Cornerstones
From Against the Storm Official Wiki
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 |
|---|---|---|---|---|
| Epic | "Increases the production speed of Copper Bars, Crystalized Dew, and all recipes that use metal ingots by +33%." |
| 26 | |
| Legendary | Increases the chance of doubling loot from abandoned caches by 100% (excluding perks and blueprints). |
| — | |
| Epic | "+2 to <sprite name="[mat raw] stone"> Stone production (from gathering, farming, fishing, or production)." |
| — | |
| 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." |
| — | |
| Epic | "Some fossils contain valuable surprises. Gain 2 <sprite name="[valuable] amber"> Amber for every 20 <sprite name="[crafting] sea marrow"> Sea Marrow produced." |
| — | |
| 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%." |
| — | |
| 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. This effect is retroactive. |
| — | |
| Epic | Woodcutting is a lot easier. Woodcutters' Camp production is 35% quicker. |
| — | |
| Epic | "A useful mill upgrade. Gain 3 <sprite name="[crafting] oil"> Oil for every 10 <sprite name="[crafting] flour"> Flour produced." |
| — | |
| 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." |
| — | |
| 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. This effect is retroactive. |
| — | |
| 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. |
| — | |
| Legendary | The Brass Order's newest invention. All workers have a +5% higher chance of producing double yields for every 110 points of expected corruption per minute in the Ancient Hearth. |
| — | |
| Legendary | Some old grudges still linger. Bats gain +2 Resolve for every 2 Frog villagers that leave or die. Global Resolve drops 30% faster. |
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| Epic | "<sprite name="[mat raw] stone"> Stone (<sprite name=grade2>) can now be produced in the Clay Pit." |
| — | |
| 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." |
| — | |
| Epic | "A new type of grain. Gain 3 <sprite name="[food raw] mushrooms"> Mushrooms for every 10 <sprite name="[food raw] grain"> Grain produced." |
| — | |
| Epic | "Gain 5 <sprite name="[crafting] dye"> Dye for every 10 <sprite name="[food raw] insects"> Insects produced." |
| — | |
| Epic | "A shady, but lucrative deal. Gain 10 <sprite name="[valuable] amber"> Amber every time a villager dies or leaves." |
| 29 | |
| 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." |
| — | |
| Epic | "3 <sprite name="[mat raw] plant fibre"> Plant Fiber per minute. Not affected by production bonuses and does not contribute to production-based perks." |
| — | |
| Legendary | Two rainpunk hauling carts will be assigned to the Main Warehouse to help transport resources between buildings. |
| — | |
| Legendary | "Seeing Bats excel at their craft has a motivating effect on the rest of the settlement. Gain +8% global production speed for every Bat working in a building with the Metallurgy (<sprite name="metallurgy">) specialization." |
| — | |
| Epic | Every Glade Event solved by making a decision marked as Loyalty lowers Hostility by 10. This effect is retroactive. |
| — | |
| 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. Totems spawned by the Fishmen Cave and Cloned Blood Flowers do not count." |
| — | |
| Epic | Gain +1 to production yields for all packs of goods. |
| 27 | |
| 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." |
| — | |
| Epic | "3 <sprite name="[food raw] roots"> Roots per minute. Not affected by production bonuses and does not contribute to production-based perks." |
| — | |
| Epic | "With provisions, haulers don't have to return to the hearth as often. Increases the time between breaks for haulers by +50% and their carrying capacity by +5." |
| — | |
| Legendary | "Securing the deadliest corners of the forest will make it a lot less terrifying. Completing a Forbidden Event (<sprite name="forbidden">) reduces the Hostility gained from Dangerous (<sprite name="dangerous">) and Forbidden Glades (<sprite name="forbidden">) by 2, and from Small Glades by 1. This effect is retroactive." |
| — | |
| Epic | "For every 30 vein charges mined, rainwater production and all recipes using rainwater gain a 5% higher chance of producing double yields." |
| — | |
| 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." |
| — | |
| 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." |
| — | |
| 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. |
| — | |
| Legendary | "Newly discovered gathering nodes have more charges: +5 for small ones, and +15 for large ones." |
| — | |
| Epic | A standardized set of rules. Every villager with their need for education fulfilled increases global production speed by 5%. |
| — | |
| Epic | Traders will have 1 more perk or blueprint for sale. |
| — | |
| Legendary | "All farms can plant <sprite name="[food raw] mushrooms"> mushrooms (<sprite name=grade2>) on farm fields during drizzle season." |
| — | |
| Epic | Boosts Global Resolve by 1 for every 3 levels of standing with other settlements in trade routes. This effect is retroactive. |
| — | |
| 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. |
| — | |
| 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." |
| 26 | |
| 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." |
| — | |
| Epic | "Receive 3 <sprite name="[packs] pack of provisions"> Pack of Provisions for every new villager." |
| — | |
| Epic | "+2 to <sprite name="[mat raw] clay"> Clay production (from gathering, farming, fishing, or production)." |
| — | |
| Epic | "Gain 1 <sprite name="[valuable] ancient tablet"> Ancient Tablet for every 2 completed Glade Events. This effect is retroactive." |
| — | |
| 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). |
| — | |
| 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." |
| — | |
| Epic | Wealthy settlements attract wealthy settlers. Newcomers bring 40% more goods with them for every Hearth level gained. |
| — | |
| Legendary | "An ancient jewel shimmers, revealing a glimmer of a faint underwater landscape. At the start of each Storm, if you have at least 500 points of expected corruption per minute, gain a permanent 33% bonus to the burning time of resources sacrificed in the Ancient Hearth." |
| — | |
| Legendary | The storm seems less threatening in a well-populated settlement. Global Resolve drops 2% slower for every Frog villager. |
| — | |
| Legendary | High spirits can be contagious. Beavers gain +2 Resolve for every Reputation Point gained through Harpy Resolve. This effect is retroactive. |
| — | |
| 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. Totems spawned by the Fishmen Cave and Cloned Blood Flowers do not count." |
| — | |
| 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." |
| — | |
| Epic | Detailed notes on different traders and their wares. You can have 1 more trade route active at the same time. Traders will arrive 25% quicker. |
| 28 | |
| Epic | Gain one villager every time you discover a new glade. |
| — | |
| 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." |
| — | |
| 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." |
| — | |
| Legendary | "Villagers have a +10% higher chance of producing double yields, but consumption control is disabled." |
| — | |
| Legendary | "The crown doesn't need to know everything. There is no Impatience penalty when villagers leave or die, but Impatience will grow 500% faster, starting from Drizzle year 10." |
| — | |
| Legendary | "All buildings cost 40% less, but every newly discovered resource node has 5 fewer charges." |
| — | |
| 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." |
| — | |
| Legendary | Rainwater seems to soothe the forest. Hostility is reduced by 10 points every time you use 150 units of water in Rain Engines. |
| — | |
| Legendary | "Though Beavers are an industrious and technologically minded species, they share a unique bond with the forest. Beaver villagers do not increase Hostility." |
| — | |
| Legendary | "Global production speed is 33% faster, but traders will arrive 50% slower." |
| — | |
| Legendary | "Woodcutters are tasked with creating makeshift tools. Discovering a glade during the Storm grants 10 <sprite name="[tools] simple tools"> Tools." |
| — | |
| Legendary | "Gain 5 <sprite name="[tools] simple tools"> Tools every time a villager leaves or dies." |
| — | |
| 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." |
| — | |
| 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." |
| — | |
| Legendary | Glade event work speed increased by 30%. Resources you sacrifice in the Ancient Hearth burn 25% quicker. |
| — | |
| 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." |
| — | |
| Legendary | "A collection of architectural drafts from a very early period in the Citadel's history. Unlocks the advanced blueprints for the Foragers' Camp, Trappers' Camp, and Herbalists' Camp, but gathering speed is decreased by 50% until you use up at least 250 gathering node charges." |
| — | |
| Legendary | "Global gathering speed is increased by 30%, and newly discovered gathering nodes have more charges (+10 charges to small gathering nodes, +25 charges to large gathering nodes). For every 40 gathering node charges used, 1 Blightrot Cyst(s) will spawn." |
| — | |
| Epic | "Gain 1 Lizard for every 25 <sprite name="[food raw] eggs"> Eggs produced." |
| — | |
| 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." |
| — | |
| Legendary | "All gathering 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." |
| — | |
| Legendary | Hostility is reduced by 40 for every Hearth upgraded to: Neighborhood (Level 2) (or higher). |
| — | |
| Legendary | "The Queen's grace knows no bounds. Every time you complete an order, a small abandoned cache will appear in your settlement." |
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| Legendary | All houses have room for 1 more villager. |
| — | |
| Legendary | "Every 3 burnt Blightrot Cysts lowers Hostility by 10. While the Hearth is corrupted, you’re unable to sacrifice resources." |
| — | |
| 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)." |
| — | |
| Legendary | "Driven by boundless ambition, Frog architects can't resist sketching plans, even in their spare time. Every time you fully upgrade 3 Frog Houses, you will receive a random blueprint. After 4 blueprints, this cornerstone will disappear." |
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| Legendary | "Powerful and precise machinery. <sprite name="[mat processed] parts"> Parts (<sprite name=grade3>) can be produced in the Smithy" |
| — | |
| 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)." |
| — | |
| 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." |
| — | |
| 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." |
| — | |
| Epic | Members of the Frog clan flock to your settlement. Gain 1 Frog villager for every 2 house upgrades. |
| — | |
| 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 25% slower until you open at least 2 glades." |
| — | |
| Epic | "3 <sprite name="[food raw] grain"> Grain per minute. Not affected by production bonuses and does not contribute to production-based perks." |
| — | |
| Legendary | "Apparently, amber-like crystals can be extracted from rainwater. Gain 10 <sprite name="[valuable] amber"> Amber every time you use 50 units of water in Rain Engines." |
| — | |
| Legendary | "Gain 1 <sprite name="[mat processed] parts"> Parts every time you sell goods worth 25 Amber." |
| — | |
| Epic | Your villagers learn how to travel the wilderness from the very best - the Royal Stormwalkers. All trade routes are faster by 40%. |
| — | |
| Epic | Scouts work 10% faster on Glade Events for every firekeeper assigned to a Hearth. |
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| Epic | Resources you sacrifice in the Ancient Hearth burn 5% longer for every Impatience Point you have. |
| — | |
| Legendary | "Gain 1 <sprite name="[valuable] amber"> Amber for every 50 <sprite name="[mat raw] wood"> Wood produced." |
| — | |
| 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 | "+2 to <sprite name="[mat raw] reeds"> Reed production (from gathering, farming, fishing, or production)." |
| — | |
| Legendary | "Gain 2 <sprite name="[food raw] insects"> Insects for every 1 piece of bait used in fishing." |
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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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| Epic | Each newcomer group has 2 additional villagers. |
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| Epic | Just. The. Right. Amount. Villagers with the leisure need fulfilled have a +33% chance of doubling their yields. |
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| Epic | "A farmer's favorite food. Farmers have a +100% chance of producing double yields when under the effect of <sprite name="[food processed] biscuits"> biscuits." |
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| Epic | "+2 to <sprite name="[food raw] berries"> Berries production (from gathering, farming, fishing, or production)." |
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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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| Epic | "+2 to <sprite name="[food raw] herbs"> Herbs production (from gathering, farming, fishing, or production)." |
| — | |
| Epic | Allows firekeepers to combat corruption more efficiently. Every burned cyst removes an additional 50 corruption. |
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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." |
| — | |
| Epic | +50% to amount of goods produced in the Forester's Hut. |
| — | |
| Epic | "Gain 2 <sprite name="[packs] pack of provisions"> Pack of Provisions for every 10 <sprite name="[food raw] herbs"> Herbs produced." |
| — | |
| Epic | +50% to amount of goods produced in the Herb Garden. |
| — | |
| 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." |
| — | |
| Epic | "3 <sprite name="[mat raw] clay"> Clay per minute. Not affected by production bonuses and does not contribute to production-based perks." |
| — | |
| Epic | Bakery production is 50% quicker. |
| — | |
| Epic | "Receive 10 <sprite name="[valuable] amber"> Amber for every 5 completed trade routes." |
| — | |
| 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." |
| — | |
| 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." |
| — | |
| 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." |
| — | |
| Legendary | "The Crown can be persuaded to show leniency toward this settlement. Grants an Active Ability that removes 1 Impatience Point at the cost of 10 <sprite name="[valuable] amber"> Amber. Usable from the Main Warehouse, up to 5 times." |
| — | |
| Epic | "Ancient mushroom farming techniques are described within. <sprite name="[food raw] mushrooms"> Mushroom production increases by +1 every 25 times it's produced." |
| 28 | |
| Epic | "A complicated runic structure, designed to shield the hearth from corruption. The Ancient Hearth's resistance to corruption is increased by 400." |
| — | |
| Legendary | "A fragile device that extracts energy from charged rainwater. Production bonuses in Rain Engines are stronger (+75% production speed, +33% double yield chance), but Blightrot Cysts will appear 20% faster when using Rain Engines. " |
| — | |
| Epic | "+2 to <sprite name="[food raw] vegetables"> Vegetables production (from gathering, farming, fishing, or production)." |
| 26 | |
| Epic | "<sprite name="[food raw] vegetables"> Vegetables (<sprite name=grade2>) can now be produced in the Greenhouse." |
| — | |
| 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." |
| — | |
| Legendary | "Gain 2 <sprite name="[food raw] insects"> Insects every time woodcutters cut down a tree during the Storm." |
| — | |
| Epic | +50% to amount of goods produced in the Plantation. |
| — | |
| Epic | "The settlement specializes in training gear production. Gain +1 to Lizard Resolve for every 70 <sprite name="[needs] training gear"> Training Gear produced." |
| — | |
| Epic | "<sprite name="[food processed] porridge"> Porridge production increases by +1 for every 150 units of <sprite name="[water] drizzle water"> Drizzle Water produced." |
| — | |
| Epic | +50% to amount of goods produced in the Small Farm. |
| — | |
| Legendary | "For every 10 completed trade routes, all houses will have room for one more person." |
| — | |
| Epic | "Specialized grain farming techniques. <sprite name="[food raw] grain"> Grain production increases by +1 every 25 times it's produced." |
| 28 | |
| Epic | Each discovered small glade increases the working speed of scouts investigating Glade Events by 50% for 180 seconds. |
| — | |
| Legendary | "The people in your settlement have survived many hardships, bringing them closer together (+10% villager speed, 1 Global Resolve)." |
| — | |
| Epic | Brewery production is 50% quicker. |
| — | |
| Epic | "+2 to <sprite name="[mat raw] leather"> Leather production (from gathering, farming, fishing, or production)." |
| — | |
| 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." |
| — | |
| Legendary | "A fencing instructor from the Royal Guard joins your settlement. Fulfilling the need for Brawling grants an additional +5 to Resolve, but attacking a trader adds 2 extra Impatience Points." |
| — | |
| Legendary | An automated rainpunk cart will be assigned to every warehouse in the settlement to help transport resources between buildings. |
| — | |
| 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." |
| — | |
| Legendary | "Gain 20 <sprite name="[crafting] coal"> Coal for every 3 burned Blightrot Cysts." |
| — | |
| Epic | "Gain 40 <sprite name="[food raw] meat"> Meat every time a villager dies or leaves." |
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