Modules
The largest houses are built with a module slot: an area of the plot reserved for an optional add-on structure. A module is a real building — it comes with its own walls and doors, keyed to your house — that snaps into that reserved space and adds a feature the base house does not have.
Every house that has a slot ships with a default module filling it, which is a plain decorative section. Placing a real module replaces it; removing the real module puts the plain one back.
Which houses have module slots
Only the five largest expandable houses:
- Noble Residence
- Grand Log Cabin
- Stone Domicile
- Warlord Fort
- Ducal Sentry
Each of these has one slot. Smaller houses, shops and orcish houses have none — the deed will simply tell you the house does not support modules.
Available modules
| Module | Deed cost | What it adds |
|---|---|---|
| Stable Module | 225,000 gold | A private animal trainer and +10 stable slots |
The Stable Module is currently the only one. Deeds are sold by Architect NPCs alongside house deeds, and also by Animal Trainers.
Placing a module
- Buy the deed and carry it into your house.
- Double-click the deed while standing inside the house.
The placement is checked against a short list of conditions, and the deed tells you which one failed:
- You must be the house owner — co-owners and friends cannot place modules.
- The house must have a module slot, and that slot must be free of a real module.
- The house may not already have a module of the same type.
- The module must fit the slot.
On success the structure appears, its doors are keyed to your front door, and the deed is consumed.
Removing a module
Modules are redeedable — you get the deed back, so nothing is lost by changing your mind.
Open the house sign, go to the Modules page, and redeed the module. The deed drops into your backpack (or at your feet if the pack is full) and the plain default section returns in its place. Only the house owner can do this, and default modules cannot be redeeded.
Demolishing the house returns your module deeds too. Any non-default module is automatically redeeded into the owner's backpack when the house comes down, so a 225,000 gold module is never lost to a demolish.
Note that the rental is separate: redeeding the stable module dismisses the trainer, and gold already paid for the current week is not refunded.
The Stable Module
The module itself is the building. What makes it useful is the animal trainer you rent to staff it — and the two are charged separately.
Renting the trainer
Rent the trainer from the house sign → Modules page, the same place you redeed modules. It costs 35,000 gold per week, taken from the house owner's bank box. The first week is charged the moment you rent, and the fee repeats every 7 days automatically.
If the bank cannot cover a renewal, the trainer is dismissed on the spot and the owner is told why. Nothing is lost — stabled pets are never at risk — but the extra capacity goes away until you rent again.
You can also cancel the rental deliberately, which despawns the trainer and stops the charges.
What you get
- +10 stable slots, on top of the slots your skills already give you.
- The bonus is account-wide and cumulative: the game counts stable modules across every house owned by every character on your account. Two houses with stable modules is +20 slots.
- A full-service trainer — stable, claim and the usual trainer business, without walking to town.
See Pet Stabling for how the base slot count is calculated.
Restrictions on the trainer
The rented trainer only does business with players inside the house. Stand outside and it will not talk to you, will not open its menu, and will not respond to speech commands. It also cannot walk, and it cannot be killed.
The Warlord Fort gets an orcish variant instead — a beast master who only deals with orc-friendly players.
Related
- Houses — every house type, size and price
- Expandable Houses — the upgrade stages the module houses go through
- Pet Stabling — stable slots, claiming and costs
- Housing Overview — placement, decay and house rules