These are two properties of a tile, not a stone.
Dust is the simpler one. A tile has dust of some number, and whatever the number is, any stone played on there has its effect multiplied by that dust number. For example, if you play an 11 stone on a tile with 3 dust, it still only costs 11 energy, but you get to use the 33 effect when you play it there. 1 dust, which does nothing, is invisible (like how in Factor Crafter 1 is a nothing stone), and thus is what any tile that supposedly doesn't have dust actually has.
Marble is what a tile on the grid is made of, and it also comes in numbers, with 1-marble being the default type of marble that normal tiles are made of. Here's what the primes up to 100 cause a tile to do when made of that marble:
2. When a stone is placed on this tile, any other tiles of the same marble in this tile's row or in this tile's column are burned. The fires last for two turns (same length as normal fire). (4-marble makes the fire last for four turns, 8-marble makes the fire last for six turns, 16-marble makes the fire last for eight turns, and so on)
3. In a given match, there's a global "cycle card" off to the side of the board; this is a 7 by default (but might be different in puzzle levels). Whenever you play a stone on a 3-marble tile, whatever card you just used is exchanged with the current cycle card, so the card you just played becomes the new cycle card and the former cycle card is added to your deck (in your discard pile at this time). (There's actually arbitrarily many such cycle cards, all of which are a 7 to start (but might be different in puzzle levels). 3-marble always swaps your card with the first one, but 9-marble lets you choose which of the first two to swap your card with, 27-marble lets you choose which of the first three to swap your card with, and so on)
5. The ice makes terrain expansion harder. To play a stone on a 5-marble tile, you must have at least two valid stones to play off to get there instead of one - i.e. for normal stones you must have at least two stones adjacent to that 5-marble tile. 17s and 23s are easier to get onto 5-marble tiles than other stones are, since they each have eight possible spaces to be played off instead of four. (25 marble requires three valid adjacencies, 125 requires four, etc )
7. These tiles, and stones on them, are immune to fire, freezing, destruction, and so on. (49-marble also makes it so you can't use any of those effects if the stone was played on a 49-marble tile. 343-marble additionally enforces "immune behavior" that turn: you cannot play a stone on a 343-marble tile if you've used any effects this turn that Immune stones are immune to, and if you've played any stones on 343-marble this turn then those effects won't trigger for the remainder of the turn. Successive powers of 7 make the "behavior check" last for extra turns before and after the play)
11. When a tile adjacent to an 11-marble tile becomes occupied with any stone, a frozen copy of that stone is immediately created on that 11-marble tile. Note that the frozen copies from this can trigger successive 11-marble tiles, so any contiguous region of 11-marble will become filled with frozen copies the moment it's disturbed. (121-marble is triggered to copy if any stone is played within a two-orthogonal diamond of it, and so on)
13. All stones cost 13 less energy to play on these tiles. (As with 13 itself, this is multiplied by the other factors of the number, so a 26-marble tile makes stones 26 energy cheaper to play. 169-marble makes it so both the stone played there and the next stone played afterwards are 169 energy cheaper, even if said next stone isn't played on 169-marble)
17. Diagonal placement is allowed when placing a stone onto a 17-marble tile. (This is basically a weaker 17-dust, since it lets you place diagonally but doesn't make effects diagonal like multiplying by 17 does. If we want this to be more distinct from 17-dust, 17-marble could be "Stones can be placed diagonally from a stone on 17-marble")
19. When you play a stone on 19-marble, all other stones in that contigous region of 19-marble are destroyed. (Unless immune, of course)
23. Placing two spaces away is allowed when placing a stone onto a 23-marble tile (same notes apply as the notes on 17-marble)
29. When you play a stone onto 29-marble, that card is not discarded. (Yes, this is the same as 29-dust, but it was too obvious of an effect...)
31. When you play a stone on 31-marble, you may choose one other stone on 31-marble anywhere on the board to destroy. (It must be on the same number of marble, so if you played a stone on 62-marble the only valid targets are other stones on 62-marble, not ones on 31-marble, 93-marble, etc.)
37. The card you used to play a stone on this tile becomes a 37. (As with 37 itself this is based on the number of the marble, so it becomes a 74 card if the tile is 74-marble)
41. Stones played on 41-marble count for your opponent, unless they are Immune.
43. Stones played on 43-marble cost 0 energy as long as you have not played on any 43-marble already this turn. (Each multiple of 43 allows one free play per turn, so if you play a stone for free on a 43-marble tile you can still play a stone for free on an 86-marble tile that turn)
47. Stones on 47-marble can be played over by another stone, but the point the stone below it gave is kept even if it's played over (unless the stone being played over it is an actual multiple of 47, in which case that point is lost). The player who played the new stone still receives the point for the new stone.
53. When you play a stone on this tile, your turn ends immediately afterwards.
59. Exhaust the card you used to play on this tile.
61. When you play a stone on this tile, the card in your opponent's hand closest to the number of the stone you played is discarded. In the case of a tie for closest, the opponent chooses which of the tied cards to discard.
67. When you play a stone on this tile, choose any stone within this contiguous region of 67-marble. A Transient card of that stone number is added to your hand. (Transient cards do not count towards the hand size limit, but are Exhausted when played)
71. When you play a stone on 71-marble, that stone is factored as you play it (but after the energy is spent). You're now playing all of its prime factor stones, in an order of your choice. The first one goes where you tried to play the original stone, all the others must be played off of one of the previous ones, and must themselves be played on tiles of the same kind of marble as the first. If, in the process of doing this, you run into a situation where you cannot play one of the factors, then the game reverts to before you tried to play the original stone, as if you never played it.
73. Stones played on this tile have no effect.
79. Same as 11-marble, except the copies are not frozen.
83. Same as 79-marble, except the copying is triggered by stones diagonally adjacent, not by stones orthogonally adjacent (this means that, if a domino effect occurs, it's only going to spread across one checkerboard half of the contigous region)
89. When you play a stone on 89-marble, choose one stone that's in the same contiguous region of 89-marble that belongs to your opponent. That stone is inverted. (Unlike 41-related effects, this does not work on Immune stones. It must be on the same type of marble, so you can't use an 89-marble play to invert a stone on 178-marble)
97. If you have more stones on 97-marble on the board than your opponent, you may play off of any 97-marble tile as if you have a stone on that tile.
Also,
-1. Stones played on negative marble do not give score.
