> For the complete documentation index, see [llms.txt](https://wolf-game.gitbook.io/getting-started/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://wolf-game.gitbook.io/getting-started/valley/overview-1.md).

# High-End Structures

Launching with the **Season of Revelation** are the addition of **4 new Structure Levels** for each type of Structure.

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## Overview

Each new Structure Level enhances the existing utility of current Structures, and some Structures beyond Level 3 offer **new and exciting features**.

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## Dynamic Pricing (VRGDA)

> ⚠️ **Important:** The listed Resource Cost values for Level 4-7 Structures represent the **starting values** at the launch of the Season of Revelation.

These Structure Costs may **change over time** due to them being subject to **Variable Rate Gradual Dutch Auction (VRGDA)** mechanics.

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## Resource Allocation

| Structure Levels | Resource Fate                                                                     |
| ---------------- | --------------------------------------------------------------------------------- |
| Level 1-3        | 100% of Resources spent are **burned**                                            |
| Level 4+         | A small percentage of Resources and Pelts are being set aside for **\[REDACTED]** |

***

## Structure Types

* [**Barns**](/getting-started/valley/overview-1/barns.md) - Wolf spawn chances at higher levels
* [**Dens**](/getting-started/valley/overview-1/dens.md) - Alpha upgrade and Twin chances at higher levels
* [**Bathhouses**](/getting-started/valley/overview-1/bathhouses.md) - Farm and Peak variants with improved recharge times and Jug energy
