List of Final Fantasy Crystal Chronicles : My Life as a King buildings The buildings are created using Architek as ways to expand the kingdom population , improve the city morale and improve the abilities and equipment of your commissioned adventurers in " " . Houses . Houses are where citizens and adventurers live . Each house will produce only one aspiring adventurer . Inside any house a heart meter shows the overall happiness of the family . Visiting an adventurer ' s home when they have been KO ' d in battle will boost their own morale making them feel better when they go back on the job the next day . The houses have a collective limit of 40 - 50 . But some type of houses have their own limit as well . Citizen ' s Shops . Placing them close to houses improves the happiness of the families nearby . Also the morale gauge is filled every time a citizen shops in them . Every new shop adds to the Morale Spheres maximum . Adventurer ' s Shops . These shops allows adventurers to buy equipment and items . Adventurers will buy items and equipment of a level within 5 of their own ; although the inventory at each shop only lists the highest level of item available , items of every level below that are also available . Whenever a establishment have a special sale , it will display exclusive items for the adventurers to purchase . New and improved items can be research by funding . Each shop has a limit of 3 buildings and occupy a 2x2 size space . Weapon Shop . A weapon shop specializes in gear for offense . At first you can only erect one weapon shop , but you can build more later . Each of the shops will then offer a different array of weaponry to sale , but all shops will sell Rods once a Black Mage or a White Mage is commissioned and Daggers once an Emporium is built . Better weapons will enable adventurers to defeat heavily armored foes . Cost : 200 elementite . Armor Shop . This shop specializes in gear for the defense . Like the weapon shop , each armor shop will display a different array of armory , but all shops will sell Robes once a Black Mage or a White Mage is commissioned and Shields once an Emporium is built . Better armor is essential to the adventurer ' s survival . Cost : 350 elementite . Item Shop . A shop that sell adventuring supplies . Each Item Shop will display a diversity of merchandise . All shops sell Magic Torches once the Emporium is built . Better items will enable adventurers to heal and remove status ailments . Cost : 300 elementite . Adventurer ' s Buildings . These buildings enable adventurers to change to a particular job ( Clavats only ) . When an adventurer changes jobs , they lose their abilities / spells from the previous job . To change jobs a Behest must be issued at the castle . They also sell and research the abilities / spells associated with that particular job , and adventurers will shop at these buildings just like any shop . Each copy of the same Job building offers different spells or abilities . For some spells and abilities , additional buildings are required before they can be researched . As with stores by funding their research it expands the number and quality of the abilities taught in each facility . Gaming Hall . A structure that provides a space for adventurers to relax and win prizes . After getting your first Gaming Hall you will be able to change an adventurer ' s job to Thief . Thief abilities can be purchase and researched here . Up to 3 can be constructed and occupy a 2x1 size space . Cost : 350 elementite . White Mage Temple . This facility enables the commission of White Mages and White Magic research . All temples will teach Holy spells once an Inn is constructed and Protective Spells when the first Sacred Shrine is built . A second one is inaccessible in Normal Mode , and occupy a 3x2 size space . Cost : 500 elementite . Black Mage Academy . This facility enables the commission of Black Mages and Black Magic research . All temples will teach Enfeebling spells once an Inn is constructed and Thunder Spells when the first Sacred Shrine is built . Allows the Dismantle command to become available . A second one is inaccessible in Normal Mode , and occupy a 3x2 size space . Cost : 500 elementite . Training Hall . The Training Hall is a structure where inexperienced adventurers may train their skills and gain experience safely . If a Clavat has changed jobs to something other than a Warrior this facility enables them to change back into one . This place is also were Warrior abilities and weapons techniques are taught / researched . Only one can be constructed at any one time after the " Janktra Plains " dungeon has been cleared , and occupy a 3x2 size space . Cost : 450 elementite . Library . In this building instead of focusing on a specific job , adventurers go to learn abilities specific to each race . An adventurer of any given race may only purchase the ability that corresponds with his or her race . Research on the abilities must be funded individually , also Lores are only available once a Guild Hall is built . Only one can be constructed at any time once " Land of O ' Kokuh " dungeon has been cleared and occupy 2x2 size space . Cost : 550 elementite . Special Buildings . Guild Hall . The Guild Hall keeps track of all adventurers and wages . It can be used to increase the number of sanctioned adventurers and raise their wages caps . It also lower the price to issue a behest . When a Library is constructed allows the research of Lore . Only one can be constructed at any time once " Auris Swordpath " dungeon has been cleared and occupy a 2x2 size space . Cost : 300 elementite . Tavern . This building allows adventurers to form parties . The adventurers can form parties on their own , but the player can create a custom party , these changes will take place the next day . Only one party can be formed in each tavern . Up to 3 taverns can be constructed and occupy a 2x1 size space . Each tavern becomes available after clearing the " Bronkith Crossroads " , " Musqu Mazewood " and " Derumi Desert " ( Hard , Very Hard Mode or DLC ) dungeons . Cost : 500 elementite . Inn . A structure that will provide a place for travelers to stay . The Inn allows itinerant adventurers and traveling merchants to visit your realm . These people don ' t count towards your population overall population . Only one Inn can be constructed at any time , once " Corrum Sih Highroad " dungeon has been cleared , and and occupy a 2x1 size space . Cost : 400 elementite . Parks . Parks are outdoor platform - like structures that adventurers can gather around for various purposes . Each time a park is constructed it follows a certain cycle of decor : " Trees > Flowers > Trees and Flowers " . The only exception is the Sacred Shrine . Sacred Shrine . These Shrines have an special function beside the aforementioned when the adventurers are on a mission outside the city . Praying to the crystals will trigger the following effects :