Agricultural Tome
Agricultural buildings passively have +0.5 Mult
- Base buy price
- 5 Gold
Unlock: Agricultural starting pool
Browse 134 Combolands heirlooms with effects, rarity, base prices and game icons. Find items that support your crops, houses and resource chains.
Prices are base buy prices before shop modifiers. Effects use base values; upgrades, guild effects and other heirlooms can change them during a run. Read the beginner guide or check guild unlock rewards.
134 entries
Agricultural buildings passively have +0.5 Mult
Unlock: Agricultural starting pool
Whenever you would gain Gold from a Heirloom or building - instead give a random a randomly assigned category half as much Mult
Unlock: Commercial level 9
When a Common is created in range of a Sacred building, it has a 25% chance to gain 1 Gold
Unlock: Civic level 5
10 points whenever a building is triggered
500 points whenever you start a milestone
Ballista rotate and point to an additional target whenever they trigger
Unlock: Martial level 5
Every 4 weeks: Trigger all buildings on the map corresponding to all your held Blueprint
Whenever Nature is created in range of a Fishing Hut, give the Fishing Hut +0.1 Mult
Unlock: Maritime level 5
Any building in range of a Ranch is considered Residence
Unlock: Agricultural level 7
When a Marketplace triggers, it targets all Stall on the map which are adjacent to any Marketplace
Unlock: Commercial level 3
Buildings passively have +0.25 Mult for each adjacent Rocks
Every 7 weeks: gain Rainbow Paint Passively: Wild have +7 Mult
Can hold up to 8 Tome Tome within Bookshelf give an additional +0.5 Mult If sold when full, gain a special Legendary Heirloom Cannot be duplicated
Sunflower Field and Apiary have no range placement restriction
Unlock: Agricultural level 1
Whenever you skip buildings, give buildings on the map corresponding to the skipped buildings +0.2 Mult
Whenever you use a Building Upgrade also give the target building +0.25 Mult
Unlock: Civic level 1
The next 5 Civic buildings have no range placement restrictions
Unlock: Civic starting pool
When sold, gain Masonry Timber Framing and Winch (must have space) Sells for 0 Gold
Buildings created without being adjacent to any other building gain +1 Mult
Ship passively have +0.75 Mult
Whenever you Dismiss a building, gain a random Potion
When a building transforms, instead of a transformation trigger, it counts as both a removal and a creation trigger
a randomly assigned category is also considered to be a randomly assigned category
Campfire burn for 3 times as long
Unlock: Frontier level 5
Civic buildings passively have +0.5 Mult
Unlock: Civic starting pool
Whenever a building is created from a Blueprint - harvest all Crop adjacent to it, transforming them back into empty fields
Unlock: Commercial level 1
Gain extra 1 Gold per week early every milestone
Every time you earn Gold from a building or Heirloom gain an additional 1 Gold While this is equipped, you cannot enter the shop
Commercial buildings passively have +0.5 Mult
Unlock: Commercial starting pool
There is always +1 pack in the shop Does not stack
Any tile in range of a Stable is consider to be in range of all Stable
Unlock: Martial level 7
+1 building choice every week -1 weeks each milestone
Every time a Hazard triggers, gain 1 Gold 1 Rerolls and 1 Removes
Every time you earn Gold from a building or Heirloom 20% chance to gain 1 Rerolls
Any building in range of a Warehouse is considered Trader
Unlock: Maritime level 9
You can now build on Rocks
Unlock: Industrial level 1
Quarry create Ore instead of Rocks
Unlock: Industrial level 3
Whenever you create a Fishing Boat gain a Pearl
Unlock: Maritime level 1
Whenever a building is created from a Blueprint trigger it immediately
When a building is removed, it triggers on remove effects twice
Unlock: Martial level 9
50 points whenever you gain a Reroll
Whenever any building scores, 30 points for each empty Heirloom slot
All Rogues buildings add score instead of subtracting
Any building that can be created on Ground can also be created on Sand, and vice versa
The next 5 Maritime buildings have no range placement restrictions
Unlock: Maritime starting pool
Whenever Effigy Pyre is removed, create another Effigy Pyre on a random tile adjacent to it
Unlock: Martial level 1
Whenever a a randomly assigned category is removed, trigger up to 3 random a randomly assigned category
Whenever 4 Common buildings are built in a row, gain a random Building Upgrade
Buildings adjacent to Lodging House are considered Residence
Unlock: Commercial level 5
Frontier buildings passively have +0.5 Mult
Unlock: Frontier starting pool
Every 6 weeks, each Estate on the map gives 1 Gold This cooldown resets whenever a Tax Collector triggers
Unlock: Civic level 9
50 points whenever a building is removed
The next 5 Industrial buildings have no range placement restrictions
Unlock: Industrial starting pool
Whenever Ore is created, it has 50% chance to be Gold Ore instead
Unlock: Industrial starting pool
Whenever a Neutral building is created, +1 to this heirloom's sell value
Whenever a milestone is completed, gain 4 Gold extra
Whenever a Crop transforms, give Husbandry adjacent to it +0.1 Mult
Unlock: Agricultural level 3
The next 5 Commercial buildings have no range placement restrictions
Unlock: Commercial starting pool
Martial buildings adjacent to Ocean passively have +1 Mult
Unlock: Martial starting pool
Stall passively have +0.5 Mult for each other adjacent Stall
Unlock: Commercial starting pool
Whenever a building is removed, give other buildings adjacent to it +0.1 Mult
Apiary passively have +1 range Apiary also passively have +0.3 Mult for each Flowers in range
Unlock: Agricultural starting pool
+1 week per milestone
When placing Plot, place 1 extra
Unlock: Civic starting pool
When a building is created, it triggers on create effects twice Does not apply if a building is triggered after creation
Industrial buildings passively have +0.5 Mult
Unlock: Industrial starting pool
Gold gain is affected by Mult (max of x10) All painted buildings passively have -3 Mult
30 points whenever a building is created
When this is sold, gain a copy of another random equipped Heirloom
Always has a base sell price of 10 Gold
Can hold up to 8 Gem Gem within Jewellery Box have +1 Mult If sold when full, gain a special Legendary Heirloom Cannot be duplicated
The next 5 Martial buildings have no range placement restrictions
Unlock: Martial starting pool
Whenever a Herb Garden triggers 2 or more other buildings, give the triggered buildings +0.3 Mult
Unlock: Frontier level 3
When sold, gain 5 Rerolls Sells for 0 Gold
Has a base sell price of 100 Gold When sold, gain a Wizard
Monument are 3x more likely to be rolled
Unlock: Civic level 7
Woodcutter and Forester affect an additional target
Unlock: Frontier starting pool
Whenever a building is created, there is a 25% chance to create a duplicate of it on an adjacent tile
Statue will now always give Council Vote of the councillor with the most votes
Unlock: Civic level 3
Maritime buildings passively have +0.5 Mult
Unlock: Maritime starting pool
Martial buildings passively have +0.5 Mult
Unlock: Martial starting pool
Common buildings passively have +0.4 Mult
When sold, gain 2 random Council Vote (must have space) Sells for 0 Gold
Whenever a Resource is created, create a Plateau on a random empty Ocean or Shoreline tile adjacent to it
Unlock: Industrial level 5
Whenever Engineering is created, create random empty Farm fields on up to 2 empty adjacent Ground and Sand tiles
Unlock: Agricultural level 9
The next 5 Frontier buildings have no range placement restrictions
Unlock: Frontier starting pool
Lumber is Wild
Unlock: Industrial level 7
Husbandry is considered Fishing
Unlock: Maritime level 3
Buildings may be placed on other buildings of the same type. When doing so, instead of replacing the existing building, it gains +0.6 Mult
You have a 200% increased chance to roll buildings whose Blueprint you are holding
Every 5 weeks: Gain a random Fishing Blueprint (must have space)
Unlock: Maritime level 7
150 points whenever you use a Consumable
Building Upgrade paint durations are doubled
When sold, gain Rainbow Paint and Ghost Paint (must have space) Sells for 0 Gold
20 points whenever a building is transformed
Uncommon buildings passively have +0.25 Mult
Instead of their usual Mult Wall give +1 Mult for every 4 tiles enclosed within Wall
For every 15 Gold earned from buildings or heirlooms, gain 0.1 Enchantment
For every 10 Gold earned from buildings or heirlooms, give up to 3 random a randomly assigned category +0.3 Mult
Whenever a Crop transforms, it has 20% chance to trigger a random building adjacent to it
Unlock: Agricultural level 5
The next 5 Agricultural buildings have no range placement restrictions
Unlock: Agricultural starting pool
Whenever a Reroll is used, +1 to this heirloom's sell value
Any building that can be created on Shoreline can also be created on Ocean, and vice versa
Unlock: Maritime starting pool
When sold, gain 2 random Potion (must have space) Sells for 0 Gold
When a building is created on Sand give it +0.5 Mult
Forest counts as Frontier
Unlock: Frontier level 1
Every 3 weeks, gain a copy of a random held Consumable (must have space)
When a a randomly assigned category building triggers, it has a 25% chance to gain +0.1 Mult and a 5% chance to gain 10 Gold
Your building rolls can contain buildings from any unlocked guilds
Wall are considered Martial and can be placed on Sand
Unlock: Martial level 3
You may spend 1 Rerolls to Reroll packs once Does not stack
3 times per milestone, whenever you remove a building, gain a Blueprint of it (must have space)
100 points whenever you Dismiss a building
When placing Farm, place 1 extra
Whenever a building is removed, 30% chance to gain 1 Gold
Every time a building or heirloom earns Gold gain 10 points for each Luxury on the map
Unlock: Commercial level 7
Whenever a building with increased Mult is removed, create a Scaffolding in its place
At the start of each milestone, gain 2 Rerolls and 1 Removes
All buildings passively have +1 range
The first building created each milestone gains +1 Mult
When a building is created, if you have a councillor that provides Mult to any of its categories, 20% chance to gain a Council Vote for them
On the last week of a milestone, all buildings passively have +1 Mult
Whenever a building is created adjacent to another building of a different, non- Neutral guild, gain 1 Gold
All building cooldowns are reduced by 1
You can find duplicate Heirloom in the shop and in packs
30 points whenever you earn Gold
Whenever a Ship triggers, it removes itself and creates a copy on a random adjacent tile
If you would already be placing more than 1 building, place 1 extra
When sold, create 3 Treasure Chest on random Sand tiles Sells for 0 Gold
Whenever a Nature is created, trigger a random building adjacent to it
Unlock: Frontier level 9
Whenever a building triggers, give it +0.1 Mult if it is in range of Hazard
All percentage chances are doubled. Does not stack
Gain a Palisade Blueprint whenever Forest is removed (must have space) Blueprint gained by Woodsaw only have 1 charge
Unlock: Frontier level 7
Engineering and Manufacturer is considered Sacred
Unlock: Industrial level 9
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Names, descriptions, base values and unlock rewards use the Windows game snapshot checked on October 11, 2026. Later updates may change these values. Game text and artwork belong to Crux Games and their respective owners. Official Steam page · Source summary.