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The buildings are created using Architek as ways to expand the kingdom population, improve the city morale and improve the abilities and equipment of your commissioned adventurers in Final Fantasy Crystal Chronicles: My Life as a King.

Houses[]

First House FFCCMLK

The first house of Padarak.

It all began with one house and a few familiar faces in a desolate town.

Chime's Report

Houses are where citizens and adventurers live. Each house will produce only one aspiring adventurer. Inside any house a heart meter shows the overall happiness of the family.

Visiting an adventurer's home when they have been KO'd in battle will boost their own morale making them feel better when they go back on the job the next day.

The houses have a collective limit of 40-50. But some type of houses have their own limit as well.

Type Race Pop. Cost Size Tithes Limit Available
Small House Clavat 2 100 1x1 10 Collective Default
Large House Clavat 3 250 1x1 20 Collective In Hard or Very Hard Mode.
Spacious House Clavat 4 300 2x1 30 Collective After completing Mogmune sidequest.
Lilty Hut Lilty 3 200 1x1 20 5 After clearing the Erithrow Cliffs dungeon. (DLC)
Selkie Den Selkie 3 200 1x1 20 5 After clearing the Axilla Cinderwood dungeon. (DLC)
Yuke Shack Yuke 3 200 1x1 20 5 After clearing the Glisera Oasis dungeon. (DLC)
Luxurious House Clavat 8 550 2x2 70 3 After clearing the Colossal City of Heparl dungeon. (DLC)

Citizen's Shops[]

FFMLaaK Emporium

Emporium.

Placing them close to houses improves the happiness of the families nearby. Also the morale gauge is filled every time a citizen shops in them. Every new shop adds to the Morale Spheres maximum.

Type Cost Size Morale Spheres Limit Available
Bakery 200 2x1 1 3 1st: After completing Mogtillo sidequest.
2nd: After clearing the Terun Westway dungeon.
3rd: After clearing the Orth Bridge dungeon. (Hard, Very Hard Mode or DLC)
Emporium 600 3x2 2 1 After clearing the Letyna Tundra dungeon.

Adventurer's Shops[]

These shops allows adventurers to buy equipment and items. Adventurers will buy items and equipment of a level within 5 of their own; although the inventory at each shop only lists the highest level of item available, items of every level below that are also available.

Whenever a establishment have a special sale, it will display exclusive items for the adventurers to purchase. New and improved items can be research by funding. Each shop has a limit of 3 buildings and occupy a 2x2 size space.

Weapon Shop[]

A weapon shop specializes in gear for offense. At first you can only erect one weapon shop, but you can build more later. Each of the shops will then offer a different array of weaponry to sale, but all shops will sell Rods once a Black Mage or a White Mage is commissioned and Daggers once an Emporium is built. Better weapons will enable adventurers to defeat heavily armored foes. Cost: 200 elementite.

Shop Specialty Available
1st Weapon Shop Swords After clearing the Kubito Grotto dungeon.
2nd Weapon Shop Hammers After clearing the Ogre Camp dungeon.
(Hard, Very Hard Mode or DLC)
3rd Weapon Shop Axes After clearing the Desert City of Clavis dungeon. (DLC)


Armor Shop[]

This shop specializes in gear for the defense. Like the weapon shop, each armor shop will display a different array of armory, but all shops will sell Robes once a Black Mage or a White Mage is commissioned and Shields once an Emporium is built. Better armor is essential to the adventurer's survival. Cost: 350 elementite.

Shop Specialty Available
1st Armor Shop Body Armor After clearing the Junun Dei Meadow dungeon.
2nd Armor Shop Helms After clearing the Langooth Peak dungeon.
(Hard, Very Hard Mode or DLC)
3rd Armor Shop Gauntlets After clearing the Diaphi Riverway dungeon.
(Hard or Very Hard Mode + DLC)


Item Shop[]

A shop that sell adventuring supplies. Each Item Shop will display a diversity of merchandise. All shops sell Magic Torches once the Emporium is built. Better items will enable adventurers to heal and remove status ailments. Cost: 300 elementite.

Shop Specialty Available
1st Item Shop Potions After clearing the Dolsam Gulch dungeon.
2nd Item Shop Antidotes After clearing the Kutith Basin dungeon.
(Hard, Very Hard or DLC)
3rd Item Shop Revival Items After clearing the Tunika Mountains dungeon. (DLC)

Adventurer's Buildings[]

These buildings enable adventurers to change to a particular job (Clavats only). When an adventurer changes jobs, they lose their abilities/spells from the previous job. To change jobs a Behest must be issued at the castle.

They also sell and research the abilities/spells associated with that particular job, and adventurers will shop at these buildings just like any shop. Each copy of the same Job building offers different spells or abilities. For some spells and abilities, additional buildings are required before they can be researched. As with stores by funding their research it expands the number and quality of the abilities taught in each facility.

Gaming Hall[]

You won't find a finest lineup of trickery and deception anywhere!

Gaming Hall Owner

A structure that provides a space for adventurers to relax and win prizes. After getting your first Gaming Hall you will be able to change an adventurer's job to Thief. Thief abilities can be purchase and researched here. Up to 3 can be constructed and occupy a 2x1 size space. Cost: 350 elementite.

Shop Specialty Available
1st Gaming Hall Adventuring Skills After clearing the Carcus Southway dungeon.
2nd Gaming Hall Exploration Skills After clearing the Garrit Dryway dungeon.
(Hard, Very Hard Mode or DLC)
3rd Gaming Hall Dirty Tricks After clearing the Renth Beach dungeon.
(Hard, Very Hard Mode or DLC)


White Mage Temple[]

White Mage Temple FFCCMLK

White Mage Temple.

His will was to never let anyone fall in battle.

Chime's Report

This facility enables the commission of White Mages and White Magic research. All temples will teach Holy spells once an Inn is constructed and Protective Spells when the first Sacred Shrine is built. A second one is inaccessible in Normal Mode, and occupy a 3x2 size space. Cost: 500 elementite.

Shop Specialty Available
1st White Mage Temple Restoration Spells After clearing the Panclare Brightwood dungeon.
2nd White Mage Temple Enhancing Spells After clearing the Vena Eih Marsh dungeon.
(Hard, Very Hard Mode)


Black Mage Academy[]

Black Mage Academy FFCCMLK

Black Mage Academy.

There cannot be light without darkness.

Black Mage Academy Principal

This facility enables the commission of Black Mages and Black Magic research. All temples will teach Enfeebling spells once an Inn is constructed and Thunder Spells when the first Sacred Shrine is built. Allows the Dismantle command to become available. A second one is inaccessible in Normal Mode, and occupy a 3x2 size space. Cost: 500 elementite.

Shop Specialty Available
1st Black Mage Academy Fire Spells After clearing the Primone Darkwood dungeon.
2nd Black Mage Academy Blizzard Spells After clearing the Jungle Ruins of Si Khem dungeon. (Hard, Very Hard Mode)


Training Hall[]

Training Hall FFCCMLK

Training Hall.

I shall strive to shape our adventurers to the level of royal knight, sire!

The Training Hall is a structure where inexperienced adventurers may train their skills and gain experience safely. If a Clavat has changed jobs to something other than a Warrior this facility enables them to change back into one. This place is also were Warrior abilities and weapons techniques are taught/researched. Only one can be constructed at any one time after the Janktra Plains dungeon has been cleared, and occupy a 3x2 size space. Cost: 450 elementite.

Library[]

Library FFCCMLK

Library.

Welcome to the hall of knowledge unbound, sire.

Librarian

In this building instead of focusing on a specific job, adventurers go to learn abilities specific to each race. An adventurer of any given race may only purchase the ability that corresponds with his or her race. Research on the abilities must be funded individually, also Lores are only available once a Guild Hall is built. Only one can be constructed at any time once Land of O'Kokuh dungeon has been cleared and occupy 2x2 size space. Cost: 550 elementite.

Special Buildings[]

Guild Hall[]

The Guild Hall keeps track of all adventurers and wages. It can be used to increase the number of sanctioned adventurers and raise their wages caps. It also lower the price to issue a behest. When a Library is constructed allows the research of Lore. Only one can be constructed at any time once Auris Swordpath dungeon has been cleared and occupy a 2x2 size space. Cost: 300 elementite.

Tavern[]

This building allows adventurers to form parties. The adventurers can form parties on their own, but the player can create a custom party, these changes will take place the next day. Only one party can be formed in each tavern. Up to 3 taverns can be constructed and occupy a 2x1 size space. Each tavern becomes available after clearing the Bronkith Crossroads, Musqu Mazewood and Derumi Desert(Hard, Very Hard Mode or DLC) dungeons. Cost: 500 elementite.

Inn[]

A structure that will provide a place for travelers to stay. The Inn allows itinerant adventurers and traveling merchants to visit your realm. These people don't count towards your population overall population. Only one Inn can be constructed at any time, once Corrum Sih Highroad dungeon has been cleared, and and occupy a 2x1 size space. Cost: 400 elementite.

Parks[]

Park FFCCMLK

Fountain Park.

Bulletin Park FFCCMLK

Bulletin Park.

The spirits of our young men and women will brighten remarkably when you build one, kupo!

Mogiosh

Parks are outdoor platform-like structures that adventurers can gather around for various purposes. Each time a park is constructed it follows a certain cycle of decor: Trees > Flowers > Trees and Flowers. The only exception is the Sacred Shrine.

Type Cost Size Limit Description Available
Fountain Park 200 2x1 3 Build a place for adventurers to share battle stories as well as recuperate morale. 1st after clearing Junun De Meadows dungeon.
2nd after clearing Clannit Mirrorlake dungeon.
3rd after clearing Pranta Rapids dungeon.
(Hard, Very Hard or DLC)
Bulletin Park 150 2x2 3 Building this structure will increase the maximum number of behests that can be posted by 1. It will also slightly reduce the cost of posting behest. Twilight Board: after clearing Polpus Mistmoor dungeon.
Blue Sky Board: after clearing Simuth Hollows dungeon.
(Hard, Very Hard or DLC)
Greenery Board after clearing Denthe Bridge dungeon.(Hard, Very Hard or DLC)
Sacred Shrine 200 1x1 3 Build a structure for adventurers to pray for the crystal's blessings. It will also add spells to the realm's black mage academy and white mage temple research lines. 1st after clearing Corone Waterkeep dungeon. (DLC)
2nd after clearing Rinfor Nightwood dungeon. (DLC)
3rd after clearing Hillum Sih Longroad dungeon. (DLC)


Sacred Shrine[]

Sacred Shrine FFCCMLK

Sacred Shrine.

My prayers--our prayers--have been answered.

Chime's Report

These Shrines have an special function beside the aforementioned when the adventurers are on a mission outside the city.

Praying to the crystals will trigger the following effects:

  • Shrine of Power: Raise Strength and Toughness of adventurers on the field.
  • Shrine of Wisdom: Raise Intellect and Willpower of adventurers on the field.
  • Shrine of Life: Restore full-HP of adventurers on the field.
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