基石熔炉

城市建筑

Keepers of the Stone

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

CraftingTier 1Tier 2Tier 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 个琥珀。主仓库中每有 25 个琥珀。主仓库中每有 15 个琥珀。
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

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