Perfumer
Everything it needs is in the game.
2 workers a level turn 11 honey and 11 crude oil into 20 amber from the town's stock. Distils scents and perfumes.
Building window In game
What opens when you click it.
3D model In game
Card In game
The blueprint card you buy to unlock it carries the same glyph.
In the game now Game data
Its live recipes, who uses its goods and how you unlock it.
| Recipe | Mode | Uses | Makes |
|---|---|---|---|
| 1 | Oils and honey | 1 Raw Honey, 1 Crude Oil | 1 Amber |
| 2 | Scent bottles | 1 Raw Honey, 1 Glassware | 2 Amber |
Its goods are used by:
Research: tier 2 node, base cost 300 research points.
Planned design Planned
Its planned design is built.
production stat sheet. Batch from the game data where it exists; values with a dotted underline are design defaults for the crafts group.
Inputs and outputs
- Makes perfume (Light T7)
- Needs flowers, spirits
Named by
Goods and chains
What it takes in and gives out, with the buildings on the other end.
All stats Game data
- Model
- perfumer
- Footprint
- 8 x 6 m
- Door
- front side, offset 0 m
- Build cost
- 40 wood, 35 stone
- Build work
- 3,600
- Builders at once
- 3
- Storage
- 150 amber
- Card slots
- 1
- Tier
- a
- Makes
- amber
- Work per batch
- 63 ticks (3.15 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Honey: 1; Crude oil: 1
States In game
The plate above the building in town.
The green ring fills as the current batch is made.
Workers come here before Normal buildings.
Stopped until haulers take the output away.
Nobody is assigned.
You closed it; workers go elsewhere.
Upgrades 1 to 10 Planned
For this building only. Levels 5 and 10 are the big steps. Live today: 1 level(s).
| Level | Adds | |
|---|---|---|
| 1 | Built | The starting building |
| 2 | +2 workers | More hands |
| 3 | +10 % work speed | Faster work |
| 4 | +50 % storage | Bigger yard |
| 5 | Seasoned crew | +10 % work speed for everyone here |
| 6 | +2 workers | More hands |
| 7 | +10 % work speed | Faster work |
| 8 | Better yield | +5 % amber |
| 9 | +50 % storage | Bigger yard |
| 10 | Master perfumer | +1 amber from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Perfumer you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Amber guild | +5 % amber at every Perfumer | 1 Perfumer |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Perfumer walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Perfumer | 4 of them |
| V | Master builders | Upgrades cost 15 % less | one at level 5 |
| VI | Apprentices | +1 worker place from level 5 | 6 of them |
| VII | Amber charter | +10 % amber | two at level 7 |
| VIII | All-season work | No slowdown outside the peak season | 8 of them |
| IX | Guild halls | Card effects here +10 % | one at level 9 |
| X | Royal amber works | +15 % amber, -15 % upkeep | one at level 10, 10 in the realm |