These rooms all produce various resources needed to build your shelter, strengthen your Workers and Champions, and complete missions. Champions, and only Champions, working in these rooms, and only these rooms, can also randomly produce Activity Bubbles.
Note: Production times and rates listed below are based on experimentation and may not be 100% accurate.
1 Radio Station only ever stores 5 rewards.
Example: You have a pair of level 2 Quarries that each hold 8000 Stone, and each has a character with 150 Fortitude producing Stone. If you merge those two rooms, the new room would hold 17600 Stone and the workers would produce Stone as if they had 330 Fortitude. If you merged a third room, the new room would hold 30000 Stone (24000 + 25%) and the two workers would produce 375 Fortitude worth of Stone (300 + 25%).
Room Stat: Intelligence
Produces eLDi - an advanced medical substance that can heal any wounds.
Upgrades | |
Shelter Level 4 | First Room |
Shelter Level 14 | Second Room |
Shelter Level 19 | Level 2 |
Production Data
Room Level | Base Room Production Time @ 102 Intelligence1 | Base Room Production Time @ 597 Intelligence1 | Storage1 |
Level 1 | ~99 minutes | ~55 minutes | 10 eLDi |
Level 2 | ~92 minutes | ~53 minutes | 20 eLDi |
1 Merging 2 rooms provides +10% Intelligence and Storage, and 3 rooms provide +25% Intelligence and Storage.
Room Stat: Agility
The Foundry produces Metal, which is used for upgrading equipment, upgrading rooms, building new rooms, and removing obstacles.
Upgrades | |
Shelter Level 7 | First Room |
Shelter Level 12 | Level 2 |
Shelter Level 17 | Second Room |
Shelter Level 22 | Level 3 |
Shelter Level 32 |
Third Room and Level 4 |
Production Data
Workers produce 2.51 Metal/hr for each Agility. This is added to a base production that each room has based on size and level.
Room Level | Base Room Production1 | Storage per Room1 |
Level 1 | 1000 Metal/hr | 2500 Metal |
Level 2 | 1100 Metal/hr | 8000 Metal |
Level 3 | 1200 Metal/hr | 20000 Metal |
Level 4 | 1300 Metal/hr | 30000 Metal |
1 Merging 2 rooms provides +10% Production and Storage. Merging 3 rooms provides +25% Production and Storage.
Room Stat: Fortitude
The Quarry produces Stone, which is used for upgrading equipment, upgrading rooms, building new rooms, and removing obstacles.
Upgrades | |
Shelter Level 5 | First Room |
Shelter Level 10 | Level 2 |
Shelter Level 15 | Second Room |
Shelter Level 20 | Level 3 |
Shelter Level 30 |
Third Room and Level 4 |
Production Data
Workers produce 2.51 Stone/hr for each Fortitude. This is added to a base production that each room has based on size and level.
Room Level | Base Room Production1 | Storage per Room1 |
Level 1 | 1000 Stone/hr | 2500 Stone |
Level 2 | 1100 Stone/hr | 8000 Stone |
Level 3 | 1200 Stone/hr | 20000 Stone |
Level 4 | 1300 Stone/hr | 30000 Stone |
1 Merging 2 rooms provides +10% Production and Storage. Merging 3 rooms provides +25% Production and Storage.
Room Stat: Willpower
Over time, the Radio Station produces rewards which can be collected. These rewards can either be Workers (Common to Epic rarity) or Trust for Champions. Unfortunately, your Radio Station can also attract unwanted attention. There is a chance you could get an Invasion any time you collect rewards from the Radio Station or when you log into the game.
Upgrades | |
Shelter Level 6 | First Room |
Shelter Level 16 |
Second Room and Level 2 |
Shelter Level 32 | Level 3 |
Room Level | Production Time1,2 | Storage |
Level 1 | ~25,000 minutes | 5 |
Level 2 | ~50,000 minutes | 5 |
Level 3 | ~100,000 minutes | 6 |
1 Production time for Radio Rewards is divided by the Willpower of all characters working the room.
2 Merging 2 rooms provides +10% Willpower, and 3 rooms provide +25% Willpower.
Room Stat: None
Produces Drones, required to auto-farm missions. Production rate is like the Pool - it is only based on the number of workers, not a stat.
Upgrades | |
Shelter Level 2 | First Room |
Shelter Level 7 | Level 2 |
Shelter Level 12 | Second Room |
Shelter Level 17 | Level 3 |
Shelter Level 27 | Level 4 |
Shelter Level 32 | Third Room |
Room Stat: Fortitude
Produces Training Materials, required to train your Workers to higher levels.
Upgrades | |
Shelter Level 3 | First Room |
Shelter Level 7 | Level 2 |
Shelter Level 12 | Second Room |
Shelter Level 17 | Level 3 |
Shelter Level 27 |
Third Room Level 4 |
Production Data
Room Level | Base Room Production Time @ 102 Fortitude1 | Base Room Production Time @ 603 Fortitude1 | Storage1 |
Level 1 | ~1190 seconds | ~650 seconds | 15 Materials |
Level 2 | ~1093 seconds | ~623 seconds | 15 Materials |
Level 3 | ~1018 seconds | ~592 seconds | 25 Materials |
Level 4 | ~952 seconds | ~573 seconds | 30 Materials |
1 Merging 2 rooms provides +10% Fortitude and Storage, and 3 rooms provide +25% Fortitude and Storage.
Room Stat: Intelligence
Produces Credits - The most common currency of the new world.
Upgrades | |
Shelter Level 1 | First Room |
Shelter Level 5 | Level 2 |
Shelter Level 10 | Second Room |
Shelter Level 15 | Level 3 |
Shelter Level 20 |
Level 4 and Third Room |
Production Data
Workers produce 2.51 Credits/hr for each Intelligence. This is added to a base production that each room has based on size and level.
Room Level | Base Room Production1 | Storage per Room1 |
Level 1 | 1000? Credits/hr | 2500 Credits |
Level 2 | ? Credits/hr | 8000 Credits |
Level 3 | ? Credits/hr | 20000 Credits |
Level 4 | 2300 Credits/hr | 30000 Credits |
1 Merging 2 rooms provides +10% Production and Storage. Merging 3 rooms provides +25% Production and Storage.