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Crafting and upgrading

Crafting works like Minecraft: logs become planks, planks become sticks, and everything else is laid out in a grid. By hand you have a 2 × 2 grid; at a Workbench, 3 × 3. The recipe book in the crafting window (C) shows what you can make and fills the grid for you. Other things are special orders, picked from a list at a station; some cost labor, which comes back over time, even while you are away. Metal weapons, tools and armour are smithed at an anvil, in the window’s Anvil tab (see The Anvil tab, below).

What a recipe makes

Point at anything in the crafting window (a recipe in the book, a special order, the cooking and brewing lists, an ingredient, one of your materials, or what the grid will make) to see what it is: its kind, its numbers (damage, armour, mining speed, healing, flight), what it gives, its lore and what it sells for, as the bag shows it. Pick a recipe (in the book, or a row of special orders) and a card opens under it with the same, and Open in the wiki for its entry, with every way to get it. On a phone a tap shows the card. Point at an ingredient in a row, or tap it, and the card is the ingredient's. The × on the card puts it away.

The window keeps your place, in the book and in the window, and the box you were typing in, while your life or your bag changes.

Many at once. Craft all makes as many as the grid's materials allow (up to 999 at a time). A special order, a brew or a dish you can make more than once has a ×N button beside it: it makes all N in one click, by the same rules as one, and stops at the first that cannot be made (out of something, or of labor). The chat says it once: Crafted 36x Ballista bolt.

Repair at an anvil

Stand by an anvil, any anvil (your own too, not only Aldhearth's), and the crafting window's first tab, Crafting, starts with Repair, right under the search box. Repair mends anything worn that you carry for gold (Repair everything does it all at once); tempered gear costs more, and the note under Repair says how much. Away from an anvil it sits at the bottom of the window, after the other stations' lists.

The Anvil tab

The crafting window has three tabs at the top. Crafting is the grid, the recipe book and the other stations' special orders, with Repair first whenever you stand at an anvil. Cauldron is brewing and cooking (a cauldron opens the window on it). Anvil is everything an anvil makes:

The Anvil tab: the Forge's note and its button first, then the copper and iron swords, pickaxes, axes and armour to smith, each with what it takes and a Smith button; the mythril pieces greyed, marked Master Forge
The Anvil tab: the Forge's note and its button first, then the copper and iron swords, pickaxes, axes and armour to smith, each with what it takes and a Smith button; the mythril pieces greyed, marked Master Forge

Any anvil does the work: the one beside the Workbench in every town and at the camp where you begin, your own (7 iron bars on the grid make one), or the Master Forge in Aldhearth, the only one that makes mythril and starsilver gear. Away from an anvil the tab still shows everything, greyed, and says to stand at one. In the Forge, Smith gear at this anvil opens the tab. The window keeps the tab you chose while the game is open; a cauldron opens on its own tab without changing it, so C still opens the one you chose.

Not on the Workbench any more. Metal gear is no longer made on the grid, and the recipe book no longer lists it. Lay out an old pattern (two iron bars over a stick) and the grid says where it is made now.

PieceCopperIronMythril (Master Forge)
Sword (mythril: blade)2 bars, a stick · 4 labor2 bars, a stick · 6 labor2 bars, 2 crystal, a stick · 12 labor
Pickaxe3 bars, 2 sticks · 4 labor3 bars, 2 sticks · 6 labor3 bars, 2 sticks · 12 labor
Axe3 bars, 2 sticks · 4 labor3 bars, 2 sticks · 6 labor3 bars, 2 sticks · 12 labor
Armor8 bars · 5 labor8 bars · 8 labor8 bars, a crystal · 15 labor
Helm5 bars · 3 labor5 bars · 5 labor5 bars · 10 labor
Boots4 bars · 3 labor4 bars · 5 labor4 bars · 10 labor

And higher up: starsilver (Master Forge) makes a blade (2 bars, 2 crystal and a stick, 16 labor) and a pickaxe (3 bars and 2 sticks, 16 labor); embersteel, from the Deep, makes a blade (2 bars and a stick, 18 labor), a pickaxe (3 bars and 2 sticks, 18 labor), a helm (5 bars, 14 labor) and a plate (8 bars, 24 labor), at any anvil.

The Forge

All other work on a piece of gear is done in the Forge: right click an anvil (or press F by it, or Open the forge in the crafting window). It has three slots:

The Forge at the Master Forge: an iron sword +2 in the middle, a Jewel of Ascent beside it, what the next try will do in the box under them, and your bag along the bottom
The Forge at the Master Forge: an iron sword +2 in the middle, a Jewel of Ascent beside it, what the next try will do in the box under them, and your bag along the bottom

A deep rune goes in the stone slot too, with a helm, armour, boots, a ring, an amulet or wings in the middle: the piece's socket takes it (see Deep runes). A piece that holds a rune shows it, with Take out.

A Ram’s horn goes in the stone slot with a weapon or an axe in the middle: that weapon's socket takes it, and its blows knock the Grown back (see Knockback, below). It shows and comes out the same way, with Take out.

Quick forge. Tick Quick forge under the Forge button (or in Settings > Graphics > Effects, the same setting) and every try is answered at once: a short flash and its sound instead of the hammering, the result in the chat straight away. The odds are the same either way.

Under them the strip shows what in your bag can go in, in three rows: what you wear first (each piece with where it is worn and its +N), then the rest of your gear, then your stones. drag a thing into its slot, or click it and it goes to the slot it belongs in. Click a slot to empty it. Nothing leaves your bag until you press Forge. Before you do, the box under the slots says what will happen: the odds, what a failure costs, and what it takes (or, on the button, why it cannot be done yet). When the forge can break the piece, the button turns red and says Forge: can break.

The moment. Press Forge and the stone flies into the item; the sparks spin faster, the anvil rings and the piece shakes with heat. Then a white flash and golden rays (a rune's violet, a sigil's colour of its element) if it worked; smoke and a crack if it failed; a red flash and shards if it broke. Those standing near see the sparks fly from your anvil and hear it ring. The chat line comes when the outcome shows.

Upgrading

Every piece of gear can be upgraded, from +1 to +15:

PieceWhat each + gives
Weapon or axe8% more damage
Pickaxe8% more mining speed
Helmet, chest armor, boots, ring, amulet, wings8% more of all it gives: its armor, its life, crit, speed and the other numbers of its bonus, and wings' flight. Extra jumps stay as they are.

Each try takes a Jewel of Ascent. Any anvil goes to +6; from +7 only the Master Forge in Aldhearth will try. A piece's tooltip says what its next + gives, number by number, and the odds.

Trying forOddsIf it fails
+1 to +4always works
+5, +680%, 65%nothing lost but the jewel
+7, +850%, 40%it drops a level
+9 to +1540%, 38%, 36%, 33%, 28%, 13%, 9%it breaks apart and is gone, unless you set Warding stones in the try: then it stays whole and drops a level

A warning first. When a try can break the piece, the result box says so in red, and pressing Forge: can break asks first, in red: what you would lose, the odds, and a button to use your Warding stones if you have enough. Only Risk it goes ahead without one.

The Warding stone. From +8 on, put Warding stones in the ward slot: one for a try from +8, two for every try from +9. A failed try then keeps the piece whole, but it still drops a level: the stones stop the breaking, not the drop. They are used up either way. With stones from +8, a +10 takes about 58 Jewels of Ascent from +0 on average and 12 stones, a +12 about 209 Jewels and 85 stones, and a +13 about 474 and 224. The Master Forge makes them (3 Jewels of Ascent, a Wanestone, 4 crystal and 1,500 gold), Tobias the Town crier sells them for 350 event points, and every great one that falls leaves one, one time in eight, for the killer and for each who had a share of its spoils.

Past +9 the gear shows it. A weapon glows from +6 (pale blue, deep blue, gold, violet), and from +10 it burns grander: crimson, molten, jade, white star, rose, and at +15 every colour in turn, with motes that circle you, a halo at your feet, a turning ring of runes from +13 and rays at +15. A set (a helmet, chest armor and boots worn together) glows from +7 in the colour of its lowest piece, and from +10 it has the motes and the halo too. Everyone sees it. Take a piece to +10 or more and everyone online hears of it.

Two of a kind? The forge works on one. If you carry more than one of the piece in the middle, the others go to your mail as they were, and the result box says so before you press Forge: a bag keeps one make of a thing (see Mail). The same goes for runes, sigils and reforging.

Runes, sigils and Wanestones

These work on weapons only. Runes and sigils work at any anvil; a Wanestone only at the Master Forge in Aldhearth. Put the weapon in the middle (from your bag or your hand: it need not be held) and the rune, sigil or Wanestone beside it. The result box says what the move does, or the element, or each way a reforge can go and its odds, and the gold it costs.

Knockback

Some blows throw the Grown back, the way a greathammer's do: a step away from you, so they have to come at you again.

A weapon's tooltip says when its socket holds a horn, and beside the weapon you hold it counts the knockback as a difference. Great ones and bosses stand their ground, and a player is never thrown.

When gear breaks

Weapons wear when they hit, tools when they dig, armour when you are hurt. At 85 % wear you are told it is badly worn, and at 95 % that it is about to break. When it breaks you see a red note and hear it snap. Broken gear gives nothing until you repair it at an anvil:

A pickaxe worn to nothing: its hotbar slot is red with the bar struck through, and the tooltip says it digs like bare hands and what the repair costs
A pickaxe worn to nothing: its hotbar slot is red with the bar struck through, and the tooltip says it digs like bare hands and what the repair costs

A broken thing's hotbar slot turns red and its bar is struck through. Slots and bag cells say BROKEN, and its tooltip says first what it does now and what the repair costs. The comparison against what you wear counts a broken piece as nothing. The Market and the trade window show how worn something is before you take it. Carry a spare pickaxe when you go deep.

Furnaces

Loading it. The furnace window lists what you carry that smelts and what burns, each with an Amount box (type a number, then Enter or Add), +1, +10 and All: no slot to pick first. Typing more than you carry puts in all you carry. Smelt all loads, in one click, all of the ore you carry most of and the fuel it takes (the fuel already in it if you have more, else your longest-burning). Each slot holds up to 999, so load everything you have: it smelts on while you walk away or log off (up to 2 hours), and does not stop at a stack. Bars of another kind waiting in Result go to your bag when you load a new ore, so they never hold it up.

Every furnace is its own. What you put in one (its ore, its fuel, its progress) is yours alone, in a town's Furnace too, where everyone has their own. F opens the furnace you are standing at, and a right click the one you point at; the window shuts when you walk away from it. If someone else's fire is burning in a furnace you open, it says so, and your own slots in it are still yours.

Three furnaces side by side: the first burning, the second holding embers, the third cold
Three furnaces side by side: the first burning, the second holding embers, the third cold

A furnace shows what is in it: dark when it is cold, red coals when its fuel is low and there is nothing to smelt, and flames, light and smoke while anyone's fire is burning in it. It does not glow when it is empty. A furnace that is dug up, burnt or washed away gives everyone back what they had in it (what you had in one while you were away comes back at your next login).

The stations

StationWhat it does
WorkbenchThe 3 × 3 crafting grid (by hand you have 2 × 2), trade packs and special orders
FurnaceSmelts ore into bars, sand into glass, wood into charcoal
AnvilMetal weapons, armor and tools (the crafting window’s Anvil tab); upgrades from +1 to +6; runes and sigils socketed; repairs (all in the Forge, F at an anvil). The Master Forge in Aldhearth also does upgrades from +7 to +15, wings, jewels, carving runes and sigils, reforging, and mythril and starsilver work
CauldronPotions and tonics. The Alchemists’ Cauldron in Aldhearth also brews the strongest ones
Trade PostSells seeds, torches, bread and basics; buys almost anything
Market BoardOnly in Aldhearth: list things for other players and buy theirs
WaystoneTravel to any town you have found, in three seconds

The crafting grid 96

Put the ingredients in the grid in this shape (anywhere in the grid, as long as the shape matches). The recipe book in the crafting window fills the grid for you.

Smithing at the anvil 24

Every metal weapon, tool and piece of armour is made in the crafting window’s Anvil tab, at any anvil; mythril and starsilver only at the Master Forge in Aldhearth. None of them is made on the grid.

MakesNeedsLabor
Copper sword2 × Copper bar, 1 × Stick4
Copper pickaxe3 × Copper bar, 2 × Stick4
Copper axe3 × Copper bar, 2 × Stick4
Copper armor8 × Copper bar5
Copper helm5 × Copper bar3
Copper boots4 × Copper bar3
Iron sword2 × Iron bar, 1 × Stick6
Iron pickaxe3 × Iron bar, 2 × Stick6
Iron axe3 × Iron bar, 2 × Stick6
Iron armor8 × Iron bar8
Iron helm5 × Iron bar5
Iron boots4 × Iron bar5
Mythril blade2 × Crystal, 2 × Mythril bar, 1 × Stick12Master work · Master Forge, Aldhearth
Mythril pickaxe3 × Mythril bar, 2 × Stick12Master work · Master Forge, Aldhearth
Mythril axe3 × Mythril bar, 2 × Stick12Master work · Master Forge, Aldhearth
Mythril armor1 × Crystal, 8 × Mythril bar15Master work · Master Forge, Aldhearth
Mythril helm5 × Mythril bar10Master work · Master Forge, Aldhearth
Mythril boots4 × Mythril bar10Master work · Master Forge, Aldhearth
Starsilver blade2 × Crystal, 1 × Stick, 2 × Starsilver bar16Master work · Master Forge, Aldhearth
Starsilver pickaxe2 × Stick, 3 × Starsilver bar16Master work · Master Forge, Aldhearth
Embersteel blade1 × Stick, 2 × Embersteel bar18
Embersteel pickaxe2 × Stick, 3 × Embersteel bar18
Embersteel helm5 × Embersteel bar14
Embersteel plate8 × Embersteel bar24

Special orders

Picked from the list at a station, not laid out in the grid. Labor comes back over time, even while you are away.

At the Workbench

MakesNeedsLabor
Spice trade pack4 × Wood, 6 × Sunberry30Sunberry oil for a far town. Carry it to any port: the farther, the more it pays
Land deed2 × Iron bar, 10 × Planks, 50 goldSets down a Home Stone below the ground: the land around it is your Home
Tonic of haste1 × Glass, 2 × Sunberry, 2 × any monster essenceMove 30% faster for a minute
Ironhide tonic1 × Glass, 1 × Orc tusk, 2 × any monster essence+25 armor for a minute
Recall scroll1 × Planks, 3 × Old bone, 1 × any monster essenceRead it to return to Aldhearth after a short pause
Hunting bow4 × Planks, 3 × StickShoots arrows where you aim. No ammo needed.
Cauldron4 × Stone, 1 × Torch, 3 × Iron barBrew potions at it. Every town has one by the anvil.
Pit Invitation1 × Orc tusk, 10 × any monster essence, 30 goldA ticket to the Wane Pit (odd hours).
Beacon Pass2 × Crystal, 3 × Old bone, 30 goldA ticket to the Beacon Run (even hours).
Last Light Token2 × Glass, 10 × any monster essence, 40 goldA ticket to Last Light (every hour at a quarter past).
Mirror Shard1 × Crystal, 3 × Glass, 20 × any monster essence, 30 goldA ticket to the Wane Mirror (every three hours).
Willow rod2 × Wheat, 1 × Planks, 3 × StickWheat straw twisted into a line. Hold it and right click water to cast (ACTION on a phone)
Glowbait ×41 × Crystal, 2 × any monster essenceBait that glows. Fish bite it sooner, and the rare ones come up for it
Deep bookcase6 × Planks, 1 × Voidglass shard, 2 × Deepstone6Dark wood banded in deepstone, a voidglass reading-light on top
Armor stand2 × Iron bar, 3 × Planks, 2 × Stick4Put a helm, a chest piece and boots on it: it shows them
Weapon rack1 × Iron bar, 2 × Planks, 2 × Stick4Hangs on a wall and shows a weapon you put on it
Glowcap pot2 × Deep glowcap, 1 × Deepstone2A pot of glowing glowcaps: a soft light on a table or a shelf
Aquarium6 × Glass, 2 × Planks, 1 × Voidglass shard6Put a fish in it (any you caught, a legend too): it shows it
Trophy mount1 × Iron bar, 4 × Planks, 1 × Embersteel bar4Hangs on a wall and shows a trophy from a Home raid
Tapestry4 × Wheat, 2 × Sunberry, 1 × Stick3Hang it on a wall
Wall map2 × Wheat, 1 × Planks, 1 × Charcoal2Hang it on a wall
Mounted antlers1 × Planks, 3 × Old bone2Hang it on a wall
Round window2 × Glass, 2 × Deepstone2Hang it on a wall
Deep banner2 × Wheat, 1 × Stick, 1 × Voidglass shard3Hang it on a wall
Lantern string1 × Stick, 2 × Deep glowcap2Hang it on a wall: three small glowcap lanterns
Glowcap spores ×31 × Deep glowcap1Plant them on tilled soil on a lit Home’s land: glowcaps grow from them
Marrowstone bricks ×44 × MarrowstoneA building block of the Bone Gardens
Carved bone2 × Elder bone1Elder bone, carved smooth: a block to build with
Tidestone tiles ×44 × TidestoneThe old kingdom’s tiles: a building block of the Drowned Halls
Tide glass ×44 × Glass, 1 × Lantern kelpGlass with the green of the deep in it
Drowned throne1 × Tide-iron, 2 × Pearl, 8 × Tidestone tiles6A seat for a drowned king, or for you
Oilskin cloak3 × Wheat, 1 × Charcoal, 1 × Brass ore2Steam does not scald you for 4 minutes
Hush charm1 × Iron bar, 4 × Singing shard2For 5 minutes your fights make no noise: the crystals do not hear you
Gearstone masonry2 × Gearstone1Cut gearstone, the makers’ building block
Prism ashlar2 × Prismstone1Cut prismstone, the singers’ building block
Glass flask ×23 × Glass1Holds one tile of water, lava, oil, acid or sludge: use it to scoop or pour, or throw it
Oil barrel1 × Iron bar, 6 × Planks, 3 × Flask of oil2Fire touching it bursts it into burning oil
Powder keg1 × Iron bar, 4 × Planks, 4 × Blast powder, 20 gold3Fire or a blast sets it off: it breaks what you could dig, as a blast charge does, and sets off kegs beside it
Wandwright’s bench2 × Crystal, 4 × Glass, 3 × Iron bar, 12 × Planks10Wands are made at it: the deeper the material, the better the wand. Set it down anywhere you may build
A pair of sewn wings2 × Wheat, 3 × Stick, 12 × Wane featherLinnet’s wings: twelve Wane feathers, sticks for the frame, and wheat straw for the stitching
Tapestry1 × Stick, 2 × Woollen cloth
Old bedroll3 × Hen feather, 1 × Woollen cloth
Grow lamp1 × Crystal, 1 × Torch, 2 × Glass, 1 × Iron bar2Hang it 1 to 3 tiles above tilled soil: the crops under it grow half again as fast, and the lamp crops grow at all
Wayward stone6 × Stone, 1 × Crystal, 3 × any monster essenceUse it to be sent somewhere random on the open land you have earned
Bug net3 × Wheat, 3 × StickHold it and swing it (a left click) at a critter close by. Come near slowly

At the Anvil

MakesNeedsLabor
Jewel of Ascent1 × Crystal, 4 × any monster essence10Master work · Master Forge, AldhearthAny 4 monster essences
Fledgling wings2 × Iron bar, 12 × any monster essence20Master work · Master Forge, AldhearthWings let you fly. Hold jump in the air
Stormwing2 × Crystal, 4 × Mythril bar, 40 × any monster essence40Master work · Master Forge, AldhearthTwice the flight time of fledgling wings
Iron longbow3 × Iron bar, 2 × Planks, 3 × Stick6Arrows pierce one Grown.
Returning glaive1 × Crystal, 4 × Iron bar6Thrown out and back, cutting everything on the way.
Skyforged pick3 × Crystal, 4 × Mythril bar, 1 × Jewel of Ascent12Master work · Master Forge, AldhearthA flying pickaxe: digs 4 tiles farther and faster than mythril.
Quarry pick4 × Copper bar, 8 × Iron bar, 2 × Stick14Digs a 3x3 patch of natural ground at once. A little slower than an iron pick.
Mythril excavator2 × Crystal, 4 × Iron bar, 8 × Mythril bar, 1 × Jewel of Ascent20Master work · Master Forge, AldhearthMythril-grade 3x3 digging, and a tile more reach.
Tunneller’s pick3 × Copper bar, 5 × Iron bar, 2 × Stick12Digs two blocks at once: a walk-in tunnel as you go.
Builder’s ring1 × Crystal, 3 × Iron bar, 6 × Planks16Place and dig 3 tiles farther.
Delver’s lamp helm1 × Lantern, 4 × Iron bar24A lamp on your head, and a little faster digging.
Skywarden wings1 × Stormwing, 4 × Skybloom, 6 × Starsilver bar, 90 × any monster essence60Master work · Master Forge, AldhearthNearly twice the flight of Stormwing: enough to fly off the top of the world into the Skyreach
Ironwood rod2 × Iron bar, 2 × Planks, 1 × Stick6Quicker bites, a longer window to reel, and the fish that snap a willow rod
Starsilver rod4 × Planks, 1 × Skybloom, 2 × Starsilver bar16Master work · Master Forge, AldhearthThe Skywardens fished the cloudsea with these. Quicker still, and luck on the line
Voidglass lens2 × Crystal, 2 × Embersteel bar, 6 × Voidglass shard30An amulet of voidglass: you see farther in the dark, and strike truer
Ironbound block ×22 × Embersteel bar, 2 × Home brick, 1 × Wane-amber16Nothing breaks it: no raider, no boss, no blast
Iron gate6 × Iron bar12A door raiders cannot break. Only those you let in open it
Home spikes ×42 × Stone, 2 × Iron bar6Set them on the floor: they hurt Grown that step on them, never people
Ballista4 × Iron bar, 6 × Planks, 2 × Wane-amber20Load it with bolts: it shoots the Grown within 10 tiles, never people
Ballista bolt ×121 × Iron bar, 6 × Stick3For a ballista: right click it with bolts in hand
Ward lantern1 × Crystal, 1 × Iron bar, 3 × Wane-amber14The Grown in its light (5 tiles) are slowed and take more harm
Alarm bell2 × Copper bar, 3 × Iron bar8It rings when the Grown come: everyone of the Home on its land fights harder
Hand bell2 × Iron bar, 1 × Planks4Ring it on your Home’s land to call the next raid now, if you want one
Hanging lamp1 × Glass, 2 × Iron bar, 1 × Deep glowcap4Hangs from the ceiling, glowcap-bright
Wall shield2 × Iron bar, 2 × Planks3Hang it on a wall
Bucket3 × Iron bar2Scoops one tile of water or lava and pours it out again. A Lava bucket is strong furnace fuel, and the bucket comes back
Deep anvil12 × Embersteel bar, 8 × Voidglass shard, 24 × Deepstone30A Home’s own forge for the deep: it tempers your gear as Hild does. Set it down on your Home’s land
Blast charge1 × Iron bar, 3 × Blast powder, 3 × Ember dust, 50 gold4Breaks what your pick could break, all at once: a third of it drops for you, the rest is lost
Pearl lamp ×21 × Tide-iron, 1 × Pearl, 2 × Tide glass4A lamp that burns under water
Gill charm4 × Tide-iron, 3 × Pearl, 6 × Lantern kelp20Wear it: under water your breath lasts three times as long, and you swim faster
Brass panelling ×44 × Gearstone, 1 × Brass ingot2Brass panelling, the makers’ walls
Vault door2 × Brass ingot, 2 × Gearstone masonry, 1 × Ember core6An ember part: a door no hand opens, only warmth on its wires (stack them, 1-5 high, or lay a hatch)
Sun-forge4 × Embersteel bar, 20 × Sunstone, 6 × Dawngold30A forge of the first sun’s smiths. The deepest work is done at it
Arc stone1 × Crystal, 3 × Copper bar, 3 × Ember dust3Emberwork: warm, it sends a spark through the water, acid, sludge and metal it touches
Elevator block ×21 × Crystal, 2 × Copper bar, 3 × Iron bar6Two elevator blocks. Stand on one and jump to ride up to the next one above it, or press down for the one below (48 rows at most).
Broad pick6 × Copper bar, 2 × Stick8Digs the block you hit and the one each side of it, across your dig: three at a swing.
Delver’s excavator2 × Crystal, 4 × Mythril bar, 1 × Jewel of Ascent, 8 × Starsilver bar24Master work · Master Forge, AldhearthStarsilver digging, 5x5 without the corners, and a tile more reach.
World-breaker10 × Embersteel bar, 3 × Voidglass shard30Embersteel digging, 5x5 without the corners: the only area pick that breaks a band’s rock, where your temper lets you.
Emberward suit8 × Basalt, 6 × Embersteel bar, 16 × Ember dust24Body armour: lava does you no harm and you swim in it. It wears down in lava, a point a second.
Warding stone4 × Crystal, 3 × Jewel of Ascent, 1 × Wanestone, 1500 gold10Master work · Master Forge, AldhearthSet it in an upgrade from +8 on (two from +9): a failure drops a level instead of breaking the piece.
Diving helm4 × Glass, 4 × Iron bar6A helmet with a glass face: your breath lasts five times as long under water
Cinder charm2 × Embersteel bar, 8 × Cinder glass6Worn: +5% damage
Tuning charm2 × Embersteel bar, 8 × Hum shard6Worn: +5% crit chance
Silk lantern2 × Embersteel bar, 8 × Hush silk6Worn: lights the dark around you
Graphite ward2 × Embersteel bar, 8 × Grey graphite6Worn: +8 armor
Smelter’s band2 × Embersteel bar, 8 × Slag pearl6Worn: +20% mining speed
Echo charm2 × Embersteel bar, 8 × Echo stone6Worn: +6% move speed
Courtier’s ring2 × Embersteel bar, 8 × Faded gilt6Worn: +6% experience, +40 life
Toothed charm2 × Embersteel bar, 8 × Gnawer tooth6Worn: +15% mining speed, +12% damage underground
Prism lens2 × Embersteel bar, 8 × Canyon glass6Worn: +6% crit chance, +5% damage
Scholar’s lens2 × Embersteel bar, 8 × Lost ink6Worn: +12% experience
Ever-ember charm2 × Embersteel bar, 8 × Ever-ember6Worn: lights the dark around you, +8% damage
Reed charm2 × Embersteel bar, 8 × Organ reed6Worn: +80 life, +3 life a second
Warden’s charm2 × Embersteel bar, 8 × Seal dust6Worn: +120 life, +12 armor
Cinder-glass cleaver3 × Embersteel bar, 10 × Cinder glass, 5000 gold20A sword of the Ember Sea, 60 damage.
Rootheart lash3 × Embersteel bar, 10 × Rootheart resin, 7500 gold20A whip of the Hollow Roots, 65 damage.
Hum-shard flail3 × Embersteel bar, 10 × Hum shard, 10000 gold20A flail of the Choir Caverns, 69 damage.
Hush-silk twins3 × Embersteel bar, 10 × Hush silk, 12500 gold20A pair of twin blades of the Still Dark, 74 damage.
Graphite staff3 × Embersteel bar, 10 × Grey graphite, 15000 gold20A staff of the Grey Fold, 79 damage.
Slag maul3 × Embersteel bar, 10 × Slag pearl, 17500 gold20A greathammer of the Slag Galleries, 84 damage.
Amber disc3 × Embersteel bar, 10 × Spore amber, 20000 gold20A glaive of the Fungal Vaults, 88 damage.
Echo bow3 × Embersteel bar, 10 × Echo stone, 22500 gold20A bow of the Echo Wells, 93 damage.
Inkstone pike3 × Embersteel bar, 10 × Inkstone, 25000 gold20A spear of the Blackwater Steps, 98 damage.
Gilt rapier3 × Embersteel bar, 10 × Faded gilt, 27500 gold20A sword of the Faded Court, 103 damage.
Magma-rose whip3 × Embersteel bar, 10 × Magma seed, 30000 gold20A whip of the Magma Gardens, 107 damage.
Gnawer’s maul3 × Embersteel bar, 10 × Gnawer tooth, 32500 gold20A greathammer of the Wormways, 112 damage.
Prism bow3 × Embersteel bar, 10 × Canyon glass, 35000 gold20A bow of the Glass Canyon, 117 damage.
Rime lance3 × Embersteel bar, 10 × Deep rime, 37500 gold20A spear of the Frozen Dark, 122 damage.
Lost-ink staff3 × Embersteel bar, 10 × Lost ink, 40000 gold20A staff of the Hollow Library, 126 damage.
Ever-ember twins3 × Embersteel bar, 10 × Ever-ember, 42500 gold20A pair of twin blades of the Burning Stair, 131 damage.
Bloodroot flail3 × Embersteel bar, 10 × Bloodroot, 45000 gold20A flail of the Bloodroot Tangle, 136 damage.
Organ-pipe blade3 × Embersteel bar, 10 × Organ reed, 47500 gold20A sword of the Starless Organ, 141 damage.
Salt-moon glaive3 × Embersteel bar, 10 × Silent salt, 50000 gold20A glaive of the Silent Sea, 145 damage.
Seal-breaker3 × Embersteel bar, 10 × Seal dust, 52500 gold20A greathammer of the Threshold, 150 damage.
Emberglass rod2 × Iron bar, 2 × Planks, 1 × Embersteel bar8The only rod that fishes lava: the line is glass, and glass does not burn. It fishes water too, like an Ironwood rod

At the Furnace

MakesNeedsLabor
Ember core1 × Crystal, 1 × Mythril bar, 2 × Charcoal, 3 × any monster essence10Widen your Home’s land with it: one core widens it to 12 tiles every way, then three more to 16
Home brick ×46 × Stone, 1 × Iron bar4Fired with iron: no raider can break it
Home brick ×41 × Charcoal, 3 × Deepstone4Deepstone fired hard: no raider can break it
Ember core2 × Iron bar, 2 × Charcoal, 6 × Wane-amber10Wane-amber banked in iron: widen your Home’s land with it
Fireplace4 × Charcoal, 1 × Embersteel bar, 12 × Deepstone10Light, and on a lit Home’s land warmth: you heal faster near it
Ember dust ×41 × Embersteel bar2Embersteel ground back into the grit it came from: lay it as emberwire
Stained crystal1 × Glass, 2 × Singing shard1Glass coloured by singing shards: it glows the colour of where it stands
Ember dust ×81 × Ember core1An ember core broken down to ember dust
Dawn loaf2 × Bread, 2 × Cinder petal2Heals 350 life, and cools you a little

At the Sun-forge

MakesNeedsLabor
Keeping lamp2 × Greyheart, 1 × Loose line, 2 × Sunglass12A lamp that keeps: the fade and the dark stay off within 7 tiles of it
Keeping charm2 × Dawngold, 6 × Greyheart, 4 × Loose line20An amulet: the fade comes on you at half the pace
Nightflare ×31 × Sun-ember, 3 × Mote of first light6Throw it: a wide light in the Last Dark for 30 seconds

At the Deep anvil

MakesNeedsLabor
Ivory greatsword6 × Elder bone, 12 × Old ivory, 300000 gold40A sword of the Bone Gardens, 157 damage. Only a Deep anvil can work it.
Tide-iron spear16 × Tide-iron, 6 × Pearl, 400000 gold40A spear of the Drowned Halls, 160 damage. Only a Deep anvil can work it.
Piston hammer20 × Brass ingot, 4 × Ember core, 500000 gold40A greathammer of the Clockwork Under-city, 163 damage. Only a Deep anvil can work it.
Bell-crystal flail24 × Starquartz, 6 × Singing shard, 600000 gold40A flail of the Crystal Cathedrals, 166 damage. Only a Deep anvil can work it.
Dawngold falchion28 × Dawngold, 6 × Sun-ember, 700000 gold40A sword of the Hollow Sun, 169 damage. Only a Deep anvil can work it.
Greyroot bow32 × Greyheart, 8 × Loose line, 800000 gold40A bow of the Wane's Root, 172 damage. Only a Deep anvil can work it.
Nightsilver twins36 × Nightsilver, 8 × Mote of first light, 900000 gold40A pair of twin blades of the Last Dark, 175 damage. Only a Deep anvil can work it.

Runes, sigils and the Wanestone

All of these are master work, made at the Master Forge in Aldhearth. What they do is on the weapon powers page.

MakesNeeds
Lesser rune of Dash3 × Crystal, 1 × Jewel of Ascent, 30 × any monster essence, 120 goldMaster work · Master Forge, AldhearthDash forward through everything in your way
Lesser rune of Leap Slam3 × Crystal, 1 × Jewel of Ascent, 30 × any monster essence, 120 goldMaster work · Master Forge, AldhearthLeap where you aim and slam the ground
Lesser rune of Whirlwind3 × Crystal, 1 × Jewel of Ascent, 30 × any monster essence, 120 goldMaster work · Master Forge, AldhearthSpin and hit everything around you
Lesser rune of Hurl3 × Crystal, 1 × Jewel of Ascent, 30 × any monster essence, 120 goldMaster work · Master Forge, AldhearthHurl a ghost of your weapon that pierces through a line of Grown
Lesser rune of Groundwave3 × Crystal, 1 × Jewel of Ascent, 30 × any monster essence, 120 goldMaster work · Master Forge, AldhearthSend a wave rolling along the ground
Lesser rune of Smite3 × Crystal, 1 × Jewel of Ascent, 30 × any monster essence, 120 goldMaster work · Master Forge, AldhearthOne crushing blow on up to three Grown in front of you
Lesser rune of Nova3 × Crystal, 1 × Jewel of Ascent, 30 × any monster essence, 120 goldMaster work · Master Forge, AldhearthBurst outward, hitting everything nearby
Burning sigil1 × Crystal, 12 × any monster essenceMaster work · Master Forge, AldhearthGives a power: sets them burning
Frozen sigil1 × Crystal, 12 × any monster essenceMaster work · Master Forge, AldhearthGives a power: slows them to a crawl
Blighted sigil1 × Crystal, 12 × any monster essenceMaster work · Master Forge, AldhearthGives a power: poisons them for a long time
Hungering sigil1 × Crystal, 12 × any monster essenceMaster work · Master Forge, AldhearthGives a power: heals you for part of the damage
Thundering sigil1 × Crystal, 12 × any monster essenceMaster work · Master Forge, AldhearthGives a power: jumps to two more Grown
Quaking sigil1 × Crystal, 12 × any monster essenceMaster work · Master Forge, AldhearthGives a power: knocks them back
Wanestone2 × Jewel of Ascent, 1 × Dragon scale, 40 × any monster essence, 250 goldMaster work · Master Forge, AldhearthReforges a weapon power. Anything can happen.
Ram’s horn2 × Mythril bar, 10 × any monster essenceA socket for any weapon: the Grown it strikes are thrown back

Brewing

At a Cauldron. The strongest brews only at the Alchemists’ Cauldron in Aldhearth. More on the potions page.

MakesNeedsLabor
Minor healing potion1 × Glass vial, 1 × SunpetalHeals 18% of your life
Greater healing potion1 × Crystal, 1 × Glass vial, 2 × Glowcap, 6 × any monster essence4Master work · Alchemists, AldhearthHeals 65% of your life
Firelight elixir1 × Dragon scale, 1 × Glass vial, 2 × Skybloom, 12 × any monster essence8Master work · Alchemists, AldhearthHeals 90% of your life
Minor mana potion1 × Glass vial, 1 × Glowcap, 1 × any monster essenceRestores 20% of your mana
Mana potion1 × Glass vial, 2 × Glowcap, 3 × any monster essence2Restores 50% of your mana
Greater mana potion1 × Crystal, 1 × Glass vial, 2 × Glowcap, 6 × any monster essence4Master work · Alchemists, AldhearthRestores 75% of your mana
Weaver’s elixir2 × Crystal, 1 × Glass vial, 2 × Skybloom, 12 × any monster essence8Master work · Alchemists, AldhearthRestores all your mana
Potion of Might I1 × Orc tusk, 1 × Glass vial, 2 × Sunpetal+10% damage for 2 minutes
Potion of Might II2 × Orc tusk, 1 × Glass vial, 2 × Glowcap, 4 × any monster essence3+20% damage for 3 minutes
Potion of Might III1 × Mythril bar, 3 × Orc tusk, 1 × Glass vial, 1 × Skybloom, 8 × any monster essence6Master work · Alchemists, Aldhearth+30% damage for 5 minutes
Potion of Ironskin I1 × Iron bar, 1 × Glass vial, 2 × Sunpetal+10 armor for 2 minutes
Potion of Ironskin II2 × Iron bar, 1 × Glass vial, 2 × Glowcap, 4 × any monster essence3+25 armor for 3 minutes
Potion of Ironskin III3 × Iron bar, 1 × Mythril bar, 1 × Glass vial, 1 × Skybloom, 8 × any monster essence6Master work · Alchemists, Aldhearth+50 armor for 5 minutes
Potion of Swiftness I1 × Sunberry, 1 × Glass vial, 2 × Sunpetal+15% move speed for 2 minutes
Potion of Swiftness II2 × Sunberry, 1 × Glass vial, 2 × Glowcap, 4 × any monster essence3+25% move speed for 3 minutes
Potion of Swiftness III1 × Mythril bar, 3 × Sunberry, 1 × Glass vial, 1 × Skybloom, 8 × any monster essence6Master work · Alchemists, Aldhearth+35% move speed for 5 minutes
Potion of Keen Eye I1 × Crystal, 1 × Glass vial, 2 × Sunpetal+6% critical chance for 2 minutes
Potion of Keen Eye II2 × Crystal, 1 × Glass vial, 2 × Glowcap, 4 × any monster essence3+12% critical chance for 3 minutes
Potion of Keen Eye III3 × Crystal, 1 × Mythril bar, 1 × Glass vial, 1 × Skybloom, 8 × any monster essence6Master work · Alchemists, Aldhearth+18% critical chance for 5 minutes
Potion of Regeneration I1 × Pumpkin, 1 × Glass vial, 2 × Sunpetal+3 life per second for 2 minutes
Potion of Regeneration II2 × Pumpkin, 1 × Glass vial, 2 × Glowcap, 4 × any monster essence3+7 life per second for 3 minutes
Potion of Regeneration III1 × Mythril bar, 3 × Pumpkin, 1 × Glass vial, 1 × Skybloom, 8 × any monster essence6Master work · Alchemists, Aldhearth+14 life per second for 5 minutes
Potion of Delver’s Brew I1 × Copper bar, 1 × Glass vial, 2 × Sunpetal+25% mining speed for 2 minutes
Potion of Delver’s Brew II2 × Copper bar, 1 × Glass vial, 2 × Glowcap, 4 × any monster essence3+50% mining speed for 3 minutes
Potion of Delver’s Brew III3 × Copper bar, 1 × Mythril bar, 1 × Glass vial, 1 × Skybloom, 8 × any monster essence6Master work · Alchemists, Aldhearth+100% mining speed for 5 minutes
Grave-salt ×23 × Old bone, 1 × Marrow fruit1Scatter it, and for three minutes no bone heap near you rises when you fight
Breath draught1 × Glass vial, 4 × Lantern kelp1For three minutes your breath lasts four times as long under water
Gearwright’s draught1 × Glass vial, 1 × Glowcap, 1 × Brass ore2Heals 40% of your life; +40% digging and +10% speed for 3 minutes
Starlight cordial1 × Glass vial, 1 × Skybloom, 2 × Singing shard2Heals 50% of your life; +10% critical chance and light about you for 3 minutes
Cooling draught1 × Ice, 1 × Glass vial, 2 × Cinder petal2Cools you at once, and keeps the Hollow Sun’s heat off you for 5 minutes
Draught of remembering1 × Glass vial, 1 × Cinder petal, 1 × Loose line3The fade leaves you at once, and does not touch you for 3 minutes
Greyroot broth2 × Glowcap, 2 × Greyroot1Heals 300 life, and lifts the fade a little
Starlight draught1 × Glass vial, 2 × Mote of first light, 1 × Shadow silk4For 5 minutes your own light carries twice as far in the Last Dark
Flask of oil3 × Wheat seeds, 1 × Glass flask1Seed oil, pressed and boiled. It floats on water and burns fast
Flask of acid2 × Copper ore, 1 × Glass flask, 2 × any monster essence2Green vitriol: copper and essence boiled down. Poured, it eats one block of stone; thrown, it burns
Glasswing wing dye2 × Crystal, 1 × Pale wing dye, 8 × Glass silk2Glass silk boiled with a pale dye and crystal: wings that shimmer in every colour
Amber tonic1 × Glass vial, 4 × Spore amber3+25% damage in the Deep for 3 minutes
Rime draught1 × Glass vial, 4 × Deep rime310% less damage taken for 3 minutes
Bloodroot tonic1 × Glass vial, 4 × Bloodroot3your hits heal you 5% of the damage for 3 minutes
Healing potion1 × Glass vial, 2 × Sunpetal, 1 × Rootheart resin2Heals 32% of your life
Love bomb2 × Sunpetal, 1 × Glass flask, 1 × Wild apple1Throw it: everyone within 3 tiles, players and Grown alike, gets back 15% of their life

Cooking

At a Cauldron. “Any raw fish” takes the cheapest fish in your bag first, and never a legend. Every dish heals and leaves you Well fed for 10 minutes (one meal at a time). More on the weather and cooking page.

MakesNeedsLaborDoes
Grilled fish1 × any raw fishHeals 50 life. Well fed (Hearty): +2 life per second for 10 minutes. Different meals stack.
Fish stew1 × Pumpkin, 2 × any raw fishHeals 120 life. Well fed (Hearty): +5 life per second for 10 minutes. Different meals stack.
Marsh chowder1 × Wheat, 1 × Glowcap, 2 × any raw fish2Heals 140 life. Well fed (Lucky): +2 fishing luck for 10 minutes. Different meals stack.
Miner’s pie2 × Wheat, 1 × Pumpkin, 1 × any raw fish2Heals 100 life. Well fed (Strong-armed): +15% mining speed for 10 minutes. Different meals stack.
Sunberry tart2 × Wheat, 4 × SunberryHeals 80 life. Well fed (Sharp): +8% experience for 10 minutes. Different meals stack.
Fireside roast1 × Bread, 3 × any raw fish, 2 × any monster essence4Heals 200 life. Well fed (Stout): +12 armor for 10 minutes. Different meals stack.
Sky broth1 × Skybloom, 2 × any raw fish, 4 × any monster essence4Heals 180 life. Well fed (Fierce): +6% damage for 10 minutes. Different meals stack.
The Old King’s feast1 × Pumpkin, 2 × Bread, 1 × The Old King8Heals 400 life. Well fed (Lucky): +5 fishing luck for 10 minutes. Different meals stack.
Five-water stew1 × Harbour herring, 1 × Meadow perch, 1 × Crag char, 1 × Greenwood breamHeals 160 life. Well fed (Sharp): +12% experience for 10 minutes. Different meals stack.
Cheese1 × Jug of milkHeals 30 life.
Omelette3 × EggHeals 70 life. Well fed (Hearty): +3 life per second for 10 minutes. Different meals stack.
Sunberry custard2 × Sunberry, 2 × Egg, 1 × Jug of milkHeals 90 life. Well fed (Sharp): +10% experience for 10 minutes. Different meals stack.
Truffle stew1 × Pumpkin, 1 × Jug of milk, 1 × TruffleHeals 130 life. Well fed (Lucky): +3 fishing luck for 10 minutes. Different meals stack.
Shepherd’s pie2 × Wheat, 1 × Egg, 1 × CheeseHeals 150 life. Well fed (Stout): +8 armor for 10 minutes. Different meals stack.
Honey cake2 × Wheat, 2 × Lantern honey, 1 × EggHeals 120 life. Well fed (Strong-armed): +20% mining speed for 10 minutes. Different meals stack.
Delver’s pasty2 × Egg, 1 × Truffle, 1 × CheeseHeals 90 life. Well fed (Delver’s): +2 light in the dark, and Momentum keeps 2 s longer between breaks for 10 minutes. Different meals stack.
Hunter’s stew1 × Lantern honey, 2 × Jug of milk, 1 × TruffleHeals 140 life. Well fed (Hunter’s): +30% damage to an exposed or stunned great one, and its pools hurt you 40% less for 10 minutes. Different meals stack.
Featherfall tart1 × Lantern honey, 1 × Egg, 3 × Hen featherHeals 70 life. Well fed (Featherlight): no fall damage for 10 minutes. Different meals stack.
Resin salve ×21 × Glass vial, 4 × Rootheart resin1Heals 90 life.
Blackwater broth4 × Inkstone, 1 × any raw fish4Heals 260 life. Well fed (Hearty): +8 life per second for 10 minutes. Different meals stack.
Fireseed roast4 × Magma seed, 1 × any raw fish4Heals 300 life. Well fed (Fierce): +10% damage for 10 minutes. Different meals stack.
Salt-cured feast4 × Silent salt, 2 × any raw fish4Heals 600 life. Well fed (Sharp): +15% experience for 10 minutes. Different meals stack.
Ember stew2 × Fire pepper, 1 × any raw fish2Heals 160 life. Well fed (Fierce): +8% damage for 10 minutes. Different meals stack.
Grilled fowl1 × Raw fowlHeals 50 life. Well fed (Hearty): +2 life per second for 10 minutes. Different meals stack.
Grilled mutton1 × Raw muttonHeals 60 life. Well fed (Stout): +4 armor for 10 minutes. Different meals stack.
Grilled goat1 × Raw goatHeals 60 life. Well fed (Hearty): +3 life per second for 10 minutes. Different meals stack.
Grilled pork1 × Raw porkHeals 70 life. Well fed (Fierce): +3% damage for 10 minutes. Different meals stack.
Roast fowl1 × Wheat, 2 × Raw fowlHeals 110 life. Well fed (Sharp): +8% experience for 10 minutes. Different meals stack.
Mutton stew1 × Wheat, 1 × Pumpkin, 1 × Raw muttonHeals 150 life. Well fed (Stout): +10 armor for 10 minutes. Different meals stack.
Herder’s pot1 × Glowcap, 1 × Jug of milk, 1 × Raw goatHeals 160 life. Well fed (Hearty): +6 life per second for 10 minutes. Different meals stack.
Fire-roast pork1 × Pumpkin, 1 × Fire pepper, 1 × Raw pork2Heals 220 life. Well fed (Fierce): +8% damage for 10 minutes. Different meals stack.
Ember chili1 × Fire pepper, 2 × Cinder minnow3Heals 150 life. Well fed (Fierce): +8% damage for 10 minutes. Different meals stack.
Magma stew1 × Bread, 3 × Cinder minnow3Heals 220 life. Well fed (Stout): +15 armor for 10 minutes. Different meals stack.

Wands and spells

At a wandwright’s bench: Odile has one in Aldhearth, and a workbench makes your own. More on the spellcraft page.

MakesNeedsLabor
Mythril wand3 × Crystal, 6 × Mythril bar, 10 × any monster essence, 600 gold12A wand for the surface’s hard places: 5 slots
Embersteel wand8 × Embersteel bar, 4 × Voidglass shard, 1000 gold20A wand of the Upper Deep: 6 slots
Ivory wand8 × Elder bone, 12 × Old ivory, 2000 gold20A wand of the Bone Gardens: 7 slots
Tide-iron wand12 × Tide-iron, 3 × Pearl, 4000 gold20A wand of the Drowned Halls: 7 slots
Brass wand14 × Brass ingot, 3 × Ember core, 8000 gold20A wand of the Clockwork Under-city: 8 slots
Starquartz wand15 × Starquartz, 6 × Singing shard, 16000 gold20A wand of the Crystal Cathedrals: 8 slots
Dawngold wand15 × Dawngold, 4 × Sun-ember, 32000 gold20A wand of the Hollow Sun: 9 slots
Greyheart wand15 × Greyheart, 4 × Loose line, 64000 gold20A wand of the Wane's Root: 9 slots
Nightsilver wand14 × Nightsilver, 6 × Mote of first light, 4 × Shadow silk, 128000 gold20A wand of the Last Dark: 10 slots
Fireball2 × Embersteel bar, 6 × any monster essence, 250 gold6Arcs and bursts: what it hits burns, and so does what burns near it.
Acid bolt2 × Tide-iron, 2 × Lantern kelp, 10 × any monster essence, 563 gold6A lobbed glob of acid: it eats at what it hits for a long while.
Chain lightning2 × Brass ingot, 1 × Ember core, 12 × any monster essence, 844 gold6Strikes one, then leaps to four more nearby. Water carries it farther.
Bomb2 × Dawngold, 2 × Sun-ember, 16 × any monster essence, 1898 gold6Thrown, it bounces, and bursts: Grown, blocks and you, if you stand too close.
Light orb2 × Starquartz, 14 × any monster essence, 1266 gold6A slow orb of light that passes through every Grown in its way and lights the dark.
Saw disc4 × Elder bone, 2 × Old ivory, 8 × any monster essence, 375 gold6A spinning disc that rolls along the floor and bounces off walls, cutting what it meets.
Homing2 × Voidglass shard, 6 × any monster essence, 250 gold6The next projectile turns toward the nearest Grown in front of it.
Piercing shot2 × Voidglass shard, 6 × any monster essence, 250 gold6The next projectile goes through two more Grown.
Burning trail2 × Elder bone, 2 × Old ivory, 8 × any monster essence, 375 gold6The next projectile sets alight the Grown it passes, and what burns on its way.
Wet trail1 × Tide-iron, 6 × Lantern kelp, 10 × any monster essence, 563 gold6The next projectile soaks the Grown it passes, and puts out fire on its way.
Burst tip1 × Embersteel bar, 1 × Voidglass shard, 6 × any monster essence, 250 gold6The next projectile bursts where it hits, hurting what is around it.
Critical on wet2 × Pearl, 10 × any monster essence, 563 gold6The next projectile always strikes a critical blow on what is wet.
Heavy shot2 × Old ivory, 8 × any monster essence, 375 gold6The next projectile is slow and hits much harder.
Quickening2 × Ember core, 12 × any monster essence, 844 gold6The wand casts again sooner and recharges faster.
Broaden1 × Starquartz, 6 × Singing shard, 14 × any monster essence, 1266 gold6The next projectile’s burst, chain or light reaches farther.
Triple spell3 × Starquartz, 14 × any monster essence, 1266 gold6Casts the next three spells at once.

Smelting

Ore on top, fuel below. Each item takes 4 seconds.

FuelBurns for
Wood1.5 items
Wheat0.5 items
Planks1.5 items
Stick0.5 items
Charcoal8 items
Lava bucket12 items

Upgrading

Hold the weapon, stand at an anvil and use a Jewel of Ascent. Each level adds 8% damage. Any anvil takes a weapon to +6; from +7 on only the Master Forge in Aldhearth will try. A failed try from +6 up costs the blade a level. The jewel is used either way.

UpgradeChanceWhere
+1100%Any anvil
+2100%Any anvil
+3100%Any anvil
+4100%Any anvil
+580%Any anvil
+665%Any anvil
+750%Master work · Master Forge, Aldhearth
+840%Master work · Master Forge, Aldhearth
+940%Master work · Master Forge, Aldhearth
+1038%Master work · Master Forge, Aldhearth
+1136%Master work · Master Forge, Aldhearth
+1233%Master work · Master Forge, Aldhearth
+1328%Master work · Master Forge, Aldhearth
+1413%Master work · Master Forge, Aldhearth
+159%Master work · Master Forge, Aldhearth

Everything that is master work

Mythril blade, Mythril pickaxe, Mythril armor, Mythril helm, Mythril boots, Mythril axe, Starsilver blade, Starsilver pickaxe, Stormwing, Skyforged pick, Mythril excavator, Potion of Might III, Potion of Ironskin III, Potion of Swiftness III, Potion of Keen Eye III, Potion of Regeneration III, Potion of Delver’s Brew III, Skywarden wings, Lesser rune of Dash, Lesser rune of Leap Slam, Lesser rune of Whirlwind, Lesser rune of Hurl, Lesser rune of Groundwave, Lesser rune of Smite, Lesser rune of Nova, Burning sigil, Frozen sigil, Blighted sigil, Hungering sigil, Thundering sigil, Quaking sigil, Wanestone, Jewel of Ascent, Fledgling wings, Greater healing potion, Firelight elixir, Greater mana potion, Weaver’s elixir, Starsilver rod, Delver’s excavator, Warding stone, Reachwarden helm, Reachwarden plate, Reachwarden boots, Reachwarden ring, Reachwarden pendant, Riftglass helm, Riftglass plate, Riftglass boots, Riftglass ring, Riftglass pendant, Throneguard helm, Throneguard plate, Throneguard boots, Throneguard ring, Throneguard pendant, Ossuary helm, Ossuary plate, Ossuary boots, Ossuary ring, Ossuary pendant, Coldflame helm, Coldflame plate, Coldflame boots, Coldflame ring, Coldflame pendant, Sunforged helm, Sunforged plate, Sunforged boots, Sunforged ring, Sunforged pendant, Nightglass helm, Nightglass plate, Nightglass boots, Nightglass ring, Nightglass pendant.