基石熔炉
城市建筑
这是一座古老的熔炉,王室世世代代都会使用这座熔炉,将雷疫碎片锻造成基石。如今,它已被遗弃,炉中的火焰早已熄灭,但它的作品仍然分布在这个地区中。
Facts
- Size
- 4×4
- Crafting price
1雷疫碎片- Charges
- 3
- Conditions offered
- 4
- Effects offered
- 4
- Penalties offered
- 3
Found in glades
Condition
| Crafting | Tier 1 | Tier 2 | Tier 3 |
|---|---|---|---|
| 1 | 每完成 5 条贸易路线。 | 每完成 4 条贸易路线。 | 每完成 3 条贸易路线。 |
| 1, 3 | 每砍伐 60 棵树木。 | 每砍伐 50 棵树木。 | 每砍伐 40 棵树木。 |
| 1 | 每发现 3 块森林空地。 | 每发现 2 块森林空地。 | 每发现 1 块森林空地。 |
| 3 | 每满足 40 次衣服需求。 | 每满足 30 次衣服需求。 | 每满足 20 次衣服需求。 |
| 3 | 每满足 40 次精制食物需求。 | 每满足 30 次精制食物需求。 | 每满足 20 次精制食物需求。 |
| 3 | 每满足 40 次服务需求。 | 每满足 30 次服务需求。 | 每满足 20 次服务需求。 |
| 3 | 定居点中每出现 6 个疫腐病囊肿。 | 定居点中每出现 4 个疫腐病囊肿。 | 定居点中每出现 2 个疫腐病囊肿。 |
| 3 | 每当有 3 个村民死去、离开或被流放的时候。 | 每当有 2 个村民死去、离开或被流放的时候。 | 每当有 1 个村民死去、离开或被流放的时候。 |
| 1 | 每有 6 个新村民加入定居点。 | 每有 4 个新村民加入定居点。 | 每有 2 个新村民加入定居点。 |
| 1, 3 | 每生产 50 个精制食物。 | 每生产 40 个精制食物。 | 每生产 30 个精制食物。 |
| 1, 3 | 每生产 50 个面粉或染料。 | 每生产 40 个面粉或染料。 | 每生产 30 个面粉或染料。 |
| 3 | 每生产 15 个铜条或晶露。 | 每生产 10 个铜条或晶露。 | 每生产 6 个铜条或晶露。 |
| 3 | 每烧毁 4 个囊肿 | 每烧毁 3 个囊肿 | 每烧毁 2 个囊肿 |
| 1, 3 | 已售商品价值每达到 30 个琥珀。 | 已售商品价值每达到 25 个琥珀。 | 已售商品价值每达到 20 个琥珀。 |
| 1 | 每解决 3 个森林空地事件。 | 每解决 2 个森林空地事件。 | 每解决 1 个森林空地事件。 |
| 3 | 每购买 4 个物种房屋升级。 | 每购买 3 个物种房屋升级。 | 每购买 2 个物种房屋升级。 |
| 1, 3 | 每在捕鱼小屋中使用 35 个鱼饵。 | 每在捕鱼小屋中使用 30 个鱼饵。 | 每在捕鱼小屋中使用 25 个鱼饵。 |
| 1 | 每用完 35 个采集节点储量。 | 每用完 25 个采集节点储量。 | 每用完 15 个采集节点储量。 |
| 1, 3 | 每在雨发动机中使用 45 点雨水。 | 每在雨发动机中使用 35 点雨水。 | 每在雨发动机中使用 25 点雨水。 |
| 1, 3 | 每生产 30 份陶器、木桶或革制水袋。 | 每生产 25 份陶器、木桶或革制水袋。 | 每生产 20 份陶器、木桶或革制水袋。 |
| 1, 3 | 每生产 45 份鱼、水藻或鳞片。 | 每生产 35 份鱼、水藻或鳞片。 | 每生产 25 份鱼、水藻或鳞片。 |
| 1, 3 | 每生产 40 个铜矿石。 | 每生产 30 个铜矿石。 | 每生产 20 个铜矿石。 |
| 2 | 主仓库中每有 30 个 | 主仓库中每有 25 个 | 主仓库中每有 15 个 |
| 2 | 定居点中每有 4 个防疫员。 | 定居点中每有 3 个防疫员。 | 定居点中每有 2 个防疫员。 |
| 2 | 每有 120 点预期腐蚀。 | 每有 100 点预期腐蚀。 | 每有 80 点预期腐蚀。 |
| 2 | 每有 5 个死去、离开或被流放的村民(可追溯)。 | 每有 4 个死去、离开或被流放的村民(可追溯)。 | 每有 3 个死去、离开或被流放的村民(可追溯)。 |
| 2 | 每发现 3 个危险或受禁森林空地(可追溯)。 | 每发现 2 个危险或受禁森林空地(可追溯)。 | 每发现 1 个危险或受禁森林空地(可追溯)。 |
| 2 | 每有 3 台正在运转,且等级至少为 1 级的雨发动机。 | 每有 2 台正在运转,且等级至少为 1 级的雨发动机。 | 每有 1 台正在运转,且等级至少为 1 级的雨发动机。 |
| 2 | 定居点每有 3 个护火者。 | 定居点每有 2 个护火者。 | 定居点每有 1 个护火者。 |
| 2 | 定居点中每有 3 座完全升级的物种房屋。 | 定居点中每有 2 座完全升级的物种房屋。 | 定居点中每有 1 座完全升级的物种房屋。 |
| 2 | 敌意每达到 3 级。 | 敌意每达到 2 级。 | 敌意每达到 1 级。 |
| 2 | 每得到 3 点急躁点数。 | 每得到 2 点急躁点数。 | 每得到 1 点急躁点数。 |
| 2 | 每有 3 座至少有 1 个疫腐病囊肿的建筑。 | 每有 2 座至少有 1 个疫腐病囊肿的建筑。 | 每有 1 座至少有 1 个疫腐病囊肿的建筑。 |
| 2 | 每有 3 条贸易路线正在运行。 | 每有 2 条贸易路线正在运行。 | 每有 1 条贸易路线正在运行。 |
| 2 | 每解决 3 个危险或受禁森林空地事件(可追溯)。 | 每解决 2 个危险或受禁森林空地事件(可追溯)。 | 每解决 1 个危险或受禁森林空地事件(可追溯)。 |
| 2 | 每有 3 级火塘等级。 | 每有 2 级火塘等级。 | 每有 1 级火塘等级。 |
| 2 | 定居点每有 8 个村民。 | 定居点每有 6 个村民。 | 定居点每有 4 个村民。 |
| 2 | 定居点每有 5 个海狸村民。 | 定居点每有 4 个海狸村民。 | 定居点每有 3 个海狸村民。 |
| 2 | 定居点每有 5 个狐狸村民。 | 定居点每有 4 个狐狸村民。 | 定居点每有 3 个狐狸村民。 |
| 2 | 定居点每有 5 个蛙族村民。 | 定居点每有 4 个蛙族村民。 | 定居点每有 3 个蛙族村民。 |
| 2 | 定居点每有 5 个鸟身女怪村民。 | 定居点每有 4 个鸟身女怪村民。 | 定居点每有 3 个鸟身女怪村民。 |
| 2 | 定居点每有 5 个人类村民。 | 定居点每有 4 个人类村民。 | 定居点每有 3 个人类村民。 |
| 2 | 定居点每有 5 个蜥蜴村民。 | 定居点每有 4 个蜥蜴村民。 | 定居点每有 3 个蜥蜴村民。 |
| 2 | 定居点中每有 4 个伐木工。 | 定居点中每有 3 个伐木工。 | 定居点中每有 2 个伐木工。 |
| 2 | 至少升至 1 级的矿井中每有 4 个工人。 | 至少升至 1 级的矿井中每有 3 个工人。 | 至少升至 1 级的矿井中每有 2 个工人。 |
| 1 | 每过 3 个季节。 | 每过 2 个季节。 | 每过 1 个季节。 |
| 1, 3 | 每生产 25 个成包的物品。 | 每生产 20 个成包的物品。 | 每生产 15 个成包的物品。 |
| 1, 3 | 每生产 25 个建筑材料。 | 每生产 20 个建筑材料。 | 每生产 15 个建筑材料。 |
| 1, 3 | 每生产 50 点雨水。 | 每生产 40 点雨水。 | 每生产 30 点雨水。 |
| 1, 3 | 每在古老火塘献祭物品 150 秒。 | 每在古老火塘献祭物品 120 秒。 | 每在古老火塘献祭物品 90 秒。 |
| 1 | 每完成 4 条至少价值 5 琥珀的贸易路线。 | 每完成 3 条至少价值 5 琥珀的贸易路线。 | 每完成 2 条至少价值 5 琥珀的贸易路线。 |
| 3 | 每生产 16 个工具。 | 每生产 12 个工具。 | 每生产 8 个工具。 |
| 2 | 贸易路线每达到地位等级 3(可追溯)。 | 贸易路线每达到地位等级 2(可追溯)。 | 贸易路线每达到地位等级 1(可追溯)。 |
Effect
| Crafting | Tier 1 | Tier 2 | Tier 3 |
|---|---|---|---|
| 1, 3 | Gain 4 Amber. | Gain 7 Amber. | Gain 10 Amber. |
| 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 Copper Ore. | Gain 25 Copper Ore. | Gain 35 Copper Ore. |
| 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 Pack of Provisions. | Gain 7 Pack of Provisions. | Gain 12 Pack of Provisions. |
| 1, 3 | Gain 5 Purging Fire. | Gain 10 Purging Fire. | Gain 15 Purging Fire. |
| 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 Ancient Tablet. | Gain 2 Ancient Tablet. | Gain 3 Ancient Tablet. |
| 1, 3 | Gain 5 Tools. | Gain 8 Tools. | Gain 12 Tools. |
| 1, 3 | Trade routes are 10% faster. | Trade routes are 15% faster. | Trade routes are 20% faster. |
| 2 | +1 to Wine production.
| +2 to Wine production.
| +2 to wine and ale production.
|
| 2 | +1 to Porridge production.
| +2 to Porridge production.
| 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 Oil. | Gain 25 Oil. | Gain 35 Oil. |
| 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 Grain. | Gain 25 Grain. | Gain 35 Grain. |
| 1, 3 | Gain 15 Barrels. | Gain 25 Barrels. | Gain 35 Barrels. |
| 1, 3 | Gatherers move 5% faster. | Gatherers move 10% faster. | Gatherers move 15% faster. |
| 2 | +1 to Boots production.
| +2 to Boots production.
| +2 to boots and coats production.
|
| 2 | +1 to Scrolls production.
| +2 to Scrolls production.
| +2 to scrolls and incense production.
|
| 2 | +1 to Jerky production.
| +2 to Jerky production.
| +2 to jerky and skewers production.
|
| 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 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. |
| 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 Sea Marrow. | Gain 25 Sea Marrow. | Gain 35 Sea Marrow. |
| 1, 3 | Gain 3 Parts. | Gain 4 Parts. | Gain 5 Parts. |
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 Pickled Goods production.
|
| 1, 2, 3 | -2 to Tea production.
|
Names
失败作品不稳定的文物神奇装置实验性小发明王国的骄傲雨朋克催化剂疫腐病碎片废弃原型机风暴行者的灾祸沐浴过风暴的文物特使的愚行损坏的杰作缚魂碎片扭曲的发明被遗弃的遗物女王的凝视佐格颂歌萨希尔达的嫉妒被偷的创意抄袭的发明银钥匙闪耀的偏方三八面体风暴之眼