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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 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.

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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
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

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 draws from a Stockpile standing next to it.

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. Rolled randomly at ground-breaking, not chosen.

TierPossible 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

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: 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.

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.

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%
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

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 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)
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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, safes and lockers. Without it a guest is never even sent their contents.
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.