Khazad Greathold
Core expansion building for major unlocks, housing, and workforce growth.
Role and Priority
Section titled “Role and Priority”| Main use | Core expansion building for major unlocks, housing, and workforce growth. |
|---|---|
| When to prioritize | Prioritize its unlock path because it opens key buildings and workforce growth. |
| Upgrade chain | 17 linked upgrades on this page. |
How to Unlock
Section titled “How to Unlock”| Availability | Available from the start as the settlement hub. |
|---|---|
| What it opens | Use its upgrades to buy new buildings, housing, and core settlement tools. |
What To Read Next
Section titled “What To Read Next”Upgrades
Section titled “Upgrades”| Image | Name | What It Does | Unlock / Requirements | Cost / Tiers |
|---|---|---|---|---|
| Artillery Hall | Unlocks and places the Artillery Hall building. Its building page covers Cannons, rockets, explosions, and artillery upgrades for burst damage and 15 linked upgrades. | Requires Ballistics Workshop and The Great Forge . | Gold: 1800 Mithril: 2 Dwarves: 0 | |
| Ballistics Workshop | Unlocks and places the Ballistics Workshop building. Its building page covers Harpoons, ballista-style weapons, and projectile upgrades for sustained mountain damage and 21 linked upgrades. | Requires Flameworks or Demolition Shack . | Gold: 600 Dwarves: 0 | |
| Build Underground Housing | Adds +2 Dwarves through Underground Housing. Buy it early when workforce count is the bottleneck. | Requires Miner's Guild . | Gold: 0 Gold base: 25 | |
| Ravenous Gaze | Increases damage dealt when clicking by bonus damage. Dens take only 25% damage. | Available once Khazad Greathold is unlocked. | No direct listed cost | |
| Demolition Shack | Unlocks and places the Demolition Shack building. Its building page covers Demodwarves, explosives, TNT, and den-damage tools and 15 linked upgrades. | Requires Miner's Guild and The Great Maw . Requires 4 Runners in The Great Maw. | Gold: 350 Dwarves: 0 | |
| Flameworks | Unlocks and places the Flameworks building. Its building page covers Fire, flamers, burn effects, and damage-over-time upgrades and 12 linked upgrades. | Requires Miner's Guild and The Great Maw . Requires 4 Runners in The Great Maw. | Gold: 400 Dwarves: 0 | |
| Geode Sanctum | Produces Stonecallers. Unlocks rituals and transmutation magic. | Available once Khazad Greathold is unlocked. | No direct listed cost | |
| Grand Laboratory | Unlocks and places the Grand Laboratory building. Its building page covers Science scaling, luck, mithril, and late upgrade support and 17 linked upgrades. | Requires Flameworks or Demolition Shack . | Gold: 650 Mithril: 1 Dwarves: 0 | |
| Manufactorum | Unlocks and places the Manufactorum building. Its building page covers Machines, bulldozer support, gyrocopters, repair, and automation-style upgrades and 15 linked upgrades. | Requires Manufactorum prestige. Requires The Great Forge . | Gold: 1000 Mithril: 0 Dwarves: 0 | |
| Meadhall | Unlocks and places the Meadhall building. Its building page covers Brewmaster, keg, gold, and temporary buff upgrades and 9 linked upgrades. | Requires The Great Forge and Flameworks . | Gold shown after unlock Dwarf shown after unlock | |
| Miner's Guild | Unlocks and places the Miner's Guild building. Its building page covers Miner damage, luck, crits, and direct ore/gem production and 14 linked upgrades. | Available once Khazad Greathold is unlocked. | Gold: 0 | |
| Shrine | Unlocks and places the Shrine building. Its building page covers Priests, rituals, altars, and religion-themed economy/combat scaling and 11 linked upgrades. | Requires The Great Forge and Flameworks . | Gold shown after unlock Dwarf shown after unlock | |
| Smuggler's Guild | Upgrade in this building's progression chain; prioritize it when that building is part of your current strategy. | Available once Khazad Greathold is unlocked. | No direct listed cost | |
| Spelunker's Guild | Unlocks and places the Spelunker's Guild building. Its building page covers Spelunkers, treasure hunters, dens, artifacts, mithril, PP, and underground mapping and 12 linked upgrades. | Requires Spelunker's Guild prestige. Requires The Great Forge . | Gold: 1200 Dwarves: 1 | |
| Swap Buildings | Through geomantic rune magic, clever modular construction and amish relocation technique, this ritual swaps the positions of 2 buildings, or places a building into an empty slot. | Requires the linked building or system to be present. | Gold: 40 Gold base: 40 | |
| The Great Forge | Unlocks and places The Great Forge building. Its building page covers Forge, artifact, rune, enchant, and equipment-style scaling and 18 linked upgrades. | Requires Grand Laboratory or Ballistics Workshop . | Gold: 700 Dwarves: 0 | |
| The Great Maw | Unlocks and places The Great Maw building. Its building page covers Core mountain-feeding, hauling pressure, and early economy support and 15 linked upgrades. | Requires 6 Miners in the Miner's Guild. | Gold: 0 |
Related Sounds
Section titled “Related Sounds”| Sound | Preview | Length |
|---|---|---|
| Building Construction | 1.99s | |
| Building Rising | 6.19s | |
| Select Building | 0.16s |