Construction and Workshop
Construction is the profession of the house, from 1 to 100 like the others. It is levelled by assembling house pieces from carpentry planks and smithing bars: it gives an outlet to what the other professions produce.
Pieces are assembled at the city's building station, with the Builder's mallet in your backpack. Each new piece unlocks at a Construction level.
The pieces
Each piece needs planks and bars from its own tier, so it takes a carpenter and a smith, or being both.
| Comes out | Skill | Goes in | Skill per piece | Gold |
|---|---|---|---|---|
| Pine frame | Construction 0 | Pine plank×4Bronze bar×1 | 5 | 20 |
| Oak wall | Construction 10 | Oak plank×4Iron bar×2 | 27 | 40 |
| Birch roof | Construction 25 | Birch plank×5Steel bar×2 | 111 | 70 |
| Mahogany floor | Construction 40 | Mahogany plank×5Gold bar×3 | 354 | 100 |
| Arcane beam | Construction 60 | Arcane plank×6Mithril bar×3 | 782 | 140 |
| Redwood arch | Construction 80 | Redwood plank×6Obsidian bar×4 | 640 | 180 |
Works are started at the houses board, from your house card: it shows the next work, the level it needs and how many of each piece you have, in green or red. They spend the pieces in your backpack first, then those in your stash, and run on their own clock while you keep playing. One work at a time.
The house ladder
A house rises from House I to House V and, with the next work, it becomes Workshop I or Farm I, which rise to V. Both branches have the same works. Each work needs a Construction level and the pieces you craft while levelling the profession up to it:
| Work | Construction | Pieces | Time |
|---|---|---|---|
| House I → House II | 10 | Pine frame×33 | 1 hr |
| House II → House III | 20 | Oak wall×19 | 2 hr |
| House III → House IV | 30 | Oak wall×15Birch roof×8 | 4 hr |
| House IV → House V | 40 | Birch roof×27 | 8 hr |
| House V → Workshop I / Farm I / Excavation I / Kennel I / Cellar House I | 50 | Mahogany floor×12 | 12 hr |
| Workshop I / Farm I / Excavation I / Kennel I / Cellar House I → Workshop II / Farm II / Excavation II / Kennel II / Cellar House II | 60 | Mahogany floor×23 | 18 hr |
| Workshop II / Farm II / Excavation II / Kennel II / Cellar House II → Workshop III / Farm III / Excavation III / Kennel III / Cellar House III | 70 | Arcane beam×12 | 24 hr |
| Workshop III / Farm III / Excavation III / Kennel III / Cellar House III → Workshop IV / Farm IV / Excavation IV / Kennel IV / Cellar House IV | 80 | Arcane beam×23 | 36 hr |
| Workshop IV / Farm IV / Excavation IV / Kennel IV / Cellar House IV → Workshop V / Farm V / Excavation V / Kennel V / Cellar House V | 90 | Redwood arch×35 | 48 hr |
Each work takes time, and the higher it is, the longer it takes: from House I to Workshop V (or Farm V) they add up to 153 hr.
Workshop or Farm
At House V you choose what your house becomes: a Workshop, with its own crafting tables and a crafting discount, or a Farm, with planters, a compost bin, a potted fruit tree and a beehive. It is forever: it cannot be changed later. Both branches need the same works from I to V.
Each town has its own branch: the Farm is only in Aurelia, the Excavation only in Desert Town and the Kennel only in the Snowy Hamlet. The Workshop and the Cellar House are in all three.
The Workshop
The Workshop sets up a workplace inside the house. Each level adds crafting tables to choose: the owner decides which one and where it goes. There are nine in all, one of each kind: smelting furnace, anvil, saw, carpenter's bench, kitchen oven, fletching table, alchemy cauldron, artisan table and building station. Only the owner uses them: you process and craft right there, without walking to the forge or the sawmill, and for less energy.
| Level | What it gives |
|---|---|
| Workshop I | 1 table to choose (1 in total) |
| Workshop II | 2 tables to choose (3 in total) −10% energy when processing and crafting at home. |
| Workshop III | 2 tables to choose (5 in total) −20% energy when processing and crafting at home. |
| Workshop IV | 2 tables to choose (7 in total) −35% energy when processing and crafting at home. |
| Workshop V | 2 tables to choose (9 in total) −50% energy when processing and crafting at home. |
How tables are chosen and placed
- When the Workshop levels up, a window opens to choose which table to add, with the kinds your house does not have yet.
- The chosen table is placed like a piece of furniture, with Decorate: inside the house, without blocking the entrance or overlapping other furniture or tables. It does not count against the furniture limit.
- Once placed it cannot be moved or stored. If you want another one, destroy it (tap it in Decorate or right-click it) and the window to choose opens again.
- Tables are not items: they do not go to the chest, they are not crafted or sold. They belong to the house: if the house changes owner, they stay.
- The house cauldron is the green one. The lava and arcane cauldrons cannot go in a house.
- Workshops that already existed keep their tables where they were.
The Farm
The Farm turns the house into an indoor garden. It has no crafting tables: each level adds its own pieces, with no choosing, and the owner decides where they go with Decorate. What grows in the house belongs to each character, just like in the village garden, and keeps growing while you are away.
| Level | What it gives |
|---|---|
| Farm I | Planter I: 2 plots for vegetables, field crops or flowers |
| Farm II | Planter II: 2 plots for vegetables, field crops or flowers Compost bin: make compost at home |
| Farm III | Planter III: 2 plots for vegetables, field crops or flowers Potted fruit tree: one hole for a fruit tree |
| Farm IV | Planter IV: 2 plots for vegetables, field crops or flowers Beehive: every flower you harvest at home gives 2 honey |
| Farm V | Planter V: 2 plots for vegetables, field crops or flowers Greenhouse: everything in the house grows 20 % faster and with no pests |
How the Farm works
- At Farm I you already have your first planter to place; each level adds one more, up to five.
- It is placed with Decorate, like the Workshop tables: inside the house, without blocking the entrance. Once placed it does not move; if you destroy it, you place it again.
- Only the characters of the owner's account farm in the Farm. Guests can come in, but not plant or harvest.
- A flower planted in any planter protects the whole house from pests, like the flower bed in the village garden.
- Planters do not take fruit trees: that is what the potted fruit tree is for.
The Excavation (desert)
The houses of Desert Town sit on ruins from the age of the pyramid. The Excavation opens a pit in the house floor that you dig with a pickaxe, like a Mining vein: it gives sand and Mining experience and, now and then, a find. Each level opens a deeper layer.
| Level | Layer | Mining |
|---|---|---|
| Excavation I | Loose sand | 0 |
| Excavation II | Baked clay | 20 |
| Excavation III | Mudbrick ruins | 40 |
| Excavation IV | Sealed chamber | 60 |
| Excavation V | Royal tomb | 80 |
| Relic | Layer | Artisanry |
|---|---|---|
| Cat statuette | 1 | 5 |
| Clay tablet | 1 | 12 |
| Sun disc | 2 | 25 |
| Stone idol | 2 | 32 |
| Serpent crown | 3 | 45 |
| Sphinx figurine | 3 | 52 |
| Medusa mirror | 4 | 65 |
| Pharaoh mask | 5 | 80 |
How the Excavation works
- The pit is always in the same spot, at the back left of the house. No furniture can go there.
- Only the characters of the owner account dig the pit. You dig the deepest layer your house and your Mining allow.
- You dig it hit by hit with a pickaxe, like any vein: no energy, with the vein's health, and it fills back up on its own.
- Each stage can give a find: a pottery shard, an ancient coin or a relic fragment. From Excavation II, the sieve makes them turn up 50% more often.
- With four fragments of a relic, plus pottery, sand and coins, you restore it at any artisan table, in the Restore tab (Artisanry).
- Finds and relics sell on the market like any material: you can restore without a house too.
- The display case (from I): display one restored relic of each kind. It is used up and stays in the house forever, and each one adds 1 point of find chance at the pit; the full collection of eight adds 2 more.
- The restoration table (from III): an artisan table inside the house. Restoring relics there costs 25% less energy.
- The crew (from IV): a foreman and his diggers work on their own for 2 to 8 hours while you do something else. They charge gold wages per hour and come back with sand, pottery, coins, relic fragments and Mining experience. The Oasis Ruins need Mining 60.
- Excavation V brings a second crew and the Royal Tomb (Mining 80), which gives more coins and the deepest fragments, with Mining and Artisanry experience.
The Kennel (snow)
The houses of the Snowy Hamlet can have a kennel with sled dogs. From the dog house you send a sled on an expedition to the ice for 2, 4, 6 or 8 hours, while you do something else. It comes back with hides, fish and feathers, and gives Hunting, Skinning and Fishing experience to whoever sent it. Each level opens a farther destination.
| Level | Destination | Needs | They eat | Brings |
|---|---|---|---|---|
| Kennel I | Snowy Pinewood | — | Game meat ×1/h | Game hide ×2/h 41/h 41/h |
| Kennel II | Frozen Lake | 20 | Game meat ×1/h | Trout ×2/h Salmon ×0.5/h 104/h |
| Kennel III | The Peaks | 40 | Beast meat ×1/h | Beast hide ×1.5/h Ice feather ×0.5/h 66/h 66/h |
| Kennel V | The Far North | 60 | Frost meat ×1/h | Frost hide ×1/h Swordfish ×0.5/h Ice feather ×0.5/h 53/h 53/h 53/h Far North Pup 0.5 %/h |
How the Kennel works
- The dog house is always in the same spot, at the back right of the house. No furniture can go there.
- Only the characters of the owner account send and collect sleds, and you must be in town.
- The dogs eat raw meat: one piece per hour of travel, of the kind the destination asks for. It is taken from the backpack and, if short, from the stash.
- The expedition runs on its own: meanwhile you can fight, gather or do a Toil task.
- When it returns, what it brings goes to the backpack of whoever sent it; what does not fit goes to the stash.
- It teaches less than Toil, because it does not tie up the character.
- At Kennel IV a second sled arrives: two expeditions at once.
- From Kennel II there is an ice hole at the back left: you fish it with a rod like any spot, but the icy water needs no bait. It gives the best cold-water fish your level and rod allow (river fish, lake fish or salmon).
The dog team, the ice cellar and the pup
From Kennel III the house has its own team: three dogs with their own names, one for nose, one for stamina and one for strength. They go from level 0 to 10 by eating raw meat, and each level improves every expedition you send from that house.
| Dog | Per level | At level 10 |
|---|---|---|
| Nose | +3% of what the sled brings | +30% of what the sled brings |
| Stamina | −4% meat per trip | −40% meat per trip |
| Strength | +3% experience | +30% experience |
- To train a dog, pick it in the dog house window and feed it raw meat from your backpack or stash. Each piece teaches according to the meat: 1 for game meat and up to 6 for phoenix meat.
- Level 10 takes 2,000 experience: two thousand pieces of game meat, or far fewer of a finer meat. The first levels come fast; the last ones take work.
- The dogs belong to the house: if you sell it, they go with it.
- What the dogs give counts when the sled leaves: training them while it is out improves the next trip, not that one.
- From Kennel IV, the ice cellar keeps the meat cold: the dogs eat 25% less, on top of stamina. They always eat at least one piece.
- From Kennel V, an expedition to the Far North can come back with a rare pup: a mini-pet that follows you everywhere, goes in the pet slot and can be traded. The chance is 0.5% per hour of travel (4% in eight hours).
The Cellar House
The Cellar House is one more House V branch, like the Workshop, and it is in every town. It puts a staircase in the bottom left corner of the house, and down below there is a chest with 30 more spaces per level to store your things. Its works are the same as the Workshop's.
| Level | Construction | Pieces | Time | Spaces |
|---|---|---|---|---|
| Cellar House I | 50 | Mahogany floor×12 | 12 hr | 30 |
| Cellar House II | 60 | Mahogany floor×23 | 18 hr | 60 |
| Cellar House III | 70 | Arcane beam×12 | 24 hr | 90 |
| Cellar House IV | 80 | Arcane beam×23 | 36 hr | 120 |
| Cellar House V | 90 | Redwood arch×35 | 48 hr | 150 |
How the Cellar works
- Like every branch, it is forever: choosing it leaves out the Workshop and your town's branch.
- The staircase takes the bottom left corner of the house. No furniture goes there; anything that was there goes back to the stash when the work ends.
- Your account's characters go down with no limits. Of the house guests, only the ones you pick with “Allow chest” in the guest list: they store and take just like you (what they store becomes yours, what they take becomes theirs, and bound items never cross). You can revoke it any time.
- There is no decoration down there: the stairs and the chest, in the top left corner. Each cellar is separate: only your characters and allowed guests see it.
- What is down below is stored and taken out while you are down there, through your bag. You cannot move straight from the stash to a chest: the stash is upstairs, with the banker.
- A material joins its stack with the one in the stash: storing it below adds it to the one you already have, without taking a space. The chests are for gear.
- A house with things down below cannot be put up for sale: empty the cellar first. What you stored belongs to your account and does not go with the house; the cellar does, empty.
Furniture
Furniture decorates the inside of a house. It is made at the same building station, from planks only, and each piece unlocks at a Construction level. Once made it stacks in your backpack and is bought and sold on the market like any material. Most of it is decorative; beds also let you rest.
| Furniture | Construction | Planks | Tiles (width × depth) | Walk over |
|---|---|---|---|---|
| Chair | 1 | Pine plank×2 | 1 × 1 | — |
| Potted plant | 5 | Pine plank×1 | 1 × 1 | — |
| Side table | 9 | Pine plank×3 | 1 × 1 | — |
| Rustic bench | 16 | Oak plank×3 | 2 × 1 | — |
| Fox rug | 22 | Oak plank×2 | 2 × 2 | Yes |
| Wardrobe | 28 | Oak plank×5 | 1 × 1 | — |
| Cot | 5 | Birch plank×4 | 2 × 1 | — |
| Covered table | 42 | Birch plank×5 | 2 × 1 | — |
| Bookcase | 51 | Mahogany plank×5 | 2 × 1 | — |
| Dresser | 60 | Mahogany plank×6 | 2 × 1 | — |
| Bear rug | 76 | Arcane plank×4 | 2 × 2 | Yes |
| Double bed | 5 | Redwood plank×6 | 4 × 2 | — |
| Fur drying rack | 30 | Oak plank×3 | 3 × 1 | — |
| Feather crate | 35 | Birch plank×2 | 2 × 1 | — |
Beds
You can lie down in a house bed: double-click it (or press E next to it). While lying down, energy recovers 50 % faster, and it keeps going even if you close the game.
- The cot with bedroll fits one person; the double bed, two. If there is no room left, it is taken.
- The characters of the owner's account and the invited characters can lie down.
- You cannot lie down with full energy, away from the bed or in the middle of an outing.
- Walking, jumping, heading out on an adventure or travelling gets you up. So does the bed being removed or the house changing owner.
- It stacks with the bonus from the Order: lying down as an Order member, energy recovers 87.5 % faster.
- You can also sleep without a house: the Aurelia hotel has beds for everyone, with a ticket sold by the hotelier (see Maps).
Placing it
- Only the owner decorates the house: the list shows every piece of furniture, lit up if you have it in your backpack or stash and greyed out if not. Pick one and tap where it goes, on the floor inside. At the bottom, a link takes you to Construction to make the ones you are missing.
- They cannot block the entrance or go on top of a Workshop table.
- Two pieces cannot overlap. You walk over rugs; everything else you walk around.
- Tap a placed piece to put it back in your stash.
- With something in hand, the R key rotates it. Benches, long tables, rugs, planters and some Workshop tables turn sideways and take up their length going back, so they fit against a wall; standing pieces like wardrobes or furnaces flip around. Beds don't rotate. A Workshop table stays the way you placed it.
How many fit
Room for furniture grows with the house: every work adds a little more.
| Stage | Furniture |
|---|---|
| House I | 5 |
| House II | 8 |
| House III | 11 |
| House IV | 14 |
| House V | 17 |
| Workshop I / Farm I / Excavation I / Kennel I / Cellar House I | 20 |
| Workshop II / Farm II / Excavation II / Kennel II / Cellar House II | 22 |
| Workshop III / Farm III / Excavation III / Kennel III / Cellar House III | 24 |
| Workshop IV / Farm IV / Excavation IV / Kennel IV / Cellar House IV | 26 |
| Workshop V / Farm V / Excavation V / Kennel V / Cellar House V | 28 |
House rules
- A house makes you work faster, never stronger: there is no item, recipe or hit that only a house owner has.
- Discounts are percentages: they are worth the same at level 10 as at level 50.
- The house belongs to your account: any of your characters can do the works, decorate it and get the Workshop discount.
- It is private: all your characters get in, plus the characters you invite, and nobody else (the clan no longer opens the door). You invite by character name (that character gets in, not the rest of their account) from your house's card on the houses board: one guest per house level, up to five at House V, in the Workshop and in the Farm.
- Removing a guest locks their spot for 24 hours: inviting to a free spot is instant, but swapping guests has to wait. If the house changes owner, the list starts over.
- Furniture and tables belong to the house: if it changes owner, for whatever reason, they stay inside.
- Deleting a character does not affect the house: it belongs to the account.