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Aldhearth, the capital
Aldhearth is the one real city of Nyrath, and everyone passes through it. You first wake here, you wake here again after every fall, and the best work can only be done here. From outside it is a walled city: towers and banners, a Keep, and the Great Flame burning on the Keep’s great tower. Walk away and the flame stays on the horizon, showing the way home. A waystone brings you back from anywhere in three seconds.
Only in Aldhearth
- The Master Forge. Any anvil takes a piece of gear to +6. From +7 to +15, only the Master Forge will try, and it makes the Warding stones that keep a piece whole from +8 on. It also sews wings, cuts Jewels of Ascent, carves runes and sigils, reforges powers with a Wanestone, and works mythril and starsilver into gear and tools. The full list is on the crafting page.
- The Alchemists’ Cauldron. Only the Alchemists brew the strongest potions: the Greater healing potion, the Firelight elixir, the Greater mana potion, the Weaver’s elixir and every tier III tonic. See potions and buffs.
- The Market Board. Where players trade with each other: list up to 12 things for sale and buy what others have listed. You can cancel your own listing from anywhere. See trading.
- Your Vault. Corvin keeps it on the Grand Plaza. It holds 48 kinds of things and any amount of gold, only you can open it, and it is the same vault on every visit and for every one of your characters: what one puts in, another can take out. Gold in the vault is safe when you fall; a fall costs a tenth of the gold you carry. Take all items takes the things and leaves the gold; take gold out with Take gold. Gear keeps its upgrades and powers while it is banked.
- The Guild Registry. Ada founds guilds here (500 gold, level 10). See guilds and groups.
- The notice board shows the daily and weekly bounties.
- The Allotments. Gudrun rents every character a plot of 2 to 8 beds in the city's Fields, and sells the seeds for every crop, the lamp crops' too. See Allotments and the grow lamp.
- Oswin, the Warden-clerk, rekindles you anew once you reach level 150 (reborn), and hands out the first quests.
Inside the walls
Walk in through the south gate and Gate Street takes you north to the Grand Plaza, where the Great Flame burns and every important station stands together: the Workbench, the Furnace, the Master Forge (Hild, the master smith), the Alchemists’ Cauldron (Mireille), the Trade Post, the Market Board, the Vault (Corvin), the Guild Registry (Ada), the notice board and a waystone.
North of the plaza is the Warden House, and behind it the Keep in its inner ward. The Market Street runs east with its stalls, the crafters’ lane runs west (Bram the old miner sits at its well, and Wick the tinker, Hild’s apprentice, has his workshop at its far end: see Wick the Tinker and trial vaults), the Hearthside Inn stands to the south-east (Brenna keeps it) and the fields lie to the south-west, where Gudrun keeps the Allotments: a plot of beds of your own to rent, from 2 to 8 (see Allotments and the grow lamp).
The city is quieter than it was: everyone you meet in its streets has a reason to be there, a quest, a trade or a service. And the stations stand in the open: you walk over an anvil, a workbench or the Trade Post's counter rather than round it, and through the lamp posts, barrels, crates, stalls and bushes of every town's streets.
Resting
Log out inside a town’s walls (any town, not only Aldhearth) and you come back rested: kills give double experience until the bonus is used up. It fills by 0.04 of a level for every hour you are away, up to half a level. The experience bar shows it as a pale blue stretch. Ask any innkeeper about it.
The other towns
Every other town is a small frontier town behind a wooden palisade: a waystone, a Trade Post, an inn and the basic stations. Ports also have the harbour, where trade packs are paid for. They are listed on the towns page.