Frosthaven
Digital 1.0 released 2026-10-15

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.

NumberBuildingRecorded levelsAvailability / envelope route
05Mining Camp1-4Starting foundation; pay level-1 cost (FAQ 4.0)
12Hunting Lodge1-4Starting foundation; pay level-1 cost (FAQ 4.0)
17Logging Camp1-4Starting foundation; pay level-1 cost (FAQ 4.0)
21Inn1-3PQ05 (alternate); PQ06 (alternate); PQ20 (alternate)
24Garden1-4PQ01 (primary); PQ02 (primary); PQ20 (primary)
34Craftsman1-9Starts constructed at level 1 (FAQ 4.0)
35Alchemist1-3Starts constructed at level 1 (FAQ 4.0)
37Trading Post1-4PQ03 (primary); PQ04 (primary); PQ14 (primary); PQ22 (primary)
39Jeweler1-3PQ11 (primary); PQ21 (primary)
42Temple1-3PQ01 (alternate); PQ02 (alternate); PQ12 (alternate)
44Enhancer1-4PQ07 (primary); PQ08 (primary); PQ13 (primary); PQ18 (primary)
65Metal Depot1-2PQ15 (primary)
67Lumber Depot1-2PQ17 (alternate); PQ18 (alternate); PQ19 (alternate)
72Hide Depot1-2PQ11 (alternate); PQ14 (alternate); PQ21 (alternate)
74Tavern1-3PQ03 (alternate); PQ04 (alternate); PQ13 (alternate)
81Hall of Revelry1-2PQ17 (primary); PQ19 (primary)
83Library1-3PQ09 (alternate); PQ10 (alternate); PQ22 (alternate)
84Workshop1-1Starts constructed at level 1 (FAQ 4.0)
85Carpenter1-2PQ05 (primary); PQ06 (primary); PQ15 (alternate); PQ16 (primary)
88Stables1-4PQ07 (alternate); PQ08 (alternate); PQ16 (alternate)
90Town Hall1-3PQ09 (primary); PQ10 (primary); PQ12 (primary)
98Barracks1-4Starts 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 levelProsperity requiredLumberMetalHideGoldOne-time reward / instructionVerification
1142110+1 prosperityLevel-1 cost confirmed: FAQ 4.0; rewards community-recorded
236320+1 prosperity; Read section 49.2Community-recorded; not officially cross-verified
358520+1 prosperityCommunity-recorded; not officially cross-verified
4710630+1 prosperity; Lose 1 moraleCommunity-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 levelProsperity requiredLumberMetalHideGoldOne-time reward / instructionVerification
1141210+1 prosperity; Read section 172.3Level-1 cost confirmed: FAQ 4.0; rewards community-recorded
236230+1 prosperityCommunity-recorded; not officially cross-verified
358250+1 prosperityCommunity-recorded; not officially cross-verified
4710360+1 prosperity; Lose 1 moraleCommunity-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 levelProsperity requiredLumberMetalHideGoldOne-time reward / instructionVerification
1123210+1 prosperityLevel-1 cost confirmed: FAQ 4.0; rewards community-recorded
234520+1 prosperityCommunity-recorded; not officially cross-verified
356630+1 prosperityCommunity-recorded; not officially cross-verified
478830+1 prosperity; Lose 1 moraleCommunity-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 levelProsperity requiredLumberMetalHideGoldOne-time reward / instructionVerification
1244410+1 prosperity; Read section 151.2Community-recorded; not officially cross-verified
245550+1 prosperityCommunity-recorded; not officially cross-verified
356660+1 prosperityCommunity-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 levelProsperity requiredLumberMetalHideGoldOne-time reward / instructionVerification
1130010+1 prosperity; Read section 78.4Community-recorded; not officially cross-verified
224220+1 prosperity; +1 herb plotCommunity-recorded; not officially cross-verified
353330+1 prosperityCommunity-recorded; not officially cross-verified
476330+1 prosperity; Lose 1 morale; +1 herb plotCommunity-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 levelProsperity requiredLumberMetalHideGoldOne-time reward / instructionVerification
100000Item supply access: 1-10 (not free items)Setup confirmed: FAQ 4.0; other metadata community-recorded
212210+1 prosperity; Item supply access: 11-15 (not free items)Community-recorded; not officially cross-verified
323220+1 prosperity; Item supply access: 16-20 (not free items)Community-recorded; not officially cross-verified
434320+1 prosperity; Item supply access: 21-25 (not free items)Community-recorded; not officially cross-verified
545330+1 prosperity; Item supply access: 26-30 (not free items)Community-recorded; not officially cross-verified
656430+1 prosperity; Item supply access: 31-35 (not free items)Community-recorded; not officially cross-verified
767440+1 prosperity; Item supply access: 36-40 (not free items)Community-recorded; not officially cross-verified
878530+1 prosperity; Item supply access: 41-45 (not free items); Lose 1 moraleCommunity-recorded; not officially cross-verified
989550+1 prosperity; Item supply access: 46-50 (not free items); Lose 1 moraleCommunity-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 levelProsperity requiredLumberMetalHideGoldOne-time reward / instructionVerification
100000No additional reward recordedSetup confirmed: FAQ 4.0; other metadata community-recorded
212210+1 prosperityCommunity-recorded; not officially cross-verified
344420+1 prosperity; Read section 183.5Community-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 levelProsperity requiredLumberMetalHideGoldOne-time reward / instructionVerification
1222110+1 prosperity; Read section 25.2Community-recorded; not officially cross-verified
233320+1 prosperity; Read section 12.4Community-recorded; not officially cross-verified
354330+1 prosperity; Read section 38.3Community-recorded; not officially cross-verified
475440+1 prosperity; Read section 196.2; Lose 1 moraleCommunity-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 levelProsperity requiredLumberMetalHideGoldOne-time reward / instructionVerification
1432410+1 prosperity; Read section 31.3Community-recorded; not officially cross-verified
263630+1 prosperity; Item supply access: 160-163 (not free items)Community-recorded; not officially cross-verified
3821030+1 prosperity; Item supply access: 164-167 (not free items); Lose 1 moraleCommunity-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 levelProsperity requiredLumberMetalHideGoldOne-time reward / instructionVerification
1142210+1 prosperity; Read section 192.5Community-recorded; not officially cross-verified
243630+3 prosperityCommunity-recorded; not officially cross-verified
3741040+5 prosperity; Lose 1 moraleCommunity-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 levelProsperity requiredLumberMetalHideGoldOne-time reward / instructionVerification
1134010+1 prosperity; Read section 193.1Community-recorded; not officially cross-verified
234500+1 prosperity; Read section 157.2Community-recorded; not officially cross-verified
354440+1 prosperityCommunity-recorded; not officially cross-verified
475660+1 prosperity; Read section 56.3; Lose 1 moraleCommunity-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 levelProsperity requiredLumberMetalHideGoldOne-time reward / instructionVerification
1326210+1 prosperity; Read section 193.4Community-recorded; not officially cross-verified
275550+2 prosperityCommunity-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 levelProsperity requiredLumberMetalHideGoldOne-time reward / instructionVerification
1362210+1 prosperity; Read section 144.3Community-recorded; not officially cross-verified
275550+2 prosperityCommunity-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 levelProsperity requiredLumberMetalHideGoldOne-time reward / instructionVerification
1322610+1 prosperity; Read section 173.1Community-recorded; not officially cross-verified
275550+2 prosperityCommunity-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 levelProsperity requiredLumberMetalHideGoldOne-time reward / instructionVerification
1222110+1 prosperity; Read section 160.2Community-recorded; not officially cross-verified
244320+1 prosperity; Read section 35.3Community-recorded; not officially cross-verified
366420+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 levelProsperity requiredLumberMetalHideGoldOne-time reward / instructionVerification
1566610+1 prosperity; Read section 178.2Community-recorded; not officially cross-verified
2Special triggerN/AN/AN/AN/A+1 prosperitySpecial 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 levelProsperity requiredLumberMetalHideGoldOne-time reward / instructionVerification
1232010+1 prosperity; Read section 190.3Community-recorded; not officially cross-verified
244410+1 prosperity; Read section 116.3Community-recorded; not officially cross-verified
362550+1 prosperity; Read section 89.2Community-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 levelProsperity requiredLumberMetalHideGoldOne-time reward / instructionVerification
100000No additional reward recordedSetup 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 levelProsperity requiredLumberMetalHideGoldOne-time reward / instructionVerification
1243210+1 prosperity; Read section 7.3Community-recorded; not officially cross-verified
256540+1 prosperityCommunity-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 levelProsperity requiredLumberMetalHideGoldOne-time reward / instructionVerification
1262210+1 prosperity; Read section 3.1Community-recorded; not officially cross-verified
244550+1 prosperityCommunity-recorded; not officially cross-verified
366760+1 prosperityCommunity-recorded; not officially cross-verified
488880+1 prosperity; Lose 1 moraleCommunity-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 levelProsperity requiredLumberMetalHideGoldOne-time reward / instructionVerification
1222110+1 prosperity; Read section 189.1Community-recorded; not officially cross-verified
243330+1 prosperityCommunity-recorded; not officially cross-verified
364540+1 prosperityCommunity-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 levelProsperity requiredLumberMetalHideGoldOne-time reward / instructionVerification
100000+4 soldiersSetup confirmed: FAQ 4.0; other metadata community-recorded
2Special triggerN/AN/AN/AN/A+1 prosperity; +2 soldiersSpecial trigger confirmed: FAQ 4.1 / 4.3; other rewards community-recorded
3Special triggerN/AN/AN/AN/A+1 prosperity; +2 soldiersSpecial trigger confirmed: FAQ 4.1 / 4.3; other rewards community-recorded
4Special triggerN/AN/AN/AN/A+1 prosperity; +2 soldiersSpecial 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.

ToolProsperity requiredLumberMetalHideGoldSection instruction
Boat14120Read section 139.2
Sled13210Read section 169.2
Climbing Gear11320Read 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.

WallProsperity requiredLumberMetalHideGoldEffect
Wall J140010+5 defense
Wall K232210+5 defense
Wall L352110+5 defense
Wall M443310+5 defense
Wall N663210+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

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