A painted map of the realms: farmland, a giant forest, snowy peaks, a desert and a volcano beside the sea.

World

Base building

How your base works: the claim and land expansions up to 50×50, builders, every building, costs, timers, Keep gates, count caps, walls and layouts.

Updated 14 min read

On this page
  1. Quick facts
  2. Your land and claim
  3. Land expansions
  4. Builders
  5. Speeding up a job (FINISH)
  6. The Keep gates everything
  7. Building roster
  8. Build costs and Keep gates
  9. Upgrades
  10. Upgrades that also cost SOL
  11. Count caps by Keep level
  12. Walls
  13. Layouts: HOME and BASE
  14. The Vault and what raiders can take
  15. Obstacles (clearing terrain)
  16. What you cannot do
  17. See also

Your base is a kingdom in one of the eight realms: a Keep at its heart, a buildable claim around it that grows from 14×14 to 50×50 tiles, and your realm's trees, farm and water all around. This page covers what you can build, what it costs, how long it takes, and the Keep-level rules that decide when each piece unlocks.

Everything here is enforced by the game server; the game only draws what the server says is there. Prices in SOL and KEEP are devnet test tokens with no real-world value.

A mid-game base in its realm, with the Keep in the centre and walls around the economy buildings
Fig. 1A base in the middle of its realm.

Quick facts

  • You build only inside your claim: 14×14 for a new base, growing to 50×50 with 12 land expansions.
  • Every base starts with a level-1 Keep and a one-time gift of 5,000 SHARDS. Nothing else is pre-placed.
  • You start with 1 builder and can own up to 6; extra builders are bought with SOL. One builder = one job at a time.
  • Walls never use a builder: they place and upgrade instantly.
  • Every level-1 building takes 60 seconds. Upgrades climb one ladder from 10m (L1→2) to 3d (L19→20); the Keep and Gold Forge take that ladder ×1.2, and traps keep a shorter curve of their own.
  • No building can be upgraded above your current Keep level (the Keep itself excepted).
  • Moving buildings is free and instant. Placing one is permanent — there is no sell, remove or demolish.
  • Two saved layouts per base: HOME (free) and BASE (unlocked once for 500 SHARDS).
  • The Gold Forge, extra builders and land expansions need a Land Deed; everything else is open to free players.

Your land and claim

Your base sits in the middle of a realm-themed field. The buildable claim is the square in the middle: 14×14 for a new base. Around it, your realm's kit — trees, rocks, a farm, water and a quay, creatures and a landmark — makes the base feel lived in. The scenery is decoration: it never changes footprints, where attackers can deploy, Mine output or battle results.

Placement rules:

  • A building's whole footprint must sit inside the claim.
  • Footprints cannot overlap another building, including one still under construction.
  • Footprints cannot overlap an uncleared obstacle — a tree, stump or rock. See Obstacles.

The Keep (2×2) comes with the base and stands at the centre of the fresh claim. Everything else you place can be moved; a whole run of walls can be dragged together.

In a raid, attackers may drop troops on any tile that is part of a fully empty 2×2 square — anywhere on the battlefield, including open ground inside your walls. See Raids and loot.

A base in Frostveil: the same walls and buildings every realm uses, set on snow among snow-laden spruce and frosted boulders
Fig. 2A base in Frostveil. Every realm dresses the same buildings in its own world — see Realms and the world.

Land expansions

Each land expansion adds a ring of tiles around your claim. There are 12 in all: the first six grow the claim to 26×26, and six larger steps take it to 50×50 for Keep 19 and 20. Each has a Keep-level gate and a SOL price, and you need a Land Deed before buying any.

Land expansions
ExpansionClaim (tiles)NeedsPrice (devnet)
Start14×14—Included
116×16Keep 30.15 SOL
218×18Keep 60.25 SOL
320×20Keep 90.4 SOL
422×22Keep 120.65 SOL
524×24Keep 151 SOL
626×26Keep 181.5 SOL
730×30Keep 191.75 SOL
834×34Keep 202 SOL
938×38Keep 202.25 SOL
1042×42Keep 202.5 SOL
1146×46Keep 202.75 SOL
1250×50Keep 203 SOL
Expansions are bought in order. Devnet SOL has no monetary value.
The EXPAND sheet showing the next land expansion, its Keep gate and price
Fig. 3The EXPAND sheet.

The purchase is priced by the server: the game checks the Keep gate when you start and again when the payment is verified, then adds the ring. If you abandon a free base, its expansions reset to zero.

See Land Deeds and realm tiles for deeds and Deposits, withdrawals and 2FA for payments.

Builders

Builders are your bottleneck. Every base starts with one; you can own up to 6. Builders 2 to 6 are bought one at a time with SOL, permanently, and need a Land Deed.

BuilderPrice (devnet SOL)
2nd0.5
3rd0.75
4th1
5th1.5
6th3
The builders panel showing owned builders and the next purchase
Fig. 4The builders panel.

A builder handles one job at a time: new construction, an upgrade, clearing an obstacle or repairing a spent trap. When every builder is busy the game says so. On your base, each builder appears as the Builder Workman, hammering away at his job.

Two things never use a builder:

  • Walls — placement and upgrades are instant.
  • Troop research in the ALCHEMY LAB — it has its own queue.

A building under construction occupies its tiles at once, but it does not defend or add capacity until the job finishes.

Speeding up a job (FINISH)

Any running job can be finished instantly for KEEP. The price depends only on the time left, counted in 30-second units:

  • Let u = remaining seconds ÷ 30, rounded up.
  • Cost = u × 2 + ceil(2u² ÷ 9,000) KEEP.

Short jobs are cheap and multi-day jobs get steep: one hour left costs 244 KEEP, a full day left 7,604 KEEP. KEEP spent on speed-ups goes back into the reward pool rather than being burned — see Economy: SHARDS and KEEP.

The Keep gates everything

The Keep is the spine of progression. Its level decides:

  • What you can build — many buildings have a minimum Keep level.
  • How high you can upgrade — nothing else may go above your Keep's level.
  • How many you can place — count caps grow with the Keep.
  • Mine and trap caps, heroes (Keep 5), Rally (Keep 3) and expansions.

The Keep also multiplies your mining income, and from Keep 15 it fires its own long-range gun, adding a close-range gun at Keep 17. Tapping the Keep shows exactly what the next level unlocks.

Keep levels
KeepUpgrade (SHARDS)Upgrade timeMinesWallsTrapsOpens
1Start—2402—
218212m3514Alchemy Lab
329024m4626Mortar, Gold Forge, Rally
446454m5738Powder Mine
57411h 12m68410Hero Altar (Vex), Siege Stool (Theodor), Clan Hall
61,1801h 48m79512Pitfall
71,8902h 24m810614Air Defence
83,0103h 36m811716Air Mine, Electric Tower
94,8104h 48m812818—
107,6909h 36m813920Mage Tower
1112,30012h815120—
1219,60014h 24m816220Laser Tower
1331,20019h 12m817320—
1449,9001d818420Dragon Nest
1579,7001d 4h819520Keep long-range battery
16128,0001d 9h820620—
17203,0001d 14h821720Keep close-range battery
18324,0002d 9h822820—
19517,0003d823920—
20826,0003d 14h825020—
Upgrade cost and time are for reaching that level from the one before. No building can be upgraded above your Keep level.
The building info sheet for a structure, showing level, stats and the upgrade button
Fig. 5A building's info sheet.

Building roster

Every economy and support building, with its footprint, hit points at level 1 and maximum level. Towers and traps have their own tables on Defenses, traps and walls.

BuildingFootprintHP at L1Max levelWhat it does
KEEP2×21,20020Gates everything; boosts mining; fires from L15
MINE1×130020Digs SHARDS into a one-day buffer you collect
VAULT1×150020Shields a share of your SHARDS from raiders
BARRACKS2×135020Trains troops; queue 10 → 105 points
ARMY CAMP2×225020Holds your army; 20 → 180 points per camp
ALCHEMY LAB1×138020Troop research; a troop's level cannot pass the Lab's
GOLD FORGE2×260020Turns SHARDS into KEEP; its level caps your daily contribution
CLAN HALL2×265020A raid target today; clan warfare is COMING SOON
VEX · ALTAR2×28001Placing it recruits Vex
THEODOR · STOOL2×28001Placing it recruits Theodor
WALL1×1300 (tier 1)20 tiersSlows and steers attackers

Build costs and Keep gates

New construction costs SHARDS, with two exceptions: hero altars cost KEEP (or a Hero Contract item), and Mines after the first cost KEEP. Every new building takes 60 seconds of one builder's time; walls are instant.

The build menu with its DEFENSES, BUILDINGS and HEROES tabs
Fig. 6The build menu.
BuildingCostKeep gate
MINE (1st)400 SHARDS—
MINE (2nd–8th)1,500 / 4,000 / 10,000 / 22,000 / 45,000 / 80,000 / 130,000 KEEPmore Mines unlock with your Keep (caps below)
VAULT800 SHARDS—
BARRACKS300 SHARDS—
ARMY CAMP1,000 SHARDS—
ALCHEMY LAB1,500 SHARDSKeep L2
GOLD FORGE2,500 SHARDSKeep L3 and a Land Deed
CLAN HALL2,000 SHARDSKeep L5
VEX · ALTAR3,000 KEEP or 1 Hero ContractKeep L5
THEODOR · STOOL10,000 KEEP or 1 Hero ContractKeep L5

Tower and trap prices are on Defenses, traps and walls. KEEP spent on Mines 2–8 goes back into the reward pool. When you place a hero altar, the game uses a Hero Contract from your inventory first and only charges KEEP if you have none.

Upgrades

Upgrades cost SHARDS and occupy one builder (walls excepted). Each building runs one upgrade at a time, and nothing but the Keep may go above your Keep's level. A spent trap must be repaired before it can be upgraded.

Costs rise steeply. The table shows four steps of each curve; the building's sheet always shows the exact next price.

BuildingL1→2L5→6L10→11L19→20
KEEP1821,18012,300826,000
GOLD FORGE1821,18012,300826,000
MINE613593,330182,000
VAULT492682,280107,000
BARRACKS1466173,74095,900
ARMY CAMP1466173,74095,900
ALCHEMY LAB1466173,74095,900
CLAN HALL1466173,74095,900
CANNON974312,77078,900
ARCHER TWR1215213,22085,000
MORTAR1948124,860121,000
AIR DEFENCE1827143,93085,000
TESLA TWR1827143,93085,000
MAGE TWR3041,0905,43097,200
LASER TWR4861,5806,87097,200
DRAGON NEST7292,2108,830107,000
WALL (per segment)482161,36838,880
SPIKE TRAP2410868419,440
POWDER MINE361621,02629,160
PITFALL421891,19734,020
AIR MINE482161,36838,880

Upgrade timers follow one ladder for every building except traps. The KEEP and the GOLD FORGE take the same ladder ×1.2, so the Keep stays the slowest thing in the game and paces everything gated on it.

StepEvery other buildingKEEP, GOLD FORGE
L1→210m12m
L2→320m24m
L3→445m54m
L4→51h1h 12m
L5→61h 30m1h 48m
L6→72h2h 24m
L7→83h3h 36m
L8→94h4h 48m
L9→108h9h 36m
L10→1110h12h
L11→1212h14h 24m
L12→1316h19h 12m
L13→1420h1d
L14→151d1d 4h
L15→161d 4h1d 9h
L16→171d 8h1d 14h
L17→182d2d 9h
L18→192d 12h3d
L19→203d3d 14h

That is 342.8 hours from level 1 to 20 for an ordinary building and 411.3 hours for the Keep or the Gold Forge. The four traps keep their own short curve — 10m for L1→2 rising to 8h for L19→20 — because a defense you spend every raid should not be a long investment. Walls upgrade instantly.

Upgrades that also cost SOL

Two buildings have deeper steps priced in devnet SOL on top of SHARDS, paid from your wallet:

  • MINE: levels 2–4 are SHARDS only. Upgrading to L5 costs 0.5 SOL, rising level by level to 3.2 SOL for L20. The full list is on Mining and the Daily Cache.
  • GOLD FORGE: every upgrade costs SOL — 0.1 SOL for L2, then a further 0.05 SOL per level up to 1 SOL for L20. See Gold Forge.

This SOL goes entirely to the liquidity wallet.

Count caps by Keep level

How many of each building you may place grows with your Keep. The table samples five Keep levels; the Keep's sheet in game shows the exact next unlock.

BuildingKeep L1L5L10L15L20
WALL4084139195250
CANNON135810
ARCHER TWR135810
MORTAR01345
AIR DEFENCE00124
TESLA TWR00234
MAGE TWR00123
LASER TWR00023
DRAGON NEST00012
Traps (all four families combined)210202020
BuildingKeep L1L5L10L15L20
MINE26888
VAULT12345
BARRACKS12234
ARMY CAMP12234
ALCHEMY LAB01111
GOLD FORGE01111
CLAN HALL01111
VEX · ALTAR01111
THEODOR · STOOL01111

The wall cap rises every Keep level; cannons and archer towers gain a slot every two levels; traps allow 2 per Keep level up to 20; and the ALCHEMY LAB, GOLD FORGE, CLAN HALL and each hero altar are strictly one per base.

Walls

Walls are the one thing you build in bulk without waiting — and the one thing whose look changes most as you level them. Wall art has five visual tiers:

Wall levelsLook
1–4Reinforced timber palisade
5–8Hewn stone
9–12Dressed stone
13–16Reinforced stone
17–20Shard crown

Joins adapt to the neighbouring tiers, so a mixed wall still reads as one wall. The art never changes a wall's stats.

Wall runs at all five visual tiers, from a timber palisade to shard-crowned sandstone battlements
Fig. 7The five wall tiers.
  • 150 SHARDS a segment, placed instantly. Dragging places a whole run as one all-or-nothing purchase.
  • Upgrades are instant and SHARDS only, per segment, up to level 20.
  • HP from 300 at level 1 to 13,201 at level 20 — the full table is on Defenses, traps and walls.
  • Cap 40 at Keep 1, rising to 250 at Keep 20.

In combat, walls slow and steer attackers; each troop type breaks through, burrows under, flies over or walks around. See Defenses, traps and walls.

Layouts: HOME and BASE

The LAYOUT button opens the LAYOUTS editor, where a whole arrangement of your base is saved on the server and applied in one move. HOME is free; BASE unlocks once for 500 SHARDS from that base's balance. Pick buildings up one at a time or PICK UP ALL (the Keep included), drop them on new tiles — arrow keys or the pad nudge one tile — and SAVE. CANCEL sends nothing; a save is refused while anything is still in the tray, and a saved layout applies as one step that moves everything or nothing. An incoming raid locks the editor (AN INCOMING RAID HAS LOCKED THIS BASE). Layouts only move buildings: they never build, sell, upgrade or touch resources, traps or jobs.

The Vault and what raiders can take

The Vault does not store your SHARDS; it protects them. A raid can take up to 50% of your liquid SHARDS and open Gold Forge SHARDS combined. Your highest Vault still standing at the end of the fight shields part of that: 1.5 percentage points at level 1 (48.5% lootable), 15 at level 10, and 30 at level 20 (20% lootable). A destroyed Vault protects nothing, so wall it in. Uncollected Mine buffers go to the attacker only if that Mine is destroyed.

The full loot rules are on Raids and loot.

Obstacles (clearing terrain)

Every base starts with trees, stumps and rocks, mostly outside the starting claim with a sparse scattering inside it. They block placement until cleared; in raids they are decoration only.

SizeExamplesFootprintCostBuilder time
Smallbush, stump, small rock1×110 SHARDS1m
Mediumpine, large rock1×125 SHARDS3m
Largeold tree, boulder2×260 SHARDS10m

Clearing uses a builder and pays back 15 SHARDS when it finishes. You can clear only obstacles fully inside your current claim. A cleared obstacle never comes back; its stump or rubble stays on the ground for 7 days as decoration.

What you cannot do

  • Remove, sell or demolish a building. Placement is permanent; move it instead.
  • Build the Keep. It comes with the base.
  • Upgrade past your Keep level (Keep excepted).
  • Upgrade a spent trap before repairing it.
  • Build the Gold Forge, buy builders or buy expansions without a Land Deed.
  • Clear an obstacle outside your claim.

See also