The guide and the wiki change with every game update, so AI writes the explanations. Every name, number and place comes from the game's own data and is checked against it.
Homes & Farming
Your own house and farm at The Elderheart. Raise it room by room, furnish it, grow power-food on the plots, and hang teleport portals in the hall. There is no housing level: everything is gated by the skills you already have.
How to start: find Bodkin "Two Nails" Fairweather by the bank chest at the ElderHeart. Talk to him to open the build catalogue, pay from your bank, and step through the door into your own home.
Rooms
Rooms snap to a grid and rotate in quarter turns. They place sealed. Cut doorways with the Door tool on any wall. Each cell is 5×5 tiles, and your plot is 96×96.
Every room has a wall finish and a roof, and both are free. The walls include the town house coats of the cities: half timber, brick, log and boards. Pick them for a new room before you place it, or change a standing room any time with the Style tool in build mode.
House
Walls
Look
Timber
Warm honeyed planks and beams.
Plaster
Pale lime-washed walls over woven canvas.
Stone
Cool grey coursed masonry.
Marble
Bright polished marble, fit for a throne.
Town houses
Walls
Look
Half-timbered
Lime plaster in a dark oak frame, the Elderheart town house.
Brick
Fired red brick with pale stone corners, the warehouse rows of Valeport.
Log cabin
Peeled logs stacked and notched at the corners, the forest towns.
Barn boards
Upright boards painted barn red, the farms outside every town.
Tarred boards
Black weatherboard against the sea wind, the Eastmere fishing rows.
Hung slate
Blue slates hung down the walls like scales, the Westhaven harbour.
Whitewash
Lime white over rough stone, a harbour look.
Adobe
Ochre mud plaster baked hard in the sun, the houses of Zahara.
Stone and fort
Walls
Look
Sandstone
Warm golden blocks, the gilded south.
Fieldstone
Cold grey fieldstone laid dry, the cottages of Frosthollow.
Castle stone
Dark coursed stone under a crenellated top.
Dark stone
Near black masonry, the fortress towns.
Roof
Look
Flat
A flat roof in the walls' own tone.
Red tile
A pitched roof of red clay tile.
Slate
A steep pitched roof of blue slate.
Shingle
Cedar shingle on a pitched roof.
Thatch
Deep straw thatch with a soft, heavy eave.
Hipped tile
Orange pantile hipped on all four sides.
Hipped slate
Black slate hipped on all four sides.
Copper
A low hipped roof of green copper, the palace look.
Battlements
A flat roof behind a crenellated parapet.
Ponds and rivers
Dig a pond on the lawn, or lay a river by tapping its course bend by bend, up to 24 in a home. Water is for looking at: nobody walks through it, and nothing stands in it but a footbridge, which carries you over.
Water
Cost
About
Small pond
600 coins
A round little pond, big enough for a frog with ambitions.
Pond
1,200 coins
A proper garden pond. Bodkin digs it, then stands in it to check the depth.
Lily pond
2,000 coins
A still pond with lily pads drifting on it and reeds round the edge.
Large pond
3,500 coins
Nearly a lake. The neighbours will ask about the ducks.
Stream
1,500 coins
A narrow stream. Tap out its course, bend by bend.
River
3,000 coins
A broad slow river. You will want a footbridge.
Farm plots
Plots place like rooms but sit outdoors and grow crops. Sow a seed and it ripens in real time whether you are logged in or not.
Crops are power-food: a solid heal plus a short stat buff. They are kept below the best food on purpose.
Furniture
149 pieces, placed freely, never grid-locked. Some pieces have a job: any cooking furniture unlocks home Cooking meals, and the spinning wheel and kiln turn foraged raws into building materials.
A placed portal carries you to its city from your own hall. It costs 200 times the sigils of that city's teleport spell, plus wood, and needs the Magic level that casts the teleport.