Onchain GameplayCOMING

Workshop and Forge Ingots

COMINGComing with onchain gameplay — in development on devnet; dates will be announced.

The Workshop refines SHARDS into Forge Ingots, raw realm resources into refined materials, and materials into Expedition, Navigation and Climate kits.

Updated 4 min read

On this page
  1. Quick facts
  2. Casting a Forge Ingot
  3. Realm resources and kits
  4. The locked numbers
  5. See also

The Workshop is the refinery of your kingdom: it casts 10,000 SHARDS into one Forge Ingot, turns raw realm resources into refined materials, and assembles those materials into kits for expeditions. Forge Ingots are what you commit to the Gold Forge for KEEP mining, so the Workshop is where the SHARDS you dig today start their way to your wallet.

Onchain gameplay is in development on devnet; dates will be announced.

The Workshop at its four visual tiers, all at work: a timber shed with a glowing hearth, a red-roofed workshop, a slate-roofed stone hall and a timbered hall, sparks rising from each forge
Fig. 1The Workshop at work, tiers 1 to 4 from left to right. Delivered asset-package frames, not regenerated; the in-game look may still change.

Quick facts

  • Building: the Workshop, 2×2, one per base, 20 levels, 4 visual tiers.
  • Recipe: 10,000 SHARDS → 1 Forge Ingot. No failure roll, no SOL fee.
  • Forge Ingots are materials, never NFTs and never tokens. Spare ingots, realm resources, refined materials, kits and Crystal Fragments are planned to trade with other players for KEEP (Land Deed holders only) — never for SOL. See Market and trading.
  • Committed ingots are safe. Once you commit ingots to the Gold Forge they are protected from raids and used up at that day's settlement.
  • Capacity is shared with mining. How many ingots you can refine and commit is tied to your KEEP mining capacity: a free wallet commits up to 2 per day across its free bases; bases on a Land Deed have more room that grows with the base's progress.
  • Troop research does not move. The Alchemy Lab keeps researching troops; the Workshop is a new building with a new job.

Casting a Forge Ingot

A bin of SHARDS, a crucible, the casting station pouring molten gold into a mould until the ingot sets, a stack of ingots and a delivery cart, joined by gold arrows
Fig. 2From SHARDS to a cart of ingots: the bin, the crucible, the pour at the casting station, the stack and the delivery cart. Delivered asset-package frames, not regenerated; the in-game look may still change.
  1. Choose a batch. Open the Workshop and choose how many ingots to cast. The Workshop shows the SHARDS it will take and the time it needs.
  2. Cast. The SHARDS are spent when the batch starts, and the ingots are ready to collect when it finishes. A started batch is final — it cannot be cancelled — and ingots are never raid loot, whether they are being cast, waiting in your Workshop or committed.
  3. Commit. Commit ingots at the Gold Forge whenever you like during the day. See KEEP mining.

Higher Workshop levels cast larger batches and cast faster. Batch sizes, casting times and the Workshop's build cost are still being tuned, so the game shows the exact numbers when the update ships.

Realm resources and kits

Every realm has one raw resource and the refined material made from it. Raw resources come from your Realm Harvester and from expeditions, and they are stored in your Keep. The Workshop refines them one recipe at a time.

RealmRaw resource (gathered)Refined at the Workshop
Crownlands Crown Iron Ore Crownsteel
Frostveil Frost Quartz Frostglass
Elderwood Heartwood Logs Heartwood Beams
Sunscar Sunstone Rubble Sunstone Blocks
Cinderfall Ember Nodules Embercore
Thornwake Thorn Fibre Thornsilk
Stormcairn Storm Ore Stormalloy
Solana Reach Rough Prism Prismstone Lens

Resource icons from the onchain gameplay asset package; the realm crests are AI-assisted pixel icons. The in-game look may still change.

Refined materials combine into three kits for expeditions:

KitMade from
Expedition KitHeartwood Beams + Thornsilk + SHARDS
Navigation KitPrismstone Lens + Frostglass
Climate KitSunstone Blocks + Embercore
  • Crystal Fragments are a rare material. They can come from a failed vehicle craft and from Divine Isle rewards, all drawn from one shared global budget.

Ordinary refining and kit crafting are deterministic and have no SOL fee. Exact quantities, times and kit effects are still being balanced.

The locked numbers

WhatLocked for launch
Workshop size and count2×2 tiles, one per base
Levels and visual tiers20 levels, 4 visual tiers
SHARDS per Forge Ingot10,000
Ingots a free wallet commits per day2, across its free bases
Failure roll or SOL fee when refiningnone
Raw resources taken when a raid destroys your Keep1% of each, rounded down

See also