
Shallowmere is the one place on the Shore you build rather than buy from, and the one place nobody can attack you. It runs on three currencies: gold from the Pit, materials from the tide, and harbour rest, which is simply time spent in town. Every building has a rarity, a footprint in plots, a level ceiling and exactly one boon. Only buildings that STAND pay their boon; a stored one keeps its levels and pays nothing. Storing and setting down are free, so the layout is meant to be rearranged.
The town square starts at 4×4 plots and is chartered outward one ring at a time to 9×9. Each charter costs 4x the last and needs a minimum town level, so gold alone cannot skip the building. Town level is every level of every building raised, standing or stored.
| Charter | Town square | Plots | Gold | Town level |
|---|---|---|---|---|
| 1 | 5×5 | 25 | 3,000g | 4 |
| 2 | 6×6 | 36 | 12,000g | 10 |
| 3 | 7×7 | 49 | 48,000g | 20 |
| 4 | 8×8 | 64 | 192,000g | 34 |
| 5 | 9×9 | 81 | 768,000g | 52 |
Fully chartered, the Mere holds 81 plots; the catalogue wants 107. The gap is deliberate: you can never stand everything at once, so which buildings hold ground is a real, revisitable choice. Buildings can be turned a quarter to fit, which swaps their footprint.
Every works order costs materials as well as gold, and materials cannot be bought: they wash up from rewarded wins and from a bare daily dredge (+1 Driftwood Timber). The Salvage boon lifts the odds. What an order needs is set by the building’s rarity, the same for founding and for every improvement.
They are deliberately thin. The heaviest single order in the catalogue takes something like a fortnight of ordinary fighting to supply, so a town is raised one decision at a time rather than tunnelled through. Nothing here is as rare as a magic find; gold, in the millions, is still the long pole of a finished Mere.
| Material | Rarity | Drop / rewarded win | Quantity | Hold cap |
|---|---|---|---|---|
| uncommon | 12% | 1-2 | 40 | |
| rare | 6% | 1 | 20 | |
| epic | 3% | 1 | 8 |
Founding or improving places ONE works order, and its clock only advances while you rest in Shallowmere: turns are for the Pit, rest is for the Mere. Leaving stops the clock where it is; nothing is lost. Calling an order off refunds the gold and materials in full and forfeits the progress. A founding takes the building’s base hours; each improvement takes 30% longer per level above it, capped at 16h per order before the Works time boon cuts it (up to 36% from the catalogue).
While you rest and the shelter holds:
Two rules stop the town becoming a place to hide. The shelter holds 6h a shore day (13.4h with both shelter buildings at their peak); past the quota the works still run but the Pit can reach you again until midnight. And leaving shuts the causeway for 0.5h, about 6 turns of regen, so a session is fought out and then rested rather than ducked in and out of.
Every boon is capped across the whole town, and the catalogue is tuned to sit under every cap even fully built: no future building can push a number past what the rest of the game was balanced for. Half of them make something cheaper or smaller, and those are written with a minus, so a chip always reads as what the building actually does.
| Boon | At the catalogue’s peak | What that does | Hard cap |
|---|---|---|---|
| Sanctuary | +7.4h Sanctuary | 7.4h more harbour rest a day before the tide turns you out. | +8h Sanctuary |
| Salvage | +40% Salvage | Post supplies and building materials wash up 40% more often. | +50% Salvage |
| Rested surge | +90% Rested surge | The rested pool refills 90% faster. | +150% Rested surge |
| Works time | -36% Works time | Town works need 36% less harbour rest. | -50% Works time |
| Pit XP | +25.8% Pit XP | Rewarded wins pay 25.8% more experience. | +40% Pit XP |
| Corrosion | -45% Corrosion | Equipped gear takes 45% less daily brine. | -60% Corrosion |
| Plunder | +40% Plunder | Rewarded wins pay 40% more gold, out of the town coffers. Your rival loses nothing extra. | +40% Plunder |
| Grotto prices | -24% Grotto prices | Empowering magic items at the Grotto costs 24% less. | -35% Grotto prices |
| Forge prices | -24% Forge prices | Forging and repairs at Anvilback's cost 24% less. | -35% Forge prices |
| Turn regen | +31% Turn regen | Turns come back 31% faster. | +35% Turn regen |
| Surge ceiling | +49% Surge ceiling | The rested pool holds 49% more. | +75% Surge ceiling |
| Magic find | +97% Magic find | Magic items turn up 97% more often in the Pit. | +100% Magic find |
| Theft risk | -35% Theft risk | A lost fight is 35% less likely to cost you a magic item. | -50% Theft risk |
A building is worth its per-level value times its level, so the value curve is straight and the cost curve is not: each improvement costs 1.42x the last. Level ceilings follow the forge rule: humble buildings take many small improvements (10 levels), grand ones a few decisive ones (5).
| Building | Plots | Boon | At its peak | Found | To the peak | Materials / order | Rest to peak | Unlocks at |
|---|---|---|---|---|---|---|---|---|
| 2×1 | +0.5h Sanctuary a level | +5h Sanctuary (L10) | 400g | 6,822g | 2 Driftwood Timber | 23.5h | Lv 1 | |
| 2×2 | +4% Salvage a level | +40% Salvage (L10) | 700g | 11,937g | 2 Driftwood Timber | 23.5h | Lv 1 | |
| 1×3 | +9% Rested surge a level | +90% Rested surge (L10) | 600g | 10,233g | 2 Driftwood Timber | 23.5h | Lv 1 | |
| 2×2 | -4% Works time a level | -36% Works time (L9) | 2,200g | 26,607g | 3 Driftwood Timber | 39.6h | Lv 10 / town 3 | |
| 3×1 | +1.2% Pit XP a level | +10.8% Pit XP (L9) | 2,600g | 31,444g | 3 Driftwood Timber | 39.6h | Lv 10 / town 3 | |
| 2×3 | -5% Corrosion a level | -45% Corrosion (L9) | 3,000g | 36,282g | 3 Driftwood Timber | 39.6h | Lv 10 / town 3 | |
| 2×2 | +2% Plunder a level | +16% Plunder (L8) | 9,000g | 77,412g | 4 Driftwood Timber and 1 Shellstone Block | 49.2h | Lv 20 / town 8 | |
| 3×2 | -3% Grotto prices a level | -24% Grotto prices (L8) | 11,000g | 94,614g | 4 Driftwood Timber and 1 Shellstone Block | 49.2h | Lv 20 / town 8 | |
| 3×2 | -3% Forge prices a level | -24% Forge prices (L8) | 11,000g | 94,614g | 4 Driftwood Timber and 1 Shellstone Block | 49.2h | Lv 20 / town 8 | |
| 2×1 | +2% Turn regen a level | +16% Turn regen (L8) | 12,000g | 103,215g | 4 Driftwood Timber and 1 Shellstone Block | 49.2h | Lv 20 / town 8 | |
| 3×3 | +7% Surge ceiling a level | +49% Surge ceiling (L7) | 34,000g | 208,819g | 5 Driftwood Timber and 2 Shellstone Block | 66.5h | Lv 35 / town 16 | |
| 3×2 | +7% Magic find a level | +49% Magic find (L7) | 32,000g | 196,535g | 5 Driftwood Timber and 2 Shellstone Block | 66.5h | Lv 35 / town 16 | |
| 2×2 | -5% Theft risk a level | -35% Theft risk (L7) | 30,000g | 184,253g | 5 Driftwood Timber and 2 Shellstone Block | 66.5h | Lv 35 / town 16 | |
| 3×3 | +8% Magic find a level | +48% Magic find (L6) | 110,000g | 485,064g | 6 Driftwood Timber, 3 Shellstone Block and 1 Tideglass Pane | 72h | Lv 50 / town 26 | |
| 4×2 | +0.4h Sanctuary a level | +2.4h Sanctuary (L6) | 100,000g | 440,967g | 6 Driftwood Timber, 3 Shellstone Block and 1 Tideglass Pane | 72h | Lv 50 / town 26 | |
| 3×2 | +4% Plunder a level | +24% Plunder (L6) | 105,000g | 463,016g | 6 Driftwood Timber, 3 Shellstone Block and 1 Tideglass Pane | 72h | Lv 50 / town 26 | |
| 4×4 | +3% Pit XP a level | +15% Pit XP (L5) | 380,000g | 1,212,165g | 8 Driftwood Timber, 4 Shellstone Block and 2 Tideglass Pane | 67.1h | Lv 70 / town 42 | |
| 3×3 | +3% Turn regen a level | +15% Turn regen (L5) | 420,000g | 1,339,760g | 8 Driftwood Timber, 4 Shellstone Block and 2 Tideglass Pane | 67.1h | Lv 70 / town 42 |
“Rest to peak” is the whole journey with no Works time boon; the Barnacle Yard at its own peak cuts every order by 36%.
The Mere carves its own row on the Tidemark: first building, five buildings, a day of harbour rest, town levels 25, 80 and 200, any building at its peak, and every charter bought. The rarest carry the titles Charterbearer, Lord Mayor and Warden of the Mere.