Buildings

It takes 12 ticks to construct a building.

Holy Buildings are only available and effective if you are devoted to the corresponding deity.

Buildings

Building Perks
Abscess
Growth only
  • Improvements increased by 3.33% for every 1%.
  • Houses 88 people.
  • Provides 0 jobs.
  • Produces 0.3 Tendrils per tick.
Abyss
Glimjir only
  • Houses 26 people.
  • Provides 0 jobs.
Alchemy
Aurei only
  • Gold production increased by 1.5% for every 1% (max +60%).
  • Houses 20 Alchemists.
  • Houses 0 people.
  • Provides 0 jobs.
Algae Bloom
Glimjir only
  • Produces 50 food per tick.
Altar
Demon only
  • Blood production increased by 4% for every 1% (max +100%).
  • Protects 8000 blood from theft.
  • 4% population growth rate for every 1% (max 100%).
Aqueduct
All except Demon, Glimjir, Growth, Swarm, Sylvan, Spirit, Undead, Yeti
  • Food production increased by 8% for every 1% (max +40%).
  • 8% population growth rate for every 1% (max 40%).
Aquifer
Swarm only
  • Produces 50 food per tick.
Armoury
Human only
  • You can at most have one per 20 Walls. Unpaired buildings are not effective.
  • Houses 20 Knights.
  • Houses 20 Foot Soldiers.
  • Prestige gains increased by 20% for every 1% (max +50%)
  • Houses 0 people.
Atrium
Aurei only
  • Houses 28 people.
  • Provides 0 jobs.
Barracks
All except Afflicted, Ants, Aurei, Beastfolk, Glimjir, Growth, Human, Kobold, Nox, Reptilians, Spirit, Sylvan, Swarm
  • Houses 36 military units.
  • Provides 0 jobs.
  • Houses 0 people.
  • Houses 15 draftees.
Bastion
Human only
  • You can at most have one per 20 Walls. Unpaired buildings are not effective.
  • Defensive power increased by 5% for every 1% (max +12.50% DP).
  • Houses 30 Halberdiers.
  • Provides 10 raw defensive power.
  • Houses 0 people.
Battery
All except Barbarian
  • Only available in Artefacts and Artefacts (packs) rounds.
  • Drains 2 mana per tick per artefact in the realm.
  • Only effective on up to 5% of land.
  • +10 artefact aegis restoration per tick
Battlement
Snow Elf only
  • Defensive power increased by 0.5% for every 1% (max +50% DP).
  • Houses 20 Arbalists.
Bloodstone
Beastfolk only
  • +20% improvement points from blood for every 1% (max +200%)
  • Protects 8000 blood from theft.
  • Blood conversion increased by 5% for every 1% (max +50%).
Bog
Reptilians only
  • Produces 50 food per tick.
Bulwark
Glimjir only
  • Defensive power increased by 1.5% for every 1% (max +30% DP).
  • Increases enemy casualties on defense by 1% for every 1% (max 20%).
  • Houses 0 people.
Burrow
Swarm only
  • Provides 0 jobs.
  • Houses 30 people.
Cabin
Barbarian only
  • Houses 50 people.
  • Provides 0 jobs.
  • Houses 20 military units.
Camp
Beastfolk only
  • Houses 20 military units.
  • Houses 20 people.
  • Provides 0 jobs.
Casern
Human only
  • You can at most have one per 20 Walls. Unpaired buildings are not effective.
  • Houses 80 military units.
  • Houses 60 draftees.
  • Houses 0 people.
  • Provides 0 jobs.
Cave
Yeti only
  • Houses 30 people.
  • Provides 0 jobs.
Chamber
Dark Elf, Dwarg, Gnome only
  • Houses 30 people.
  • Provides 0 jobs.
Chrysalis
Swarm only
  • Improvements increased by 2.25% for every 1%.
Colony
Ants only
  • Houses 110 people.
  • Provides 0 jobs.
Constabulary
All except Glimjir, Growth, Sylvan
  • Spy strength on defense increased by 10% for every 1%.
  • Houses 40 spies and units that count as spies.
  • Houses 0 people.
Coral Reef
Glimjir only
  • Improvements increased by (2% + [Building Ratio]) for every 1% (no max).
Cyst
Growth only
  • Houses 88 people.
  • Provides 0 jobs.
  • Produces 0.3 Tendrils per tick.
Dark Spire
Nox only
  • Produces 1*[Defensive Wizard Ratio] mana/tick.
  • Produces 25 mana per tick.
Deep Mine
Gnome only
  • Houses 0 people.
  • Produces 45 ore per tick.
  • Produces 0.5 mana per tick.
  • Produces 9 gems per tick.
Den
Kobold only
  • Houses 30 people.
  • Provides 0 jobs.
Dungeon
Demon only
  • Houses 30 people.
  • Provides 0 jobs.
Dwargen Mine
Dwarg only
  • Produces 35 ore per tick.
  • 0.25% chance to discover a thunderstone.
  • Houses 0 people.
  • Houses 20 Miners.
Dwelling
Goblin only
  • Houses 34 people.
  • Provides 0 jobs.
Estate
Qur only
  • Houses 30 people.
  • Provides 10 jobs.
Factory
All except Barbarian, Glimjir, Growth, Qur, Swarm, Sylvan, Wood Elf
  • -2% construction costs for every 1% (max 30% reduction).
  • -1.3% construction time for every 1% (max 20% reduction).
  • -1.5% cost of machine units for every 1% (max 15% reduction).
Farm
All except Dragons, Glimjir, Growth, Icekin, Qur, Reptilians, Spirit, Sylvan, Swarm
  • Produces 50 food per tick.
Farmstead
Dragons only
  • Houses 30 people.
  • Provides 30 jobs.
  • Produces 50 food per tick.
Forest Haven
Wood Elf only
  • Produces 10 lumber per tick.
  • Houses 30 people.
  • Houses 5 spies and units that count as spies.
  • Provides 0 jobs.
Garden
Sylvan only
  • Produces 50 food per tick.
Gem Mine
All except Afflicted, Ants, Aurei, Beastfolk, Demon, Glimjir, Growth, Nox, Reptilians, Simian, Swarm, Sylvan, Wood Elf
  • Produces 6 gems per tick.
Giant Shell
Glimjir only
  • Protects 50000 gold from theft.
  • Protects 20000 food from theft.
  • Protects 5000 pearls from theft.
Gold Mine
All except Aurei, Dragons, Glimjir, Growth, Nox, Spirit, Sylvan, Swarm, Yeti
  • Produces 40 gold per tick.
Gold Quarry
Aurei only
  • Produces 50 gold per tick (increased by 0.05 per tick of the round).
Gold Vein
Icekin only
  • Produces 80 gold per tick (reduced by 0.1 per tick of the round down to 0).
Granary
All except Glimjir, Growth, Spirit
  • Protects 25000 food from theft.
  • Protects 12500 lumber from theft.
Grove
Simian only
  • Houses 30 people.
  • Provides 0 jobs.
Gryphon Nest
Snow Elf only
  • Produces 0.008 Gryphons per tick.
  • Only effective on up to 25% of land.
Guard Tower
All except Barbarian, Dragons, Glimjir, Growth, Nox
  • Defensive power increased by 1.5% for every 1% (max +30% DP).
Hall
Icekin, Snow Elf only
  • Houses 30 people.
  • Provides 0 jobs.
Harbour
All except Dragons, Glimjir, Growth, Reptilians, Swarm
  • Produces 20 food per tick.
  • XP generation increased by 5% for every 1% (max +25%).
  • Resource exchange rates improved by 4% for every 1% (max +20%).
Hollow Trunk
Wood Elf only
  • Protects 25000 gold from theft.
Hunting Lodge
Qur only
  • Produces 50 food per tick.
  • Houses 10 draftees.
Hut
Troll only
  • Provides 0 jobs.
  • Houses 28 people.
Ice Cave
Icekin only
  • Houses 32 military units.
  • -0.625% offensive power for enemies invading you for every 1% (max -25% OP).
  • Provides 0 jobs.
  • Houses 0 people.
Infirmary
All except Barbarian, Dragons, Glimjir, Growth, Nox, Spirit
  • -2.5% defensive casualties for every 1% (max 50% reduction).
  • -2.5% offensive casualties for every 1% (max 50% reduction).
  • 1.25% population growth rate for every 1%.
Institute
Wood Elf only
  • Improvements increased by 2.25% for every 1%.
Keep
Human only
  • You can at most have one per 100 Walls. Unpaired buildings are not effective.
  • Houses 500 people.
  • Provides 80 jobs.
Kelp Forest
Glimjir only
  • Grows 35 kelp per tick.
Longhouse
Orc only
  • Houses 0 people.
  • Houses 60 military units.
  • Provides 0 jobs.
Lumbershop
Wood Elf only
  • Produces 25 lumber per tick.
  • Lumber production increased by 1% for every 1% (max +80%).
Lumberyard
Afflicted, Beastfolk, Elf, Nox, Qur, Reptilians, Simian, Undead, Werewolves, Yeti only
  • Produces 35 lumber per tick.
Mana Extractor
Aurei only
  • Converts 100 gold into 50 mana per tick (converts from stockpile, not production).
Mana Spring
Glimjir only
  • Produces 16 mana per tick.
Mana Tree
Sylvan only
  • Produces 30 mana per tick.
  • 5 sapling storage.
Mansion
Vampires only
  • Houses 30 people.
  • Provides 0 jobs.
  • Houses 1 10.
Mass Grave
Afflicted only
  • Converts 3 of your peasants into 8 Miasma and 18 Food per tick.
Meadow
Sylvan only
  • Houses 28 people.
  • Provides 0 jobs.
Military Academy
All except Barbarian, Dragons, Glimjir, Growth, Nox
  • Prestige gains increased by 5% for every 1% (max +50%)
Mire
Reptilians only
  • Houses 30 people.
  • Provides 0 jobs.
Monument
All except Demon, Glimjir, Growth, Reptilians
  • Increases deity perks 10% for every 1% (max +100%)
Nacre Farm
Glimjir only
  • Produces 7 pearls per tick.
Nest
Swarm only
  • Houses 36 military units.
  • Provides 0 jobs.
  • Houses 0 people.
Night Tower
Nox only
  • Yields 1 gloom between 18:00 and 06:00.
  • Gathers 36 mana between 18:00 and 06:00.
Orchard
Sylvan only
  • Improvements increased by 2.25% for every 1%.
Ore Mine
Beastfolk, Dark Elf, Demon, Dragons, Dwarg, Goblin, Human, Kobold, Orc, Qur, Snow Elf, Troll, Yeti only
  • Produces 35 ore per tick.
Pit
Afflicted only
  • Houses 0 people.
  • Houses 200 Abominations.
Powder Mill
Goblin, Gnome only
  • Produces 4 gunpowder per tick.
  • 200 gunpowder storage.
Pylon
Spirit only
  • Houses 30 people.
  • Mana production increased by 0.5% for every 1% (max +50%).
  • Provides 0 jobs.
Quill
Growth only
  • Offensive power increased by 1% for every 1% (max +100% OP)
  • Produces 0.15 Tendrils per tick.
  • Houses 88 people.
  • Provides 0 jobs.
Refinery
Imperial Gnome only
  • Converts 50 ore into 60 brimmer per tick (converts from stockpile, not production).
Residence
Human only
  • Houses 30 people.
  • Provides 0 jobs.
Saw Mill
Goblin, Kobold, Human, Orc, Snow Elf, Troll, Vampires only
  • Produces 35 lumber per tick.
School
All except Beastfolk, Glimjir, Growth, Swarm, Sylvan, Troll, Wood Elf
  • Improvements increased by 1.75% for every 1%.
Scute
Growth only
  • Defensive power increased by 1.2% for every 1% (max +120% DP).
  • Produces 0.15 Tendrils per tick.
  • Houses 88 people.
  • Provides 0 jobs.
Siftery
Reptilians only
  • Produces 6 gems per tick.
  • Gem production increased by 0.50% for every 1% (max +50%).
Sinew
Growth only
  • Houses 88 people.
  • Provides 0 jobs.
  • -4% defensive casualties for every 1% (max 60% reduction).
  • -4% offensive casualties for every 1% (max 60% reduction).
  • Produces 0.2 Tendrils per tick.
Slave Mine
Dark Elf only
  • Produces 4 ore per tick per prisoner up to a maximum of 10 prisoners.
  • Produces 2 gems per tick per prisoner up to a maximum of 10 prisoners.
  • Works 0.08 prisoners per tick to death.
  • Provides 0 jobs.
  • Houses 0 people.
Smithy
Human only
  • You can at most have one per 10 Walls. Unpaired buildings are not effective.
  • Unit ore costs -5% for every 1% (max 25% reduction).
  • Houses 15 Halberdiers.
  • Houses 10 Foot Soldiers.
  • Houses 0 people.
Stable
Human only
  • You can at most have one per 20 Walls. Unpaired buildings are not effective.
  • Produces 1 horses per tick.
  • Horses stolen from you reduced by 30% for every 1%.
Stone Wall
All except Barbarian, Glimjir, Growth, Human, Reptilians, Sylvan, Swarm
  • Defensive power increased by 1.25% for every 1% (max +50% DP).
  • Provides 12 raw defensive power.
Stronghold
Troll only
  • Improvements increased by 2.25% for every 1%.
Sunken Shrine
Glimjir only
  • Prestige gains increased by 2.5% for every 1% (max +25%)
  • -3% defensive casualties for every 1% (max 60% reduction).
  • -3% offensive casualties for every 1% (max 60% reduction).
Syndicate Quarters
All except Glimjir, Growth, Swarm, Sylvan
  • +2% resources stolen for every 1% (max +40%).
  • -2% cost of spies for every 1% (max 40% reduction).
  • Houses 40 spies and units that count as spies.
  • Houses 0 people.
Tavern
Dwarg, Goblin, Kobold only
  • Morale increased by 4% for every 1% (max +20%)
Terrace
Icekin only
  • Produces 50 food per tick.
  • -5% defensive casualties for every 1% (max 25% reduction).
Tissue
Growth only
  • Produces 12 food per tick.
  • Houses 212 people.
  • Provides 0 jobs.
  • Produces 0.05 Tendrils per tick.
Tomb
Undead only
  • Houses 30 people.
  • Provides 0 jobs.
Tower
All except Aurei, Glimjir, Growth, Nox, Sylvan
  • Produces 20 mana per tick.
Training Grounds
All except Barbarian, Dragons, Glimjir, Growth, Nox
  • Offensive power increased by 1.5% for every 1% (max +30% OP)
Trench
Reptilians only
  • Defensive power increased by 1% for every 1% (max +100% DP).
  • -0.5% defensive casualties for every 1% (max 50% reduction).
Tunnel
Swarm only
  • Each building enables 60 units sent on invasion to return four ticks faster. Number of units increased by 0.04 per tick.
Turret
Human only
  • Defensive power increased by 5% for every 1% (max +25% DP).
  • Houses 0 people.
  • You can at most have one per 10 Walls. Unpaired buildings are not effective.
  • Houses 50 Archers.
Vault
All except Glimjir, Growth, Reptilians, Sylvan, Wood Elf
  • Protects 25000 gold from theft.
  • Protects 2500 gems from theft.
  • Protects 10000 ore from theft.
Vault
Reptilians only
  • Protects 25000 gold from theft.
  • Protects 2500 gems from theft.
Wall
Human only
  • Defensive power increased by 1% for every 1% (max +50% DP).
  • Provides 8 raw defensive power.
  • Houses 2 Archers.
  • Houses 1 Halberdiers.
  • Houses 0 people.
  • Provides 0 jobs.
Warren
Afflicted only
  • Houses 32 people.
  • Provides 0 jobs.
Watch Tower
All except Dragons, Glimjir, Growth, Nox
  • -1.5% defensive modifiers for enemy dominions for every 1% (max -30% or 0% defensive modifiers).
Water Temple
Glimjir only
  • 6% population growth rate for every 1%.
  • -1.5% defensive modifiers for enemy dominions for every 1% (max -30% or 0% defensive modifiers).
Watermill
Beastfolk, Dark Elf, Demon, Dwarg, Dragons, Goblin, Gnome, Human, Kobold, Snow Elf, Troll, Yeti only
  • Ore production increased by 4% for every 1% (max +20%).
  • Gem production increased by 4% for every 1% (max +20%).
Wharf
Glimjir only
  • XP generation increased by 7% for every 1% (max +35%).
  • Resource exchange rates improved by 6% for every 1% (max +30%).
Wizard Dome
Aurei only
  • Wizard strength recovery increased by 0.1% for every 1% (max +5%).
  • Houses 36 wizards and units that count as wizards.
  • Houses 0 people.
Wizard Guild
All except Aurei, Glimjir, Growth, Icekin, Swarm, Sylvan
  • Wizard strength recovery increased by 0.15% for every 1% (max +3%).
  • Wizard and arch mage training costs decreased by -2% for every 1% (max 40% reduction).
  • Spell mana costs decreased by -2% for every 1% (max 40% reduction).
  • Houses 40 wizards and units that count as wizards.
  • Houses 0 people.
Workshop
Qur only
  • -4% construction costs for every 1% (max 50% reduction).
  • -2% construction time for every 1% (max 25% reduction).
  • +4% unit pairing for every 1% (max +50%).
Yakstead
Orc only
  • Breeds 1 yak per tick.
  • Uses 100 food per tick.

Holy Buildings

Building Deity Perks
Bazaar
Barathu Bint
  • Must be devoted to Barathu Bint to build or use this building.
  • Gold production increased by 2% for every 1% (max +10%).
  • Resource exchange rates improved by 4% for every 1% (max +20%).
Edifice
Glimjir only
Glimj
  • Must be devoted to Glimj to build or use this building.
  • Increases deity perks 20% for every 1% (max +100%)
Lapidary
Mirnon
  • Must be devoted to Mirnon to build or use this building.
  • +3% improvement points from gems for every 1% (max +30%)
  • +3% improvement points from ore for every 1% (max +30%)
Necropolis
Afflicted, Undead only
Zidur
  • Must be devoted to Zidur to build or use this building.
  • Reduces unit attrition by 0.5% for every 1%.
  • 1.75% unit pairing for every 1%.
Obelisk
Reptilians only
Elskas
  • Must be devoted to Elskas to build or use this building.
  • Increases deity perks 20% for every 1% (max +100%)
Redoubt
Bregon
  • Must be devoted to Bregon to build or use this building.
  • Houses 36 military units.
  • Houses 0 people.
  • Defensive power increased by 0.3% for every 1% (max +15% DP).
  • Houses 15 draftees.
  • Provides 10 jobs.
Sanctuary
Druva
  • Must be devoted to Druva to build or use this building.
  • Food production increased by 4% for every 1% (max +40%).
  • Lumber production increased by 4% for every 1% (max +40%).
  • 4% population growth rate for every 1% (max 40%).
  • -4% defensive casualties for every 1% (max 40% reduction).
Shrine
Demon only
Azk'Hurum
  • Must be devoted to Azk'Hurum to build or use this building.
  • Increases deity perks 20% for every 1% (max +100%)
Spire
Sazal
  • Must be devoted to Sazal to build or use this building.
  • Produces 24 mana per tick.
  • +5% spell duration for every 1% (max +100%).
Toxicarium
Afflicted, Undead only
Kinthys
  • Must be devoted to Kinthys to build or use this building.
  • +2% improvement points from miasma for every 1% (max +40%)
  • +1% enemy casualties for every 1% (max 20%).
University
Ix
  • Must be devoted to Ix to build or use this building.
  • Generates 100 XP per tick.
  • You can at most have one per 100 Schools, Chrysalis, Orchards, and Institutes. Unpaired buildings are not effective.