Settlement#
Overview#
Settlement Levels#
| Level |
Requirement |
Unlocks |
| Level 1 |
Initial |
Basic buildings |
| Level 2 |
Complete the Grantebridge alliance |
New building slot |
| Level 3 |
Complete the Oxfordshire and Leicestershire alliances |
New building slot + upgrades |
| Level 4 |
Complete the Sussex and Essex alliances |
More building upgrades |
| Level 5 |
Complete the Winchester alliance |
Highest-tier buildings |
| Level 6 |
All buildings at max level |
Fully upgraded |
Building Materials#
| Material |
How to Obtain |
Used For |
| Timber |
Felling trees, raiding chests |
Basic building upgrades |
| Raw iron |
Mining, raiding |
Building upgrades |
| Supplies |
Raiding large monasteries |
Advanced building upgrades |
| Cloth |
Chests at specific outposts |
Some advanced upgrades |
Ravensthorpe Buildings#
Full Building Details#
| Building |
Max Level |
Base Cost |
Function |
Unlock Condition |
| Barracks |
3 |
Timber x40, Iron x30 |
Raises the raid crew size cap |
Unlocked automatically |
| Blacksmith’s Forge |
3 |
Timber x30, Iron x20 |
Weapon and armor upgrades and transmog |
Unlocked automatically |
| Seer’s Hut |
2 |
Timber x60, Iron x40 |
Provides the potion to enter Asgard |
After the first ride in England |
| Tattoo Artist |
1 |
Timber x20, Iron x10 |
Tattoos and appearance customization |
Unlocked automatically |
| Hunter’s Hall |
2 |
Timber x50, Iron x30 |
Legendary animal hunting contracts |
Complete the Leicestershire main story |
| Dockyard |
2 |
Timber x40, Iron x30 |
Ship upgrades and appearance |
Complete the Grantebridge main story |
| Trading Post |
2 |
Timber x40, Iron x30 |
Raw material trading |
After holding 2 allies |
| Bakery |
2 |
Timber x30, Iron x20 |
Provides the feast health bonus |
Settlement level 2 |
| Stable |
1 |
Timber x30, Iron x20 |
Mount purchase and upgrades |
Unlocked automatically |
| Museum |
1 |
Timber x20, Iron x20 |
Displays Roman/Isu artifacts |
Late game |
| Fisher’s Hut |
2 |
Timber x20, Iron x10 |
Fishing contracts and rewards |
Unlocked automatically |
| Farm |
2 |
Timber x30, Iron x20 |
Provides feast bonuses, can be upgraded |
Unlocked automatically |
| Animal Pen |
1 |
Timber x20, Iron x10 |
Animal raising |
After the farm is built |
| Church |
1 |
Timber x40, Iron x30 |
Christian mission station |
Late game |
| Assassin’s Hut |
1 |
Timber x30, Iron x20 |
Order of the Ancients tracking |
After Hytham joins |
Building Upgrade Benefits#
| Building |
Level 1 Benefit |
Level 2 Benefit |
Level 3 Benefit |
| Barracks |
+3 raiders |
+3 raiders |
+4 raiders |
| Blacksmith’s Forge |
Basic upgrades |
Unlocks transmog |
Legendary upgrades |
| Seer’s Hut |
Asgard potion |
Jotunheim potion |
— |
| Bakery |
+25 health feast bonus |
— |
— |
| Farm |
Provides feast bonus |
Upgrades and strengthens the feast bonus |
— |
| Trading Post |
Basic trading |
Advanced trading |
— |
| Hunter’s Hall |
Animal clues |
Animal location markers |
— |
| Dockyard |
Hull upgrades |
Figurehead + sail |
— |
| Fisher’s Hut |
Fishing contracts |
Rare fish rewards |
— |
Building Upgrade Priorities#
| Priority |
Building |
Reason |
| 1. Highest priority |
Barracks |
More raiders speeds up resource gathering |
| 2. Second priority |
Blacksmith’s Forge |
Gear upgrades are the core of combat power |
| 3. Third priority |
Seer’s Hut |
Unlocks the Asgard/Jotunheim storylines |
| 4. Fourth priority |
Hunter’s Hall |
Legendary animals yield large amounts of resources |
| 5. Fifth priority |
Bakery |
One source of feast bonuses, worth building early |
| 6. Sixth priority |
Dockyard |
River raids need better ships |
| 7. Seventh priority |
Trading Post |
Material exchange |
| 8. Eighth priority |
Farm |
Provides feast bonuses, worth building early |
| 9. Low priority |
Museum |
Collection purposes only |
| 10. Lowest priority |
Fisher’s Hut |
Fishing purposes only |
Feast System#
A feast is a recurring activity that brings real combat benefits to the settlement: ring the great bell at the longhouse door to start one, after which residents gather in front of the longhouse to eat and drink together while granting Eivor a set of combat bonuses. Feasts themselves have no “simple/standard/grand” tiers — how many bonuses you get depends entirely on which bonus-granting buildings have been built in the settlement.
Feast Requirements and Procedure#
Starting a feast requires two prerequisites at the same time: the settlement must reach level 4 and the bakery must already be built. The procedure is as follows:
| Step |
Action |
Notes |
| 1 |
Confirm the prerequisites |
Settlement level 4 + bakery built, silver ready |
| 2 |
Ring the bell at the longhouse door |
Interact with the great bell at the longhouse door to start the feast |
| 3 |
Pay silver |
Costs a small amount of silver (roughly 60 to 100; refer to the actual in-game value) |
| 4 |
Watch the cutscene |
Residents gather in front of the longhouse and take their seats; the feast begins |
| 5 |
Check the bonuses |
The buff icon interface shows the feast bonuses currently active and their remaining time |
Feast bonuses last about 3 hours of in-game time; once they expire the buff icon disappears, and you can ring the bell again to start the next feast.
Buildings Determine Feast Bonuses#
Every time you start a feast, the bonuses of all built bonus-granting buildings take effect at once. The feast bonus provided by each building is as follows:
| Building |
Feast Bonus |
Building Availability |
| Bakery |
+25 health |
Settlement level 2 |
| Brewery |
+25 health |
Settlement level 2 |
| Cattle Farm |
+3.0 ranged damage |
Settlement level 3 |
| Poultry Farm |
+3.0 melee damage |
Settlement level 3 |
| Grain Farm |
+3.0 armor |
Settlement level 3 |
| Alvi and Holger’s House |
+3.8 assassination damage |
Settlement level 3-4 |
| Kari’s House |
+3.8 assassination damage |
Settlement level 3-4 |
| Meda’s House |
+3.8 assassination damage |
Settlement level 3-4 |
Notes:
- The table lists the base bonuses once a building is completed; the exact numbers are those shown on the in-game interface.
- The three farm-type buildings — Cattle Farm, Poultry Farm and Grain Farm — each get one upgrade opportunity at settlement levels 4, 5 and 6, and each upgrade strengthens their corresponding feast bonus.
- The three resident houses (Alvi and Holger’s House, Kari’s House, Meda’s House) unlock between settlement levels 3 and 4, and all grant assassination damage bonuses.
Planning your settlement upgrades around feast gains, the unlock pace per level is as follows:
| Settlement Level |
Feast-Related Unlocks |
| Level 2 |
Can build the bakery and brewery, gaining health-type feast bonuses |
| Level 3 |
Can build the Cattle Farm, Poultry Farm and Grain Farm, gaining ranged damage, melee damage and armor bonuses |
| Level 4 |
Feast requirements met, so you can ring the bell for your first feast; farm-type buildings get their first bonus upgrade |
| Level 5 |
Second upgrade for farm-type buildings, further strengthening feast bonuses |
| Level 6 |
Third upgrade for farm-type buildings, feast bonuses reach their strongest |
Feasts vs Food#
Feasts only cost silver, not food. In-game food refers to the rations you carry with you, used to restore health during combat and exploration and replenished by picking them up around the map; it is unrelated to the feast system, and you do not need to stockpile rations in order to “hold a feast”.
Settlement Residents#
| Resident |
Role |
How They Join |
| Eivor |
Leader |
Default |
| Randvi |
Alliance advisor |
Default |
| Hytham |
Assassin representative |
Default |
| Valka |
Seer |
Build the Seer’s Hut |
| Gunnar |
Blacksmith |
Build the Blacksmith’s Forge |
| Tara |
Blacksmith’s assistant |
Story progression |
| Wallace |
Tattoo artist |
Build the tattoo shop |
| Ock |
Hunter |
Build the Hunter’s Hall |
| Tynan |
Fisher |
Build the Fisher’s Hut |
| Brigit |
Baker |
Build the bakery |
| Alvis |
Merchant |
Build the trading post |
| Rowan |
Farmer |
Build the farm |
| Swanburrow |
Stable master |
Build the stable |
| Norn |
Museum curator |
Build the museum |
| Dag |
Clan member |
Default (leaves later) |
Settlement Decorations#
| Decoration Type |
Source |
Effect |
| Roman artifacts |
Roman ruin exploration |
Museum exhibits |
| Isu artifacts |
Isu ruins |
Museum exhibits |
| Viking crowns |
Dropped by each shire’s leader |
Cosmetic display |
| Tattoo designs |
Chests across the map |
Unlocks tattoos at the tattoo shop |
| Ship decorations |
Shops, chests |
Applied at the dockyard |
| Mount skins |
Shops, rewards |
Applied at the stable |
Settlement Achievements#
| Achievement |
Requirement |
Hint |
| Builder |
Build every building |
Requires large amounts of resources |
| Life of Luxury |
Raise the settlement to level 6 |
Max out every building |
| Collector |
Collect 50 artifacts |
Watch for Roman ruins |
Settlement Environment Changes#
| Upgrade Stage |
Visual Change |
NPC Count |
Activity |
| Level 1 |
Basic camp, a few tents |
5-8 |
Basic functions |
| Level 2 |
Wooden buildings appear |
8-12 |
More interactions |
| Level 3 |
Stone-foundation buildings |
12-18 |
Trade begins |
| Level 4 |
A complete complex of buildings |
18-25 |
Feasts and events |
| Level 5 |
A prosperous village |
25-35 |
Festival atmosphere |
| Level 6 |
A small town |
35-50 |
All functions unlocked |
Settlement Economy System#
| Income Source |
Income Type |
Frequency |
Amount |
| Farm |
Feast bonuses |
Every feast |
Scales with building level |
| Trading Post |
Silver |
Weekly |
100-300 |
| Animal Pen |
Leather |
Weekly |
10-20 |
| Raid income |
Various |
Every raid |
Large amount |
| World events |
Silver + XP |
Each completion |
50-200 + XP |
| Museum |
Silver |
One-time |
500-1000 |
Settlement Resident Dialogue#
| NPC |
Common Line |
Condition |
Notes |
| Randvi |
Eivor, the next alliance is…" |
During main story progression |
Alliance advice |
| Gunnar |
Need something forged?" |
Visiting the blacksmith |
Upgrade services |
| Valka |
I have seen your fate…" |
Seer’s Hut |
Potion storylines |
| Hytham |
The duty of an Assassin…" |
Assassin’s Hut |
Order clues |
| Brigit |
The feast is ready!" |
Bakery |
Bakery resident interaction |
| Tynan |
The fish are good today…" |
Fisher’s Hut |
Fishing contracts |
Settlement Expansion Advice#
| Advice |
Notes |
| Upgrade the barracks and blacksmith first |
These two buildings directly affect combat power |
| Don’t upgrade the museum too early |
The museum is decorative only |
| Have silver ready before a feast |
Starting a feast costs a little silver; the bonuses come from the buildings you have built |
| Check the trading post regularly |
Material prices shift daily, so buy low and sell high |
| Layout planning |
Building similar structures together looks better |
| Resource balance |
Don’t stockpile just one resource; spend as a priority |
| Complete regional alliances |
Each alliance rewards large amounts of settlement resources |
Settlement Building Upgrade Cost Summary#
| Building |
Level 1 Cost |
Level 2 Cost |
Level 3 Cost |
Max Level |
| Barracks |
Wood 40, Iron 30 |
Wood 60, Iron 50 |
Wood 80, Iron 70 |
3 |
| Blacksmith’s Forge |
Wood 30, Iron 20 |
Wood 50, Iron 40 |
Wood 70, Iron 60 |
3 |
| Seer’s Hut |
Wood 60, Iron 40 |
Wood 80, Iron 60 |
Wood 100, Iron 80 |
3 |
| Bakery |
Wood 30, Food 20 |
Wood 50, Food 40 |
Wood 70, Food 60 |
3 |
| Fisher’s Hut |
Wood 20, Food 10 |
Wood 40, Food 30 |
Wood 60, Food 50 |
3 |
Settlement NPC Functions Overview#
| NPC |
Function |
Location |
Unlock Building |
| Blacksmith |
Upgrades and repairs gear |
Blacksmith’s Forge |
Blacksmith’s Forge |
| Seer |
Provides prophecy and bonuses |
Seer’s Hut |
Seer’s Hut |
| Hytham |
Assassin quests and poison crafting |
Assassin’s Hut |
Assassin’s Hut |
| Brigit |
Bread and food supplies |
Bakery |
Bakery |
| Tynan |
Fishing contracts |
Fisher’s Hut |
Fisher’s Hut |
| Redda |
Daily shop |
Market |
After any alliance |
Settlement Beautification#
| Item |
Effect |
Cost |
Notes |
| Flower bed |
Beauty +5 |
Wood 10 |
Purely decorative |
| Statue |
Beauty +10 |
Wood 20, Iron 10 |
Several styles to choose from |
| Banner |
Beauty +3 |
Wood 5 |
Pattern is customizable |
| Lighting |
Improved night visibility |
Wood 8 |
Reduces getting lost at night |