Buildings
Every building in your Keep and on your claimed sites, what it does, what it costs and what it unlocks.
Buildings are how your Keep grows. You pay for them in materials, wait while they are built, and in return they give you heroes, production, crafting, healing, storage and the means to hold territory. This page explains the rules that apply to all of them and lists every building with a link to its own page.
How buildings work
The City Hall is the spine. Build your City Hall first. Its level decides which buildings you may start and how far you can upgrade them. Nearly every other building names the City Hall level it needs, and that level is its tier in the lists below.
Building and upgrading. Every building has levels, usually five. Each level has its own cost in materials and its own build time, which grows quickly from minutes to hours. A building can only be upgraded to a level that is at most your City Hall level; the four hero-training buildings (Sparring Yard, Hunting Lodge, Haven, Mage Tower) run one City Hall level behind. You can only work on a limited number of buildings at once: one at first, plus one more at City Hall II and another at City Hall IV.
Requirements. Some buildings also need another building at a certain level. Examples: the Forge needs a Stone Quarry at level II, the training buildings need a Tavern, and the War Room needs a Barracks. The requirement is shown on each building page.
One of each, with one exception. You can build only one of each building. The Hut can be built up to three times.
Space. Buildings stand on the grid of your Keep and each one covers a number of cells, so the free space on the grid limits what you can place. The walls are different: the Outer Wall and the Stone Wall run around the Keep and take no building space.
Replacing a building. Building the Stone Wall replaces your Outer Wall.
Renown. Finishing a building level also earns Renown. Each page lists the amount per level.
Buildings outside the Keep. The Storehouse, the Garrison Quarters and the Wall are built on sites you have claimed, and the Guild Hall belongs to your guild. They are listed on their own tab below.
A good first path: City Hall, then the Lumber Mill, Stone Quarry and Hut, then City Hall II for the Tavern, Hospital and Warehouse, and a training building for the class you want. City Hall III opens the Forge, the War Room and the first wall.
List of Buildings
| Building | Category | What it does | Requires |
|---|---|---|---|
| City Hall | Civic | Sets how high every other building can be upgraded | — |
Tier 1 buildings need City Hall I.
| Building | Category | What it does | Requires |
|---|---|---|---|
| Hut | Civic | Hero roster slots | City Hall I |
| Kitchen | Economy | Cooks rations | City Hall I |
| Lumber Mill | Economy | Turns Wood Log into Wooden Plank | City Hall I |
| Stone Quarry | Economy | Turns Stone into Stone Block | City Hall I |
Tier 2 buildings need City Hall II.
| Building | Category | What it does | Requires |
|---|---|---|---|
| Alchemy Lab | Economy | Brews potions | City Hall II |
| Barracks | Military | Trains soldiers; raises home army capacity | City Hall II |
| Haven | Military | Trains heroes as Clerics, then Priests | City Hall II, Tavern II |
| Hospital | Civic | Heals wounded heroes | City Hall II |
| Hunting Lodge | Military | Trains heroes as Rangers, Druids and Shamans | City Hall II, Tavern I |
| Leatherworks | Economy | Tans Hide into Leather; crafts leather equipment | City Hall II |
| Mage Tower | Military | Trains heroes as Mages | City Hall II, Tavern II |
| Portal Door | Economy | Caravans arrive directly at your Keep | City Hall II, Stable II |
| Sparring Yard | Military | Trains heroes as Warriors, then Rogues | City Hall II, Tavern I |
| Stable | Economy | Adds pack animal slots | City Hall II |
| Tailor | Economy | Weaves Cloth; crafts cloth equipment | City Hall II |
| Tavern | Economy | Lets you hire heroes; adds roster slots | City Hall II |
| Warehouse | Civic | Adds storage slots | City Hall II |
| Windmill | Economy | Grinds Wheat into Flour | City Hall II |
Tier 3 buildings need City Hall III.
| Building | Category | What it does | Requires |
|---|---|---|---|
| Armorworks | Economy | Makes Armor Plating; crafts mail equipment | Forge I |
| Church | Civic | Grants Renown when built and upgraded | City Hall III |
| Forge | Economy | Smelts Iron Ingots | City Hall III, Stone Quarry II |
| Gemcutter | Economy | Cuts Crystal into Cut Gems; crafts jewelry | City Hall III |
| Outer Wall | Defense | Wall bonus for every site you hold | City Hall III |
| Riding Yard | Military | Trains Recruits into Chevallery | City Hall III, Barracks I |
| Shooting Range | Military | Trains Recruits into Marksmen | City Hall III, Barracks I |
| Stone Wall | Defense | Stronger wall bonus; replaces the Outer Wall | City Hall III |
| War Room | Military | More delves at once; territory claim slots | City Hall III, Barracks I |
| Weaponworks | Economy | Makes Weapon Parts; crafts weapons | Forge I |
| Building | Category | What it does | Requires |
|---|---|---|---|
| Storehouse | Economy | Stores goods and a food reserve at a claimed site | A claimed site |
| Garrison Quarters | Military | Sets how many soldiers can be stationed at a claimed site | A claimed site |
| Wall | Defense | Combat bonus for the defenders of a claimed site | A claimed site |
| Guild Hall | Civic | Your guild's hall: members, claim slots and shared vault | Built from your guild |
Tier 3 includes buildings that need other buildings as well: the Armorworks and the Weaponworks need a Forge, and the Forge needs City Hall III.
Planned Buildings
Planned content — details may change before release.
| Building | What it is meant to do |
|---|---|
| Watchtower | Gives early warning and vision over the area around your Keep. |
| Temple | A place to turn Gold into Renown through tribute to the Church. |
| Throne Room | A place for tribute to the King, which also hosts Renown titles. |
| Hall of Fame | Shows your lifetime Renown and a leaderboard. |