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.
At a glance
Section titled “At a glance”| 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 ones that deserve detail
Section titled “The ones that deserve detail”Heart-Cairn
Section titled “Heart-Cairn”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.
Sylvan Grove
Section titled “Sylvan Grove”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.
Healing Font
Section titled “Healing Font”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.
Circle of Knowledge
Section titled “Circle of Knowledge”The research building. One study at a time; the tree has 64 nodes across seven branches. Full guide: Research.
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