Contents
Tools
Resources and production carry everything else in the game, from construction and research to
hero levels. The territory runs on four resources,
grain,
wood,
herbs
and
Antitoxin, the last of which doubles as hero experience. Production buildings work
unattended, yet they only bank for a limited time and only part of the stock survives a raid.
Output at maximum
Fully built production looks like this, and Antitoxin clearly outpaces the rest.
| Building | Per hour at level 30 | Copies allowed |
|---|---|---|
| Farm | 34,158 | up to 4 |
| Lumberyard | 34,158 | up to 4 |
| Herb garden | 21,912 | up to 4 |
| Antitoxin workshop | 259,666 | up to 5 |
Workshops: gear resources
Two more resources come from dedicated workshops and feed hero gear alone. Their output is counted in single pieces rather than thousands.
| Building | Per hour at level 30 | Copies |
|---|---|---|
| Smelting Workshop | 62 Gearstone | up to 5 |
| Weaving Workshop | 91 cloth | up to 5 |
Five smelters give 310 Gearstone per hour and five weaving workshops 455 cloth, which is enough to assemble gear steadily rather than quickly.
Stalling
A production building does not stockpile forever. The farm, lumberyard and herb garden bank three and a half hours at level one and twelve hours at level thirty, while the Antitoxin workshop has a window of its own. After that the building simply stops, and everything it would have made is lost.
Two separate banks run alongside the buildings and are easy to confuse. Idle income scales with the campaign level, banks eight hours and caps at 1,188,000 Antitoxin per hour. The Explorer Dungeon scales with its own secret levels and banks the same eight hours, but its rate is set per minute and caps at 1,750,020 Antitoxin per hour. These are two separate pots, and both have to be collected.
Raid protection
Warehouses shield part of the stock while the rest is taken in full. The table shows how far that shield reaches.
| Warehouse | Protected at level 30 |
|---|---|
| Grain | 225,000,183 |
| Wood | 225,000,183 |
| Herbs | 75,000,118 |
| Antitoxin | no warehouse exists |
Antitoxin is protected by nothing at all, which makes a large Antitoxin stock the riskiest one to sit on.
Plunder gains decay quickly over a day
The other side of the same mechanic applies to the attacker. A "Plunder Gains" counter sits on the city, and raiding income is cut in three steps: full at first, then down to 15%, then down to 5%. The thresholds are recorded as 0-6, 7-10 and 11 or more.
| Step | Plunder income |
|---|---|
| First | 100% |
| Second | 15% |
| Third | 5% |
Whether the counter tracks raids per day or resources hauled cannot be told apart in play: the buff caption speaks of resources plundered today, while the field itself is labelled as a number of times. The rest is certain. There are three steps, and the third leaves a twentieth of the loot, so a long chain of raids brings almost nothing. Spreading the raiding across days, or switching to gathering, returns more.
Worth remembering
Herbs are produced 36% slower than grain and wood while their warehouse protects three times less, so research runs out of herbs first. Construction, in contrast, eats wood above all: it takes the largest share of the total build cost.
Taking a farm to level thirty costs around 981 million resources. As an investment in production alone those levels never pay back, and they are taken for Might and for level requirements instead.
When the next farm, lumberyard or herb garden pays back before the Sanctuary chain runs out of resources is computed by the build calculator: it queues production only in that case.
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