Beta
/

Construction and your house

Ten rooms, 190 pieces of furniture, and the two features in a house that do something the rest of the game cannot.

::house takes you into your own house. Everybody has one from the start; a new one is a single empty room and eight thousand coins' worth of ambition.

The Estate agent at home relocates it and changes its style, and the Sawmill operator beside him turns logs into planks. Both stand at the west end of the skill master row.

Building

Rooms are placed on a grid and furniture goes into hotspots inside them. Ten rooms:

| Room | Level | Cost | |---|---|---| | Garden | 1 | 1,000 | | Parlour | 1 | 1,000 | | Kitchen | 5 | 5,000 | | Dining room | 10 | 5,000 | | Workshop | 15 | 10,000 | | Bedroom | 20 | 10,000 | | Skill hall | 25 | 15,000 | | Menagerie | 37 | 30,000 | | Study | 40 | 50,000 | | Superior garden | 65 | 75,000 |

Behind them are 190 pieces of furniture, each at its own level and materials, on Old School's own ladder. The window (::house) lists what you can build where, what it wants and what it pays.

Eight house styles: Basic wood, Basic stone, Whitewashed stone, Fremennik, Tropical, Fancy stone, Deathly mansion and Twisted. The Estate agent changes between them and it costs nothing but the walk.

Planks

The skill runs on planks, and the counter sells logs, not planks. The Sawmill operator charges the difference. That is on purpose: the sawmill is the only place in the skill where the price of a plank is a thing you actually see, and selling the finished plank over a counter would delete it.

Everything else in the ladder - cloth, soft clay, limestone, marble, gold leaf - is priced against the same rate, so no single piece of furniture is secretly the only thing worth building.

Training

The oak larder is the method: eight oak planks, built and removed at one hotspot, over and over. That is about an hour and a quarter to 99 and roughly 1.45 million coins in materials.

Removing furniture gives nothing back. Build-and-remove at one hotspot is the training loop, so a refund would make the whole skill free.

The two features worth having

Most of Old School's house does nothing here, because the rest of the game already does it better - there is no bank trip to save, no altar worth building next to the one at home, and ::teles beats any portal chamber. Two rooms are exceptions:

  • The menagerie (level 37). Pets can never be lost here, so a collection sits in your bank forever taking up slots you paid for. A menagerie takes them out of the bank and puts them in a garden.
  • The obelisk (Superior garden, level 80). It is the only house feature that does something nothing else in the game can: it lets you choose which of the six Wilderness obelisks you arrive at. The Wilderness pair send you to a random one.

Why bother at all

Beyond those two: Construction is one of the twenty-three, so it is a cape, one of the sixteen 99s the task list counts, and one of the levels standing between you and the Max cape.