 copper bars or crystalized dew produced. |
| 3 | Every 4 burned cysts. | Every 3 burned cysts. | Every 2 burned cysts. |
| 1, 3 | Every 30 Amber worth of goods sold. | Every 25 Amber worth of goods sold. | Every 20 Amber worth of goods sold. |
| 1 | Every 3 completed Glade Event(s). | Every 2 completed Glade Event(s). | Every 1 completed Glade Event(s). |
| 3 | Every 4 species house upgrades bought. | Every 3 species house upgrades bought. | Every 2 species house upgrades bought. |
| 1, 3 | Every 35 bait used in fishing huts. | Every 30 bait used in fishing huts. | Every 25 bait used in fishing huts. |
| 1 | Every 35 gathering node charges used. | Every 25 gathering node charges used. | Every 15 gathering node charges used. |
| 1, 3 | Every 45 rainwater used in rain engines. | Every 35 rainwater used in rain engines. | Every 25 rainwater used in rain engines. |
| 1, 3 | Every 30 pottery, barrels, or waterskins produced. | Every 25 pottery, barrels, or waterskins produced. | Every 20 pottery, barrels, or waterskins produced. |
| 1, 3 | Every 45 fish, algae, or scales produced. | Every 35 fish, algae, or scales produced. | Every 25 fish, algae, or scales produced. |
| 1, 3 | Every 40 copper ore produced. | Every 30 copper ore produced. | Every 20 copper ore produced. |
| 2 | Every 30 | Every 25 | Every 15 |
| 2 | Every 4 Blight Fighters in the settlement. | Every 3 Blight Fighters in the settlement. | Every 2 Blight Fighters in the settlement. |
| 2 | Every 120 points of expected corruption. | Every 100 points of expected corruption. | Every 80 points of expected corruption. |
| 2 | Every 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). |
| 2 | Every 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). |
| 2 | Every 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. |
| 2 | Every 3 Firekeeper(s) in the settlement. | Every 2 Firekeeper(s) in the settlement. | Every 1 Firekeeper(s) in the settlement. |
| 2 | Every 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. |
| 2 | Every 3 level(s) of Hostility reached. | Every 2 level(s) of Hostility reached. | Every 1 level(s) of Hostility reached. |
| 2 | Every 3 Impatience Point(s). | Every 2 Impatience Point(s). | Every 1 Impatience Point(s). |
| 2 | Every 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). |
| 2 | Every 3 Trade Route(s) in progress. | Every 2 Trade Route(s) in progress. | Every 1 Trade Route(s) in progress. |
| 2 | Every 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). |
| 2 | Every 3 Hearth level(s) gained. | Every 2 Hearth level(s) gained. | Every 1 Hearth level(s) gained. |
| 2 | Every 8 villagers in the settlement. | Every 6 villagers in the settlement. | Every 4 villagers in the settlement. |
| 2 | Every 5 Beaver villagers in the settlement. | Every 4 Beaver villagers in the settlement. | Every 3 Beaver villagers in the settlement. |
| 2 | Every 5 Fox villagers in the settlement. | Every 4 Fox villagers in the settlement. | Every 3 Fox villagers in the settlement. |
| 2 | Every 5 Frog villagers in the settlement. | Every 4 Frog villagers in the settlement. | Every 3 Frog villagers in the settlement. |
| 2 | Every 5 Harpy villagers in the settlement. | Every 4 Harpy villagers in the settlement. | Every 3 Harpy villagers in the settlement. |
| 2 | Every 5 Human villagers in the settlement. | Every 4 Human villagers in the settlement. | Every 3 Human villagers in the settlement. |
| 2 | Every 5 Lizard villagers in the settlement. | Every 4 Lizard villagers in the settlement. | Every 3 Lizard villagers in the settlement. |
| 2 | Every 4 woodcutters in the settlement. | Every 3 woodcutters in the settlement. | Every 2 woodcutters in the settlement. |
| 2 | Every 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. |
| 1 | Every 3 season(s). | Every 2 season(s). | Every 1 season(s). |
| 1, 3 | Every 25 packs of goods produced. | Every 20 packs of goods produced. | Every 15 packs of goods produced. |
| 1, 3 | Every 25 building materials produced. | Every 20 building materials produced. | Every 15 building materials produced. |
| 1, 3 | Every 50 units of rainwater produced. | Every 40 units of rainwater produced. | Every 30 units of rainwater produced. |
| 1, 3 | Every 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. |
| 1 | Every 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. |
| 3 | Every 16 tools produced. | Every 12 tools produced. | Every 8 tools produced. |
| 2 | Every 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
| Crafting | Tier 1 | Tier 2 | Tier 3 |
|---|---|---|---|
| 1, 3 | Gain 4 | Gain 7 | Gain 10 |
| 2 | The 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, 3 | Complex 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, 3 | Gain 15 | Gain 25 | Gain 35 |
| 2 | Workers have a 3% higher extra production chance. | Workers have a 6% higher extra production chance. | Workers have a 10% higher extra production chance. |
| 1, 3 | Farms have a 5% higher extra production chance. | Farms have a 8% higher extra production chance. | Farms have a 12% higher extra production chance. |
| 1, 3 | Hostility 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, 3 | Planting and harvesting speeds are increased by 5%. | Planting and harvesting speeds are increased by 10%. | Planting and harvesting speeds are increased by 15%. |
| 1, 3 | Gain 4 | Gain 7 | Gain 12 |
| 1, 3 | Gain 5 | Gain 10 | Gain 15 |
| 1, 3 | Gain 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, 3 | Scouts work 4% faster on Glade Events. | Scouts work 7% faster on Glade Events. | Scouts work 12% faster on Glade Events. |
| 1, 3 | Gain 1 | Gain 2 | Gain 3 |
| 1, 3 | Gain 5 | Gain 8 | Gain 12 |
| 1, 3 | Trade routes are 10% faster. | Trade routes are 15% faster. | Trade routes are 20% faster. |
| 2 | +1 to
| +2 to
| +2 to
|
| 2 | +1 to
| +2 to
| Production +2 each (Porridge, Paste).
|
| 1, 3 | Gain 15 of one randomly chosen service good. | Gain 25 of one randomly chosen service good. | Gain 35 of one randomly chosen service good. |
| 1, 3 | Gain 15 | Gain 25 | Gain 35 |
| 1, 3 | Gain 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, 3 | Gain 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, 3 | Gain 15 | Gain 25 | Gain 35 |
| 1, 3 | Gain 15 | Gain 25 | Gain 35 |
| 1, 3 | Gatherers move 5% faster. | Gatherers move 10% faster. | Gatherers move 15% faster. |
| 2 | +1 to
| +2 to
| +2 to
|
| 2 | +1 to
| +2 to
| +2 to
|
| 2 | +1 to
| +2 to
| +2 to
|
| 2 | Workers 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. |
| 2 | Workers have a 5% higher extra production chance for | Workers have a 8% higher extra production chance for | Workers have a 12% higher extra production chance for |
| 2 | Worker carrying capacity is increased by 1. | Worker carrying capacity is increased by 2. | Worker carrying capacity is increased by 3. |
| 2 | Production speed outside farms +5% | Production speed outside farms +10% | Production speed outside farms +15% |
| 2 | Additional Resolve +1 (Biscuits)
| Additional Resolve +2 (Biscuits)
| Fulfilled biscuit and pie needs give 2 more Resolve.
|
| 2 | The fulfilled religion need gives 1 more Resolve.
| The fulfilled religion need gives 2 more Resolve.
| Fulfilled religion and treatment needs give 2 more Resolve.
|
| 2 | Beaver Resolve is increased by 1. | Beaver Resolve is increased by 2. | Beaver Resolve is increased by 3. |
| 2 | Fox Resolve is increased by 1. | Fox Resolve is increased by 2. | Fox Resolve is increased by 3. |
| 2 | Frog Resolve is increased by 1. | Frog Resolve is increased by 2. | Frog Resolve is increased by 3. |
| 2 | Harpy Resolve is increased by 1. | Harpy Resolve is increased by 2. | Harpy Resolve is increased by 3. |
| 2 | Human Resolve is increased by 1. | Human Resolve is increased by 2. | Human Resolve is increased by 3. |
| 2 | Lizard Resolve is increased by 1. | Lizard Resolve is increased by 2. | Lizard Resolve is increased by 3. |
| 2 | 5% 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, 3 | Gain 15 | Gain 25 | Gain 35 |
| 1, 3 | Gain 3 | Gain 4 | Gain 5 |
One-time Penalty
| Crafting | Tier 1 |
|---|---|
| 1, 2, 3 | Impatience grows 15% quicker. |
| 1, 2, 3 | Additional Resolve −2 (Negligence) |
| 1, 2, 3 | -1 housing spot in shelters and big shelters. |
| 1, 2, 3 | Base Hearth fuel consumption rate modifier: +20%. Total Hearth fuel consumption rate is limited to 10–350% of base. |
| 1, 2, 3 | The Ancient Hearth's resistance is decreased by 300. |
| 1, 2, 3 | Villagers have a 10% higher extra food consumption chance during a break. |
| 1, 2, 3 | Villagers have a 10% higher extra service consumption chance. |
| 1, 2, 3 | Gain 3 Impatience Points. |
| 1, 2, 3 | Up to 2 villagers can die. |
| 1, 2, 3 | Base 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, 3 | Additional Resolve −1 (Basic Housing) |
| 1, 2, 3 | Burning a cyst takes 5 seconds longer. |
| 1, 2, 3 | The storm lasts 20% longer. |
| 1, 2, 3 | Discovered Dangerous Glades add 2 more Hostility (retroactive). |
| 1, 2, 3 | Negative Forest Mysteries require a lower Hostility level (-1) to activate during the Storm. |
| 1, 2, 3 | Destroys up to 2 random available gathering nodes. |
| 1, 2, 3 | Base Resolve −1 per stack. |
| 1, 2, 3 | Sacrifice fuel duration −33% |
| 1, 2, 3 | -1 to sacrifice stacks in the Ancient Hearth. |
| 1, 2, 3 | Dying villagers leave behind small Fishmen Totems. |
| 1, 2, 3 | Travel cost per shipment +1 (Pack of Provisions) |
| 1, 2, 3 | Base trader perk and blueprint price modifier +20% |
| 1, 2, 3 | -2 to
|
| 1, 2, 3 | -2 to
|
Names
Failed CreationUnstable ArtifactMagical ApparatusExperimental GizmoPride of the KingdomRainpunk CatalystBlight ShardAbandoned PrototypeStormwalker's MishapStormtouched ArtifactEnvoy's FollyBroken MasterpieceSoulbound FragmentWarped InventionForsaken RelicQueen's GazeOde to ZhorgSahilda's EnvyStolen IdeaPlagiarised InventionSilver KeyShining TrapezohedronEye of the Storm