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Reference

Housing

Say "Provisioner" in Local chat at any town to buy a House Placement Deed (one per tier below). Right-click the deed to break ground — it picks a random facade from that tier (you can change it later from the Yard gump, see Facades below) and a random spot out in the world, one house per character. Haul Iron Ingots and Wooden Planks to the Construction Site gump to fund it; the build timer only starts once both materials are fully deposited, and it keeps counting down even while you're offline. One house per character is the whole rule — there is no second plot and no demolishing, so every bigger house you ever own is an upgrade of the one you have.

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Materials are always base-tier — every house wants plain Iron Ingots and Iron Wooden Planks specifically, never a rarer metal or wood, regardless of the house's own tier. Only the quantity scales with tier.
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"Recall Home" is its own instant-travel timer, separate from ordinary town travel — 30 seconds to 10 minutes depending on how far out your house sits. A first house always lands in the countryside around Britain, never more than a 1m 30s walk from the capital. Leaving is instant, no timer either way. Once there, double-click your storage chest to open it (capacity below) — it's the one piece of furniture you can drag around your plot in v1.

House Tiers

Housing
HouseDeed PriceIron IngotsWooden PlanksStorage CapBuild TimePlot Size
Tent 500 gold 100 Leather 1,000 5,000 10m 5×5
Small House (6 facades) 10,000 gold 2,500 5,000 17,500 30m 7×7
Stone Tower 25,000 gold 4,000 7,500 23,750 2h 8×7
Town House 60,000 gold 6,000 11,000 31,250 6h 10×10
Manor House (4 facades) 140,000 gold 11,000 19,000 41,250 18h 11×10
Large Patio Home 300,000 gold 19,000 33,000 53,750 2d 13×12
Villa 700,000 gold 32,000 56,000 70,000 5d 14×12
Large Workshop (2 facades) 1,750,000 gold 55,000 95,000 90,000 10d 14×13
Keep (2 facades) 4,000,000 gold 95,000 165,000 115,000 18d 16×14
Castle 10,000,000 gold 270,000 465,000 150,000 30d 19×16

The Personal Island

Housing

Not for sale at any price: it is awarded, automatically and forever, the moment your donations to the shard reach 50 BritCoin, and the shop's Milestones tab shows how far along you are. It changes where your house stands and what it looks like, and nothing about what it does: the house holds exactly the weight its tier allows on either ground, every station works the same, and the deeds, costs and build times above are unchanged.

The grounds become an island twice the size of any yard, ringed by sea with a sand shore all the way round, thicker woods, and a bigger mine and timber lot. The house is a manor from the first deed — a central range with gabled wings, chimney stacks and a bell turret — set in formal grounds: a gravel forecourt, a hedged parterre with a fountain at its heart, a gravel path round the house, and a tree-lined drive down to a dock out into the water that you can walk to the end of. Inside, the manor has a great hall the door opens into and five more rooms that open one by one as the house is upgraded through the ordinary tiers: the parlour with the Stone Tower, the kitchen with the Town House, the library with the Manor House, the workshop with the Villa, and the gallery with the Keep. A shut room is shaded on the floor plan and says which tier opens it. With every room open the manor's floor is larger than the Castle's, and at every tier it is at least as large as the standard plot, so nothing that fitted before stops fitting.

The award moves a house you already own to the island straight away, and a letter tells you so. The manor's rooms are laid out differently from any rectangle, so everything that was standing on your floors and your lawn is taken up and put in your bank for you to lay out again; your storage chest and its contents stay with the house. A deed unrolled afterwards stands on the island from the start. Everyone who visits sees it.

Two further milestones build onto the manor, and are awarded the same way. The Upper Gallery, at 75 BritCoin donated, gives the Great Hall a minstrels' gallery along its head and down both sides, a grand staircase into the middle of the floor, a great iron chandelier, and a glazed lantern on the roof that glows after dark. The stair stands where the hall's middle doors were, so those doors move one square out to either side of it; the six squares under the stair take no furniture, and anything standing there is set down beside it rather than put away. The gallery can be walked: climb the stair and go round it, along the head of the hall and down either side, and everyone in the house sees you up there. The stair is the only way on and off, and nothing can be placed on the walk. The Household, at 100 BritCoin donated, staffs the manor: a steward who greets whoever comes through the hall door, a cook at a stone hearth built into the Kitchen wall, a gardener among the hedges and, where there is a gallery, a lutenist on it. They are company only — they sell nothing and change no number — and /household off typed at home sends them away until /household on calls them back. The Harbour, at 150 BritCoin donated, rebuilds the island's jetty as a stone quay with a lighthouse off its head, lit and sweeping the water after dark, and moors whichever ship is your active one at the Shipyard beside it for every visitor to see. When she is at sea, berthed in a town or on the seabed, the berth stands empty. It is a picture of your ship and nothing more: she sails, mends and docks as she always has.

One milestone comes before the island and belongs to any house at all. The House Cat, at 25 BritCoin donated, moves a cat into whatever home you have, tent to castle: it wanders the rooms, washes, sits and sleeps where it pleases, and purrs when stroked. It is yours to name — right-click it at home, or type /cat followed by a name (letters only, one or two words, up to 14 characters) — and visitors see it and its name. It is not a companion, takes no stable slot and stays at home when you leave.

The Manor on the Personal Island
The Personal Island's manor, outside, with its forecourt and parterre Outside
The Personal Island's manor, inside, every room open Inside, every room open
The Personal Island's grounds around the manor The grounds

Upgrading

Housing

Buy a deed for any higher tier and drop it on the hammer slot in your House View. Your house stays open and fully usable the whole time — storage, stations and Recall Home all keep working while the work goes on. Then feed the Upgrade Works and press Build when you are ready; unlike a construction site, an upgrade waits for you rather than starting itself.

  • You only pay the difference. The walls already standing are not billed twice, so climbing the ladder rung by rung costs exactly what building the top tier outright costs. Starting small is never the expensive route.
  • The wait is charged the same way. An upgrade takes the share of the target tier's build time that it is actually adding — not the full timer. Half a house is half the wait.
  • Deliver from Storage empties your house into the works in one press: the chest, bags stored in it, and Stockpiles alike. It deliberately does not reach the bank — move material home first, the same as always.
  • The deed's gold is paid in full at every rung, and a deed for your current tier or lower is refused rather than eaten.
StepIron IngotsWooden PlanksTotalBuild Time
Tent → Small House 2,500 5,000 7,500 30m (100%)
Small House → Stone Tower 1,500 2,500 4,000 41m (35%)
Stone Tower → Town House 2,000 3,500 5,500 1h 56m (32%)
Town House → Manor House 5,000 8,000 13,000 7h 48m (43%)
Manor House → Large Patio Home 8,000 14,000 22,000 20h 18m (42%)
Large Patio Home → Villa 13,000 23,000 36,000 2d 1h (41%)
Villa → Large Workshop 23,000 39,000 62,000 4d 3h (41%)
Large Workshop → Keep 40,000 70,000 110,000 7d 14h (42%)
Keep → Castle 175,000 300,000 475,000 19d 9h (65%)
You can also skip rungs. A Small House can take a Castle deed directly — you pay the difference between the two, which is very nearly a Castle's whole bill. The reason to climb instead is that you live in each house you pass through, with its storage and its floor, rather than spending the same months in a 7×7 room.

Footprint

Housing

Every tier has its own footprint, and the footprint is the upgrade you can see: a Small House is a 7×7 room, a Castle a 19×16 hall. Upgrading widens the room around everything already placed in it — footprints only ever grow up the ladder, so nothing you own is ever left outside the walls.

Had a multi-storey house? Houses used to grow extra floors instead of wider rooms. That ladder is retired: your house is one (bigger) floor now, and everything you kept upstairs — stored items, stations, fixtures — came down to the ground floor with it, reachable through the one chest. Nothing was lost, and every footprint holds at least the room its storeys used to. A station that came downstairs onto an occupied square just needs dragging apart.
  • Storage is one pool. The chest and the cap are the house's, wherever the walls are.
  • Fixtures work house-wide — a Saw Pit by the far wall still speeds your crafting, and an Ankh anywhere in the house still resurrects you.
  • Adjacency still means adjacency: a Crafting Bench only reaches a Stockpile standing next to it. With none beside it, it works out of your own backpack instead.

Storage Furniture

Carpentry

A carpenter can build boxes for a house. Carry one home, drop it on the floorplan, lock it down and double-click it — it opens like a bag and takes anything a bag takes, as many stacks as you like, and a stack itself is any size. The five differ only in how they look and what they cost to build.

PieceCarpentryCost
Wooden Crate 30.0 250 Wooden Plank
Storage Barrel 45.0 400 Wooden Plank + 25 Iron Ingot
Oaken Bookcase 60.0 600 Wooden Plank + 50 Iron Ingot
Chest of Drawers 75.0 800 Wooden Plank + 100 Iron Ingot
Grand Armoire 90.0 1,200 Wooden Plank + 200 Iron Ingot
They are not more room. Every container you lock down draws on the same storage pool as the chest — move a stack out of the chest and into a barrel and the house's total changes by nothing at all. What furniture buys is order, not capacity. But it does not cost capacity either: every other fixture on a floorplan is charged 500 stones against the house it stands in, and storage furniture is charged nothing. Furnish as heavily as you like — only what you put inside a container counts.

Facades

Housing

Every facade in a tier shares that tier's price, materials, storage, build time, and plot size — what it decides is what your house is built from: a Log Cabin's walls are stacked timber, a Brick Town House is laid in running bond, a Marble Keep gleams. Ground-breaking rolls one at random, but it is yours to choose afterwards: double-click your house sign to open the Yard gump, and its Facade section lists every facade of your tier with the walls it would be built in. Pick one and the house is rebuilt on the spot — free, and you can change it again whenever you like. Only the owner can, and only from the tier's own list.

Tent

Small House 6 facades

Stone Tower

Town House

Manor House 4 facades

Large Patio Home

Villa

Large Workshop 2 facades

Keep 2 facades

Castle

Furniture: Placing, Locking Down, Releasing

Housing

Every piece of furniture below (Craft Stations and the Stockpile alike) is placed and locked down the same way, once your house is complete.

  1. Place it: drag it out of your backpack and drop it anywhere on your house's floor plan. It can still be repositioned or picked back up freely at this point.
  2. Lock it down: say "I wish to lock this down." in Local chat while at your house, then click the piece of furniture you mean (a targeting cursor appears). Locking is required before you can open, deposit into, or operate it — and it can no longer be dragged once locked.
  3. Release it the same way — say "I wish to release this." and target it — to unlock it and move it again. It must be completely empty first.
  4. Reclaim it via its right-click menu to send it straight back to your backpack, no spoken confirmation needed. Also requires it to be empty.

Craft Stations

Crafting

Unattended refinement furniture: deposit raw material, hit the action button, and it keeps converting one unit roughly every 6 seconds on its own — about 600 an hour, even while you're offline or the server restarts. Each unit rolls against your own skill for that craft — the same odds you'd get refining it by hand, including your tool and ring bonuses — minus a flat 15% automation penalty, so a station is a little worse at the job than you are. A failed unit wastes the material. You still need the skill to work a tier at all: a station only works material you could refine yourself. Anything above your skill goes on the station's store instead — the Ore Store, Log Store or Fish Store under its window — and Deposit All, House Dropoff and a gather bag's Put Away all park it there for you. Each tier you can work carries a small tag on the store: click it to Hold that tier, and it is parked on the store too rather than queued — handy for the top tiers, which you may rather refine by hand at your own better odds. A held stack you drag onto the Raw Material column yourself is still queued — the tag only steers what is routed for you. Feed a station any tier of its raw material (Iron through Blackrock) and it produces the matching tier of output.

FixtureAutomatesSkill to BuildBuild Cost
Saw Pit Wood into Wood Plank (any tier fed in). Carpentry 50+ 1,000 Wood Plank + 500 Iron Ingot
Ore Smelter Ore into Ingots (any tier fed in). Tinkering 50+ 1,500 Iron Ingot
Iron Stove Raw Fish into Cooked Fish (any tier fed in). Tinkering 50+ 1,500 Iron Ingot
Parchment Press Wood all the way into Parchment — it cuts as well as presses (any tier fed in, gated on your Inscription). Carpentry 50+ 1,000 Wood Plank + 500 Iron Ingot

Display Case

Crafting

Built at the Carpenter's bench (1,000 planks and 500 iron ingots, 75 Carpentry), then placed and locked down like any other fixture. It holds two of the carried crafting charms — the Smith's Lucky Hammer, the Silver Thimble and the Jeweler's Loupe — and keeps their bonus working while you craft at home, so a charm that took a very long hunt to find never has to ride in a backpack you might drop.

The trade is worth understanding before you commit a charm to one. Carried in your pack, those three buff you anywhere. Sitting in a case, they buff you only at your own house — the same reach the Craft Decorations below have always had. If you do your crafting at home, where the Craft Stations and the Crafting Bench are, it is a straight win. If you craft in town, keep carrying it. Nothing is forced: leave the charm in your pack and it behaves exactly as it always has.

A Display Case is heavy — it takes 1,000 of your house's storage, and whatever you put inside counts too. On a starter house that is a meaningful slice of the shelf, so plan the floor around it. The case shows what it holds: each charm's own icon sits in the glass, so you can read a case at a glance without opening it. It cannot be reclaimed while occupied — take the charms out first.

Rune Libraries

Housing

A marked Recall Rune can be dragged out of your pack and set down on the floorplan like any other fixture. Once it is standing there, cast Recall anywhere in the room and click the stone instead of hunting through a Runebook — the spell is unchanged, and still costs its mana and its reagents.

Anyone standing in the room can use them. A guest casts their own Recall, spends their own reagents, and travels — they do not need a rune of their own, or even a Runebook. That is what makes a wall of runes a library rather than a shelf: mark a stone for every dungeon door and every far town, stand them along a wall, and everyone you let through your front door can travel from them. Each stone's name says where it goes, so a visitor can read the wall.

A placed rune costs the house 1 stone of storage — what it weighs in your pack, not the 500 every other fixture pays. Fifty destinations cost fifty stones, which is the whole point: a library is meant to be a wall, and at the usual charge one would have swallowed a Small House.

Two things a placed rune will not do. Mark cannot touch it — yours or anyone else's, so nobody can overwrite a destination by mis-clicking; take the stone up first if you want to re-mark it. And a rune only answers on the floor you are standing on, so a library upstairs is closed to anyone the upper floor is closed to. Right-click your own rune to take it back up; it keeps its mark.

Craft Decorations

Crafting

Six Ultra Rare furniture pieces — not built, only found (see the Dungeons page's Special Loot table and Dungeon Chests section). Placed and locked down exactly like a Craft Station above, and while locked at your house it grants a flat success-chance bonus to one craft skill, but only while you're actually crafting there — carry it off, or leave the house, and the bonus stops.

DecorationBuffsBonus
Alchemist's Athenaeum Alchemy +5%
Quicksilver Vial Alchemy +5%
The Sovereign's Reliquary Alchemy +6%
Smith's Lucky Hammer Blacksmithing +5%
Dwarven Anvil Blacksmithing +5%
Kroth's Warforge Anvil Blacksmithing +5%
The Sovereign's Dragonscale Plate Blacksmithing +8%
Heartwood Sawhorse Carpentry +5%
Joiner's Golden Plane Carpentry +5%
The Bloodfist Standard Carpentry +5%
Gourmand's Silver Ladle Cooking +5%
Hearthfire Mantle Cooking +5%
Illuminator's Quill Inscription +5%
The Countess's Loom Tailoring +4%
Silver Thimble Tailoring +5%
Golden Spinning Wheel Tailoring +5%
The Storm-Forged Gearbox Tinkering +5%
Jeweler's Loupe Tinkering +5%
Clockwork Curio Cabinet Tinkering +5%

Stockpile

Housing

Bulk storage furniture for already-refined material — Boards, Ingots, Leather, Reagents, and Cooked Food. Unlike every other container in the game, deposited material is not stored as real items at all: it's converted into a plain count the moment it goes in, so a Stockpile can hold any quantity with zero weight and zero risk of running out of stack slots. Withdraw any material back into a real, usable stack whenever you like.

Once unlocked, its gump has one tab per material category along the bottom. Pick a tab, then hit "Add to Stockpile" to sweep every matching item currently in your backpack into that tab's counters (bags and the Bank are never touched). Click any material's row to withdraw its entire counted amount as a fresh stack.

TabHolds
Boards 11 item types (every tier)
Parchment 10 item types (every tier)
Ingots 11 item types (every tier)
Leather 10 item types (every tier)
Regs 8 item types (every tier)
Cooked Food 10 item types (every tier)
Bottles 1 item types (every tier)
Pristine 3 item types (every tier)
Gems 9 item types (every tier)
Facets 24 item types (every tier)
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Building one requires two skills at once — Tinkering 50+ and Carpentry 50+ — the only recipe in the game gated on more than one skill. It's crafted from the Tinkering gump's Structures section for 1 Board Commodity Deeds + 1 Iron Commodity Deeds, not raw Ingots or Planks.

Commodity Deeds

Crafting

The Stockpile's own build cost, and currently their only use. Right-click a large enough stack of the base material to compress it into one deed — a big, unblessed, tradeable stack-compression, not a Stockpile feature itself. No skill or tool needed, and it's instant.

CompressInto
2,500 × Wood Plank 1 × Board Commodity Deed
1,000 × Iron Ingot 1 × Iron Commodity Deed

Visitors and Co-owners

Housing

Everyone standing in a house can see everyone else on their own floor — walking about, wearing their own gear, under their own guild tag and title. People on different storeys don't see each other.

Visiting requires a two-way friendship. You each need the other on your friends list. The friends list has never asked for confirmation, so a one-way entry is not a key to somebody's house — otherwise anyone on the shard could add themselves and walk in. The Friends panel greys the Visit button out and tells you when this is why.

An invitation is the way round it: an owner can invite anyone over, friend or not. It admits them for that one visit and ends when they leave.

What a guest may actually do is set on the House Access panel, in the House View header — separately for each floor, since every floor has its own plan and its own chest. A ground floor can be a workshop your friends are welcome in while the storey above stays private.

RuleWhat it allows
Allow visitorsSet foot on that floor at all. Everything else depends on it, and a closed ground floor closes the house — that is the storey guests arrive on.
Use fixturesCraft stations, the crafting bench, the repair bench, the ankh, tomes, display cases.
Use storageOpen that floor's chest, stockpiles and safes. Without it a guest is never even sent their contents. The Storage Locker is not on this list: it dresses whoever opens it, so it is the household's alone — the owner and co-owners.
Add itemsPut things in. Requires Use storage.
Remove itemsTake things out. Requires Use storage.

Co-owners skip all of that: up to ten per house, each able to use anything on any floor whatever the rules say. Co-ownership needs no friendship, because adding one is a deliberate act by the owner. What a co-owner can never do is anything that is ownership — moving, upgrading or re-deeding the house, or changing who else gets in.

A house nobody has configured has its ground floor open to visitors and grants nothing else, with upper floors closed.