基石鍛爐

城市建築

Keepers of the Stone

王室世代以來都是在這座古老的鍛爐裡使用雷電災厄碎片製作基石。現在雖然鍛爐已經廢棄,爐火也早就熄滅,但在這個地區還是能感受它遺留下來的影響。

Facts

Size
4×4
Crafting price
1雷電災厄碎片
Charges
3
Conditions offered
4
Effects offered
4
Penalties offered
3

Found in glades

Condition

CraftingTier 1Tier 2Tier 3
1每完成 5 條貿易路線。每完成 4 條貿易路線。每完成 3 條貿易路線。
1, 3每砍倒 60 棵樹。每砍倒 50 棵樹。每砍倒 40 棵樹。
1每發現 3 塊林間空地。每發現 2 塊林間空地。每發現 1 塊林間空地。
3每滿足 40 次衣服需求。每滿足 30 次衣服需求。每滿足 20 次衣服需求。
3每滿足 40 次精製食物需求。每滿足 30 次精製食物需求。每滿足 20 次精製食物需求。
3每滿足 40 次服務需求。每滿足 30 次服務需求。每滿足 20 次服務需求。
3聚落中每出現 6 個枯腐黴囊腫。聚落中每出現 4 個枯腐黴囊腫。聚落中每出現 2 個枯腐黴囊腫。
3每當有 3 名村民死亡、離開或遭到流放。每當有 2 名村民死亡、離開或遭到流放。每當有 1 名村民死亡、離開或遭到流放。
1聚落中每新加入 6 位村民。聚落中每新加入 4 位村民。聚落中每新加入 2 位村民。
1, 3每生產 50 份精製食物。每生產 40 份精製食物。每生產 30 份精製食物。
1, 3每生產 50 份麵粉或染料。每生產 40 份麵粉或染料。每生產 30 份麵粉或染料。
3每生產 15 個銅條或晶化露。每生產 10 個銅條或晶化露。每生產 6 個銅條或晶化露。
3每燒毀 4 個囊腫。每燒毀 3 個囊腫。每燒毀 2 個囊腫。
1, 3每售出價值 30 塊琥珀的貨物。每售出價值 25 塊琥珀的貨物。每售出價值 20 塊琥珀的貨物。
1每完成 3 個林間空地事件。每完成 2 個林間空地事件。每完成 1 個林間空地事件。
3每購買 4 項種族住宅升級。每購買 3 項種族住宅升級。每購買 2 項種族住宅升級。
1, 3在捕魚屋中每使用 35 次魚餌。在捕魚屋中每使用 30 次魚餌。在捕魚屋中每使用 25 次魚餌。
1每使用 35 次採集節點採集次數。每使用 25 次採集節點採集次數。每使用 15 次採集節點採集次數。
1, 3雨水引擎每消耗 45 單位雨水。雨水引擎每消耗 35 單位雨水。雨水引擎每消耗 25 單位雨水。
1, 3每生產 30 件陶器、木桶或革製水袋。每生產 25 件陶器、木桶或革製水袋。每生產 20 件陶器、木桶或革製水袋。
1, 3每生產 45 魚、水藻或鱗片。每生產 35 魚、水藻或鱗片。每生產 25 魚、水藻或鱗片。
1, 3每生產 40 個銅礦石。每生產 30 個銅礦石。每生產 20 個銅礦石。
2主倉庫裡每有 30 塊琥珀。主倉庫裡每有 25 塊琥珀。主倉庫裡每有 15 塊琥珀。
2聚落中每 4 位防疫員。聚落中每 3 位防疫員。聚落中每 2 位防疫員。
2每 120 點預期變異。每 100 點預期變異。每 80 點預期變異。
2每當有 5 名村民死亡、離開或遭到流放(具追溯性)。每當有 4 名村民死亡、離開或遭到流放(具追溯性)。每當有 3 名村民死亡、離開或遭到流放(具追溯性)。
2每發現 3 個危險林間空地或森林禁地(具追溯性)。每發現 2 個危險林間空地或森林禁地(具追溯性)。每發現 1 個危險林間空地或森林禁地(具追溯性)。
2每 3 具 1 級以上的運作中雨水引擎。每 2 具 1 級以上的運作中雨水引擎。每 1 具 1 級以上的運作中雨水引擎。
2聚落中每 3 位護火者。聚落中每 2 位護火者。聚落中每 1 位護火者。
2聚落中每完全升級 3 間種族住宅。聚落中每完全升級 2 間種族住宅。聚落中每完全升級 1 間種族住宅。
2敵意每達到 3 個等級。敵意每達到 2 個等級。敵意每達到 1 個等級。
2每 3 點厭煩值。每 2 點厭煩值。每 1 點厭煩值。
2每 3 間建築有至少 1 個枯腐黴囊腫。每 2 間建築有至少 1 個枯腐黴囊腫。每 1 間建築有至少 1 個枯腐黴囊腫。
2每 3 條進行中的貿易路線。每 2 條進行中的貿易路線。每 1 條進行中的貿易路線。
2每解決 3 個危險林間空地或森林禁地事件(具追溯性)。每解決 2 個危險林間空地或森林禁地事件(具追溯性)。每解決 1 個危險林間空地或森林禁地事件(具追溯性)。
2每 3 個爐床等級。每 2 個爐床等級。每 1 個爐床等級。
2聚落中每 8 位村民。聚落中每 6 位村民。聚落中每 4 位村民。
2聚落中每 5 位狸人村民。聚落中每 4 位狸人村民。聚落中每 3 位狸人村民。
2聚落中每 5 位狐人村民。聚落中每 4 位狐人村民。聚落中每 3 位狐人村民。
2聚落中每 5 位蛙族村民。聚落中每 4 位蛙族村民。聚落中每 3 位蛙族村民。
2聚落中每 5 位鳥身女妖村民。聚落中每 4 位鳥身女妖村民。聚落中每 3 位鳥身女妖村民。
2聚落中每 5 位人類村民。聚落中每 4 位人類村民。聚落中每 3 位人類村民。
2聚落中每 5 位蜥蜴人村民。聚落中每 4 位蜥蜴人村民。聚落中每 3 位蜥蜴人村民。
2聚落中每 4 位伐木工。聚落中每 3 位伐木工。聚落中每 2 位伐木工。
2等級 1 以上的礦井中每有 4 位工人等級 1 以上的礦井中每有 3 位工人等級 1 以上的礦井中每有 2 位工人
1每 3 個季節。每 2 個季節。每 1 個季節。
1, 3每生產 25 個包裝貨物。每生產 20 個包裝貨物。每生產 15 個包裝貨物。
1, 3每生產 25 個建築材料。每生產 20 個建築材料。每生產 15 個建築材料。
1, 3每生產 50 單位雨水。每生產 40 單位雨水。每生產 30 單位雨水。
1, 3每在遠古爐床獻祭貨物 150 秒。每在遠古爐床獻祭貨物 120 秒。每在遠古爐床獻祭貨物 90 秒。
1每完成 4 條至少價值 5 塊琥珀的貿易路線。每完成 3 條至少價值 5 塊琥珀的貿易路線。每完成 2 條至少價值 5 塊琥珀的貿易路線。
3每生產 16 件工具。每生產 12 件工具。每生產 8 件工具。
2貿易路線地位每達到 3 級(具追溯性)。貿易路線地位每達到 2 級(具追溯性)。貿易路線地位每達到 1 級(具追溯性)。

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