Realms of Elynia Wiki

Your Villa

A patrician estate to call your own — somewhere to come back to between the sand and the road. It works while you are not looking, and it holds what you cannot safely carry.

The estate climbs to level 10. Each upgrade costs gold — 5,000 multiplied by the level you are leaving.

What the estate's level buys

Three things, and they are the reason to raise it at all:

  • Worker posts. 2 to start, one more every 2 levels, up to 7.
  • Finer materials to choose from. Your workers begin on the humblest tier and reach tier 6 at the top. A level opens a tier, it does not replace the ones below: each worker picks which of the unlocked materials he gathers, and by default he takes the finest. Finer tiers arrive more slowly and are worth the same per hour, so the choice is about what you need — the copper you still use does not vanish the day you can mine iron.
  • A deeper purse for the steward — 1,000 more each level, from 5,000 a day to 14,000.

Upgrades take time

An upgrade is a construction project, not a purchase: the work runs on a timer, and while it runs that building produces nothing. Raising the villa's own level pauses nothing at all — your workers keep working while the masons do.

Workers

Each worker gathers for one profession, and you may reassign them freely. Which building they work in follows from the trade, and that building's level — not the villa's — sets how fast he works. A worker post is not a building of its own: raising the villa opens more posts, but only a building upgrade makes the hands in it quicker. Changing a worker's trade or material clears whatever has piled up for him, so collect before you switch.

WorkerBuildingAt level 1At level 10
Quarry Hand workshop Copper Ore Adamant Ore
Lumber Camp Hand workshop Olive Log Sacred Oak Log
Trapper's Aide workshop Goat Hide Aurochs Hide
Scriptorium Hand workshop Glimmer Dust Glimmer Dust
Herbalist's Forager garden Mint Silphium
Dockhand garden Sardine Sturgeon
Field Hand garden Flax Byssus Fibre

The villa is a convenience, not a living: even a maxed estate gathers less in an hour than you would by working the nodes yourself. It saves you the errand, not the effort.

The buildings

A building's level sets the pace of everyone working in it. The Treasury has no workers — it simply trickles coin.

BuildingProducesPer hour, at level 1 → level 10
Treasury
Rents and estate holdings trickle coin into your coffers.
gold 3 → 30
Workshop
Quarry hands, lumber crews, trappers and scribes work the estate yard.
what its workers gather 1 → 5.05 per worker (×5.05 the pace)
Garden
Foragers, fishers and weavers tend the walled grounds.
what its workers gather 1 → 5.05 per worker (×5.05 the pace)

A building's pace is not its level. Every level adds the same fixed amount to the starting pace instead of multiplying it, so the climb from level 1 to level 10 is ×5.05 — not ×10. Each building card on the estate shows the multiplier it is actually running at.

Charisma raises every building's output — the same economic attribute that cuts shop prices and pays quest gold. Production accumulates while you are away and waits to be collected, but the bucket only holds 48 hours; past that it overflows and is lost. Two days is the longest it is worth ignoring the place.

The vault

Gold in your pocket can be stolen in the arena. Gold in the vault cannot. Capacity is 5,000 plus 3,000 per estate level and 400 per point of charisma.

You can deposit 10,000 a day, with a 1 % fee. The daily limit is the point: a sudden windfall cannot be hidden the moment it lands, so a large hoard spends days at risk before it is safe.

The steward

Hire a villicus for 25,000 and he will buy your surplus gear at 40–65 % of its value — far above the city vendor's 25 %, and the rate rises with Charisma. He spends from a daily purse that refills at midnight and grows with the estate's level.

A single treasure worth more than the whole day's purse is still worth bringing him: as long as he has not yet spent anything that day, he will find the coin for one piece.

Storage

The estate also holds your personal gear stash: 30 slots per tab, up to 5 tabs. Extra tabs start at 8,000 gold and each costs more than the last. It is yours alone — the guild stash is the shared one.