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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.

Build it before you need to store anything

The Workshop opens once your Main HouseMain House reaches Level 4. It costs 220220, 180180, and 160160 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 WorkshopWorkshop 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.

Treasurer Mora
Treasurer Mora: Treasury habit
Storage is the constraint nobody plans for. Before you queue a long craft or send a big raid, glance at the shelf. A finished good with no room waits in limbo, and a full Workshop turns a good haul into a wasted one.

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.

BenchMakes
CommonFine Rope, Waxed Sailcloth, Repair Timber, Supply Chests, Arms Crates, War Drums, Swift Sails, Storm Lanterns, Medicine Chests, Old Guild Seals, the Wayward Compass
DefenceThe Bitter-Shore Tincture, Aegis Shot
AttackEmber Shot
WealthLumen Crystals, Sun Shot
StealthVeil 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.

Master Quill
Master Quill: Margin note
A colony founded now is a storehouse first. Ship it the goods it needs from an older island, and raise it toward Dominion; the benches open with its steward.

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.

Treasurer Mora
Treasurer Mora: Treasury habit
A long order does not lock your stores away. The bench takes each piece's share as it begins, so what you have not yet spent stays in your stores, where you can use it.

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.

ShotBenchA crate takesTo learn it
Ember Shotattack200 Ember Ore and 10 Lumen4,000 coins and 40 mastery
Aegis Shotdefence200 Aegis Stone and 10 Lumen4,000 coins and 40 mastery
Veil Shotstealth200 Veilglass and 10 Lumen4,000 coins and 40 mastery
Sun Shotwealth200 Sunstone and 10 Lumen4,000 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 levelGoods held
110
521
1052
15128
20319
25795
301,978
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.

RecipeBenchUnlockInputsTime
Supply ChestCommon1,200 coins140 lumber, 100 food3h
Arms CrateCommon1,500 coins100 lumber, 120 gold, 80 food3h
Repair TimberCommon1,000 coins + 40 mastery140 lumber2h
Old Guild SealCommon1,500 coins200 gold, 120 stone5h
War DrumCommon1,800 coins + 150 mastery100 stone, 120 gold, 1 Arms Crate5h
Medicine ChestCommon1,800 coins160 lumber, 120 gold, 220 food4h
Bitter-Shore TinctureDefence2,000 coins + 15 mastery250 gold, 200 lumber, 150 food14h
Storm LanternCommon2,000 coins80 lumber, 120 stone, 180 gold10h
Fine RopeCommon900 coins100 lumber1h 30m
Waxed SailclothCommon1,000 coins + 40 mastery90 lumber, 60 food2h
Swift SailsCommon1,000 coins + 80 mastery180 lumber, 60 food3h
Wayward CompassCommon800 coins4 compass fragments10m
Lumen CrystalWealth2,500 coins110 lumen, 40 gold2h

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.