Frosthaven buildings
Updated
Board game: buildings are campaign infrastructure, not character classes. Start with the Barracks, Alchemist, Craftsman and Workshop at level 1. Numbered envelopes introduce additional buildings.
Construction rules and official cross-checks
Unlocking places a level-0 foundation sticker. Pay the level-1 cost before adding the building card to the deck. Prosperity is a requirement, not a resource you spend. Sun effects resolve in operations; moon effects are downtime interactions.
Initially you can construct the Logging Camp, Mining Camp, Hunting Lodge and eligible wall, or upgrade the Craftsman, Alchemist or Workshop travel tools. A Workshop travel tool uses the construction allowance just like a building upgrade.
Resource buildings can each be used once per party per outpost phase, not once per character. The payer and resource recipient may be different characters.
- Use construction and crafting, event decks and challenge rulings for the adjacent systems.
- The tables separate the prosperity requirement from resources actually spent. Prosperity rewards are track checkmarks, not entire prosperity levels. Costs are base construction/upgrade costs, not repair or rebuilding costs, and do not apply campaign discounts.
- Official FAQ 4.0 independently confirms the starting buildings, the level-1 costs for Mining Camp, Hunting Lodge and Logging Camp, and the costs and +5 defense effect of every wall below. It does not verify all later building levels.
- Quest-to-envelope links below are community-recorded routes, not a complete list of every possible campaign unlock. Opening an envelope is not the same as constructing its building.
Numbered building index (spoilers)
22 numbered buildings are listed here. Workshop travel tools and five wall sections are separate records, not eight extra numbered buildings.
Availability and quest routes are community-recorded except the starting setup confirmed by FAQ 4.0. Each number links to its level-by-level costs and rewards.
| Number | Building | Recorded levels | Availability / envelope route |
|---|---|---|---|
| 05 | Mining Camp | 1-4 | Starting foundation; pay level-1 cost (FAQ 4.0) |
| 12 | Hunting Lodge | 1-4 | Starting foundation; pay level-1 cost (FAQ 4.0) |
| 17 | Logging Camp | 1-4 | Starting foundation; pay level-1 cost (FAQ 4.0) |
| 21 | Inn | 1-3 | PQ05 (alternate); PQ06 (alternate); PQ20 (alternate) |
| 24 | Garden | 1-4 | PQ01 (primary); PQ02 (primary); PQ20 (primary) |
| 34 | Craftsman | 1-9 | Starts constructed at level 1 (FAQ 4.0) |
| 35 | Alchemist | 1-3 | Starts constructed at level 1 (FAQ 4.0) |
| 37 | Trading Post | 1-4 | PQ03 (primary); PQ04 (primary); PQ14 (primary); PQ22 (primary) |
| 39 | Jeweler | 1-3 | PQ11 (primary); PQ21 (primary) |
| 42 | Temple | 1-3 | PQ01 (alternate); PQ02 (alternate); PQ12 (alternate) |
| 44 | Enhancer | 1-4 | PQ07 (primary); PQ08 (primary); PQ13 (primary); PQ18 (primary) |
| 65 | Metal Depot | 1-2 | PQ15 (primary) |
| 67 | Lumber Depot | 1-2 | PQ17 (alternate); PQ18 (alternate); PQ19 (alternate) |
| 72 | Hide Depot | 1-2 | PQ11 (alternate); PQ14 (alternate); PQ21 (alternate) |
| 74 | Tavern | 1-3 | PQ03 (alternate); PQ04 (alternate); PQ13 (alternate) |
| 81 | Hall of Revelry | 1-2 | PQ17 (primary); PQ19 (primary) |
| 83 | Library | 1-3 | PQ09 (alternate); PQ10 (alternate); PQ22 (alternate) |
| 84 | Workshop | 1-1 | Starts constructed at level 1 (FAQ 4.0) |
| 85 | Carpenter | 1-2 | PQ05 (primary); PQ06 (primary); PQ15 (alternate); PQ16 (primary) |
| 88 | Stables | 1-4 | PQ07 (alternate); PQ08 (alternate); PQ16 (alternate) |
| 90 | Town Hall | 1-3 | PQ09 (primary); PQ10 (primary); PQ12 (primary) |
| 98 | Barracks | 1-4 | Starts constructed at level 1 (FAQ 4.0) |
Building 05: levels and rewards
05: Mining Camp. Community-recorded function summary: Metal purchasing: the party limit rises from 1 to 4 across levels 1-4; each metal costs 2 gold.
Costs and one-time rewards below are community-recorded, not independently officially verified except the specific FAQ checks stated here. Section numbers identify instructions in your own Section Book; they are not additional automatic rewards.
| Target level | Prosperity required | Lumber | Metal | Hide | Gold | One-time reward / instruction | Verification |
|---|---|---|---|---|---|---|---|
| 1 | 1 | 4 | 2 | 1 | 10 | +1 prosperity | Level-1 cost confirmed: FAQ 4.0; rewards community-recorded |
| 2 | 3 | 6 | 3 | 2 | 0 | +1 prosperity; Read section 49.2 | Community-recorded; not officially cross-verified |
| 3 | 5 | 8 | 5 | 2 | 0 | +1 prosperity | Community-recorded; not officially cross-verified |
| 4 | 7 | 10 | 6 | 3 | 0 | +1 prosperity; Lose 1 morale | Community-recorded; not officially cross-verified |
Building 12: levels and rewards
12: Hunting Lodge. Community-recorded function summary: Hide purchasing: the party limit rises from 1 to 4 across levels 1-4; each hide costs 2 gold.
Costs and one-time rewards below are community-recorded, not independently officially verified except the specific FAQ checks stated here. Section numbers identify instructions in your own Section Book; they are not additional automatic rewards.
| Target level | Prosperity required | Lumber | Metal | Hide | Gold | One-time reward / instruction | Verification |
|---|---|---|---|---|---|---|---|
| 1 | 1 | 4 | 1 | 2 | 10 | +1 prosperity; Read section 172.3 | Level-1 cost confirmed: FAQ 4.0; rewards community-recorded |
| 2 | 3 | 6 | 2 | 3 | 0 | +1 prosperity | Community-recorded; not officially cross-verified |
| 3 | 5 | 8 | 2 | 5 | 0 | +1 prosperity | Community-recorded; not officially cross-verified |
| 4 | 7 | 10 | 3 | 6 | 0 | +1 prosperity; Lose 1 morale | Community-recorded; not officially cross-verified |
Building 17: levels and rewards
17: Logging Camp. Community-recorded function summary: Lumber purchasing: the party limit rises from 1 to 4 across levels 1-4; each lumber costs 2 gold.
Costs and one-time rewards below are community-recorded, not independently officially verified except the specific FAQ checks stated here. Section numbers identify instructions in your own Section Book; they are not additional automatic rewards.
| Target level | Prosperity required | Lumber | Metal | Hide | Gold | One-time reward / instruction | Verification |
|---|---|---|---|---|---|---|---|
| 1 | 1 | 2 | 3 | 2 | 10 | +1 prosperity | Level-1 cost confirmed: FAQ 4.0; rewards community-recorded |
| 2 | 3 | 4 | 5 | 2 | 0 | +1 prosperity | Community-recorded; not officially cross-verified |
| 3 | 5 | 6 | 6 | 3 | 0 | +1 prosperity | Community-recorded; not officially cross-verified |
| 4 | 7 | 8 | 8 | 3 | 0 | +1 prosperity; Lose 1 morale | Community-recorded; not officially cross-verified |
Building 21: levels and rewards
21: Inn. Community-recorded function summary: Material purchasing: level 1 offers one resource; levels 2-3 offer up to two or three different resources, at 2 gold each.
Costs and one-time rewards below are community-recorded, not independently officially verified except the specific FAQ checks stated here. Section numbers identify instructions in your own Section Book; they are not additional automatic rewards.
| Target level | Prosperity required | Lumber | Metal | Hide | Gold | One-time reward / instruction | Verification |
|---|---|---|---|---|---|---|---|
| 1 | 2 | 4 | 4 | 4 | 10 | +1 prosperity; Read section 151.2 | Community-recorded; not officially cross-verified |
| 2 | 4 | 5 | 5 | 5 | 0 | +1 prosperity | Community-recorded; not officially cross-verified |
| 3 | 5 | 6 | 6 | 6 | 0 | +1 prosperity | Community-recorded; not officially cross-verified |
Building 24: levels and rewards
24: Garden. Community-recorded function summary: Herb plots: levels 1-2 alternate planting and harvesting; levels 3-4 permit harvesting and then planting in the same operation.
Costs and one-time rewards below are community-recorded, not independently officially verified except the specific FAQ checks stated here. Section numbers identify instructions in your own Section Book; they are not additional automatic rewards.
| Target level | Prosperity required | Lumber | Metal | Hide | Gold | One-time reward / instruction | Verification |
|---|---|---|---|---|---|---|---|
| 1 | 1 | 3 | 0 | 0 | 10 | +1 prosperity; Read section 78.4 | Community-recorded; not officially cross-verified |
| 2 | 2 | 4 | 2 | 2 | 0 | +1 prosperity; +1 herb plot | Community-recorded; not officially cross-verified |
| 3 | 5 | 3 | 3 | 3 | 0 | +1 prosperity | Community-recorded; not officially cross-verified |
| 4 | 7 | 6 | 3 | 3 | 0 | +1 prosperity; Lose 1 morale; +1 herb plot | Community-recorded; not officially cross-verified |
Building 34: levels and rewards
34: Craftsman. Community-recorded function summary: Item crafting. Each level expands the craftable item supply by the numbered range below; this is not a free grant of those items to a character.
Costs and one-time rewards below are community-recorded, not independently officially verified except the specific FAQ checks stated here. Section numbers identify instructions in your own Section Book; they are not additional automatic rewards.
| Target level | Prosperity required | Lumber | Metal | Hide | Gold | One-time reward / instruction | Verification |
|---|---|---|---|---|---|---|---|
| 1 | 0 | 0 | 0 | 0 | 0 | Item supply access: 1-10 (not free items) | Setup confirmed: FAQ 4.0; other metadata community-recorded |
| 2 | 1 | 2 | 2 | 1 | 0 | +1 prosperity; Item supply access: 11-15 (not free items) | Community-recorded; not officially cross-verified |
| 3 | 2 | 3 | 2 | 2 | 0 | +1 prosperity; Item supply access: 16-20 (not free items) | Community-recorded; not officially cross-verified |
| 4 | 3 | 4 | 3 | 2 | 0 | +1 prosperity; Item supply access: 21-25 (not free items) | Community-recorded; not officially cross-verified |
| 5 | 4 | 5 | 3 | 3 | 0 | +1 prosperity; Item supply access: 26-30 (not free items) | Community-recorded; not officially cross-verified |
| 6 | 5 | 6 | 4 | 3 | 0 | +1 prosperity; Item supply access: 31-35 (not free items) | Community-recorded; not officially cross-verified |
| 7 | 6 | 7 | 4 | 4 | 0 | +1 prosperity; Item supply access: 36-40 (not free items) | Community-recorded; not officially cross-verified |
| 8 | 7 | 8 | 5 | 3 | 0 | +1 prosperity; Item supply access: 41-45 (not free items); Lose 1 morale | Community-recorded; not officially cross-verified |
| 9 | 8 | 9 | 5 | 5 | 0 | +1 prosperity; Item supply access: 46-50 (not free items); Lose 1 morale | Community-recorded; not officially cross-verified |
Building 35: levels and rewards
35: Alchemist. Community-recorded function summary: Potion access: level 1 uses two herbs; level 2 adds distillation; level 3 adds three-herb brewing and distillation.
Costs and one-time rewards below are community-recorded, not independently officially verified except the specific FAQ checks stated here. Section numbers identify instructions in your own Section Book; they are not additional automatic rewards.
| Target level | Prosperity required | Lumber | Metal | Hide | Gold | One-time reward / instruction | Verification |
|---|---|---|---|---|---|---|---|
| 1 | 0 | 0 | 0 | 0 | 0 | No additional reward recorded | Setup confirmed: FAQ 4.0; other metadata community-recorded |
| 2 | 1 | 2 | 2 | 1 | 0 | +1 prosperity | Community-recorded; not officially cross-verified |
| 3 | 4 | 4 | 4 | 2 | 0 | +1 prosperity; Read section 183.5 | Community-recorded; not officially cross-verified |
Building 37: levels and rewards
37: Trading Post. Community-recorded function summary: Item purchasing: the recorded limit increases from one to four items across levels 1-4. Import lists depend on the edition of Gloomhaven; consult FAQ 4.1.
Costs and one-time rewards below are community-recorded, not independently officially verified except the specific FAQ checks stated here. Section numbers identify instructions in your own Section Book; they are not additional automatic rewards.
| Target level | Prosperity required | Lumber | Metal | Hide | Gold | One-time reward / instruction | Verification |
|---|---|---|---|---|---|---|---|
| 1 | 2 | 2 | 2 | 1 | 10 | +1 prosperity; Read section 25.2 | Community-recorded; not officially cross-verified |
| 2 | 3 | 3 | 3 | 2 | 0 | +1 prosperity; Read section 12.4 | Community-recorded; not officially cross-verified |
| 3 | 5 | 4 | 3 | 3 | 0 | +1 prosperity; Read section 38.3 | Community-recorded; not officially cross-verified |
| 4 | 7 | 5 | 4 | 4 | 0 | +1 prosperity; Read section 196.2; Lose 1 morale | Community-recorded; not officially cross-verified |
Building 39: levels and rewards
39: Jeweler. Community-recorded function summary: Adds item access through the construction section and the later numbered item ranges below.
Costs and one-time rewards below are community-recorded, not independently officially verified except the specific FAQ checks stated here. Section numbers identify instructions in your own Section Book; they are not additional automatic rewards.
| Target level | Prosperity required | Lumber | Metal | Hide | Gold | One-time reward / instruction | Verification |
|---|---|---|---|---|---|---|---|
| 1 | 4 | 3 | 2 | 4 | 10 | +1 prosperity; Read section 31.3 | Community-recorded; not officially cross-verified |
| 2 | 6 | 3 | 6 | 3 | 0 | +1 prosperity; Item supply access: 160-163 (not free items) | Community-recorded; not officially cross-verified |
| 3 | 8 | 2 | 10 | 3 | 0 | +1 prosperity; Item supply access: 164-167 (not free items); Lose 1 morale | Community-recorded; not officially cross-verified |
Building 42: levels and rewards
42: Temple. Community-recorded function summary: Donations: a character can pay 5 gold for two blessings for the next scenario. Construction rewards grant increasing prosperity.
Costs and one-time rewards below are community-recorded, not independently officially verified except the specific FAQ checks stated here. Section numbers identify instructions in your own Section Book; they are not additional automatic rewards.
| Target level | Prosperity required | Lumber | Metal | Hide | Gold | One-time reward / instruction | Verification |
|---|---|---|---|---|---|---|---|
| 1 | 1 | 4 | 2 | 2 | 10 | +1 prosperity; Read section 192.5 | Community-recorded; not officially cross-verified |
| 2 | 4 | 3 | 6 | 3 | 0 | +3 prosperity | Community-recorded; not officially cross-verified |
| 3 | 7 | 4 | 10 | 4 | 0 | +5 prosperity; Lose 1 morale | Community-recorded; not officially cross-verified |
Building 44: levels and rewards
44: Enhancer. Community-recorded function summary: Enhancement access. Level 2 reduces the final price by 10 gold; level 3 also reduces each level penalty by 10 gold; level 4 also reduces each repeat-enhancement penalty by 25 gold. FAQ 4.1 confirms these discounts, not the construction costs.
Costs and one-time rewards below are community-recorded, not independently officially verified except the specific FAQ checks stated here. Section numbers identify instructions in your own Section Book; they are not additional automatic rewards.
| Target level | Prosperity required | Lumber | Metal | Hide | Gold | One-time reward / instruction | Verification |
|---|---|---|---|---|---|---|---|
| 1 | 1 | 3 | 4 | 0 | 10 | +1 prosperity; Read section 193.1 | Community-recorded; not officially cross-verified |
| 2 | 3 | 4 | 5 | 0 | 0 | +1 prosperity; Read section 157.2 | Community-recorded; not officially cross-verified |
| 3 | 5 | 4 | 4 | 4 | 0 | +1 prosperity | Community-recorded; not officially cross-verified |
| 4 | 7 | 5 | 6 | 6 | 0 | +1 prosperity; Read section 56.3; Lose 1 morale | Community-recorded; not officially cross-verified |
Building 65: levels and rewards
65: Metal Depot. Community-recorded function summary: Metal sales: level 1 permits one unit; level 2 permits two, at 5 gold per unit.
Costs and one-time rewards below are community-recorded, not independently officially verified except the specific FAQ checks stated here. Section numbers identify instructions in your own Section Book; they are not additional automatic rewards.
| Target level | Prosperity required | Lumber | Metal | Hide | Gold | One-time reward / instruction | Verification |
|---|---|---|---|---|---|---|---|
| 1 | 3 | 2 | 6 | 2 | 10 | +1 prosperity; Read section 193.4 | Community-recorded; not officially cross-verified |
| 2 | 7 | 5 | 5 | 5 | 0 | +2 prosperity | Community-recorded; not officially cross-verified |
Building 67: levels and rewards
67: Lumber Depot. Community-recorded function summary: Lumber sales: level 1 permits one unit; level 2 permits two, at 5 gold per unit.
Costs and one-time rewards below are community-recorded, not independently officially verified except the specific FAQ checks stated here. Section numbers identify instructions in your own Section Book; they are not additional automatic rewards.
| Target level | Prosperity required | Lumber | Metal | Hide | Gold | One-time reward / instruction | Verification |
|---|---|---|---|---|---|---|---|
| 1 | 3 | 6 | 2 | 2 | 10 | +1 prosperity; Read section 144.3 | Community-recorded; not officially cross-verified |
| 2 | 7 | 5 | 5 | 5 | 0 | +2 prosperity | Community-recorded; not officially cross-verified |
Building 72: levels and rewards
72: Hide Depot. Community-recorded function summary: Hide sales: level 1 permits one unit; level 2 permits two, at 5 gold per unit.
Costs and one-time rewards below are community-recorded, not independently officially verified except the specific FAQ checks stated here. Section numbers identify instructions in your own Section Book; they are not additional automatic rewards.
| Target level | Prosperity required | Lumber | Metal | Hide | Gold | One-time reward / instruction | Verification |
|---|---|---|---|---|---|---|---|
| 1 | 3 | 2 | 2 | 6 | 10 | +1 prosperity; Read section 173.1 | Community-recorded; not officially cross-verified |
| 2 | 7 | 5 | 5 | 5 | 0 | +2 prosperity | Community-recorded; not officially cross-verified |
Building 74: levels and rewards
74: Tavern. Community-recorded function summary: Campaign access is introduced by the referenced construction sections. Level 3 additionally requires the first three Ancient Coins (official FAQ 4.1); ordinary gold is not a substitute.
Costs and one-time rewards below are community-recorded, not independently officially verified except the specific FAQ checks stated here. Section numbers identify instructions in your own Section Book; they are not additional automatic rewards.
| Target level | Prosperity required | Lumber | Metal | Hide | Gold | One-time reward / instruction | Verification |
|---|---|---|---|---|---|---|---|
| 1 | 2 | 2 | 2 | 1 | 10 | +1 prosperity; Read section 160.2 | Community-recorded; not officially cross-verified |
| 2 | 4 | 4 | 3 | 2 | 0 | +1 prosperity; Read section 35.3 | Community-recorded; not officially cross-verified |
| 3 | 6 | 6 | 4 | 2 | 0 | +1 prosperity; Read section 113.1; Requires first three Ancient Coins (FAQ 4.1) | Community-recorded; not officially cross-verified |
Building 81: levels and rewards
81: Hall of Revelry. Community-recorded function summary: Trials at level 1; favors at level 2. Official FAQ 3.2/4.3 confirms that PQ23 and envelope A trigger the free level-2 upgrade. Do not inspect or shuffle the trial deck.
Costs and one-time rewards below are community-recorded, not independently officially verified except the specific FAQ checks stated here. Section numbers identify instructions in your own Section Book; they are not additional automatic rewards.
Level 2 is a special free upgrade triggered by completing PQ23 and opening envelope A (official FAQ 3.2 and 4.3); it is not a normal paid upgrade.
| Target level | Prosperity required | Lumber | Metal | Hide | Gold | One-time reward / instruction | Verification |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 6 | 6 | 6 | 10 | +1 prosperity; Read section 178.2 | Community-recorded; not officially cross-verified |
| 2 | Special trigger | N/A | N/A | N/A | N/A | +1 prosperity | Special trigger confirmed: FAQ 4.1 / 4.3; other rewards community-recorded |
Building 83: levels and rewards
83: Library. Community-recorded function summary: Progression is introduced through the three construction sections below; the data does not establish a separate building named Tower of Knowledge.
Costs and one-time rewards below are community-recorded, not independently officially verified except the specific FAQ checks stated here. Section numbers identify instructions in your own Section Book; they are not additional automatic rewards.
| Target level | Prosperity required | Lumber | Metal | Hide | Gold | One-time reward / instruction | Verification |
|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 2 | 0 | 10 | +1 prosperity; Read section 190.3 | Community-recorded; not officially cross-verified |
| 2 | 4 | 4 | 4 | 1 | 0 | +1 prosperity; Read section 116.3 | Community-recorded; not officially cross-verified |
| 3 | 6 | 2 | 5 | 5 | 0 | +1 prosperity; Read section 89.2 | Community-recorded; not officially cross-verified |
Building 84: levels and rewards
84: Workshop. Community-recorded function summary: Travel tools are separate Workshop upgrades, not additional numbered buildings or ordinary Workshop levels.
Costs and one-time rewards below are community-recorded, not independently officially verified except the specific FAQ checks stated here. Section numbers identify instructions in your own Section Book; they are not additional automatic rewards.
| Target level | Prosperity required | Lumber | Metal | Hide | Gold | One-time reward / instruction | Verification |
|---|---|---|---|---|---|---|---|
| 1 | 0 | 0 | 0 | 0 | 0 | No additional reward recorded | Setup confirmed: FAQ 4.0; other metadata community-recorded |
Building 85: levels and rewards
85: Carpenter. Community-recorded function summary: Reduces construction material costs by one resource; level 2 also reduces the extra-construction morale cost by one. Listed costs are before these modifiers.
Costs and one-time rewards below are community-recorded, not independently officially verified except the specific FAQ checks stated here. Section numbers identify instructions in your own Section Book; they are not additional automatic rewards.
| Target level | Prosperity required | Lumber | Metal | Hide | Gold | One-time reward / instruction | Verification |
|---|---|---|---|---|---|---|---|
| 1 | 2 | 4 | 3 | 2 | 10 | +1 prosperity; Read section 7.3 | Community-recorded; not officially cross-verified |
| 2 | 5 | 6 | 5 | 4 | 0 | +1 prosperity | Community-recorded; not officially cross-verified |
Building 88: levels and rewards
88: Stables. Community-recorded function summary: Pet capacity by level: 4/8/8/12; pets brought into a scenario: 1/1/2/2. FAQ 4.1 confirms that captured pets are retained even after a loss, not these capacity values.
Costs and one-time rewards below are community-recorded, not independently officially verified except the specific FAQ checks stated here. Section numbers identify instructions in your own Section Book; they are not additional automatic rewards.
| Target level | Prosperity required | Lumber | Metal | Hide | Gold | One-time reward / instruction | Verification |
|---|---|---|---|---|---|---|---|
| 1 | 2 | 6 | 2 | 2 | 10 | +1 prosperity; Read section 3.1 | Community-recorded; not officially cross-verified |
| 2 | 4 | 4 | 5 | 5 | 0 | +1 prosperity | Community-recorded; not officially cross-verified |
| 3 | 6 | 6 | 7 | 6 | 0 | +1 prosperity | Community-recorded; not officially cross-verified |
| 4 | 8 | 8 | 8 | 8 | 0 | +1 prosperity; Lose 1 morale | Community-recorded; not officially cross-verified |
Building 90: levels and rewards
90: Town Hall. Community-recorded function summary: Challenges: draw/keep limits are 1/1, 2/1 and 3/2 by level. Official FAQ 4.1 separately confirms when the three-check section reward can be read.
Costs and one-time rewards below are community-recorded, not independently officially verified except the specific FAQ checks stated here. Section numbers identify instructions in your own Section Book; they are not additional automatic rewards.
| Target level | Prosperity required | Lumber | Metal | Hide | Gold | One-time reward / instruction | Verification |
|---|---|---|---|---|---|---|---|
| 1 | 2 | 2 | 2 | 1 | 10 | +1 prosperity; Read section 189.1 | Community-recorded; not officially cross-verified |
| 2 | 4 | 3 | 3 | 3 | 0 | +1 prosperity | Community-recorded; not officially cross-verified |
| 3 | 6 | 4 | 5 | 4 | 0 | +1 prosperity | Community-recorded; not officially cross-verified |
Building 98: levels and rewards
98: Barracks. Community-recorded function summary: Soldier capacity by level: 4/6/8/10. Official FAQ 2.0 confirms the initial four soldiers; FAQ 4.1 says upgrades are made available through outpost events, not normal construction.
Costs and one-time rewards below are community-recorded, not independently officially verified except the specific FAQ checks stated here. Section numbers identify instructions in your own Section Book; they are not additional automatic rewards.
Levels 2-4 are special event-driven upgrades (official FAQ 4.1). No ordinary construction price is asserted. Initial +4 soldiers is confirmed by official FAQ 2.0.
| Target level | Prosperity required | Lumber | Metal | Hide | Gold | One-time reward / instruction | Verification |
|---|---|---|---|---|---|---|---|
| 1 | 0 | 0 | 0 | 0 | 0 | +4 soldiers | Setup confirmed: FAQ 4.0; other metadata community-recorded |
| 2 | Special trigger | N/A | N/A | N/A | N/A | +1 prosperity; +2 soldiers | Special trigger confirmed: FAQ 4.1 / 4.3; other rewards community-recorded |
| 3 | Special trigger | N/A | N/A | N/A | N/A | +1 prosperity; +2 soldiers | Special trigger confirmed: FAQ 4.1 / 4.3; other rewards community-recorded |
| 4 | Special trigger | N/A | N/A | N/A | N/A | +1 prosperity; +2 soldiers | Special trigger confirmed: FAQ 4.1 / 4.3; other rewards community-recorded |
Workshop travel-tool upgrades
These three upgrades require the Workshop. Official FAQ 4.1 confirms that they consume the construction allowance and count toward relevant retirement goals. Prices and section references below are community-recorded, not officially cross-verified.
| Tool | Prosperity required | Lumber | Metal | Hide | Gold | Section instruction |
|---|---|---|---|---|---|---|
| Boat | 1 | 4 | 1 | 2 | 0 | Read section 139.2 |
| Sled | 1 | 3 | 2 | 1 | 0 | Read section 169.2 |
| Climbing Gear | 1 | 1 | 3 | 2 | 0 | Read section 161.1 |
Wall costs confirmed by official FAQ 4.0
Walls have no building cards. Each wall grants permanent +5 defense, uses the construction allowance and does not grant prosperity. All five costs and the defense effect match the official FAQ; prosperity is a prerequisite, not a spend.
| Wall | Prosperity required | Lumber | Metal | Hide | Gold | Effect |
|---|---|---|---|---|---|---|
| Wall J | 1 | 4 | 0 | 0 | 10 | +5 defense |
| Wall K | 2 | 3 | 2 | 2 | 10 | +5 defense |
| Wall L | 3 | 5 | 2 | 1 | 10 | +5 defense |
| Wall M | 4 | 4 | 3 | 3 | 10 | +5 defense |
| Wall N | 6 | 6 | 3 | 2 | 10 | +5 defense |
Questions
What is building 90?
Spoiler: 90 is the Town Hall. FAQ 4.1 links it to challenges. On reaching three checks, the associated section may be read immediately after the scenario so the Town Guard perk can be used in the next outpost phase. First-printing envelope sticker numbers should be 1, 5, 8 and 9.
What is the Tower of Knowledge?
The official envelope checklist identifies building 83 as the Library. It does not list Tower of Knowledge as a building name, so that search phrase should not be treated as a verified additional building.
What are the numbered building names? (Spoilers)
21 Inn; 24 Garden; 37 Trading Post; 39 Jeweler; 42 Temple; 44 Enhancer; 65 Metal Depot; 67 Lumber Depot; 72 Hide Depot; 74 Tavern; 81 Hall of Revelry; 83 Library; 85 Carpenter; 88 Stables; 90 Town Hall. This is an identity list, not an unlock-order recommendation.
What is building 74's level-3 prerequisite? (Spoilers)
The party must already own the first three Ancient Coins. These are special campaign items, not three ordinary gold. The first- and second-printing Ancient Coin puzzles differ, but both are solvable.
Related guides
Sources
- Gloomhaven Secretariat: pinned building metadata — Community-recorded, not official adjudication. Checked 2026-10-18; commit eb6eb6ee572e4f2a992f480d3be05a4271f4435b; SHA-256 ffdd80d490a0279c006d0270430d6ad0707109a05357cf0668afabf7f6afd5ae.
- Gloomhaven Secretariat: pinned personal-quest metadata — Community-recorded envelope routes only, not a complete campaign unlock graph. SHA-256 726d87cee9df22dbe831c775ac2460629cb215b2dc9ea9d6d2068e8fd880b23b; checked 2026-10-18.
- Gloomhaven Secretariat: English names and effect labels — Names and original short fact summaries, not full label/card text. Community source; SHA-256 cf9b761662c058119971f7b82dba6eed5ab99557279fe8488051712d2e4e5246; checked 2026-10-18.
- Cephalofair-linked envelope checklist — Number-to-name mapping linked from the publisher's errata page; contains spoilers. Checked 2026-10-18.
- Official Frosthaven FAQ — Sections 4–4.3: construction, specific buildings and corrections. Checked 2026-10-18.
