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Buildings

“Raise the Heart-Cairn, tap the Wells, grow the twice-woven wood, weave defenders at the Grove, recover the old patterns one scrap at a time — every step of that loop was paid for.” — The Seamkeeper’s Codex, Age IV

Your Sanctuary has sixteen buildings. Tap any building to open its action panel; upgrades cost resources and time, and one construction runs at a time — so what you queue is one of your most important decisions.

Building What it does Priority
Heart-Cairn Caps the level of every other building Always keep it moving
Spirit Well Produces Spirit Essence (1,200/h at base, compounding per level) Highest early
Ironbark Grove Produces Ironbark (800/h at base) High early
Astral Mine Produces Astral Ore passively (300/h at base) Medium — supplements gathering
Alchemist’s Lab Produces Gold Coins (150/h at base) Rises with alliance play & troop tiers
Circle of Knowledge Personal research — the 64-node tree Never idle
Sylvan Grove Trains troops; sets your troop capacity & march sizes High
Academy Training queue size (5 → 25), −1.5%/level training time, gates your max troop tier Medium
Healing Font Restores wounded troops; capacity grows steeply per level High before fighting
Guardian Den Home of your Guardian roster Unlocks your roster; level as needed
Vault Storage (+3%/level) Situational
Forge −1%/level building upgrade cost/time Quiet long-term value
Lookout Tower Map intelligence Situational
Sanctuary Wall Your Sanctuary’s defensive line Rises later
Embassy Alliance functions With your alliance
Bestiary Records of the Echoes you’ve fought Flavor & records

The anchor of the Sanctuary — most other buildings can’t be upgraded past it. If you’re ever unsure what to build, the answer is usually “whatever lets the Heart-Cairn move again.” Its cost curve is steep, so start its upgrades before you log off.

Spirit Well, Ironbark Grove, Astral Mine, Alchemist’s Lab

Section titled “Spirit Well, Ironbark Grove, Astral Mine, Alchemist’s Lab”

The four producers. Output compounds roughly +20% per level, so early levels are the cheapest income you will ever buy. The Alchemist’s Lab looks skippable early — until you want an alliance (creation costs 5,000 Gold Coins) or higher-tier troops (Tier 3+ training costs include Gold). Don’t leave it at level 1 forever.

Troop capacity starts at 500 and grows ~150 per level; each Grove level also adds +250 troops to every march you send (base 1,000). It’s not just a barracks — it’s your logistics ceiling. (Higher troop tiers unlock with your Academy level, not the Grove.) See Training & Healing.

Capacity grows fast per level (100 at level 1, 443 by level 10, and steepening). Its level decides how many wounded you can hold after a battle — overflow is lost. Each level also cuts healing cost/time by 2%. The single most common early-game regret is an under-leveled Font. Level it before your first monster node, and check it’s empty before a big fight.

The research building. One study at a time; the tree has 64 nodes across seven branches. Full guide: Research.

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