Buildings
Buildings organize the game's dwarf jobs and upgrade trees. Building pages include each nested upgrade in that building.
| Building | Role | Upgrades | Use |
|---|---|---|---|
| Artillery Hall | Cannons, rockets, explosions, and artillery upgrades for burst damage. | 15 | Damage pick for cannon, rocket, and explosion builds. |
| Ballistics Workshop | Harpoons, ballista-style weapons, and projectile upgrades for sustained mountain damage. | 21 | Good damage building when projectile upgrades are your main mountain-breaker. |
| Demolition Shack | Demodwarves, explosives, TNT, and den-damage tools. | 15 | Good when you need den damage, explosive burst, or mountain health chunks. |
| Flameworks | Fire, flamers, burn effects, and damage-over-time upgrades. | 12 | Damage-over-time pick for fire-focused builds. |
| Geode Sanctum | Gem geysers, stonecallers, and ore/gem value scaling. | 8 | Economy pick when gem value and geyser systems are relevant. |
| Khazad Greathold | Core expansion building for major unlocks, housing, and workforce growth. | 17 | Prioritize its unlock path because it opens key buildings and workforce growth. |
| Grand Laboratory | Science scaling, luck, mithril, and late upgrade support. | 17 | Strong once science/luck scaling starts feeding mithril, damage, and late-game utility. |
| Manufactorum | Machines, bulldozer support, gyrocopters, repair, and automation-style upgrades. | 15 | Support pick for machines, bulldozer uptime, and anti-hazard tools. |
| Meadhall | Brewmaster, keg, gold, and temporary buff upgrades. | 9 | Economy and buff pick once brew upgrades start compounding. |
| Miner's Guild | Miner damage, luck, crits, and direct ore/gem production. | 14 | Strong early because miner damage and luck directly improve ore and gem income. |
| Shrine | Priests, rituals, altars, and religion-themed economy/combat scaling. | 11 | Scaling pick for rituals, priests, and altar bonuses. |
| Spelunker's Guild | Spelunkers, treasure hunters, dens, artifacts, mithril, PP, and underground mapping. | 12 | Prioritize once dens and mithril matter; it connects expeditions, artifacts, PP, and mapping. |
| The Great Forge | Forge, artifact, rune, enchant, and equipment-style scaling. | 18 | High value when artifacts, runes, enchants, and permanent-style scaling become available. |
| The Great Maw | Core mountain-feeding, hauling pressure, and early economy support. | 15 | Useful early when hauling and reclaim pressure are limiting income. |