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 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.
House Tiers
Housing| House | Deed Price | Iron Ingots | Wooden Planks | Storage Cap | Build Time | Plot Size |
|---|---|---|---|---|---|---|
| Small House (6 facades) | 10,000 gold | 2,500 | 5,000 | 14,000 | 30m | 7×7 |
| Stone Tower | 25,000 gold | 4,000 | 7,500 | 19,000 | 2h | 8×7 |
| Town House | 60,000 gold | 6,000 | 11,000 | 25,000 | 6h | 10×10 |
| Manor House (4 facades) | 140,000 gold | 9,000 | 16,000 | 33,000 | 18h | 11×10 |
| Large Patio Home | 300,000 gold | 13,000 | 23,000 | 43,000 | 2d | 13×12 |
| Villa | 700,000 gold | 18,000 | 32,000 | 56,000 | 5d | 14×12 |
| Large Workshop (2 facades) | 1,750,000 gold | 24,000 | 42,000 | 72,000 | 10d | 14×13 |
| Keep (2 facades) | 4,000,000 gold | 32,000 | 55,000 | 92,000 | 18d | 16×14 |
| Castle | 10,000,000 gold | 42,000 | 70,000 | 120,000 | 30d | 19×16 |
Footprint
HousingEvery 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.
- 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 draws from a Stockpile standing next to it.
Facades
HousingEvery 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. Rolled randomly at ground-breaking, not chosen.
| Tier | Possible Facades |
|---|---|
| Small House | Small Brick House, Small Stone House, Sandstone House, Thatched-Roof Cottage, Log Cabin, Stone Workshop |
| Stone Tower | Small Stone Tower |
| Town House | Brick Town House |
| Manor House | Field Stone Manor, Brick Manor, Stucco Manor, Framed Manor |
| Large Patio Home | Large Patio Home |
| Villa | Villa |
| Large Workshop | Large Marble Workshop, Large Stone Workshop |
| Keep | Stone Keep, Marble Keep |
| Castle | Castle |
Furniture: Placing, Locking Down, Releasing
HousingEvery piece of furniture below (Craft Stations and the Stockpile alike) is placed and locked down the same way, once your house is complete.
- 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.
- 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.
- 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.
- 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
CraftingUnattended 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: you can only deposit material you could refine yourself. Feed a station any tier of its raw material (Iron through Valorite) and it produces the matching tier of output.
| Fixture | Automates | Skill to Build | Build 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
CraftingBuilt 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.
Craft Decorations
CraftingSix 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.
| Decoration | Buffs | Bonus |
|---|---|---|
| Alchemist's Athenaeum | Alchemy | +5% |
| The Sovereign's Reliquary | Alchemy | +6% |
| Dwarven Anvil | Blacksmithing | +5% |
| Smith's Lucky Hammer | Blacksmithing | +5% |
| Kroth's Warforge Anvil | Blacksmithing | +5% |
| The Sovereign's Dragonscale Plate | Blacksmithing | +8% |
| Heartwood Sawhorse | Carpentry | +5% |
| The Bloodfist Standard | Carpentry | +5% |
| Hearthfire Mantle | Cooking | +5% |
| Golden Spinning Wheel | Tailoring | +5% |
| Silver Thimble | Tailoring | +5% |
| The Countess's Loom | Tailoring | +4% |
| Clockwork Curio Cabinet | Tinkering | +5% |
| Jeweler's Loupe | Tinkering | +5% |
| The Storm-Forged Gearbox | Tinkering | +5% |
Stockpile
HousingBulk 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.
| Tab | Holds |
|---|---|
| Boards | 10 item types (every tier) |
| Parchment | 9 item types (every tier) |
| Ingots | 10 item types (every tier) |
| Leather | 9 item types (every tier) |
| Regs | 8 item types (every tier) |
| Cooked Food | 9 item types (every tier) |
| Bottles | 1 item types (every tier) |
| Pristine | 3 item types (every tier) |
| Gems | 9 item types (every tier) |
Commodity Deeds
CraftingThe 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.
| Compress | Into |
|---|---|
| 2,500 × Wood Plank | 1 × Board Commodity Deed |
| 1,000 × Iron Ingot | 1 × Iron Commodity Deed |
Visitors and Co-owners
HousingEveryone 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.
| Rule | What it allows |
|---|---|
| Allow visitors | Set 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 fixtures | Craft stations, the crafting bench, the repair bench, the ankh, tomes, display cases. |
| Use storage | Open that floor's chest, stockpiles, safes and lockers. Without it a guest is never even sent their contents. |
| Add items | Put things in. Requires Use storage. |
| Remove items | Take 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.