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AETHER SHARD SURVIVAL WIKI
built from v0.1.73 · 2026-10-06
THE CITY

Buildings

Every building, what it costs, what it makes, and what it needs.

Nineteen buildings are designed; these stand in the prototype. Each is a shell + one function at construction, then modules (capability) and quest-taught recipes (knowledge). Costs are paid from your bag and the Storehouse. A building past the city's chartered era shows "needs the charter" until the Town Hall issues it.

Era 1

Copper Forge in the prototype

Orrin's forge. Repairs are instant; crafts take time and land in your bag when done.

KeeperOrrin the Smith (Journeyman, Builder)
Build4 Stone, 6 Timber · 20s
ServicesRepair All Gear — 5 gold

Craft

MakesCostsTimeNeeds
Copper Mace3 Copper Ore, 1 Timber12s—
Copper Mail1 Boar Tusk, 4 Copper Ore15staught by "Break the Camp" (Orrin)
Fine Copper Sword2 Copper Ore, 1 Timber10smodule: Grindstone

Modules

ModuleCostsTimeWhat it does
Grindstone4 Stone, 2 Timber10sCheaper repairs, and Orrin can put a keener edge on copper (Q2 recipes). (cheaper: repair 2g)

Wayside Shrine in the prototype

Ansel's shrine. Prayer mends the body; ordination shapes the hero. (Chapel = health, Inn = stamina.)

KeeperAnsel the Priest (Apprentice, Loremaster)
Build6 Stone, 4 Timber · 30s
ServicesPray For Healing — 4 gold

Modules

ModuleCostsTimeWhat it does
Bell Tower4 Stone, 3 Timber10sA louder alarm: raid warnings come half again as early.
Healing Font2 Bitterleaf, 4 Stone10sBlessed water: prayer costs half. (cheaper: pray 2g)
Reliquary1 Boar Tusk, 3 Stone, 3 Timber12sRelics of the old callings: you may change your class here, for a fee.

Valley Farm in the prototype

Tamsin's field. Greens grow into the yard on their own; a coop adds birds. The Inn cooks both.

KeeperTamsin the Farmer (Apprentice, Shepherd)
Build2 Stone, 4 Timber · 20s
Produces2 Cabbage, 1 Grain every 40s — the yard holds 8 of each

Modules

ModuleCostsTimeWhat it does
Chicken Coop1 Stone, 4 Timber10sHens in the yard: a bird with every harvest — the second food type. (+1 Fowl per haul)
Well5 Stone, 1 Timber10sWater close at hand: harvests come around faster. (cycle ×0.7)

Roadside Rest in the prototype

Marla's inn. A room refills your stamina on the spot; meals from the kitchen buff you for a good while.

KeeperMarla the Innkeeper (Apprentice, Shepherd)
Build2 Stone, 8 Timber · 25s
ServicesTake A Room — 3 gold

Cook

MakesCostsTimeNeeds
Boar Stew1 Bitterleaf, 2 Meat8smodule: Kitchen, taught by "A Proper Stew" (Marla)
Farm Supper2 Cabbage, 1 Fowl8smodule: Kitchen, taught by "A Hen House" (Tamsin)
Fish Stew1 Cabbage, 2 Fish8smodule: Kitchen, taught by "The First Catch" (Tarn)
Shepherd's Pie1 Bread, 1 Cabbage, 1 Meat10smodule: Kitchen, taught by "The First Grind" (Osk)

Modules

ModuleCostsTimeWhat it does
Kitchen2 Stone, 4 Timber10sMarla can cook: meals grant a food buff (the first compounding layer).

Felling Crew in the prototype

Hollis's camp. Logs stack in the yard on their own; the yard holds only so much, so come haul.

KeeperHollis the Woodcutter (Apprentice, Steward)
Build3 Stone, 4 Timber · 20s
Produces2 Timber every 30s — the yard holds 8 of each

Modules

ModuleCostsTimeWhat it does
Charcoal Kiln4 Stone, 2 Timber12sSlow-burned offcuts: a sack of charcoal every haul — fuel for later forges, coin for now. (+1 Charcoal per haul)
Sawpit2 Copper Ore, 3 Timber10sA pit saw squares the logs: an extra length of timber every haul. (+1 Timber per haul)

Valley Shaft in the prototype

Bram's shaft. Ore and stone pile up in the yard on their own — the yard holds only so much, so come collect.

KeeperBram the Miner (Apprentice, Steward)
Build2 Stone, 6 Timber · 25s
Produces1 Copper Ore, 1 Stone every 30s — the yard holds 6 of each

Modules

ModuleCostsTimeWhat it does
Gem Seam3 Cut Stone, 2 Timber15sBram follows the quartz: a rough gem with every haul. (+1 Rough Gem per haul)
Lamp Room1 Bitterleaf, 2 Copper Ore, 2 Timber8sLight deeper in the seam: an extra chunk of ore every haul. (+1 Copper Ore per haul)
Cart Rails2 Stone, 4 Timber10sCarts run the shaft: hauls come nearly twice as often. (cycle ×0.6)

Storehouse in the prototype

The city's stockpile. Buildings draw materials from here as well as your bag. Assign a villager as a hauler and the yards empty themselves.

Keeperunstaffed
Build5 Stone, 5 Timber · 25s
Capacity40 goods (the economy's ceiling)

Modules

ModuleCostsTimeWhat it does
Racks2 Stone, 6 Timber10sShelving and hooks: the storehouse holds twice as much. (+40 capacity)
Tally Board1 Charcoal, 3 Timber8sChalked routes: haulers make their rounds nearly twice as fast. (haul legs ×0.6)

Town Hall in the prototype

The city's hall. The ledger is its report; the board posts bounties; the mayor lends the city a lens of its own; the charter opens the next era.

Keeperunstaffed
Build8 Stone, 8 Timber · 30s
Charter fee40 gold + 3 Charcoal — every building of the current era must stand

Modules

ModuleCostsTimeWhat it does
Notice Board4 Timber8sBounties, posted and paid in gold — work without a face attached.
Mayor's Office4 Stone, 6 Timber12sAppoint a recruit as mayor: the city's class — one civic passive, scaled by their quality.

Trading Post in the prototype

Wren's post. Sells only goods of the chartered era — money never skips exploration (design rule). Buys anything.

KeeperWren the Trader (Apprentice, Merchant)
Build3 Stone, 5 Timber · 20s
SellsBitterleaf 2g, Copper Ore 5g, Healing Potion 8g, Stone 3g, Timber 3g, Wildberries 2g; Era 2: Charcoal 2g, Cloth 4g, Iron Mail 40g, Iron Sword 30g; Era 3: Rough Gem 15g — never above the chartered era; buys anything at half value

Modules

ModuleCostsTimeWhat it does
Ledger Desk2 Stone, 3 Timber8sWren keeps books: better prices both ways. (buy ×0.85, sell ×1.25)

Era 2

Alchemist's Lab in the prototype

Ysolde's lab. Potions to order from Nell's herbs; tonics are the potion buff layer and stack with a meal.

KeeperYsolde the Alchemist (Journeyman, Loremaster)
Build1 Cut Stone, 5 Stone, 5 Timber · 25s

Brew

MakesCostsTimeNeeds
Healing Potion2 Bitterleaf, 1 Wildberries8s—
Ironbark Tonic1 Charcoal, 2 Sunroot10smodule: Ingredient Cabinet, taught by "Bitter Work" (Ysolde)
Stamina Draught1 Bitterleaf, 1 Sunroot8staught by "Herb Lore" (Nell)

Modules

ModuleCostsTimeWhat it does
Ingredient Cabinet1 Cut Stone, 4 Timber10sSorted shelves: tonics — the potion buff, which stacks with your meal.
Still2 Charcoal, 3 Stone10sA copper still: every brew makes two. (+1 per order)

Drill Yard in the prototype

Hesk's drill yard. He teaches PASSIVES: habits that stay with you. Learn as many as you pay for; carry two at a time (ABILITIES screen).

KeeperHesk the Drillmaster (Journeyman, Marshal)
Build1 Boar Hide, 2 Stone, 8 Timber · 25s

Modules

ModuleCostsTimeWhat it does
Straw Dummies2 Cloth, 3 Timber8sSomething to hit: lessons cost half the gold.
Sparring Ring1 Cloth, 2 Boar Hide, 6 Timber12sRopes and a proper floor: Hesk teaches the advanced habits (Frugal, Keen Eye, Gourmand).

Fishing Dock in the prototype

Tarn's dock. Fish come off the lines on their own; a smokehouse turns them into rations that keep.

KeeperTarn the Fisher (Apprentice, Shepherd)
Build2 Stone, 8 Timber · 25s
Produces1 Fish every 40s — the yard holds 6 of each

Smoke

MakesCostsTimeNeeds
Smoked Fish2 Fish8smodule: Smokehouse

Modules

ModuleCostsTimeWhat it does
Net Loft3 Cloth, 2 Timber10sProper nets from Brida's cloth: the catch comes in faster. (cycle ×0.7)
Smokehouse2 Charcoal, 4 Stone10sSmoke over charcoal: fish that keeps — the ration you carry into the wilds.

Herb Garden in the prototype

Nell's garden. Bitterleaf grows into the yard; seed beds add sunroot. Ysolde brews with both.

KeeperNell the Herbalist (Apprentice, Loremaster)
Build3 Stone, 4 Timber · 20s
Produces1 Bitterleaf every 40s — the yard holds 6 of each

Modules

ModuleCostsTimeWhat it does
Drying Racks3 Timber8sNothing spoils: an extra bitterleaf every harvest. (+1 Bitterleaf per haul)
Seed Beds2 Stone, 2 Timber10sCultivation beds: sunroot, the second herb, with every harvest. (+1 Sunroot per haul)

Mason's Yard in the prototype

Gerd's yard. Stone from the quarry face, cut stone to order — and the palisade that keeps raiders at the gate.

KeeperGerd the Mason (Journeyman, Builder)
Build8 Stone, 6 Timber · 30s
Produces1 Stone every 45s — the yard holds 6 of each

Cut

MakesCostsTimeNeeds
Cut Stone3 Stone6s—

Modules

ModuleCostsTimeWhat it does
Mortar Shed4 Stone, 2 Timber10sLime and sand: footings for a watchtower on the wall.
Quarry Pit2 Stone, 3 Timber10sA proper pit: an extra stone every haul. (+1 Stone per haul)

The walls track

Palisade4 Cut Stone, 10 Timber · 40s · gate 240 hp — raiders must break it before the road
Watchtower2 Cut Stone, 6 Timber · needs the Mortar Shed · +20s raid warning
Repair the gate2 Timber — back to full

Grist Mill in the prototype

Osk's mill. Grain from Tamsin's field becomes flour; a bakehouse makes it bread — the staple every real meal starts from.

KeeperOsk the Miller (Apprentice, Steward)
Build2 Cut Stone, 6 Stone, 6 Timber · 30s

Grind

MakesCostsTimeNeeds
Bread1 Flour8smodule: Bakehouse
Flour2 Grain6s—

Modules

ModuleCostsTimeWhat it does
Bakehouse2 Charcoal, 5 Stone12sAn oven: flour becomes bread — food on its own, and the base of Marla's best meal.
Grain Lift1 Cut Stone, 4 Timber10sSacks up to the hopper without stopping the stones: every grind makes two. (+1 per order)

Weaver's Loom in the prototype

Brida's loom. Cloth comes off it on its own; she sews light armor to order, and the tannery turns boar hides into leather.

KeeperBrida the Weaver (Apprentice, Merchant)
Build1 Cut Stone, 3 Stone, 6 Timber · 25s
Produces1 Cloth every 45s — the yard holds 6 of each

Weave

MakesCostsTimeNeeds
Dyed Cloak2 Bitterleaf, 4 Cloth12smodule: Dye Vat
Leather2 Boar Hide6smodule: Tannery
Leather Jerkin1 Cloth, 3 Leather14smodule: Tannery, taught by "Hides for the Vat" (Brida)
Quilted Coat3 Cloth10s—

Modules

ModuleCostsTimeWhat it does
Dye Vat3 Bitterleaf, 3 Stone8sBitterleaf dye: a finer grade of cloth work (Q2).
Tannery2 Stone, 4 Timber10sVats and scrapers: boar hides become leather — medium armor.

Era 3

Engineer's Workshop in the prototype

Tovik's workshop. Fittings for everything mechanical; traps and a ballista for the wall; smoke for the quiet way in.

KeeperTovik the Engineer (Journeyman, Marshal)
Build4 Copper Ore, 4 Cut Stone, 6 Timber · 35s

Make

MakesCostsTimeNeeds
Breaching Charge3 Charcoal, 2 Fittings10smodule: Demolition Bench
Fittings2 Copper Ore, 1 Timber6s—
Grappling Hook2 Cloth, 3 Fittings12smodule: Gadget Bench
Lockpick1 Cut Gem, 1 Fittings8smodule: Gadget Bench
Smoke Bomb1 Bitterleaf, 1 Charcoal, 1 Fittings8smodule: Gadget Bench, taught by "Eyes on the Road" (Tovik)
Spike Trap1 Fittings, 2 Timber8smodule: Trap Shop

Modules

ModuleCostsTimeWhat it does
Ballista Platform3 Cut Stone, 3 Fittings, 4 Timber15sAn emplacement on the palisade: fires at raiders outside the gate on its own.
Demolition Bench2 Charcoal, 3 Fittings12sBreaching charges: the loud way into a rival's city.
Gadget Bench1 Cut Stone, 2 Fittings10sThe stealth line: smoke bombs, and the gadgets that follow.
Trap Shop2 Fittings, 4 Timber10sSpikes and snares: traps you set at the gate — automated defenses fight while you run over.

Gem Bench in the prototype

Vesna's bench. Rough gems from the seam become cut gems; cut gems become rings — or go into a socket, and come out again. Gems travel.

KeeperVesna the Jeweler (Journeyman, Merchant)
Build2 Charcoal, 4 Cut Stone, 6 Timber · 35s

Cut

MakesCostsTimeNeeds
Copper Ring2 Copper Ore, 1 Cut Gem10s—
Cut Gem2 Rough Gem8s—
Amulet of Ward2 Cut Gem, 1 Cut Stone12staught by "Rough Stones" (Vesna)

Modules

ModuleCostsTimeWhat it does
Cutting Wheel2 Cut Stone, 2 Timber10sA true wheel: every rough pair cuts into two gems, not one. (+1 Cut Gem per order)
Setting Kit3 Copper Ore, 2 Cut Stone10sSockets: set a cut gem into your weapon or armor — and pry it out to move it.

Era 4

Enchanting Circle in the prototype

Wyn's circle. Raw essence off raiders becomes essence; essence and gold bind an enchant to a piece — bound, unlike a gem.

KeeperWyn the Enchanter (Journeyman, Loremaster)
Build4 Charcoal, 6 Cut Stone, 4 Timber · 40s

Refine

MakesCostsTimeNeeds
Essence2 Raw Essence8smodule: Essence Forge

Modules

ModuleCostsTimeWhat it does
Disenchant Font4 Cut Stone, 1 Essence12sGrind unwanted gear into raw essence — raids first, this second.
Essence Forge3 Charcoal, 3 Cut Stone12sRefine raw raid essence into essence — the enchanting currency.
Rune Library2 Cloth, 1 Essence, 4 Timber12sMore runes on the shelf: the Hungry enchant.

Enchants

Bound to the equipped piece: one per piece, re-enchanting replaces, and it stays with that piece when you swap. Gems travel; enchants don't.

EnchantOnEffectCostsNeeds
Hungryweaponevery kill mends 5 HP3 Essence + 30 goldmodule: Rune Library
Keenweapon+12% power2 Essence + 20 gold—
Wardingarmor+12% protection2 Essence + 20 goldtaught by "First Light" (Wyn)

Scriptorium in the prototype

Aldous's scriptorium. Tomes come out of the wilds damaged; he makes them readable. The Athenaeum fuses loose fragments into a tome of your choosing.

KeeperAldous the Scribe (Journeyman, Loremaster)
Build3 Cloth, 4 Cut Stone, 6 Timber · 35s

Restore

MakesCostsTimeNeeds
Tome of Second Wind1 Cloth, 1 Torn Tome (Second Wind)12s—
Tome of Whirlwind1 Cloth, 1 Torn Tome (Whirlwind)12s—

Modules

ModuleCostsTimeWhat it does
Athenaeum3 Cloth, 4 Cut Stone, 2 Essence15sResearch: fuse two tome fragments into a tome of a school you choose — targeted skill acquisition.
Restoration Desk2 Cloth, 4 Timber10sGood light and a steady hand: restorations take half the time.

Beyond the shells

Every designed building stands. What each one becomes — the tier ladders, Journeyman and Master gates, and the top modules — is written in Building ladders, the Blacksmith template, the Inn and the Engineer. planned