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Most buildings require at least one villager to work in it. Selecting a building will allow villagers to be assigned and unassigned from it. Workers from species that are specialized in the building will show spinning cartwheel around them.
{{Version|1.4.17}}


== Hearth ==
== Overview ==
The hearth is one of the two starting buildings and is crucial to the survival of a village. Villagers gather around it to rest, eat, and receive clothing. If the fire goes out, people's Resolve will start falling drastically.


To keep up the flame, a Firekeeper and a strady supply of Fuel are needed. You can decide which type of fuel will be burned in the Hearth by selecting it and using the checkboxes next to the fuel types in the selection UI.
[[Buildings]] are your main way of meeting the needs of your [[Villagers]] by way of gathering, farming, production, housing, and consumption. They occupy map tiles, constrain the movement of Villagers, and offer a variety of capabilities to help your settlement survive. Some Buildings have a limited distance within which they are effective, for example, for gathering {{rl|Wood}} from trees.


=== Sacrificing ===
== Blueprints ==
During especially hard times, you can sacrifice additional goods in the Hearth to temporarily gain positive effects depending on the Fuel used.


== Roads ==
[[File:Choose blueprint shimmer.png|x120px|thumb|The Reputation icon shimmers when you can choose new Blueprints.]]
* Path: A simple path, doesn't cost any resources (5% villagers speed increase)
Which Buildings you have available for construction is determined by which [[Blueprints]] you have in your settlement. During each mission, you can choose additional Blueprints by gaining Reputation, completing [[Orders]], buying from [[Traders]], and from [[Glade Event]] rewards. Once you gain a new Blueprint, you are allowed to build that Building as many times as you can afford—until you move on to the next settlement. You will then have different choices and rewards.


== Camps ==
=== Essential Blueprints ===
Camps are starting points for villagers to gather resources from deposits in an area around them. Attempting to place a camp will highlight its collection area and the resource deposits that can be harvested.


Woodcutters' Camps can be set to cut only marked trees or to avoid opening glades.
Every Viceroy has a list of '''Essential Blueprints,''' and you will begin each settlement with all of those Blueprints, meaning those Buildings start unlocked.
{| class="wikitable"
 
! Building !! Cost !! Resources gathered
You can choose more Blueprints to be '''Essential''' by completing [[Deeds]] and buying [[upgrades]] in the [[Smoldering City]]. Some upgrades in the Smoldering City also add Blueprints to your list of choices when [[Embarking]].
 
You can learn about your starting list of Essential Buildings and how to use those Buildings by playing the [[Tutorial Walkthrough|Tutorial]].
 
== Species Specific Buildings ==
Some Buildings will only appear in the Reputation Rewards Blueprint pool if certain Species are in the Settlement. These are:
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center;"
! Races
! colspan="3" | Buildings
|-
|-
| [[File:Woodcutters Camp icon.png|60px]] Woodcutters' Camp || 2 Parts || Wood
| style="font-weight:bold;" | {{Species link|Beavers|medium}}
| {{bl|Cellar|medium}}
| {{bl|Guild House|medium}}
| {{bl|Scribe|medium}}
|-
|-
| [[File:Forager's Camp icon.png|60px]] Foragers' Camp || 10 Wood<br>3 Parts || Grain<br>Insects<br>Vegetables
| style="font-weight:bold;" | {{Species link|Foxes|medium}}
| {{bl|Beanery|medium}}
| {{bl|Tea Doctor|medium}}
| {{bl|Teahouse|medium}}
|-
|-
| [[File:Stonecutter's Camp icon.png|60px]] Stonecutters' Camp || 10 Wood<br>3 Parts || Clay<br>Sea Marrow<br>Stone
| style="font-weight:bold;" | {{Species link|Frogs|medium}}
| {{bl|Cannery|medium}}
| {{bl|Forum|medium}}
| {{bl|Pantry|medium}}
|-
|-
| [[File:Harvester Camp icon.png|60px]] Harvesters' Camp || 10 Wood<br>3 Parts || Reed<br>Plant Fiber
| style="font-weight:bold;" | {{Species link|Harpies|medium}}
| {{bl|Apothecary|medium}}
| {{bl|Artisan|medium}}
| {{bl|Bath House|medium}}
|-
| style="font-weight:bold;" | {{Species link|Humans|medium}}
| {{bl|Brewery|medium}}
| {{bl|Brick Oven|medium}}
| {{bl|Monastery|medium}}
|-
| style="font-weight:bold;" | {{Species link|Lizards|medium}}
| {{bl|Butcher|medium}}
| {{bl|Clan Hall|medium}}
| {{bl|Leatherworker|medium}}
|}
|}


== Food Production ==
== Construction ==
 
To construct a building, you must first have that building's Blueprint. Then, you can see that Blueprint in the [[#Construction Toolbar|toolbar of icons at the bottom of the screen]]. Click to place the Blueprint on the map. If the building will have a working range, a green circle will indicate that range. Red squares under the construction site indicate obstacles such as trees, roads, or other buildings.
 
Once the construction site for your building is placed, you can select a priority and view which resources have or have not yet been delivered to the site. Before construction is completed, you can move the construction site of most buildings for free.
 
=== Builders ===
 
Buildings are constructed by [[Villagers]] that aren't assigned to work anywhere else. If you need a building built quickly, you will need to dismiss several workers from their workplaces. If no Builders are available, a hammer icon will appear above all buildings that are awaiting construction, letting you know that you need to dismiss a worker somewhere or the building materials will never be delivered and construction will never finish.


== Housing ==
=== Construction Toolbar ===
{| class="wikitable"
 
! Building !! Cost !! Effects
[[File:Buildings construction icons.png|thumb|500px|The construction toolbar at the bottom of the screen, also showing the tooltip over the second icon for Camps, which looks like a mushroom and leaf. Hold your mouse over an icon to see the tooltip.]]
|-
 
| Shelter || 10 Wood || Satisfies the need for Shelter for up to 3 Villagers
Buildings are constructed by selecting from the Blueprints in the construction toolbar. From left to right, the construction icons represent the following categories of Blueprints:
|}
# [[File:Construct Roads.png|x32px|Roads|link=Roads]] [[Road]]s, which are not buildings per se, but built like them. They increase [[Villagers]]' speed walking across the map.
# [[File:Construct Camps.png|x32px|Camps|link=#Camps]] [[#Camps|Camps]], which gather resources from resource nodes. You start most maps with the same 5 options: [[Woodcutters' Camp]], [[Stonecutters' Camp]], [[Harvesters' Camp]], the small gathering camps and small fishing hut.
# [[File:Construct Food Production.png|x32px|Food Production|link=#Food_Production]] [[#Food Production|Food Production]], which farm resources from [[Resources#Farming|Fertile Soil]] and cook [[Complex Food Need|Complex Foods]].
# [[File:Construct Housing.png|x32px|Housing|link=#Housing]] [[#Housing|Housing]], which fulfills Villagers' [[Housing Need]]s.
# [[File:Construct Industry.png|x32px|Industry|link=#Industry Buildings]] [[#Industry Buildings|Industry Buildings]], which produce [[Resources]] from other Resources with [[Recipes]].
# [[File:Construct City Buildings.png|x32px|City Buildings|link=#City Buildings]] [[#City Buildings|City Buildings]], which include [[Hearths]], [[Warehouse]]s, and the [[Trading Post]]. This category will also contain buildings that provide [[Services]] when you have earned their [[Blueprints]].
# [[File:Construct Decorations.png|x32px|Decorations|link=Decorations]] [[Decorations]], which are used to upgrade [[Hearths]].
 
Next to the construction toolbar are the buttons for marking trees (the axe icons). To the far right is the button for destroying buildings, roads, or deposits.
 
=== Range ===
 
[[File:Hearth overlay.png|thumb|300px|Selecting the Ancient Hearth shows the range within which Housing must be placed to be functional.]]
 
Depending on the building you've chosen to build (or move), the game may reveal one or more special overlays, highlighting, or icons:
* the range of the [[Hearth]] may be shown when placing another Hearth, housing buildings, or [[Decorations]]
* the range of gathering when placing a camp or a farm
* highlighting of tiles that contain [[Fertile Soil]] when placing farms
* icons of nearby Resources on map tiles when placing gathering camps and mines
* highlighting of [[Trees]] that have been marked for cutting when placing a [[Woodcutters' Camp]]
 
Most industry buildings do not show ranges. (The Mine is the exception, showing Resource icons.) Instead of a range, when placing one of these buildings white lines will connect to nearby buildings where Resources could be retrieved for the Recipes in the building you are placing.
 
=== Moving a building ===
 
[[File:Moveable_building_from_construction_toolbar.png|thumb|100px|This camp is a moveable building.]]
[[File:Move_Icon.png|32px|Move button]]
 
After construction finishes, if a building may be moved the button to do so appears large, in blue, at the top left the Building Panel. Holding your mouse over the button will tell you whether the building may be moved for free, like a [[Woodcutters' Camp]]. Some buildings can be moved for a cost, like a {{bl|Plantation}} for 1 {{rl|Planks}}. Most buildings that produce goods using [[Recipes]] cannot be moved at all, and the icon will not appear on their building panel.
 
You can see before constructing a building whether it will be moveable. This appears on the same tooltip where you can preview the cost of the building before placing it for construction. In the screenshot to the right, notice the blue Move button on the building's picture in its construction tooltip.
 
For buildings that can be moved (especially for free), you can place the blueprint close to a warehouse for fast delivery of construction materials, then move it into a more appropriate place.
 
== Building Panel ==
 
[[File:Building_panel_example-tab_1.png|thumb|100px|The Building panel for a Weaver.]]
 
The Building panel contains information on a Building you have selected or placed for construction on the map. The contents vary widely depending on what kind of Building it is, but there are some common elements.
 
The top-left corner contains any major interactions: moving the Building, if possible, and deactivating the Building to instantly remove any workers.
 
Leftmost on the panel are the worker slots. The main content of the panel is a few tabs with different information and interactive controls for the Building's functions. When you first open it, the first tab will show the Building's description, which would include a summary of its [[Recipes]] and any [[Specialization]].
 
=== Workers ===
 
[[File:Worker_panel_example.png|thumb|300px|Example building panel showing 3 workers with 3 different statuses.]]
 
Most Buildings have space for two or more [[Villagers]] to work. On the Building panel, by clicking on slots, you can assign Villagers to work that Building or dismiss them to be builders for your settlement until they are reassigned.
 
Next to an assigned worker's icon another small icon will appear that indicates the status of the worker. They may be the following:
* [[File:Worker_transport_icon.png|x16px]] = walking to the Building
* [[File:Worker_production_icon.png|x16px]] = actively producing or gathering
* [[File:Worker_storage_icon.png|x16px]] = moving goods from the Building to a [[Warehouse]] or vice versa
* [[File:Cup.png|x12px]] = walking to the Hearth for a [[break]]
* [[File:Worker_rest_icon.png|x16px]] = resting at the Hearth
* [[File:Worker_idle_icon.png|x16px]] = idling, unable to work
 
If the worker is unable to work, then their icon will be an exclamation point. This occurs when there are no more Resources to work with (whether from the nearby map tiles or from the Warehouse), if production limits have been reached, or if you must select one of the options of a [[Glade Event]] and press the '''Investigate''' button. The Building will also receive an exclamation point icon above it on the map view (even with the Building panel closed) to get your attention since an idling worker may be wasting valuable time, however you are free to ignore these icons.
 
==== Empty Worker Slots ====
 
[[File:Worker_Circle_Widget.png|64px|link=]]
 
If a Building has space for more workers, you click the black-and-white icon with a nondescript person and green plus sign to choose which [[Species]] to add from the radial menu.
 
There are noteworthy reasons to leave worker slots empty in Buildings. For example, emptying the [[Woodcutters' Camp]]s of all of their workers just before the [[Storm]] can lower [[Hostility]] enough so you don't lose any [[Villagers]] during the Storm due to low [[Resolve]]. Another example is if your settlement is producing a good more quickly than it is needed, removing a worker will slow down the rate of production.
 
==== Specializations ====
 
[[File:Proficiency.png|border|right|300px]]
Some Buildings have Specializations for some workers that make those individual Villagers more comfortable, granting them a bonus to their [[Resolve]], or a bonus to production quantity or speed due to their proficiency.


== Industry ==
[[File:Comfortable.png|border|right|300px]]
Specializations are indicated with small, color-coded icons on the Building panel. You can hold your mouse over these icons to see a tooltip that identifies the name of the Specialization and its type. Additionally, a blue glowing aura indicates workers' comfort bonus; spinning wheel indicates their proficiency bonus.


== City Buildings ==
Besides being helpful passive bonus for your settlement, using Specializations at key moments can save your settlement from losing Villagers due to low Resolve. For example, a Building like the [[Cookhouse]] with 4 worker slots and its '''Warmth''' Specialization can be used to boost the Resolve of four {{Species link|Lizards}}!


== Decorations ==
{| class="wikitable sortable"
Decirations are used to advance hubs.
|+ Specializations, effects, and examples
{| class="wikitable"
! Specialization !! Type !!class="unsortable"| Effect !! Species
! Building !! Bonus !! Cost
|-
|-
| Bench || Comfort || 2 Wood
| [[File:Icon Spec Alchemy 64x64.png|32px]]  '''Alchemy'''
| Proficiency || +10% chance of doubling their yield || {{species link|Harpy|medium}}
|-
|-
| Barrels || Comfort || 2 Wood
| [[File:Icon Spec Cysts 64x64.png|{{ImgM}}]] '''Blightrot'''
| Comfort || +5 to their Resolve || {{Species link|Fox|medium}}
|-
| [[File:Icon Spec Brewing 64x64.png|32px]]  '''Brewing'''
| Comfort || +5 to their Resolve || {{species link|Human|medium}}
|-
|-
| Fence || Comfort || 2 Wood
| [[File:Icon Spec Cloth 64x64.png|32px]]  '''Tailoring'''
| Comfort || +5 to their Resolve || {{species link|Harpy|medium}}
|-
|-
| Fence Corner || Comfort || 2 Wood
| [[File:Icon Spec Gear 64x64.png|32px]]  '''Engineering'''
| Comfort || +5 to their Resolve || {{species link|Beaver|medium}}
|-
|-
| Bush || Aesthetics
| [[File:Icon_Spec_Farm_64x64.png|32px]]  '''Farming'''
| Proficiency || +10% chance of doubling their yield || {{species link|Human|medium}}
|-
|-
| Flower Bed || Aesthetics
| [[File:Icon_Spec_Forest_64x64.png|32px]]  '''Forest'''
| Proficiency || +5% reduced working time of Glade Event || {{Species link|Fox|medium}}
|-
|-
| Fire Shrine || Harmony
| [[File:Icon Spec Masonry.png|32px]]  '''Masonry'''
| Proficiency || +10% chance of doubling their yield || {{Species link|Frog|medium}}
|-
|-
| Lizard Post || Harmony
| [[File:Icon_Spec_Meat_64x64.png|32px]]  '''Meat production'''
| Proficiency || +10% chance of doubling their yield || {{species link|Lizard|medium}}
|-
| [[File:Icon_Spec_RainWater_64x64.png|32px]]  '''Rainwater'''
| Comfort || +5 to their Resolve || {{Species link|Frog|medium}}
|-
| [[File:Icon_Spec_Fire_64x64.png|32px]]  '''Warmth'''
| Comfort || +5 to their Resolve || {{species link|Lizard|medium}}
|-
| [[File:Icon_Spec_Wood_64x64.png|32px]]  '''Woodworking'''
| Proficiency|| +10% chance of doubling their yield || {{species link|Beaver|medium}}
|}
|}
=== First Tab: Recipes ===
[[File:Building_panel_example-tab_1.png|thumb|200px]]
''See also: [[Recipes]]''
[[File:Tab-Recipes.png|48px]]
On the Building Panel for Production Buildings, the first tab contains the Recipes that the Building can produce. For Buildings like Gathering Camps and Farms, there are no tabs on the panel. The Resources they can gather, the controls, and the Building's Internal Storage are shown together on the panel. Service Buildings also have Recipes on their first tab, and while they aren't the same kind of Recipes as Production Buildings that convert Resources into other Resources, they have similar controls.
In the list of Recipes, you can check or uncheck the Recipes you want the workers to produce. By default when a Building is constructed, all Recipes are enabled (can be adjusted in Game Options). You may want to uncheck to disable Recipes that are lower efficiency than in other Buildings. For example, you may want to disable the Recipe for {{rl|Planks}} in the {{bl|Crude Workstation}} ({{0Star}}) if you have also built a {{bl|Lumber Mill}} ({{3Star}}), so you get the most efficient use of {{rl|Wood}} . However, if your are in need of more Planks and you can afford to spend the extra Wood, it may be worth it to keep the Planks Recipe checked in the Crude Workstation.
In the list of Recipes, you can also click the up and down arrows to increase or decrease the priority of a Recipe. This will reorder the list, so the highest priority Recipes are on top (this can be changed in the Game Options.) When a Recipe is prioritized in a Building, the workers will spend all of their time making that Recipe. Once they are unable to produce more, they will move on to the next-lower priority Recipe. This may happen when the settlement runs out of the ingredient Resources or when a production or storage reserve limit is reached.
On the right side of the Recipes list, you can set the production limit of the Recipe. When the settlement has that number of that product Resource '''between that Building's internal storage and the [[Warehouse]],''' then the workers will not start producing more. Workers often start production at the same time, so keep this in mind when it's crucial to conserve input resources.
=== Second Tab: Storage ===
[[File:Building_panel_example-tab_2.png|thumb|300px|The Weaver's panel shows ingredients ready to be used and storage of goods the workers have produced.]]
[[File:Tab-Storage.png|48px]]
Most buildings have internal storage, where (a) ingredient [[Resources]] are brought from the Warehouse for use in the Building's Recipes and (b) gathered or produced Goods are kept until a batch can be taken to the [[Warehouse]]. The latter has limits, and Buildings' internal capacities can be increased by [[Perks]] and [[Upgrades]] in the [[Smoldering City]].
==== Produced Goods Storage ====
[[File:Worker panel example-just the storage.png|thumb|300px|The Internal Storage in a Woodcutters' Camp is almost full. It has 8 Wood and 6 Copper Ore that need to be delivered to a Warehouse.]]
In the example screenshot, a {{bl|Woodcutters' Camp}} has an internal Storage capacity of 15. It is holding 8 {{rl|Wood}} and 6 {{rl|Copper Ore}} that are awaiting delivery to the closest Warehouse. The blue button to '''Force delivery now''' can be used before the Storage is full to force a worker to stop producing and take Goods to the Warehouse. This is useful if you have Buildings awaiting construction or [[Glade Events]] that urgently need Resources.
==== Ingredients Storage ====
[[File:Internal storage example.png|thumb|300px|The ingredients stored in an unoccupied Crude Workstation are being wasted. They are inaccessible to other Buildings that could use them.]]
In another example, a {{bl|Crude Workstation}} in a settlement still stands, but all its [[Recipes]] can be made with other, more efficient (higher-star) Buildings. However, this Building still has valuable ingredients stored that other Buildings cannot access. Clicking the red-and-white '''X''' button on the Resource icon instantly transfers these Goods back to the [[Warehouse]]. If you accidentally remove the wrong ingredient, a worker will need to go pick the ingredient back up from the Warehouse before they can work on the Recipe.
== List of Essential Blueprints ==
''Main page: [[List of Essential Blueprints]]''
{{:List of Essential Blueprints}}
== List of Buildings ==
:''Main page: [[List of Buildings]]''
{{:List of Buildings}}
[[Category:Buildings| ]]

Latest revision as of 11:29, 31 October 2024


Overview

Buildings are your main way of meeting the needs of your Villagers by way of gathering, farming, production, housing, and consumption. They occupy map tiles, constrain the movement of Villagers, and offer a variety of capabilities to help your settlement survive. Some Buildings have a limited distance within which they are effective, for example, for gathering Wood Wood from trees.

Blueprints

The Reputation icon shimmers when you can choose new Blueprints.

Which Buildings you have available for construction is determined by which Blueprints you have in your settlement. During each mission, you can choose additional Blueprints by gaining Reputation, completing Orders, buying from Traders, and from Glade Event rewards. Once you gain a new Blueprint, you are allowed to build that Building as many times as you can afford—until you move on to the next settlement. You will then have different choices and rewards.

Essential Blueprints

Every Viceroy has a list of Essential Blueprints, and you will begin each settlement with all of those Blueprints, meaning those Buildings start unlocked.

You can choose more Blueprints to be Essential by completing Deeds and buying upgrades in the Smoldering City. Some upgrades in the Smoldering City also add Blueprints to your list of choices when Embarking.

You can learn about your starting list of Essential Buildings and how to use those Buildings by playing the Tutorial.

Species Specific Buildings

Some Buildings will only appear in the Reputation Rewards Blueprint pool if certain Species are in the Settlement. These are:

Races Buildings
Beavers Beavers Cellar Cellar Guild House Guild House Scribe Scribe
Foxes Foxes Beanery Beanery Tea Doctor Tea Doctor Teahouse Teahouse
Frogs Frogs Cannery Cannery Forum Forum Pantry Pantry
Harpies Harpies Apothecary Apothecary Artisan Artisan Bath House Bath House
Humans Humans Brewery Brewery Brick Oven Brick Oven Monastery Monastery
Lizards Lizards Butcher Butcher Clan Hall Clan Hall Leatherworker Leatherworker

Construction

To construct a building, you must first have that building's Blueprint. Then, you can see that Blueprint in the toolbar of icons at the bottom of the screen. Click to place the Blueprint on the map. If the building will have a working range, a green circle will indicate that range. Red squares under the construction site indicate obstacles such as trees, roads, or other buildings.

Once the construction site for your building is placed, you can select a priority and view which resources have or have not yet been delivered to the site. Before construction is completed, you can move the construction site of most buildings for free.

Builders

Buildings are constructed by Villagers that aren't assigned to work anywhere else. If you need a building built quickly, you will need to dismiss several workers from their workplaces. If no Builders are available, a hammer icon will appear above all buildings that are awaiting construction, letting you know that you need to dismiss a worker somewhere or the building materials will never be delivered and construction will never finish.

Construction Toolbar

The construction toolbar at the bottom of the screen, also showing the tooltip over the second icon for Camps, which looks like a mushroom and leaf. Hold your mouse over an icon to see the tooltip.

Buildings are constructed by selecting from the Blueprints in the construction toolbar. From left to right, the construction icons represent the following categories of Blueprints:

  1. Roads Roads, which are not buildings per se, but built like them. They increase Villagers' speed walking across the map.
  2. Camps Camps, which gather resources from resource nodes. You start most maps with the same 5 options: Woodcutters' Camp, Stonecutters' Camp, Harvesters' Camp, the small gathering camps and small fishing hut.
  3. Food Production Food Production, which farm resources from Fertile Soil and cook Complex Foods.
  4. Housing Housing, which fulfills Villagers' Housing Needs.
  5. Industry Industry Buildings, which produce Resources from other Resources with Recipes.
  6. City Buildings City Buildings, which include Hearths, Warehouses, and the Trading Post. This category will also contain buildings that provide Services when you have earned their Blueprints.
  7. Decorations Decorations, which are used to upgrade Hearths.

Next to the construction toolbar are the buttons for marking trees (the axe icons). To the far right is the button for destroying buildings, roads, or deposits.

Range

Selecting the Ancient Hearth shows the range within which Housing must be placed to be functional.

Depending on the building you've chosen to build (or move), the game may reveal one or more special overlays, highlighting, or icons:

  • the range of the Hearth may be shown when placing another Hearth, housing buildings, or Decorations
  • the range of gathering when placing a camp or a farm
  • highlighting of tiles that contain Fertile Soil when placing farms
  • icons of nearby Resources on map tiles when placing gathering camps and mines
  • highlighting of Trees that have been marked for cutting when placing a Woodcutters' Camp

Most industry buildings do not show ranges. (The Mine is the exception, showing Resource icons.) Instead of a range, when placing one of these buildings white lines will connect to nearby buildings where Resources could be retrieved for the Recipes in the building you are placing.

Moving a building

This camp is a moveable building.

Move button

After construction finishes, if a building may be moved the button to do so appears large, in blue, at the top left the Building Panel. Holding your mouse over the button will tell you whether the building may be moved for free, like a Woodcutters' Camp. Some buildings can be moved for a cost, like a Plantation for 1 Planks Planks. Most buildings that produce goods using Recipes cannot be moved at all, and the icon will not appear on their building panel.

You can see before constructing a building whether it will be moveable. This appears on the same tooltip where you can preview the cost of the building before placing it for construction. In the screenshot to the right, notice the blue Move button on the building's picture in its construction tooltip.

For buildings that can be moved (especially for free), you can place the blueprint close to a warehouse for fast delivery of construction materials, then move it into a more appropriate place.

Building Panel

The Building panel for a Weaver.

The Building panel contains information on a Building you have selected or placed for construction on the map. The contents vary widely depending on what kind of Building it is, but there are some common elements.

The top-left corner contains any major interactions: moving the Building, if possible, and deactivating the Building to instantly remove any workers.

Leftmost on the panel are the worker slots. The main content of the panel is a few tabs with different information and interactive controls for the Building's functions. When you first open it, the first tab will show the Building's description, which would include a summary of its Recipes and any Specialization.

Workers

Example building panel showing 3 workers with 3 different statuses.

Most Buildings have space for two or more Villagers to work. On the Building panel, by clicking on slots, you can assign Villagers to work that Building or dismiss them to be builders for your settlement until they are reassigned.

Next to an assigned worker's icon another small icon will appear that indicates the status of the worker. They may be the following:

  • Worker transport icon.png = walking to the Building
  • Worker production icon.png = actively producing or gathering
  • Worker storage icon.png = moving goods from the Building to a Warehouse or vice versa
  • Cup.png = walking to the Hearth for a break
  • Worker rest icon.png = resting at the Hearth
  • Worker idle icon.png = idling, unable to work

If the worker is unable to work, then their icon will be an exclamation point. This occurs when there are no more Resources to work with (whether from the nearby map tiles or from the Warehouse), if production limits have been reached, or if you must select one of the options of a Glade Event and press the Investigate button. The Building will also receive an exclamation point icon above it on the map view (even with the Building panel closed) to get your attention since an idling worker may be wasting valuable time, however you are free to ignore these icons.

Empty Worker Slots

Worker Circle Widget.png

If a Building has space for more workers, you click the black-and-white icon with a nondescript person and green plus sign to choose which Species to add from the radial menu.

There are noteworthy reasons to leave worker slots empty in Buildings. For example, emptying the Woodcutters' Camps of all of their workers just before the Storm can lower Hostility enough so you don't lose any Villagers during the Storm due to low Resolve. Another example is if your settlement is producing a good more quickly than it is needed, removing a worker will slow down the rate of production.

Specializations

Proficiency.png

Some Buildings have Specializations for some workers that make those individual Villagers more comfortable, granting them a bonus to their Resolve, or a bonus to production quantity or speed due to their proficiency.

Comfortable.png

Specializations are indicated with small, color-coded icons on the Building panel. You can hold your mouse over these icons to see a tooltip that identifies the name of the Specialization and its type. Additionally, a blue glowing aura indicates workers' comfort bonus; spinning wheel indicates their proficiency bonus.

Besides being helpful passive bonus for your settlement, using Specializations at key moments can save your settlement from losing Villagers due to low Resolve. For example, a Building like the Cookhouse with 4 worker slots and its Warmth Specialization can be used to boost the Resolve of four Lizards Lizards!

Specializations, effects, and examples
Specialization Type Effect Species
Icon Spec Alchemy 64x64.png Alchemy Proficiency +10% chance of doubling their yield Harpies Harpies
Icon Spec Cysts 64x64.png Blightrot Comfort +5 to their Resolve Foxes Foxes
Icon Spec Brewing 64x64.png Brewing Comfort +5 to their Resolve Humans Humans
Icon Spec Cloth 64x64.png Tailoring Comfort +5 to their Resolve Harpies Harpies
Icon Spec Gear 64x64.png Engineering Comfort +5 to their Resolve Beavers Beavers
Icon Spec Farm 64x64.png Farming Proficiency +10% chance of doubling their yield Humans Humans
Icon Spec Forest 64x64.png Forest Proficiency +5% reduced working time of Glade Event Foxes Foxes
Icon Spec Masonry.png Masonry Proficiency +10% chance of doubling their yield Frogs Frogs
Icon Spec Meat 64x64.png Meat production Proficiency +10% chance of doubling their yield Lizards Lizards
Icon Spec RainWater 64x64.png Rainwater Comfort +5 to their Resolve Frogs Frogs
Icon Spec Fire 64x64.png Warmth Comfort +5 to their Resolve Lizards Lizards
Icon Spec Wood 64x64.png Woodworking Proficiency +10% chance of doubling their yield Beavers Beavers

First Tab: Recipes

Building panel example-tab 1.png

See also: Recipes

Tab-Recipes.png

On the Building Panel for Production Buildings, the first tab contains the Recipes that the Building can produce. For Buildings like Gathering Camps and Farms, there are no tabs on the panel. The Resources they can gather, the controls, and the Building's Internal Storage are shown together on the panel. Service Buildings also have Recipes on their first tab, and while they aren't the same kind of Recipes as Production Buildings that convert Resources into other Resources, they have similar controls.

In the list of Recipes, you can check or uncheck the Recipes you want the workers to produce. By default when a Building is constructed, all Recipes are enabled (can be adjusted in Game Options). You may want to uncheck to disable Recipes that are lower efficiency than in other Buildings. For example, you may want to disable the Recipe for Planks Planks in the Crude Workstation (☆) if you have also built a Lumber Mill (★★★), so you get the most efficient use of Wood Wood . However, if your are in need of more Planks and you can afford to spend the extra Wood, it may be worth it to keep the Planks Recipe checked in the Crude Workstation.

In the list of Recipes, you can also click the up and down arrows to increase or decrease the priority of a Recipe. This will reorder the list, so the highest priority Recipes are on top (this can be changed in the Game Options.) When a Recipe is prioritized in a Building, the workers will spend all of their time making that Recipe. Once they are unable to produce more, they will move on to the next-lower priority Recipe. This may happen when the settlement runs out of the ingredient Resources or when a production or storage reserve limit is reached.

On the right side of the Recipes list, you can set the production limit of the Recipe. When the settlement has that number of that product Resource between that Building's internal storage and the Warehouse, then the workers will not start producing more. Workers often start production at the same time, so keep this in mind when it's crucial to conserve input resources.

Second Tab: Storage

The Weaver's panel shows ingredients ready to be used and storage of goods the workers have produced.

Tab-Storage.png

Most buildings have internal storage, where (a) ingredient Resources are brought from the Warehouse for use in the Building's Recipes and (b) gathered or produced Goods are kept until a batch can be taken to the Warehouse. The latter has limits, and Buildings' internal capacities can be increased by Perks and Upgrades in the Smoldering City.

Produced Goods Storage

The Internal Storage in a Woodcutters' Camp is almost full. It has 8 Wood and 6 Copper Ore that need to be delivered to a Warehouse.

In the example screenshot, a Woodcutters' Camp has an internal Storage capacity of 15. It is holding 8 Wood Wood and 6 Copper Ore Copper Ore that are awaiting delivery to the closest Warehouse. The blue button to Force delivery now can be used before the Storage is full to force a worker to stop producing and take Goods to the Warehouse. This is useful if you have Buildings awaiting construction or Glade Events that urgently need Resources.

Ingredients Storage

The ingredients stored in an unoccupied Crude Workstation are being wasted. They are inaccessible to other Buildings that could use them.

In another example, a Crude Workstation in a settlement still stands, but all its Recipes can be made with other, more efficient (higher-star) Buildings. However, this Building still has valuable ingredients stored that other Buildings cannot access. Clicking the red-and-white X button on the Resource icon instantly transfers these Goods back to the Warehouse. If you accidentally remove the wrong ingredient, a worker will need to go pick the ingredient back up from the Warehouse before they can work on the Recipe.

List of Essential Blueprints

Main page: List of Essential Blueprints


The Blueprints in this list can be earned through completing Deeds and buying Upgrades in the Smoldering City. Once earned, they become Essential, which means they are available from the start of every settlement.

Roads

Blueprint Unlock or Upgrade
Path icon.png Path (always available)
Paved Road icon.png Paved Road Unlocked on Level 3
Reinforced Road icon.png Reinforced Road Unlocked on Level 7

Camps

Blueprint Unlock or Upgrade
Woodcutters' Camp Woodcutters' Camp (always available)
Stonecutters' Camp Stonecutters' Camp (always available)
Harvesters' Camp Harvesters' Camp (always available)
Small Fishing Hut Small Fishing Hut Unlocked on Level 2
Small Foragers' Camp Small Foragers' Camp (always available)
Small Herbalists' Camp Small Herbalists' Camp Unlocked on Level 2
Small Trappers' Camp Small Trappers' Camp (always available)

Food Production

Blueprint Unlock or Upgrade
Farmfield icon.png Farm Field (always available)
Field Kitchen Field Kitchen Unlocked with Obsidian Archive Level 11 Upgrade

Housing

Blueprint Unlock or Upgrade
Shelter icon.png Shelter (always available)
Big Shelter icon.png Big Shelter Unlocked with Ancient Knowledge Deed
Human House icon.png Human House Unlocked with Vanguard Spire Level 1 Upgrade
Beaver House icon.png Beaver House Unlocked with Vanguard Spire Level 2 Upgrade
Lizard House icon.png Lizard House Unlocked with Vanguard Spire Level 3 Upgrade
Harpy House icon.png Harpy House Unlocked with Vanguard Spire Level 4 Upgrade
Fox House icon.png Fox House Unlocked with Vanguard Spire Level 6 Upgrade
Frog House icon.png Frog House Unlocked at Level 13

Industry

Blueprint Unlock or Upgrade
Crude Workstation Crude Workstation (always available)
Makeshift Post Makeshift Post (always available)

City Buildings

Blueprint Unlock or Upgrade
Blight Post icon.png Blight Post Automatically available on Veteran Difficulty and higher
Hydrant icon.png Hydrant Automatically available on Veteran Difficulty and higher
Storage icon.png Warehouse (always available)
Temporary Hearth icon.png Small Hearth (always available)
Trading Post icon.png Trading Post (always available)
Altar icon.png Forsaken Altar Automatically available on Prestige 1 Difficulty and higher

List of Buildings

Main page: List of Buildings


Starting Buildings

Every settlement starts with an Ancient Hearth and Main Warehouse.


Buildings every settlement starts with
Building Purpose Workplaces Specialization
Small Hearth icon.png Ancient Hearth Heats nearby Houses. Villagers gather here to rest and eat. 1 Warmth Warmth
Main Storage icon.png Main Warehouse Centralizes resources for settlement supply chain. 3 none

Camps

Camps

Camps are starting points for your settlement to go out into the wild to gather Resources from the map in a small area around them. Selecting a Camp from the construction menu will highlight their range and show icons for the resource deposits or trees from which the Camp can gather. All Camps can be moved for free.

Some of the Camps have smaller and larger versions. If the Camp you have when you start a map is named "Small," then you can upgrade it by unlocking the Blueprint for the larger version. Small camps can only gather from small resource nodes; the regular camps


Building Place near this Primary resource gathered Workplaces Specialization Cost to build
Small Fishing Hut Small Fishing Hut
Small Thunderfish Pond.pngThunderfish Pond
Small Copperfin Trout Pond.pngCopperfin Pond
Small Algae Pond.pngAlgae Pond
3 none
10Wood Wood
3Parts Parts
Fishing Hut Fishing Hut
Small Foragers' Camp Small Foragers' Camp
DebugNode SwampWheatSmall icon.pngSwamp Wheat Field
DebugNode RootsSmall icon.pngRoot Deposit
DebugNode MossBroccoliSmall icon.pngMoss Broccoli Patch
2 Farming Farming
10Wood Wood
3Parts Parts
Foragers' Camp Foragers' Camp
Harvesters' Camp Harvesters' Camp
DebugNode FlaxSmall icon.pngFlax Field
DebugNode ReedSmall icon.pngReed Field
2 none
10Wood Wood
3Parts Parts
Small Herbalists' Camp Small Herbalists' Camp
DebugNode HerbsSmall icon.pngHerb Node
DebugNode DewberryBushSmall icon.pngDewberry Bush
DebugNode MushroomSmall icon.pngBleeding Tooth Mushrooms
DebugNode MarshlandsMushroomSmall icon.pngGrasscap Mushrooms
2 Alchemy Alchemy
10Wood Wood
3Parts Parts
Herbalists' Camp Herbalists' Camp
Stonecutters' Camp Stonecutters' Camp
DebugNode ClaySmall icon.pngClay Deposit
DebugNode SeaMarrowSmall icon.pngSea Marrow Deposit
DebugNode StoneSmall icon.pngStone Deposit
Small Overgrown Stone.pngOvergrown Stone Deposit
2 Icon Spec Masonry.png Masonry
10Wood Wood
3Parts Parts
Small Trappers' Camp Small Trappers' Camp
DebugNode LeechBroodmotherSmall icon.pngLeech Broodmother
DebugNode SnailBroodmotherSmall icon.pngSlickshell Broodmother
DebugNode DrizzlewingNestSmall icon.pngDrizzlewing Nest
DebugNode SnakeNestSmall icon.pngSnake Nest
DebugNode WormtongueNestSmall icon.pngWormtongue Nest
2 Meat production Meat production
10Wood Wood
3Parts Parts
Trappers' Camp Trappers' Camp
Woodcutters' Camp Woodcutters' Camp
Abyssal Trees.pngAbyssal Trees
Coppervein Tree.pngCoppervein Trees
Crimsonreach Tree.pngCrimsonreach Trees
Dying Tree.pngDying Trees
Lush Trees.pngLush Trees
Mushwood Tree.pngMushwood Trees
Musselsprout Tree.pngMusselsprout Trees
Giant Abyssal Tree.pngOvergrown Abyssal Trees
Plateleaf Tree.pngPlateleaf Trees
3 Woodworking Woodworking
2Parts Parts

Food Production

Food Production

Food production Buildings include Farms and Buildings whose primary purpose is Recipes for food. Many of these buildings also produce non-food items from farming or include non-food Recipes. This may give you more options or less in choosing your Blueprints, depending on how strict your needs are.


Farms, food production buildings, and their products
Building Products Workplaces Specialization Cost to build
Farmfield icon.png Farm Field Converts Fertile Soil to farmable tiles none none none
Clay Pit Clay Pit From Farm Fields underneath the building:
3 Icon Spec Masonry.png Masonry
2Planks Planks
2Fabric Fabric
Forester's Hut Forester's Hut From nearby Farm Fields:
4 Woodworking Woodworking
Rainwater Rainwater
4Planks Planks
Greenhouse Greenhouse From Farm Fields underneath the building:
3 Farming Farming
2Bricks Bricks
2Fabric Fabric
Herb Garden Herb Garden From nearby Farm Fields:
2 Farming Farming
2Planks Planks
Hallowed Herb Garden Hallowed Herb Garden From nearby Farm Fields:
3 Farming Farming Haunted Ruin reward
Homestead Homestead
From nearby Farm Fields:
4 Farming Farming Rare Ruin
Plantation Plantation From nearby Farm Fields:
2 Farming Farming
2Planks Planks
Small Farm Small Farm From nearby Farm Fields:
2 Farming Farming
2Planks Planks
Hallowed Small Farm Hallowed Small Farm From nearby Farm Fields:
3 Farming Farming Haunted Ruin reward
Apothecary Apothecary 2 Alchemy Alchemy
Rainwater Rainwater
5Planks Planks
2Bricks Bricks
Bakery Bakery 2 Warmth Warmth
5Planks Planks
2Fabric Fabric
Beanery Beanery 3 Warmth Warmth
Rainwater Rainwater
8Planks Planks
4Bricks Bricks
Butcher Butcher 3 Meat production Meat production
5Planks Planks
2Bricks Bricks
Cellar Cellar 2 Brewing Brewing
2Bricks Bricks
2Fabric Fabric
Flawless Cellar Flawless Cellar 2 Brewing Brewing Haunted Ruin reward
Cookhouse Cookhouse 4 Warmth Warmth
8Planks Planks
4Bricks Bricks
Field Kitchen Field Kitchen 2 none
2Planks Planks
2Fabric Fabric
Furnace Furnace 3 Warmth Warmth
5Planks Planks
2Bricks Bricks
Granary Granary 3 Farming Farming
5Planks Planks
2Fabric Fabric
Grill Grill 3 Warmth Warmth
Meat production Meat production
5Planks Planks
2Bricks Bricks
Rain Mill Rain Mill 3 Engineering Engineering
Farming Farming
5Planks Planks
2Fabric Fabric
Flawless Rain Mill Flawless Rain Mill 3 Engineering Engineering
Farming Farming
Haunted Ruin reward
Ranch Ranch 2 Meat production Meat production
5Planks Planks
Pantry Pantry 3 Farming Farming
5Planks Planks
2Fabric Fabric
Smokehouse Smokehouse 3 Warmth Warmth
Meat production Meat production
5Planks Planks
2Fabric Fabric

Housing

Housing

Housing Buildings must be constructed within range of a Hearth to work. These buildings satisfy villagers' need for shelter. Certain Housing Building also satisfy villagers' need for their species-specific housing. These have fewer places for residents and require that you unlock their Blueprints.

Housing buildings and their benefits
Building Residents Need Satisfied Species Satisfied Cost to Build
Shelter icon.png Shelter 3 Icon Need Shelter.png Basic Housing none 10 Wood Wood
Big Shelter icon.png Big Shelter 6 Icon Need Shelter.png Basic Housing none 4 Planks Planks
Human House icon.png Human House 2 Icon Need Shelter.png Basic Housing +
Icon Need HumanHousing.png Human Housing
Humans Humans 4 Planks Planks
2 Bricks Bricks
Beaver House icon.png Beaver House 2 Icon Need Shelter.png Basic Housing +
Icon Need beaverHousing.png Beaver Housing
Beavers Beavers 8 Planks Planks
Lizard House icon.png Lizard House 2 Icon Need Shelter.png Basic Housing +
Icon Need LizardHousing.png Lizard Housing
Lizards Lizards 2 Fabric Fabric
2 Bricks Bricks
Harpy House icon.png Harpy House 2 Icon Need Shelter.png Basic Housing +
Icon Need HarpyHousing.png Harpy Housing
Harpies Harpies 4 Fabric Fabric
Fox House icon.png Fox House 2 Icon Need Shelter.png Basic Housing +
Icon Need FoxHousing.png Fox Housing
Foxes Foxes 4 Planks Planks
2 Crystalized Dew Crystalized Dew
Frog House icon.png Frog House 2 Frog Housing Frogs Frogs 4 Bricks Bricks

Industry Buildings

Industry

Industry Buildings produce intermediate crafting and building materials, trade goods, and the finished goods used for Services and other effects. Most of these buildings require you to unlock their Blueprints before you can place them. The four that you start with are listed first in the table.


Industry buildings and their products
Building Products Workplaces Specialization Cost to build
Crude Workstation Crude Workstation 2 none
5Wood Wood
Makeshift Post Makeshift Post 2 none
5Wood Wood
Geyser Pump Geyser Pump 2 Rainwater Rainwater
6Planks Planks
4Pipes Pipes
Rain Collector Rain Collector 2 Rainwater Rainwater
2Planks Planks
3Parts Parts
Advanced Rain Collector Advanced Rain Collector 3 Rainwater Rainwater
5Planks Planks
3Parts Parts
5Pipes Pipes
Mine Mine 4 Engineering Engineering
2Planks Planks
4Bricks Bricks
2Parts Parts
Alchemist's Hut Alchemist's Hut 2 Alchemy Alchemy
Brewing Brewing
5Planks Planks
2Bricks Bricks
Artisan Artisan 3 Tailoring Tailoring
8Planks Planks
4Fabric Fabric
Brewery Brewery 2 Brewing Brewing
2Planks Planks
2Bricks Bricks
2Fabric Fabric
Flawless Brewery Flawless Brewery 2 Brewing Brewing Haunted Ruin reward
Brick Oven Brick Oven 3 Warmth Warmth
5Bricks Bricks
Brickyard Brickyard 2 Icon Spec Masonry.png Masonry
8Planks Planks
Cannery Cannery 2 none
2Bricks Bricks
2Fabric Fabric
Carpenter Carpenter 3 Woodworking Woodworking
5Planks Planks
2Fabric Fabric
Clothier Clothier 2 Tailoring Tailoring
5Planks Planks
2Bricks Bricks
Cobbler Cobbler 2 Tailoring Tailoring
8Planks Planks
Cooperage Cooperage 2 Woodworking Woodworking
5Planks Planks
2Bricks Bricks
Flawless Cooperage Flawless Cooperage 2 Woodworking Woodworking
Rainwater Rainwater
Haunted Ruin reward
Distillery Distillery 2 Brewing Brewing
Rainwater Rainwater
2Planks Planks
2Bricks Bricks
2Fabric Fabric
Druid's Hut Druid's Hut 3 Alchemy Alchemy
5Planks Planks
2Fabric Fabric
Flawless Druid's Hut Flawless Druid's Hut 3 Alchemy Alchemy Haunted Ruin reward
Finesmith Finesmith 3 Engineering Engineering Rare Ruin
Kiln Kiln 3 Warmth Warmth
Icon Spec Masonry.png Masonry
4Bricks Bricks
Leatherworker Leatherworker 2 Tailoring Tailoring
Meat production Meat production
2Bricks Bricks
2Fabric Fabric
Flawless Leatherworker Flawless Leatherworker 2 Tailoring Tailoring
Meat production Meat production
Haunted Ruin reward
Lumber Mill Lumber Mill 2 Woodworking Woodworking
2Bricks Bricks
2Fabric Fabric
Manufactory Manufactory 3 Tailoring Tailoring
5Planks Planks
2Fabric Fabric
Press Press 3 Engineering Engineering
5Planks Planks
2Bricks Bricks
Provisioner Provisioner 2 none
8Planks Planks
4Fabric Fabric
Rainpunk Foundry Rainpunk Foundry 3 Engineering Engineering Forbidden Glade Event reward
Scribe Scribe 3 Brewing Brewing
5Planks Planks
2Fabric Fabric
Smelter Smelter 3 Warmth Warmth
4Bricks Bricks
Flawless Smelter Flawless Smelter 3 Warmth Warmth Haunted Ruin reward
Smithy Smithy 2 Engineering Engineering
Warmth Warmth
5Planks Planks
2Bricks Bricks
Stamping Mill Stamping Mill 2 Engineering Engineering
Icon Spec Masonry.png Masonry
5Planks Planks
2Bricks Bricks
Supplier Supplier 2 Tailoring Tailoring
5Planks Planks
2Bricks Bricks
Teahouse Teahouse 2 Alchemy Alchemy
Rainwater Rainwater
5Planks Planks
2Bricks Bricks
Tinctury Tinctury 2 Alchemy Alchemy
Brewing Brewing
5Planks Planks
2Fabric Fabric
Tinkerer Tinkerer 3 Engineering Engineering
5Planks Planks
2Bricks Bricks
Toolshop Toolshop 2 Engineering Engineering
5Planks Planks
2Fabric Fabric
Weaver Weaver 2 Tailoring Tailoring
8Planks Planks
Workshop Workshop 2 none
4Planks Planks
4Bricks Bricks
4Fabric Fabric

City Buildings

City Buildings

City Buildings include buildings that provide Services and passive effects and the buildings that everyone starts out being able to access that provide essential settlement functions of Hearths, Warehouses, and Trade. Services Buildings can be quite expensive to build, costing upwards of several dozen building materials. The Blight Post and Forsaken Altar become available at different Difficulty levels: Veteran and Prestige 1, respectively.


City Buildings and their purposes
Building Number of Workers Purpose, service, or effects Cost to build
Temporary Hearth icon.png Small Hearth 1 Hearths expand settlements, and villagers go there to rest.
Warmth Warmth Specialization bonus.
5 Planks Planks
5 Bricks Bricks
1 Wildfire Essence Wildfire Essence
Storage icon.png Warehouse none or 2
(depends on upgrades)
Workers deliver and take goods from the nearest Warehouse. 2 Bricks Bricks
2 Fabric Fabric
1 Parts Parts
Trading Post icon.png Trading Post none Purchase Resources and Perks from Traders. Enables Trade Routes. 10 Wood Wood
Blight Post icon.png Blight Post 3 Purging Fire Purging Fire
Sends out workers to destroy Blightrot Cysts.
Alchemy Alchemy and Warmth Warmth Specialization bonuses.
4 Planks Planks
3 Bricks Bricks
2 Parts Parts
Hydrant icon.png Hydrant none Lets workers from the Blight Post access Purging Fire Purging Fire without going all the way back to the Blight Post. 1 Bricks Bricks
3 Planks Planks
Altar icon.png Forsaken Altar none During Storm Season, spend Citadel Resources or villagers' lives for powerful Perks. 40 Wood Wood
8 Bricks Bricks

Services Buildings

Services Buildings and their effects
Building Workplaces Purpose, service, or effects Cost to build
Bath House Bath House 3
10Planks Planks
8Bricks Bricks
8Fabric Fabric
Clan Hall Clan Hall 3
20Planks Planks
8Bricks Bricks
4Fabric Fabric
Explorers' Lodge Explorers' Lodge 3
20Planks Planks
4Bricks Bricks
8Fabric Fabric
Forum Forum 3
16Bricks Bricks
4Fabric Fabric
Guild House Guild House 3
40Planks Planks
4Fabric Fabric
Holy Guild House Holy Guild House 3 Haunted Ruin reward
Market Market 2
20Planks Planks
12Fabric Fabric
Holy Market Holy Market 2 Haunted Ruin reward
Monastery Monastery 3
20Bricks Bricks
Tavern Tavern 3
20Planks Planks
4Bricks Bricks
8Fabric Fabric
Tea Doctor Tea Doctor 3
10Planks Planks
8Bricks Bricks
8Fabric Fabric
Temple Temple 3
10Planks Planks
8Bricks Bricks
8Fabric Fabric
Holy Temple Holy Temple 3 Haunted Ruin reward