The Workshop
The Workshop is where a settlement starts making things instead of only digging them up. It does two jobs at once: it stores the durable goods you craft, find, and loot, and its benches turn raw stores into finished cargo.
GoodsBuild it before you need to store anything
The Workshop opens once your
Main House reaches Level 4. It costs , , and at the first level, and climbs to Level 20; a seated steward carries it on to Level 30. It produces no resources of its own. Every level instead buys two things: more room to hold goods, and the level every bench needs to open. The full cost ladder lives on the
Workshop card.
Storage that grows with the building
Goods do not share the Storehouse with your gold and stone. They live in the Workshop, and the Workshop holds only so many at a time. A Level 1 Workshop is a small shelf; a tall one is a warehouse. Goods waiting in an open Marketplace offer still take up that space until the offer clears, so a full shelf can quietly block a craft or a raid haul.
This is why raiders need a Workshop at all. A raid still sails and plunders resources without one, but a recovered good has nowhere to land unless the launching settlement keeps a Workshop with room to spare. Overflow is not banked, it is left on the sand.
Benches: what an island can make
Crafting happens at benches. The common bench makes the everyday goods any island runs on. Each steward's doctrine has a bench of its own, and appointing the steward opens it beside the common one. Nobody hires a trade any more: the doctrine is the island's one choice.
| Bench | Makes |
|---|---|
| Common | Fine Rope, Waxed Sailcloth, Repair Timber, Supply Chests, Arms Crates, War Drums, Swift Sails, Storm Lanterns, Medicine Chests, Old Guild Seals, the Wayward Compass |
| Defence | The Bitter-Shore Tincture, Aegis Shot |
| Attack | Ember Shot |
| Wealth | Lumen Crystals, Sun Shot |
| Stealth | Veil Shot |
Which islands have which benches
Islands you held before stewards arrived keep everything. Their common bench opens at Workshop level 4 with no hire. A trade you hired there before keeps every recipe it made for life, even on a bench your steward does not work; those recipes sit under their bench, marked kept from before.
An island you settle, capture or are granted from now on crafts nothing until a steward is seated. Its Workshop can still be built to level 5 to store goods, and the Craft tab says how to open its benches. Once a steward takes the seat, it works the common bench and the doctrine's bench, and the Workshop climbs again.
NPC islands have no benches.
Unlock recipes one at a time
An open bench does not hand you every recipe at once. On the Workshop's Craft tab each recipe shows as a square: the ones you have learned are ready to queue, the rest show their unlock price. You learn a recipe by spending coins on it, and most also ask for crafting mastery, earned by crafting in that island's Workshop. Mastery belongs to the island, not to a bench: every craft adds to it and every recipe checks it. More than half the recipes need no mastery at all; the table below shows which do. Mastery is never spent, and every 50 points quickens all of the island's crafting by 3%, up to 15%.
With a recipe learned, crafting runs like any other queue. You order up to 99 pieces at once (the Wayward Compass one at a time), and the bench works through them one at a time. Each piece takes its inputs from your stores as it starts, so you only need enough for the first piece to place the order. If the stores cannot cover the next piece, the order waits, marked short of stores, and picks up again once they can. The Workshop handles one order at a time, and a finished good needs a free slot to land in. If the shelf is full when a piece completes, it waits rather than spoiling the goods; a full shelf also refuses a new order until you make room.
Cancelling an order returns the inputs of the piece in progress. Pieces not yet started have taken nothing, so there is nothing to return.
Doctrine shot: the one thing a bench makes for war
Each doctrine bench can cast one kind of doctrine shot, a crate of catapult shot founded from that doctrine's own ore. It is the first ammunition the archipelago has ever needed, and it is for exactly one thing: the creature of the same doctrine that comes up through a Lumen Rupture. Thrown at a wall or a hull it may as well be a bag of sand, and loaded against anything but its creature it is simply carried home again.
| Shot | Bench | A crate takes | To learn it |
|---|---|---|---|
| Ember Shot | attack | 200 Ember Ore and 10 Lumen | 4,000 coins and 40 mastery |
| Aegis Shot | defence | 200 Aegis Stone and 10 Lumen | 4,000 coins and 40 mastery |
| Veil Shot | stealth | 200 Veilglass and 10 Lumen | 4,000 coins and 40 mastery |
| Sun Shot | wealth | 200 Sunstone and 10 Lumen | 4,000 coins and 40 mastery |
The ore comes only from the rocks at sea, so a bench with no seam behind it casts nothing; Oceans covers working one. A crate takes 2.5 hours on a plain-speed world, and a world running at five times speed casts it five times faster. The recipe needs no earlier recipe, only the bench, the coins and the mastery; each crate cast earns 5 mastery. Crates can be queued in quantity, and they are specialty goods: they trade, they sell on the market, and no raider ever finds one in your stores.
Reference
How much does the Workshop hold at each level?grows steeply
Capacity is small at first and accelerates with height, so the early levels gate how much you can craft and loot at once. Past level 20 the Workshop is part of a steward's household: the first rank allows level 22, and every rank after adds two more, up to level 30 at the top rank. Those levels add storage and nothing else; the curve keeps climbing through them, each level holding about a fifth more than the last. A few sample levels:
| Workshop level | Goods held |
|---|---|
| 1 | 10 |
| 5 | 21 |
| 10 | 52 |
| 15 | 128 |
| 20 | 319 |
| 25 | 795 |
| 30 | 1,978 |
What does each recipe cost and make?13 recipes
Each recipe is unlocked once for the coins and mastery shown, then crafted for the inputs shown. Times are as felt on a 5×-speed world (both current worlds run at 5×); slower worlds take proportionally longer, like every other timer. A few goods are still found only as loot or treasure rather than crafted. The four doctrine shots are listed with their own costs under Doctrine shot above.
| Recipe | Bench | Unlock | Inputs | Time |
|---|---|---|---|---|
| Supply Chest | Common | 1,200 coins | 140 lumber, 100 food | 3h |
| Arms Crate | Common | 1,500 coins | 100 lumber, 120 gold, 80 food | 3h |
| Repair Timber | Common | 1,000 coins + 40 mastery | 140 lumber | 2h |
| Old Guild Seal | Common | 1,500 coins | 200 gold, 120 stone | 5h |
| War Drum | Common | 1,800 coins + 150 mastery | 100 stone, 120 gold, 1 Arms Crate | 5h |
| Medicine Chest | Common | 1,800 coins | 160 lumber, 120 gold, 220 food | 4h |
| Bitter-Shore Tincture | Defence | 2,000 coins + 15 mastery | 250 gold, 200 lumber, 150 food | 14h |
| Storm Lantern | Common | 2,000 coins | 80 lumber, 120 stone, 180 gold | 10h |
| Fine Rope | Common | 900 coins | 100 lumber | 1h 30m |
| Waxed Sailcloth | Common | 1,000 coins + 40 mastery | 90 lumber, 60 food | 2h |
| Swift Sails | Common | 1,000 coins + 80 mastery | 180 lumber, 60 food | 3h |
| Wayward Compass | Common | 800 coins | 4 compass fragments | 10m |
| Lumen Crystal | Wealth | 2,500 coins | 110 lumen, 40 gold | 2h |
Common questions
Do I need a Workshop to raid?
No. Raids sail and plunder resources without one. A Workshop only matters for the durable goods a raid can find: without storage at the launching settlement, those finds are left behind.
Why can my new island not craft anything?
Islands you settle, capture or are granted since stewards arrived open their benches with a steward, at Dominion. Until then the Workshop stores goods up to level 5. Your older islands are not affected.
Can I still hire a trade?
No. A trade hired before stewards arrived keeps its recipes for life. Everywhere else the common bench needs no hire, and the steward's doctrine opens the second bench.
What is a Lumen Crystal for?
It is bottled lumen you can ship safely. Raw lumen can be lost at sea, but a crystal is a good and crosses the water like any cargo. The Wealth bench presses 110 lumen into one crystal; using the crystal at a settlement with a Church pours 100 lumen back into the reliquary (clamped to whatever room it has). The 10-lumen loss and the two-hour craft are the price of a safe passage. Crystals are tradeable.
My order will not finish. What is wrong?
The most common cause is a full shelf. A completed good needs a free storage slot to land in; if the Workshop is at capacity the order waits. Sell, use, or ship goods to clear room, or raise the Workshop a level. Shipping is quickest from the good itself: open it in the Workshop and choose Send, pick the destination island and the good is already on the manifest. Goods you no longer want can be struck from the stores: open the good in the Workshop, choose how many, and confirm: they are destroyed, the shelf frees up, and any waiting craft order resumes on its own. A strike cannot be undone, and goods sitting in an open market listing still hold their shelf space until the listing closes.


