Estate

## Overview

Once you reach level 250, you are ready to purchase your very own estate to run and manage! Head on over to Estates Hill and find a plot of land to purchase that costs 5M gold.

Once an estate is purchased, it is yours forever! Don't mind all the sudden text that pops up. All will be explained in this article.

### Starting your Estate

At the top of your estate are 5 resource: **Lumber**, **Stone**, **Clay** **Sand**, and **Iron**. These are the 5 core resources to building and maintaining your estate to gain various buffs for your character, although not all of them will apply to you. Starting out, you'll see the number "0 / 1000". The LEFT number (0) indicates how much of that resource you have, where the RIGHT number (1,000) is the maximum amount your estate can have at any given time.

Every hour (even when offline!), you will gain resources to each of them based on the Lumber Yard, Quarry, Clay Mound, Sand Pit, and Iron Mine, but these will be explained a little bit later. If any of your resources become maxed, an automated message will appear whenever you login telling you which resource is full so you can promptly manage your estate more efficiently.

### Getting to your Estate

There are 2 ways to get to your estate: Traveling to Estates Hill and walking to your estate, or going into the Inventory -> Estate hotbar and selecting the "Home" teleport button. Underneath that button is also handy progression bars (click to expand/collapse) for each of the 5 resources so you do not need to visit your estate to check your limits.

Underneath that is your Inventory and Estate Stash for storing and retrieving items from your estate, which are covered in the section below.

Now, lets start covering what each of the different windows accomplish.

#### Information

This tab displays basic information on how to operate your estate. Under the Storage tab, you can donate resources you find from killing monsters etc to help build your estate faster that provide a variety of different buffs for your character.

Descriptions for each building are found in their own sections. Some buildings have sub-buildings with more than 1 buff but require the main building to match the level to upgrade. Some even have hidden buildings that only appear once the rest of that section is completely maxed (like Quest Spire)!

Most buildings have 10 levels to upgrade, but some might have just 5 or even less than that.

###### Core Buildings

The core buildings are the foundation to a strong and bustling estate, which include:

* Town Hall: The maximum Level possible your buildings can reach.
* Warehouse: Maximum storage for your resources.
* Lumber yard: Generates lumber hourly.
* Quarry: Generates stone hourly.
* Clay Mound: Generates clay hourly.
* Sand Pit: Generates sand hourly.
* Iron Mine: Generates iron hourly.

##### Storage

This is the hub for donating resources, bribing the tax officials, storing / withdrawing items from your estate stash, and upgrading your estate stash.

* Donate Resources: Resources you find out killing monsters, quests, etc can be donated here. Simply select the resource you want to donate, enter the amount, and which button you want to do. Be warned though, once you donate there are no refunds or returns!
	+ Donate: Will donate that singular resource, subtracted by the Tax (Default: 30%). If you do not have enough or your warehouse caps out, it will only take up to the amount that is available.
	+ Donate All: Will donate the given number for all resources. If you do not have enough or your ware house caps out, it will only take up to the amount that is available.
* Bribe Officials: This is probably the first sub-building you'll likely want to upgrade.
	+ By default, you lose 30% of donated resources to the greedy tax officials but you can reduce the tax burden down to 5%.
	+ There are 5 upgrades available, costing 1K, 2K, 3K, 4K, and 5K of every resource collectively.
* Inventory: Your characters inventory. Storing something will be transferred to your estate inventory.
* Stash: Your estate inventory. Taking from your stash will place it back in your character inventory. By default you have 10 estate inventory.
* Item Stash Upgrade: You can spend gold to increase your estate inventory stash.
	+ 25 Slots: 25M
	+ 50 Slots: 500M
	+ 100 Slots: 50B
	+ 200 Slots: 1T

Bribe Officials Breakdown:

##### Town Hall

There are 10 levels available for Town Hall. The town hall acts as your headquarters to your estate empire. Without it, your other buildings cannot grow at all!

For every building upgrade, you gain a construction level. While this has no bearing on the gear, it will display your overall estate level on the Tops List to compare to other players. By default, you start at construction level 7.

Requirement: None

Breakdown:

##### Warehouse

The warehouse controls how much of each resource you can store inside your estate. Your resources cannot exceed the maximum number allowed.

Requirement: Town Hall Lv1+

Breakdown:

##### Lumber Yard

The Lumberyard will generate lumber for your estate hourly. Increasing its level will increase your hourly yield.

Requirement: Town Hall Lv1+

Breakdown:

##### Quarry

The Quarry will generate stone for your estate hourly. Increasing its level will increase your hourly yield.

Requirement: Town Hall Lv1+

Breakdown:

##### Clay Mound

The Clay Mound will generate clay for your estate hourly. Increasing its level will increase your hourly yield.

Requirement: Town Hall Lv1+

Breakdown:

##### Sand Pit

The Sand Pit will generate sand for your estate hourly. Increasing its level will increase your hourly yield.

Requirement: Town Hall Lv1+

Breakdown:

##### Iron Mine

The Iron Mine will generate iron for your estate hourly. Increasing its level will increase your hourly yield.

Requirement: Town Hall Lv1+

Breakdown:

##### Barracks

Sharpen your weapons or delve deeper into the wonders of magic, this building will increase your Item Class by 1 per rank! This applies to **all** classes!

Requirement: Town Hall Lv1+

Breakdown:

##### Perimeter

Any good estate has a proper barricade around it to protect it from threats and others. This building will increase your Armor Class by 1 per rank! This applies to **all** classes!

Requirement: Town Hall Lv1+

Breakdown:

##### Training Yard

Level up this building to increase your Hit Chance by 1% per rank, up to 10%. This applies to **all** classes!

Requirement: Town Hall Lv1+

Breakdown:

##### Library

The library is the first of many buildings that have many sub-components to upgrade as well. While the library does not provide a direct buff, it allows you harness the power of Bonus Time for yourself.

The books you create and upgrade cannot exceed your Library's maximum level, with a cap of 10 for everything.

Requirement: Town Hall Lv1+

Breakdown:

###### Book of Experience

Adding this book to your library will increase you experience from monster kills.

Requirement: Library Lv1+

Breakdown:

###### Book of Riches

Adding this book to your library will increase your gold from monster kills.

Requirement: Library Lv1+

Breakdown:

###### Book of the Elements

Adding this book to your library will increase your gem drop chance from monster kills.

Requirement: Library Lv1+

Breakdown:

###### Book of Shadows

Adding this book to your library will increase your shadow drop chance from monster kills.

Requirement: Library Lv1+

Breakdown:

###### Book of Training

Adding this book to your library will increase your mastery drop chance from fighting.

Requirement: Library Lv1+

Breakdown:

###### Book of Conquests

Adding this book to your library will increase your conquest drop chance from killing monsters specific to conquest requirements.

Requirement: Library Lv1+

Breakdown:

###### Book of Thieving

Adding this book to your library will increase your purse drop chance from monster kills.

Requirement: Library Lv1+

Breakdown:

###### Book of Discovery

Adding this book to your library will increase your resource drop chance from monster kills.

Requirement: Library Lv1+

Breakdown:

##### Alchemy Lab

The Alchemy Lab allows you to smash gems for extra fusion pieces through the Fusion Machine.

Requirement: Town Hall Lv1+

Breakdown:

##### Laboratory

Any respectable adventurer wants their own EVIL-...ok, just a regular Laboratory. You machinations have lead you to discover how to enhance your gem drops to be a higher quality than normal.

Example: You're in a zone that drops 2,3,4 grade gem and you dropped a grade 2. You have a 1-5% chance to have it automatically increase to a grade 3. You cannot exceed the maximum gem grade in zone though

Requirements: Town Hall Lv6+

Breakdown:

##### Museum

Tied to the Rock Polish Machine, this increases your odds at turning pebbles into gems.

Requirement: Town Hall Lv1+

Breakdown:

##### Shrine

This building will reduce the gold cost required for upgrading your shadow gear to mythic.

Requirement: Town Hall Lv1+

Breakdown:

##### Cathedral

This building will reduce the gold and fusion pieces required for upgrading your mythic gear to ancestral.

Requirement: Town Hall Lv3+

Breakdown:

##### Godly Obelisk

This building will reduce the gold and fusion pieces required to upgrade your ancestral gear to godly.

Requirement: Town Hall Lv5+

Breakdown:

##### Fighter's Guild

The fighters guild is home to all melee fighters, which will provide only those classes with a Weapon Class increase. On top of that, it unlocks sub-buildings for each of them to unlock hidden potential! These classes include: Sword, Axe, Staff, Mace, and (Godly) Shield.

Requirement: Town Hall Lv5+

Breakdown:

###### Path of the Sword

This is an extension of the Fighters Guild, focusing on the Sword class that will increase your Hit Chance.

Requirement: Fighters Guild Lv1+

Breakdown:

###### Path of the Axe

This is an extension of the Fighters Guild, focusing on the Axe class that will increase your Weapon Class.

Requirement: Fighters Guild Lv1+

Breakdown:

###### Path of the Staff

This is an extension of the Fighters Guild, focusing on the Staff class that will increase your Hit Chance.

Requirement: Fighters Guild Lv1+

Breakdown:

###### Path of the Mace

This is an extension of the Fighters Guild, focusing on the Mace class that will increase your Armor Class.

Requirement: Fighters Guild Lv1+

Breakdown:

###### Path of the Shield

This is an extension of the Fighters Guild, focusing on the Shield class (Godly only) that will increase your Drop Chance further. By default, you have a 5% Bonus.

Requirement: Fighters Guild Lv1+

Breakdown:

##### Mages Guild

The mages guild is home to all casters (except Vampires), which will provide only those classes with a Spell Class increase. On top of that, it unlocks sub-buildings for each of them to unlock hidden potential! These classes include: Fire, Cold, Air, Earth, and (Godly) Arcane.

Requirement: Town Hall Lv5+

Breakdown:

###### Spellbook of Flames

This is an extension of the Mages Guild, focusing on the Fire class that will increase your Armor Class.

Requirement: Mages Guild Lv1+

Breakdown:

###### Spellbook of Frost

This is an extension of the Mages Guild, focusing on the Cold class that will increase your Spell Class.

Requirement: Mages Guild Lv1+

Breakdown:

###### Spellbook of Thunder

This is an extension of the Mages Guild, focusing on the Air class that will increase your Hit Chance.

Requirement: Mages Guild Lv1+

Breakdown:

###### Spellbook of Earth

This is an extension of the Mages Guild, focusing on the Earth class that will increase your Hit Chance.

Requirement: Mages Guild Lv1+

Breakdown:

###### Spellbook of Healing

This is an extension of the Mages Guild, focusing on the Arcane class (Godly only) that will increase your Drop Chance further. By default, you have a 5% Bonus.

Requirement: Mages Guild Lv1+

Breakdown:

##### Elitists Guild

The elitists guild is home to the 3 elite classes, which will provide only those classes with an Item Class increase. On top of that, it unlocks sub-buildings for each of them to unlock hidden potential! These classes include: Sharpshooter (Bow/Arrow), Vampire (Drain), and Werewolf (Claw).

Requirement: Town Hall Lv5+

Breakdown:

###### Path of the Ranger

This is an extension of the Elitists Guild, focusing on the Sharpshooter class that will increase Item Class and Armor Class.

Requirement: Elitists Guild Lv1+

Breakdown:

###### Spellbook of Blood

This is an extension of the Elitists Guild, focusing on the Vampire class that will decrease kill requirements of your Blood Paragon and Armor Class. By default, it is 7,500 kills per +1 Item Class & Armor Class

Requirement: Elitists Guild Lv1+

Breakdown:

###### Path of the Beast

This is an extension of the Elitists Guild, focusing on the Werewolf class that will increase Hit Chance and your godly Item Class bonus. By default, your hit chance is 1.15% and godly item class bonus 12%.

Requirement: Elitists Guild Lv1+

Breakdown:

##### Merchants Guild

This building will increase your gold from purses, gold from monster kills, and boost diamonds effect.

Requirement: Town Hall Lv1+

Breakdown:

##### Armory

This building will allow you to access Loadouts, which is another name for gear presets.

Requirement: Town Hall Lv1+

Breakdown:

##### Quest Spire

This building gives you passive quest bonuses, matching Professions so you no longer need to constantly switch when doing a quest to get the bonuses. Note that they **do not stack** with the profession perks.

Requirement: Town Hall Lv4+

Breakdown:

###### Bestiary

This is an extension of the Quest Spire, only unlocked once that building is at its max tier of 4. This improves your quests by giving you a higher minimum reward.

Requirement: Quest Spire Lv4

Breakdown:

##### Institute of Gemology

This building increases your Class Gem drop rate. By default, you have a 2% chance to drop a gem that is helpful towards your class (dependent on zone parameters though) instead of a random gem.

Requirement: Town Hall Lv3+

Breakdown:

##### Excavation Site

This building increases the yield of Resource Locations, located in Scorched Dunes. By default, you gain 0 (min)-25 (max) resources and takes 5s to process each action.

Requirement: Town Hall Lv1+

Breakdown:

###### Woodland

This is an extension of the Excavation Site. It will decrease the time it takes to produce lumber from it's resource location in Scorched Dunes. By default, it takes 5s.

Requirement: Excavation Site Lv1+

Breakdown:

###### Rock Pile

This is an extension of the Excavation Site. It will decrease the time it takes to produce stone from it's resource location in Scorched Dunes. By default, it takes 5s.

Requirement: Excavation Site Lv1+

Breakdown:

###### Oasis

This is an extension of the Excavation Site. It will decrease the time it takes to produce clay from it's resource location in Scorched Dunes. By default, it takes 5s.

Requirement: Excavation Site Lv1+

Breakdown:

###### Sand Pile

This is an extension of the Excavation Site. It will decrease the time it takes to produce sand from it's resource location in Scorched Dunes. By default, it takes 5s.

Requirement: Excavation Site Lv1+

Breakdown:

###### Iron Deposit

This is an extension of the Excavation Site. It will decrease the time it takes to produce iron from it's resource location in Scorched Dunes. By default, it takes 5s.

Requirement: Excavation Site Lv1+

Breakdown:

##### Workshop

This building unlocks upgrades to **TEN** different Accessories, broke up into 2 per workshop level. All accessory information in-game is updated automatically in the in-game commands **/accessories** and examine window.

Requirement: Town Hall Lv4+

Breakdown:

###### Cursed Amulet of Kings

This buffs its EXP while reducing the amount of gold loss. By default, the accessory gives 50% EXP and -75% Gold.

Requirement: Workshop Lv1+

Breakdown:

###### Cursed Supreme Ring

This buff decreases the armor loss educing the amount of gold loss. By default, the accessory gives -5 Armor Class.

Requirement: Workshop Lv1+

Breakdown:

###### Ring of Mastery

This buff increases the mastery limit. By default, the accessory has a mastery overlimit of 25.

Requirement: Workshop Lv2+

Breakdown:

###### Cursed Ring of Fortune

This buff increases the gold and drop chance. By default, the accessory gives 125% Gold and -75% Drop Chance.

Requirement: Workshop Lv2+

Breakdown:

###### Pendant of Accuracy

This buff increases the hit chance. By default, the accessory gives 50% Hit Chance.

Requirement: Workshop Lv3+

Breakdown:

###### Pendant of Light

This buff increases the exp & gold. By default, the accessory gives 65% EXP and Gold.

Requirement: Workshop Lv3+

Breakdown:

###### Ring of Harvesting

This buff increases the yield you get from Resource Locations in Scorched Dunes.

Requirement: Workshop Lv4+

Breakdown:

###### Dragonstone Necklace

This buff increases the exp, gold, and drop chance. By default, the accessory gives 60% EXP, Gold, and Drop Chance.

Requirement: Workshop Lv4+

Breakdown:

###### Fusion Crown

This buff increases the fusion piece yield further from all sources. By default, the accessory gives +10% FP from all sources.

Requirement: Workshop Lv5+

Breakdown:

###### Blood Paragon

This buff increases the Item & Armor Class cap. By default, the accessory has a cap of +35.

Requirement: Workshop Lv5+

Breakdown:

##### Cemetery

This building allows you to keep some of your free levels and gold upon death, similar to the Eternal Band and Band of the Chosen accessories, but as a passive.

Note: You must have a minimum of 10 free levels or gold to trigger the perks.

Requirement: Town Hall Lv1+

Breakdown: