MRPG Realms Wiki

Structures

Any class can place settlement kits from the build menu. Builders can also request bounded AI templates.

Grounded watchtower and wall on grassy plain
Tower and wall kits seated on terrain (live client). Click for full size.
KindRole
CampfireFull refuge (~14 m), recover (R / /recover), role switch hub
Torch1 wood · night light · small wild refuge (~7 m) · paths & tunnels
StorehouseShared stock deposit / withdraw · also full refuge
Tower / wallPress E beside one to see its level and upgrade cost and upgrade it from the panel (or /upgrade); towers absorb part of the damage dealt to nearby players
DemolishOpen the build menu (B), choose Demolish a building, pick one of yours (click it, or Enter for the nearest), then Enter to confirm. Half the construction cost and everything stored inside returns to your pack; upgrades are not refunded; free AI-template buildings refund only their stored materials. Your pack must have room.
WorkshopRelics → complete → craftsperson → craft wards; put materials in, then craft tools from the recipe list (E at the workshop or /craft <recipe>) · full refuge
Chest6 wood, 2 stone · your private stash: only you can open it (E beside it, or put items in from your inventory). Holds 60 items in total, so it is smaller than a storehouse; you can have up to 4. Not a refuge and it adds nothing to settlement prosperity. Demolish it from the build menu to get half the cost and everything inside back.
Command tent10 wood, 4 stone · your home command post (servers with armies switched on). Needs your own campfire, storehouse, workshop and hut first; one per player. Gives you rank 1, Steward: up to 10 units. Your army musters here. Keep, castle, fortress and citadel upgrades come later.
Barracks12 wood, 8 stone · needs your command tent. E opens the recruit panel: peasants (2 wood) and yeomen (3 wood, 1 stone) train here one after another and then join you. Each barracks supports 8 units and each hut houses 4, so build more of both to grow. Your first barracks unlocks the commander view (M).
Archery range10 wood, 6 stone · needs your barracks. Trains archers (E) and adds 8 more army slots.
Blacksmith10 wood, 10 stone, 4 ore · needs your barracks. Lets your barracks train pikemen.
Forge8 wood, 12 stone, 6 ore · needs your blacksmith. E: put ore and wood in and smelt iron bars (2 ore and 1 wood make 1 bar). Lets your barracks train swordsmen.
Stables14 wood, 6 stone, 2 ore · needs your blacksmith. Trains cavalry (E) and adds 8 more army slots.
Mages tower8 wood, 14 stone, 4 ore · needs your forge. Trains mages (E) and adds 8 more army slots.
Temple12 wood, 14 stone · needs your barracks. Trains priests, who heal your units (E), and adds 8 more army slots.
Tavern12 wood, 4 stone · needs your command tent. Hire sellswords with relic fragments (E); adds 8 more army slots.
HutShelter silhouette · settlement footprint · full refuge
WallPalisade defense; upgradeable · full refuge
TowerAbsorbs damage when upgraded · full refuge

Placement

B opens the menu; choosing a kind starts a ghost preview. WASD moves, Q/E rotates, Enter confirms, Esc cancels. Chat does not steal Enter while placing. Confined/underground spaces use eye-level camera instead of the zoomed overview.

Structures sit on terrain (server checks support). Protocol height is ground + 0.8 (player origin); meshes seat on the ground. Wall/tower may use Kenney castle kit GLBs with multi-part kit fallback.

Builders: /ai place house|castle|temple|statue of liberty — rate-limited, terrain-supported.

Gravity: digging under buildings

Defense

/upgrade near wall/tower (levels 0–2). /repair reports status without spending.