Cornerstones: Difference between revisions
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== Overview == | == Overview == | ||
Cornerstones are awarded every year. Epic Cornerstones are given on regular years, but Legendary Cornerstones are given on years 2, 4, and 6. | |||
== List of Cornerstones == | == List of Cornerstones == | ||
{{PerkSearch|search=e|source=Cornerstone}} | {{PerkSearch|search=e|source=Cornerstone}} |
Revision as of 18:58, 20 December 2023
Overview
Cornerstones are awarded every year. Epic Cornerstones are given on regular years, but Legendary Cornerstones are given on years 2, 4, and 6.
List of Cornerstones
Perk | Rarity | Description | Source(s) | Price |
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Legendary | "All workers have a +10% higher chance of producing double yields, but they also have a +20% higher chance of consuming twice as much food during a break." |
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Epic | "Increases the production speed of Copper Bars, Crystalized Dew, and all recipes that use metal ingots by +33%." |
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Epic | Royal Stormwalkers secured the trail to your settlement. Newcomers will arrive +25% quicker. |
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Legendary | "Increases the chance of doubling the loot from Abandoned Caches by 100% (this doesn't apply to perks and blueprints), but newly discovered resource nodes have fewer charges (5 charges to small deposits, 15 charges to large deposits)." |
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Epic | "+2 to <sprite name="[mat raw] stone"> Stone production. Gain additional <sprite name="[mat raw] stone"> Stone every yield (from gathering, farming, or production)." |
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Legendary | "A crystalline filter designed to mitigate the negative environmental impact of infused rainwater. Blightrot Cysts appear 50% slower when using rain engines, but Reputation from Resolve is generated 90% slower for the next 2 Reputation Points." |
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Legendary | "Global Resolve is increased by 5, but the chance of villagers consuming twice the amount of food during a break is increased by +50%." |
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Epic | Woodcutting is a lot easier. Woodcutters' Camp production is 35% quicker. |
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Epic | "A useful mill upgrade. Gain 3 <sprite name="[crafting] oil"> Oil for every 10 <sprite name="[crafting] flour"> Flour produced." |
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Legendary | "The settlement is known for being a major trade hub in the region. Gain 1 Reputation Point every time you sell goods worth 60 Amber, but fulfilling Orders awards 50% less Reputation." |
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Epic | "+2 to <sprite name="[food raw] vegetables"> Vegetables production. Gain additional <sprite name="[food raw] vegetables"> Vegetables every yield (from gathering, farming, or production)." |
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Legendary | Rumor has it that your settlement is one of the wealthiest in the realm. Newcomers will arrive 15% quicker and bring 10% more goods for every 1 level of standing you have with other settlements on trade routes. (the bonus is added retroactively) |
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Legendary | The Crown is very forgiving - as long as the goods keep flowing. Impatience grows 30% slower for 180 seconds every time you finish a trade route. |
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Legendary | The Brass Order's newest invention. All workers have a +5% higher chance of producing double yields for every 90 points of expected Corruption per minute in the Ancient Hearth. |
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Epic | "<sprite name="[mat raw] stone"> Stone (<sprite name=grade2>) can now be produced in the Clay Pit." |
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Legendary | "All buildings cost 40% less, but every newly discovered resource node has 5 fewer charges." |
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Legendary | "Blightrot spores aren't technically eggs, but they taste the same. You gain 5 <sprite name="[food raw] eggs"> Eggs when a Blightrot Cyst appears in your settlement. " |
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Epic | "Gain 5 <sprite name="[crafting] pigment"> Pigment for every 10 <sprite name="[food raw] insects"> Insects produced." |
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Epic | "A shady, but lucrative deal. Gain 10 <sprite name="[valuable] amber"> Amber every time a villager dies or leaves." |
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Legendary | "If you leave rainwater for a while, it will begin to release a pleasant and warm vapor. Food production speed is increased by +15% for every 50 units of drizzle water stored." |
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Epic | "3 <sprite name="[mat raw] plant fibre"> Plant Fiber per minute." |
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Legendary | Two rainpunk hauling carts will be assigned to the Main Warehouse to help transport resources between buildings. |
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Epic | "An odd talisman made from the talons of a phoenix. Gain 2 <sprite name="hearth parts"> Wildfire Essence for every 2 completed Dangerous or Forbidden Glade Events. (except cloned events spawned by fishmen caves and blood flowers)" |
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Epic | Gain +1 to production yields for all packs of goods. |
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Legendary | "Confused, empty-eyed creatures emerge from the Hearth. Each time Voice of the Sealed Ones triggers after the Hearth reaches 100% Corruption, 3 new villagers appear in the settlement." |
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Legendary | "The forest recedes, as heavily guarded trade caravans pour into the settlement. Hostility is reduced by 15 points every time you sell goods worth 30 Amber, but Complex Food needs grant 1 less Resolve point." |
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Epic | "With provisions, haulers don't have to return to the Hearth as often. Increases time between breaks for haulers by +50%." |
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Legendary | "Securing the deadliest corners of the forest will make it a lot less terrifying. Completing a Forbidden Glade Event reduces the Hostility gained from Dangerous (<sprite name="dangerous">) and Forbidden Glades (<sprite name="forbidden">) by 2, and from Small Glades by 1. (the bonus is added retroactively)" |
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Legendary | "If you want to take, you first must give. +1 to <sprite name="[mat raw] wood"> Wood production. Lose all stored fuel upon picking this cornerstone." |
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Epic | "Specializing in a particular branch of commerce can bring a lot of profit. <sprite name="[packs] pack of trade goods"> Packs of trade goods are worth 25% more when sold through trade routes or directly to traders." |
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Legendary | There is nothing the forest hates more than fire. Every villager with their need for religion fulfilled decreases the forest’s Hostility by 5. |
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Legendary | "Newly discovered resource nodes have more charges: +5 for small deposits, and +15 for large deposits." |
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Legendary | A standardized set of rules. Every villager with their need for education fulfilled increases global production speed by 5%. |
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Epic | Traders will have 1 more perk or blueprint for sale. |
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Legendary | "All farms can plant <sprite name="[food raw] mushrooms"> mushrooms (<sprite name=grade2>) on farm fields during drizzle season." |
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Epic | Travel cost on trade routes is reduced by 1. Doesn't apply to routes already in progress. This effect scales along with the quantity of goods exported. |
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Epic | Wealthy settlements attract wealthy settlers. Newcomers bring 40% more goods with them for every Hearth level gained. |
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Epic | "Top 10 tips on how to cook more efficiently - by Sahilda. Gain 10 <sprite name="[food processed] jerky"> Jerky for every 10 <sprite name="[food processed] pie"> Pie produced." |
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Epic | "Receive 3 <sprite name="[packs] pack of provisions"> Pack of Provisions for every new villager." |
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Epic | Just. The. Right. Amount. Villagers with the leisure need fulfilled have a +25% chance of doubling their yields. |
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Epic | "Gain 1 <sprite name="[valuable] ancient tablet"> Ancient Tablet for every 2 completed Glade Events. (the bonus is added retroactively)" |
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Legendary | "A faint image of an underwater landscape shimmers inside the ancient jewel. While the Ancient Hearth is being corrupted, resources sacrificed in it burn 50% longer." |
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Epic | The forest and the everlasting rain are connected somehow. Gain +3 to storm water production for every 2 Woodcutters in your settlement. Increases the tank capacity for every type of rainwater by +50 (one time only). |
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Epic | An artifact infused with the power of the Holy Flame. Hostility from woodcutters is decreased by 4. |
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Legendary | "An unusual amount of supplies can be found in some glades. Gain 40 <sprite name="[food raw] meat"> Meat and 40 <sprite name="[food raw] grain"> Grain for each completed Dangerous or Forbidden Glade Event. (except cloned events spawned by fishmen caves and blood flowers)" |
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Epic | "+2 to <sprite name="[food raw] herbs"> Herbs production. Gain additional <sprite name="[food raw] herbs"> Herbs every yield (from gathering, farming, or production)." |
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Legendary | "Apparently, there is a technique for extracting crystals similar to Amber from rainwater. Gain 10 <sprite name="[valuable] amber"> Amber every time you use 50 units of water in Rain Engines, but traders will have 1 less perk or blueprint for sale." |
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Epic | Resources you sacrifice in the Ancient Hearth burn 5% longer for every Impatience Point you have. |
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Epic | "The Royal Academy wants a detailed map of the region, and will supply anyone willing to help. Gain 20 <sprite name="[mat raw] reeds"> Reed and 20 <sprite name="[mat raw] clay"> Clay for each discovered glade." |
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Epic | Detailed notes on different traders and their wares. Gain 1 additional active trade route slot. Traders will arrive 25% quicker. |
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Epic | Gain one villager every time you discover a new glade. |
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Epic | "+2 to <sprite name="[mat raw] reeds"> Reed production. Gain additional <sprite name="[mat raw] reeds"> Reed every yield (from gathering, farming, or production)." |
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Legendary | "An old, forbidden ritual. Increases yields by 100% in all buildings that use fertile soil. You will lose all stored food (cooked and raw) upon choosing this cornerstone." |
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Epic | Scouts work 10% faster on Glade Events for every firekeeper assigned to a Hearth. |
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Legendary | "A joint venture with the Stormwalker Guild can be very profitable. You gain 15 <sprite name="[valuable] amber"> Amber every time you accept a newcomer group from the Citadel, but you’ll lose all stored Amber upon choosing this cornerstone." |
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Legendary | "Villagers have a +10% higher chance of producing double yields, but consumption control is disabled." |
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Legendary | "Big strategic changes always come with an adjustment period. Every neighboring town offers +2 more trade routes, but no trader will arrive in your settlement until you complete at least 3 trade routes. Traders currently staying in the settlement will leave immediately." |
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Legendary | "The crown doesn't need to know everything. There is no Impatience penalty when villagers leave or die, but Impatience will grow 600% faster, starting from Drizzle year 9." |
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Epic | "Villagers are willing to give you their very last piece of Amber just for a pint of decent ale. Gain 12 <sprite name="[valuable] amber"> Amber for every 50 <sprite name="[needs] ale"> Ale produced." |
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Legendary | Rainwater seems to soothe the forest. Hostility is reduced by 10 points every time you use 150 units of water in Rain Engines. |
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Epic | "3 <sprite name="[food raw] roots"> Roots per minute." |
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Epic | Water is not only used to power engines. Woodcutting speed will increase by +10% for every 150 units of water used in Rain Engines. |
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Epic | "The people are invigorated by every discovered cache. Every time you open or send 2 Abandoned Caches to the Citadel, you gain +1 to Global Resolve." |
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Epic | "Gain 1 Lizard for every 25 <sprite name="[food raw] eggs"> Eggs produced." |
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Epic | Boosts Global Resolve by 1 for every 3 levels of standing with other settlements in trade routes. (the bonus is added retroactively) |
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Legendary | "Global production speed is 33% faster, but traders will arrive 50% slower." |
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Legendary | "Machinery specialized in extracting copper from petrified trees. Gain 1 <sprite name="[metal] copper ore"> Copper Ore for every 5 <sprite name="[mat raw] wood"> Wood produced. All <sprite name="[metal] crystalized dew"> Crystalized Dew production is reduced by 1 (whether from gathering, farming, or production)." |
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Legendary | "Every 3 burnt Blightrot Cysts lowers Hostility by 10. While the Hearth is corrupted, you’re unable to sacrifice resources." |
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Epic | "Trade routes are worth 1 more <sprite name="[valuable] amber"> Amber. Doesn't apply to routes already in progress. This effect scales along with the quantity of goods exported." |
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Epic | "Receive 10 <sprite name="[valuable] amber"> Amber for every 5 completed trade routes." |
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Epic | "Some fossils contain valuable surprises. Gain 2 <sprite name="[valuable] amber"> Amber for every 20 <sprite name="[crafting] sea marrow"> Sea Marrow produced." |
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Epic | "3 <sprite name="[food raw] grain"> Grain per minute." |
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Legendary | "Woodcutters are tasked with creating makeshift tools. Discovering a glade during the Storm grants 10 <sprite name="[tools] simple tools"> Tools." |
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Legendary | "Gain 1 <sprite name="[mat processed] parts"> Parts every time you sell goods worth 25 Amber." |
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Legendary | "Gain 3 <sprite name="[tools] simple tools"> Tools every time a villager leaves or dies." |
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Epic | Your villagers learn how to travel the wilderness from the very best - the Royal Stormwalkers. All trade routes are faster by 40%. |
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Legendary | "Gain +1 to Global Resolve every time you sell goods worth 50 <sprite name="[valuable] amber"> Amber, but scouts work 10% slower on Glade Events." |
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Legendary | "The people are feeling oddly rebellious. Gain +1 Global Resolve for every 2 Impatience Points. Every time a villager leaves or dies, Impatience is increased by an additional 0.2 points." |
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Legendary | Glade event work speed increased by 30%. Resources you sacrifice in the Ancient Hearth burn 25% quicker. |
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Legendary | "Global gathering speed is increased by 30%, and newly discovered resource nodes have more charges (+10 charges to small deposits, +25 charges to large deposits). Every depleted resource node spawns a Blightrot Cyst." |
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Legendary | "Gain 1 <sprite name="[valuable] amber"> Amber for every 50 <sprite name="[mat raw] wood"> Wood produced." |
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Legendary | "The cost of knowledge can be very high. You can see the content of undiscovered glades, but discovering Dangerous (<sprite name="dangerous">) or Forbidden Glades (<sprite name="forbidden">) kills 1 villager." |
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Legendary | "You are allowed to use the legendary Mist Piercers. With such a rare gift at your disposal, the Queen's expectations are high. The content of glades will be revealed, but each discovered glade increases the Queen’s Impatience by 0.5." |
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Epic | "The settlement specializes in wine production. Gain +1 to Beaver Resolve for every 70 <sprite name="[needs] wine"> Wine produced." |
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Legendary | "All camp production is increased by 100%, but all buildings that use fertile soil have their yields decreased by 50%. Bonus does not affect the Woodcutters' Camp." |
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Legendary | Hostility is reduced by 40 for every Hearth upgraded to: Neighborhood (Level 2) (or higher). |
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Legendary | A mysterious Amber orb with a magical flame trapped within. Increases the Ancient Hearth's resistance by 150 for every woodcutter in your settlement. |
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Legendary | All houses have room for 1 more villager. |
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Epic | "A mysterious ingredient discovered by the famous chef and businessman Zhorg. Gain 10 <sprite name="[food processed] skewers"> Skewers for every 10 <sprite name="[food processed] pickled goods"> Pickled Goods produced." |
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Legendary | "An old inscription on the bottom of the hat says: "Fortune and glory". Increases the chance of doubling event loot by 50% (this doesn't apply to perks and blueprints)." |
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Legendary | "Powerful and precise machinery. <sprite name="[mat processed] parts"> Parts (<sprite name=grade3>) can be produced in the Smithy." |
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Legendary | One who lives in harmony with himself lives in harmony with all. Every Glade Event solved by making a decision marked as Empathy lowers Hostility by 40. (the bonus is added retroactively) |
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Epic | "Your scouts have learned how to be cautious when looting abandoned caches. Every time you open or send an Abandoned Cache to the Citadel, Hostility is lowered by 15 points." |
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Epic | Bakery production is 50% quicker. |
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Legendary | "Relatives of your villagers send gifts for treating their family members well. Get 40 <sprite name="[vessel] waterskin"> Waterskins for every full Reputation Point obtained through high Resolve." |
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Legendary | "You took some of the best explorers from the Smoldering City with you. Global Resolve is boosted by +5 for 180 seconds every time a new glade is discovered, but woodcutting is 33% slower until you open at least 2 glades." |
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Epic | "3 <sprite name="[mat raw] clay"> Clay per minute." |
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Legendary | "Some woodworkers just can't stop working. Gain 3 <sprite name="[vessel] barrels"> Barrels for every 10 <sprite name="[mat processed] planks"> Planks produced." |
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Epic | +50% to amount of goods produced in the Forester's Hut. |
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Epic | Each newcomer group has 2 additional villagers. |
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Epic | +50% to amount of goods produced in the Herb Garden. |
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Epic | "This time, it's the guild who’s going to pay you, not the other way around. Gain 10 <sprite name="[valuable] amber"> Amber every time a trader arrives." |
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Legendary | "A collection of architectural drafts from a very early period in the Citadel's history. Unlocks all camp blueprints and upgrades all small camps to their advanced versions, but gathering speed is decreased by 50% until you use up at least 300 resource node charges." |
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Epic | "It's off to work we go. For every 20 felled trees, Global Resolve is increased by 3 for 120 seconds." |
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Epic | "Gain 2 <sprite name="[packs] pack of provisions"> Pack of Provisions for every 10 <sprite name="[food raw] herbs"> Herbs produced." |
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Epic | "You've managed to enlist some excellent hunters. <sprite name="[food raw] meat"> Meat production increases by +1 every 25 times it's produced." |
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Epic | "A farmer's favorite food. Farmers have a +75% chance of producing double yields when under the effect of <sprite name="[food processed] biscuits"> biscuits." |
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Epic | "<sprite name="[food raw] herbs"> Herb and <sprite name="[food raw] roots"> Root production is increased by +1 for every 75 <sprite name="[food processed] biscuits"> Biscuits produced." |
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Epic | "A new type of grain. Gain 3 <sprite name="[food raw] mushrooms"> Mushrooms for every 10 <sprite name="[food raw] grain"> Grain produced." |
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Epic | "Ancient mushroom farming techniques are described within. <sprite name="[food raw] mushrooms"> Mushroom production increases by +1 every 25 times it's produced." |
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Epic | "A complicated runic structure, designed to shield the hearth from corruption. The Ancient Hearth's resistance to corruption is increased by 400." |
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Epic | Every Glade Event solved by making a decision marked as Loyalty lowers Hostility by 10. (the bonus is added retroactively) |
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Epic | "<sprite name="[food raw] vegetables"> Vegetables (<sprite name=grade2>) can now be produced in the Greenhouse." |
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Epic | Allows firekeepers to combat corruption more efficiently. Every burned cyst removes an additional 50 corruption. |
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Legendary | "The fresh resin still glows softly with the rain's essence. Gain 4 <sprite name="[metal] crystalized dew"> Crystalized Dew for every 20 <sprite name="[mat raw] resin"> Resin produced." |
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Legendary | "Gain 2 <sprite name="[food raw] insects"> Insects every time woodcutters cut down a tree during the Storm." |
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Epic | +50% to amount of goods produced in the Plantation. |
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Epic | "The settlement specializes in training gear production. Gain +1 to Lizard Resolve for every 70 <sprite name="[needs] training gear"> Training Gear produced." |
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Legendary | "Gain +2 to wood production. After each storm, all stored wood is removed, and you get 50 <sprite name="[food raw] insects"> Insects in return." |
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Epic | "<sprite name="[food processed] porridge"> Porridge production increases by +1 for every 150 units of <sprite name="[water] drizzle water"> Drizzle Water produced." |
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Epic | +50% to amount of goods produced in the Small Farm. |
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Legendary | "For every 10 completed trade routes, all houses will have room for one more person." |
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Epic | "Specialized grain farming techniques. <sprite name="[food raw] grain"> Grain production increases by +1 every 25 times it's produced." |
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Legendary | Scouting ahead makes it easier to prepare for the worst. Discovering a small glade increases the working speed of scouts investigating Dangerous or Forbidden Glade Events by 50% for 180 seconds. |
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Legendary | "The people in your settlement have survived many hardships, bringing them closer together (+10% villager speed, 1 Global Resolve)." |
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Epic | "+2 to <sprite name="[mat raw] leather"> Leather production. Gain additional <sprite name="[mat raw] leather"> Leather every yield (from gathering, farming, or production)." |
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Epic | "Gain 40 <sprite name="[food raw] meat"> Meat every time a villager dies or leaves." |
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Legendary | "Strange roots spread across the land. <sprite name="[mat raw] wood"> Wood production is increased by +1, but harvesting and planting are 25% slower." |
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Legendary | An automated rainpunk cart will be assigned to every warehouse in the settlement to help transport resources between buildings. |
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Legendary | "The Crown sends two Royal Guards to your village. Instead of simply brawling, villagers will now train under them. Fulfilling the need for brawling grants an additional +5 to Resolve, but attacking a trader will result in you getting 2 extra Impatience Points." |
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Legendary | "Gain 20 <sprite name="[crafting] coal"> Coal for every 3 burned Blightrot Cysts." |
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Epic | Brewery production is 50% quicker. |
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