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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 Forge first: upgrades, runes, sigils and Wanestones, with Open the forge (see The Forge, below).
- Smithing: every metal weapon, tool and piece of armour. Pick one and press Smith; ×N makes several at once.
- Anvil orders: wings, Jewels of Ascent, the iron longbow and the returning glaive, the Ironwood, Starsilver and Emberglass rods, the broad, tunneller's and quarry picks, the builder's ring, the lamp helm, Home defences, the Deep's forged weapons and charms, and the rest.
- Runes and sigils to carve.
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.
| Piece | Copper | Iron | Mythril (Master Forge) |
|---|---|---|---|
| Sword (mythril: blade) | 2 bars, a stick · 4 labor | 2 bars, a stick · 6 labor | 2 bars, 2 crystal, a stick · 12 labor |
| Pickaxe | 3 bars, 2 sticks · 4 labor | 3 bars, 2 sticks · 6 labor | 3 bars, 2 sticks · 12 labor |
| Axe | 3 bars, 2 sticks · 4 labor | 3 bars, 2 sticks · 6 labor | 3 bars, 2 sticks · 12 labor |
| Armor | 8 bars · 5 labor | 8 bars · 8 labor | 8 bars, a crystal · 15 labor |
| Helm | 5 bars · 3 labor | 5 bars · 5 labor | 5 bars · 10 labor |
| Boots | 4 bars · 3 labor | 4 bars · 5 labor | 4 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 item, in the middle: the piece you work on.
- The stone, beside it. What it is says what the forge does: a Jewel of Ascent tries +1; a rune gives a weapon its move; a sigil gives its power an element; a Wanestone reforges the power (see Weapon powers).
- The ward: Warding stones, for a try that could break the piece (one from +8, two from +9).
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:
| Piece | What each + gives |
|---|---|
| Weapon or axe | 8% more damage |
| Pickaxe | 8% more mining speed |
| Helmet, chest armor, boots, ring, amulet, wings | 8% 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 for | Odds | If it fails |
|---|---|---|
| +1 to +4 | always works | |
| +5, +6 | 80%, 65% | nothing lost but the jewel |
| +7, +8 | 50%, 40% | it drops a level |
| +9 to +15 | 40%, 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.
- Stone cudgel. Made by hand from the very start: two stone, planks and a stick, in any shape in the 2 × 2 grid. It hits as hard as a stone sword, and every Grown it strikes is thrown back.
- Ram’s horn. Later, a socket for any weapon (or an axe), made at an anvil from two mythril bars and 10 essence. Set it in the Forge like a deep rune: the weapon in the middle, the horn as the stone. Setting it always works and taking it out again is free; it goes wherever the weapon goes, into a chest or a trade.
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 broken pickaxe or axe digs and chops like bare hands: slowly, and not ore, deepstone or the Deep's band rock at all. An area pick digs one block, and a flying pick stays in your hand.
- A broken weapon hits like bare hands: its damage, its reach and its +N do not count, and it stops glowing. A broken bow, staff, glaive or wand will not shoot, and says so at once.
- Broken armour, helms and boots give no armour and none of their bonuses (a lamp helm gives no light).
- Charges, bombs and blasts use your best whole pickaxe; with none, they work as bare hands.
- Wings, rings, amulets, rods, buckets, bombs and mounts never break.
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.

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
| Station | What it does |
|---|---|
| Workbench | The 3 × 3 crafting grid (by hand you have 2 × 2), trade packs and special orders |
| Furnace | Smelts ore into bars, sand into glass, wood into charcoal |
| Anvil | Metal 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 |
| Cauldron | Potions and tonics. The Alchemists’ Cauldron in Aldhearth also brews the strongest ones |
| Trade Post | Sells seeds, torches, bread and basics; buys almost anything |
| Market Board | Only in Aldhearth: list things for other players and buy theirs |
| Waystone | Travel 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.
Stick ×4
Torch ×4
Workbench
Pumpkin pie
Furnace
Bread
Hoe
Wooden sword
Stone sword
Wooden pickaxe
Stone pickaxe
Anvil
Chest
Wooden axe
Stone axe
Door
Bomb ×2
Red draught ×2
Lantern ×2
Crystal lamp ×2
Hand lantern
Ladder ×4
Bed
Glass vial ×4
Hammer
Plank wall ×4
Log wall ×4
Stone wall ×4
Plaster wall ×4
Window ×4
Table
Chair
Bookshelf
Potted plant
Candle ×2
Painting
Banner
Rug
Wall clock
Mounted skull
Grub bait ×3
Ember-veined stone ×4
Lever
Pull-cord
Pressure plate
Home plate
Ward thread ×4
Heartbeat stone
Relay
Grey latch
Toggle stone
Ember lamp
Chime
Ram
Sticky ram
Drop-floor ×2
Lift stone ×2
Spout
Item chute
Chest gauge
Grown-sense stone
Trial chest
Cairn stone
Watcher
Tally stone
Ember scale
Far-bell
Far-bell ear
Hold stone
Ember dial
Hourglass
Sun-and-moon stone
Dice stone
Hue lamp
Flame jet
Snare stone
Lure lantern
Belt ×4
Gleaner
Sorter
Bellows
Harvester
Sunstone brick ×4
Drawn brick ×4
Nightglass brick ×4
Sunglass
Delver’s stake
Miner’s charge ×20
Great map
Shears
Woollen cloth
Rug ×2
Banner
Stone cudgel
Fairy jar
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.
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
| Makes | Needs | Labor | ||
|---|---|---|---|---|
| Spice trade pack | 4 × Wood, 6 × Sunberry | 30 | Sunberry oil for a far town. Carry it to any port: the farther, the more it pays | |
| Land deed | 2 × Iron bar, 10 × Planks, 50 gold | Sets down a Home Stone below the ground: the land around it is your Home | ||
| Tonic of haste | 1 × Glass, 2 × Sunberry, 2 × any monster essence | Move 30% faster for a minute | ||
| Ironhide tonic | 1 × Glass, 1 × Orc tusk, 2 × any monster essence | +25 armor for a minute | ||
| Recall scroll | 1 × Planks, 3 × Old bone, 1 × any monster essence | Read it to return to Aldhearth after a short pause | ||
| Hunting bow | 4 × Planks, 3 × Stick | Shoots arrows where you aim. No ammo needed. | ||
| Cauldron | 4 × Stone, 1 × Torch, 3 × Iron bar | Brew potions at it. Every town has one by the anvil. | ||
| Pit Invitation | 1 × Orc tusk, 10 × any monster essence, 30 gold | A ticket to the Wane Pit (odd hours). | ||
| Beacon Pass | 2 × Crystal, 3 × Old bone, 30 gold | A ticket to the Beacon Run (even hours). | ||
| Last Light Token | 2 × Glass, 10 × any monster essence, 40 gold | A ticket to Last Light (every hour at a quarter past). | ||
| Mirror Shard | 1 × Crystal, 3 × Glass, 20 × any monster essence, 30 gold | A ticket to the Wane Mirror (every three hours). | ||
| Willow rod | 2 × Wheat, 1 × Planks, 3 × Stick | Wheat straw twisted into a line. Hold it and right click water to cast (ACTION on a phone) | ||
| Glowbait ×4 | 1 × Crystal, 2 × any monster essence | Bait that glows. Fish bite it sooner, and the rare ones come up for it | ||
| Deep bookcase | 6 × Planks, 1 × Voidglass shard, 2 × Deepstone | 6 | Dark wood banded in deepstone, a voidglass reading-light on top | |
| Armor stand | 2 × Iron bar, 3 × Planks, 2 × Stick | 4 | Put a helm, a chest piece and boots on it: it shows them | |
| Weapon rack | 1 × Iron bar, 2 × Planks, 2 × Stick | 4 | Hangs on a wall and shows a weapon you put on it | |
| Glowcap pot | 2 × Deep glowcap, 1 × Deepstone | 2 | A pot of glowing glowcaps: a soft light on a table or a shelf | |
| Aquarium | 6 × Glass, 2 × Planks, 1 × Voidglass shard | 6 | Put a fish in it (any you caught, a legend too): it shows it | |
| Trophy mount | 1 × Iron bar, 4 × Planks, 1 × Embersteel bar | 4 | Hangs on a wall and shows a trophy from a Home raid | |
| Tapestry | 4 × Wheat, 2 × Sunberry, 1 × Stick | 3 | Hang it on a wall | |
| Wall map | 2 × Wheat, 1 × Planks, 1 × Charcoal | 2 | Hang it on a wall | |
| Mounted antlers | 1 × Planks, 3 × Old bone | 2 | Hang it on a wall | |
| Round window | 2 × Glass, 2 × Deepstone | 2 | Hang it on a wall | |
| Deep banner | 2 × Wheat, 1 × Stick, 1 × Voidglass shard | 3 | Hang it on a wall | |
| Lantern string | 1 × Stick, 2 × Deep glowcap | 2 | Hang it on a wall: three small glowcap lanterns | |
| Glowcap spores ×3 | 1 × Deep glowcap | 1 | Plant them on tilled soil on a lit Home’s land: glowcaps grow from them | |
| Marrowstone bricks ×4 | 4 × Marrowstone | A building block of the Bone Gardens | ||
| Carved bone | 2 × Elder bone | 1 | Elder bone, carved smooth: a block to build with | |
| Tidestone tiles ×4 | 4 × Tidestone | The old kingdom’s tiles: a building block of the Drowned Halls | ||
| Tide glass ×4 | 4 × Glass, 1 × Lantern kelp | Glass with the green of the deep in it | ||
| Drowned throne | 1 × Tide-iron, 2 × Pearl, 8 × Tidestone tiles | 6 | A seat for a drowned king, or for you | |
| Oilskin cloak | 3 × Wheat, 1 × Charcoal, 1 × Brass ore | 2 | Steam does not scald you for 4 minutes | |
| Hush charm | 1 × Iron bar, 4 × Singing shard | 2 | For 5 minutes your fights make no noise: the crystals do not hear you | |
| Gearstone masonry | 2 × Gearstone | 1 | Cut gearstone, the makers’ building block | |
| Prism ashlar | 2 × Prismstone | 1 | Cut prismstone, the singers’ building block | |
| Glass flask ×2 | 3 × Glass | 1 | Holds one tile of water, lava, oil, acid or sludge: use it to scoop or pour, or throw it | |
| Oil barrel | 1 × Iron bar, 6 × Planks, 3 × Flask of oil | 2 | Fire touching it bursts it into burning oil | |
| Powder keg | 1 × Iron bar, 4 × Planks, 4 × Blast powder, 20 gold | 3 | Fire 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 bench | 2 × Crystal, 4 × Glass, 3 × Iron bar, 12 × Planks | 10 | Wands are made at it: the deeper the material, the better the wand. Set it down anywhere you may build | |
| A pair of sewn wings | 2 × Wheat, 3 × Stick, 12 × Wane feather | Linnet’s wings: twelve Wane feathers, sticks for the frame, and wheat straw for the stitching | ||
| Tapestry | 1 × Stick, 2 × Woollen cloth | |||
| Old bedroll | 3 × Hen feather, 1 × Woollen cloth | |||
| Grow lamp | 1 × Crystal, 1 × Torch, 2 × Glass, 1 × Iron bar | 2 | Hang 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 stone | 6 × Stone, 1 × Crystal, 3 × any monster essence | Use it to be sent somewhere random on the open land you have earned | ||
| Bug net | 3 × Wheat, 3 × Stick | Hold it and swing it (a left click) at a critter close by. Come near slowly |
At the Anvil
| Makes | Needs | Labor | ||
|---|---|---|---|---|
| Jewel of Ascent | 1 × Crystal, 4 × any monster essence | 10 | Master work · Master Forge, Aldhearth | Any 4 monster essences |
| Fledgling wings | 2 × Iron bar, 12 × any monster essence | 20 | Master work · Master Forge, Aldhearth | Wings let you fly. Hold jump in the air |
| Stormwing | 2 × Crystal, 4 × Mythril bar, 40 × any monster essence | 40 | Master work · Master Forge, Aldhearth | Twice the flight time of fledgling wings |
| Iron longbow | 3 × Iron bar, 2 × Planks, 3 × Stick | 6 | Arrows pierce one Grown. | |
| Returning glaive | 1 × Crystal, 4 × Iron bar | 6 | Thrown out and back, cutting everything on the way. | |
| Skyforged pick | 3 × Crystal, 4 × Mythril bar, 1 × Jewel of Ascent | 12 | Master work · Master Forge, Aldhearth | A flying pickaxe: digs 4 tiles farther and faster than mythril. |
| Quarry pick | 4 × Copper bar, 8 × Iron bar, 2 × Stick | 14 | Digs a 3x3 patch of natural ground at once. A little slower than an iron pick. | |
| Mythril excavator | 2 × Crystal, 4 × Iron bar, 8 × Mythril bar, 1 × Jewel of Ascent | 20 | Master work · Master Forge, Aldhearth | Mythril-grade 3x3 digging, and a tile more reach. |
| Tunneller’s pick | 3 × Copper bar, 5 × Iron bar, 2 × Stick | 12 | Digs two blocks at once: a walk-in tunnel as you go. | |
| Builder’s ring | 1 × Crystal, 3 × Iron bar, 6 × Planks | 16 | Place and dig 3 tiles farther. | |
| Delver’s lamp helm | 1 × Lantern, 4 × Iron bar | 24 | A lamp on your head, and a little faster digging. | |
| Skywarden wings | 1 × Stormwing, 4 × Skybloom, 6 × Starsilver bar, 90 × any monster essence | 60 | Master work · Master Forge, Aldhearth | Nearly twice the flight of Stormwing: enough to fly off the top of the world into the Skyreach |
| Ironwood rod | 2 × Iron bar, 2 × Planks, 1 × Stick | 6 | Quicker bites, a longer window to reel, and the fish that snap a willow rod | |
| Starsilver rod | 4 × Planks, 1 × Skybloom, 2 × Starsilver bar | 16 | Master work · Master Forge, Aldhearth | The Skywardens fished the cloudsea with these. Quicker still, and luck on the line |
| Voidglass lens | 2 × Crystal, 2 × Embersteel bar, 6 × Voidglass shard | 30 | An amulet of voidglass: you see farther in the dark, and strike truer | |
| Ironbound block ×2 | 2 × Embersteel bar, 2 × Home brick, 1 × Wane-amber | 16 | Nothing breaks it: no raider, no boss, no blast | |
| Iron gate | 6 × Iron bar | 12 | A door raiders cannot break. Only those you let in open it | |
| Home spikes ×4 | 2 × Stone, 2 × Iron bar | 6 | Set them on the floor: they hurt Grown that step on them, never people | |
| Ballista | 4 × Iron bar, 6 × Planks, 2 × Wane-amber | 20 | Load it with bolts: it shoots the Grown within 10 tiles, never people | |
| Ballista bolt ×12 | 1 × Iron bar, 6 × Stick | 3 | For a ballista: right click it with bolts in hand | |
| Ward lantern | 1 × Crystal, 1 × Iron bar, 3 × Wane-amber | 14 | The Grown in its light (5 tiles) are slowed and take more harm | |
| Alarm bell | 2 × Copper bar, 3 × Iron bar | 8 | It rings when the Grown come: everyone of the Home on its land fights harder | |
| Hand bell | 2 × Iron bar, 1 × Planks | 4 | Ring it on your Home’s land to call the next raid now, if you want one | |
| Hanging lamp | 1 × Glass, 2 × Iron bar, 1 × Deep glowcap | 4 | Hangs from the ceiling, glowcap-bright | |
| Wall shield | 2 × Iron bar, 2 × Planks | 3 | Hang it on a wall | |
| Bucket | 3 × Iron bar | 2 | Scoops one tile of water or lava and pours it out again. A Lava bucket is strong furnace fuel, and the bucket comes back | |
| Deep anvil | 12 × Embersteel bar, 8 × Voidglass shard, 24 × Deepstone | 30 | A Home’s own forge for the deep: it tempers your gear as Hild does. Set it down on your Home’s land | |
| Blast charge | 1 × Iron bar, 3 × Blast powder, 3 × Ember dust, 50 gold | 4 | Breaks what your pick could break, all at once: a third of it drops for you, the rest is lost | |
| Pearl lamp ×2 | 1 × Tide-iron, 1 × Pearl, 2 × Tide glass | 4 | A lamp that burns under water | |
| Gill charm | 4 × Tide-iron, 3 × Pearl, 6 × Lantern kelp | 20 | Wear it: under water your breath lasts three times as long, and you swim faster | |
| Brass panelling ×4 | 4 × Gearstone, 1 × Brass ingot | 2 | Brass panelling, the makers’ walls | |
| Vault door | 2 × Brass ingot, 2 × Gearstone masonry, 1 × Ember core | 6 | An ember part: a door no hand opens, only warmth on its wires (stack them, 1-5 high, or lay a hatch) | |
| Sun-forge | 4 × Embersteel bar, 20 × Sunstone, 6 × Dawngold | 30 | A forge of the first sun’s smiths. The deepest work is done at it | |
| Arc stone | 1 × Crystal, 3 × Copper bar, 3 × Ember dust | 3 | Emberwork: warm, it sends a spark through the water, acid, sludge and metal it touches | |
| Elevator block ×2 | 1 × Crystal, 2 × Copper bar, 3 × Iron bar | 6 | Two 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 pick | 6 × Copper bar, 2 × Stick | 8 | Digs the block you hit and the one each side of it, across your dig: three at a swing. | |
| Delver’s excavator | 2 × Crystal, 4 × Mythril bar, 1 × Jewel of Ascent, 8 × Starsilver bar | 24 | Master work · Master Forge, Aldhearth | Starsilver digging, 5x5 without the corners, and a tile more reach. |
| World-breaker | 10 × Embersteel bar, 3 × Voidglass shard | 30 | Embersteel digging, 5x5 without the corners: the only area pick that breaks a band’s rock, where your temper lets you. | |
| Emberward suit | 8 × Basalt, 6 × Embersteel bar, 16 × Ember dust | 24 | Body armour: lava does you no harm and you swim in it. It wears down in lava, a point a second. | |
| Warding stone | 4 × Crystal, 3 × Jewel of Ascent, 1 × Wanestone, 1500 gold | 10 | Master work · Master Forge, Aldhearth | Set it in an upgrade from +8 on (two from +9): a failure drops a level instead of breaking the piece. |
| Diving helm | 4 × Glass, 4 × Iron bar | 6 | A helmet with a glass face: your breath lasts five times as long under water | |
| Cinder charm | 2 × Embersteel bar, 8 × Cinder glass | 6 | Worn: +5% damage | |
| Tuning charm | 2 × Embersteel bar, 8 × Hum shard | 6 | Worn: +5% crit chance | |
| Silk lantern | 2 × Embersteel bar, 8 × Hush silk | 6 | Worn: lights the dark around you | |
| Graphite ward | 2 × Embersteel bar, 8 × Grey graphite | 6 | Worn: +8 armor | |
| Smelter’s band | 2 × Embersteel bar, 8 × Slag pearl | 6 | Worn: +20% mining speed | |
| Echo charm | 2 × Embersteel bar, 8 × Echo stone | 6 | Worn: +6% move speed | |
| Courtier’s ring | 2 × Embersteel bar, 8 × Faded gilt | 6 | Worn: +6% experience, +40 life | |
| Toothed charm | 2 × Embersteel bar, 8 × Gnawer tooth | 6 | Worn: +15% mining speed, +12% damage underground | |
| Prism lens | 2 × Embersteel bar, 8 × Canyon glass | 6 | Worn: +6% crit chance, +5% damage | |
| Scholar’s lens | 2 × Embersteel bar, 8 × Lost ink | 6 | Worn: +12% experience | |
| Ever-ember charm | 2 × Embersteel bar, 8 × Ever-ember | 6 | Worn: lights the dark around you, +8% damage | |
| Reed charm | 2 × Embersteel bar, 8 × Organ reed | 6 | Worn: +80 life, +3 life a second | |
| Warden’s charm | 2 × Embersteel bar, 8 × Seal dust | 6 | Worn: +120 life, +12 armor | |
| Cinder-glass cleaver | 3 × Embersteel bar, 10 × Cinder glass, 5000 gold | 20 | A sword of the Ember Sea, 60 damage. | |
| Rootheart lash | 3 × Embersteel bar, 10 × Rootheart resin, 7500 gold | 20 | A whip of the Hollow Roots, 65 damage. | |
| Hum-shard flail | 3 × Embersteel bar, 10 × Hum shard, 10000 gold | 20 | A flail of the Choir Caverns, 69 damage. | |
| Hush-silk twins | 3 × Embersteel bar, 10 × Hush silk, 12500 gold | 20 | A pair of twin blades of the Still Dark, 74 damage. | |
| Graphite staff | 3 × Embersteel bar, 10 × Grey graphite, 15000 gold | 20 | A staff of the Grey Fold, 79 damage. | |
| Slag maul | 3 × Embersteel bar, 10 × Slag pearl, 17500 gold | 20 | A greathammer of the Slag Galleries, 84 damage. | |
| Amber disc | 3 × Embersteel bar, 10 × Spore amber, 20000 gold | 20 | A glaive of the Fungal Vaults, 88 damage. | |
| Echo bow | 3 × Embersteel bar, 10 × Echo stone, 22500 gold | 20 | A bow of the Echo Wells, 93 damage. | |
| Inkstone pike | 3 × Embersteel bar, 10 × Inkstone, 25000 gold | 20 | A spear of the Blackwater Steps, 98 damage. | |
| Gilt rapier | 3 × Embersteel bar, 10 × Faded gilt, 27500 gold | 20 | A sword of the Faded Court, 103 damage. | |
| Magma-rose whip | 3 × Embersteel bar, 10 × Magma seed, 30000 gold | 20 | A whip of the Magma Gardens, 107 damage. | |
| Gnawer’s maul | 3 × Embersteel bar, 10 × Gnawer tooth, 32500 gold | 20 | A greathammer of the Wormways, 112 damage. | |
| Prism bow | 3 × Embersteel bar, 10 × Canyon glass, 35000 gold | 20 | A bow of the Glass Canyon, 117 damage. | |
| Rime lance | 3 × Embersteel bar, 10 × Deep rime, 37500 gold | 20 | A spear of the Frozen Dark, 122 damage. | |
| Lost-ink staff | 3 × Embersteel bar, 10 × Lost ink, 40000 gold | 20 | A staff of the Hollow Library, 126 damage. | |
| Ever-ember twins | 3 × Embersteel bar, 10 × Ever-ember, 42500 gold | 20 | A pair of twin blades of the Burning Stair, 131 damage. | |
| Bloodroot flail | 3 × Embersteel bar, 10 × Bloodroot, 45000 gold | 20 | A flail of the Bloodroot Tangle, 136 damage. | |
| Organ-pipe blade | 3 × Embersteel bar, 10 × Organ reed, 47500 gold | 20 | A sword of the Starless Organ, 141 damage. | |
| Salt-moon glaive | 3 × Embersteel bar, 10 × Silent salt, 50000 gold | 20 | A glaive of the Silent Sea, 145 damage. | |
| Seal-breaker | 3 × Embersteel bar, 10 × Seal dust, 52500 gold | 20 | A greathammer of the Threshold, 150 damage. | |
| Emberglass rod | 2 × Iron bar, 2 × Planks, 1 × Embersteel bar | 8 | The 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
| Makes | Needs | Labor | ||
|---|---|---|---|---|
| Ember core | 1 × Crystal, 1 × Mythril bar, 2 × Charcoal, 3 × any monster essence | 10 | Widen your Home’s land with it: one core widens it to 12 tiles every way, then three more to 16 | |
| Home brick ×4 | 6 × Stone, 1 × Iron bar | 4 | Fired with iron: no raider can break it | |
| Home brick ×4 | 1 × Charcoal, 3 × Deepstone | 4 | Deepstone fired hard: no raider can break it | |
| Ember core | 2 × Iron bar, 2 × Charcoal, 6 × Wane-amber | 10 | Wane-amber banked in iron: widen your Home’s land with it | |
| Fireplace | 4 × Charcoal, 1 × Embersteel bar, 12 × Deepstone | 10 | Light, and on a lit Home’s land warmth: you heal faster near it | |
| Ember dust ×4 | 1 × Embersteel bar | 2 | Embersteel ground back into the grit it came from: lay it as emberwire | |
| Stained crystal | 1 × Glass, 2 × Singing shard | 1 | Glass coloured by singing shards: it glows the colour of where it stands | |
| Ember dust ×8 | 1 × Ember core | 1 | An ember core broken down to ember dust | |
| Dawn loaf | 2 × Bread, 2 × Cinder petal | 2 | Heals 350 life, and cools you a little |
At the Sun-forge
| Makes | Needs | Labor | ||
|---|---|---|---|---|
| Keeping lamp | 2 × Greyheart, 1 × Loose line, 2 × Sunglass | 12 | A lamp that keeps: the fade and the dark stay off within 7 tiles of it | |
| Keeping charm | 2 × Dawngold, 6 × Greyheart, 4 × Loose line | 20 | An amulet: the fade comes on you at half the pace | |
| Nightflare ×3 | 1 × Sun-ember, 3 × Mote of first light | 6 | Throw it: a wide light in the Last Dark for 30 seconds |
At the Deep anvil
| Makes | Needs | Labor | ||
|---|---|---|---|---|
| Ivory greatsword | 6 × Elder bone, 12 × Old ivory, 300000 gold | 40 | A sword of the Bone Gardens, 157 damage. Only a Deep anvil can work it. | |
| Tide-iron spear | 16 × Tide-iron, 6 × Pearl, 400000 gold | 40 | A spear of the Drowned Halls, 160 damage. Only a Deep anvil can work it. | |
| Piston hammer | 20 × Brass ingot, 4 × Ember core, 500000 gold | 40 | A greathammer of the Clockwork Under-city, 163 damage. Only a Deep anvil can work it. | |
| Bell-crystal flail | 24 × Starquartz, 6 × Singing shard, 600000 gold | 40 | A flail of the Crystal Cathedrals, 166 damage. Only a Deep anvil can work it. | |
| Dawngold falchion | 28 × Dawngold, 6 × Sun-ember, 700000 gold | 40 | A sword of the Hollow Sun, 169 damage. Only a Deep anvil can work it. | |
| Greyroot bow | 32 × Greyheart, 8 × Loose line, 800000 gold | 40 | A bow of the Wane's Root, 172 damage. Only a Deep anvil can work it. | |
| Nightsilver twins | 36 × Nightsilver, 8 × Mote of first light, 900000 gold | 40 | A 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.
| Makes | Needs | ||
|---|---|---|---|
| Lesser rune of Dash | 3 × Crystal, 1 × Jewel of Ascent, 30 × any monster essence, 120 gold | Master work · Master Forge, Aldhearth | Dash forward through everything in your way |
| Lesser rune of Leap Slam | 3 × Crystal, 1 × Jewel of Ascent, 30 × any monster essence, 120 gold | Master work · Master Forge, Aldhearth | Leap where you aim and slam the ground |
| Lesser rune of Whirlwind | 3 × Crystal, 1 × Jewel of Ascent, 30 × any monster essence, 120 gold | Master work · Master Forge, Aldhearth | Spin and hit everything around you |
| Lesser rune of Hurl | 3 × Crystal, 1 × Jewel of Ascent, 30 × any monster essence, 120 gold | Master work · Master Forge, Aldhearth | Hurl a ghost of your weapon that pierces through a line of Grown |
| Lesser rune of Groundwave | 3 × Crystal, 1 × Jewel of Ascent, 30 × any monster essence, 120 gold | Master work · Master Forge, Aldhearth | Send a wave rolling along the ground |
| Lesser rune of Smite | 3 × Crystal, 1 × Jewel of Ascent, 30 × any monster essence, 120 gold | Master work · Master Forge, Aldhearth | One crushing blow on up to three Grown in front of you |
| Lesser rune of Nova | 3 × Crystal, 1 × Jewel of Ascent, 30 × any monster essence, 120 gold | Master work · Master Forge, Aldhearth | Burst outward, hitting everything nearby |
| Burning sigil | 1 × Crystal, 12 × any monster essence | Master work · Master Forge, Aldhearth | Gives a power: sets them burning |
| Frozen sigil | 1 × Crystal, 12 × any monster essence | Master work · Master Forge, Aldhearth | Gives a power: slows them to a crawl |
| Blighted sigil | 1 × Crystal, 12 × any monster essence | Master work · Master Forge, Aldhearth | Gives a power: poisons them for a long time |
| Hungering sigil | 1 × Crystal, 12 × any monster essence | Master work · Master Forge, Aldhearth | Gives a power: heals you for part of the damage |
| Thundering sigil | 1 × Crystal, 12 × any monster essence | Master work · Master Forge, Aldhearth | Gives a power: jumps to two more Grown |
| Quaking sigil | 1 × Crystal, 12 × any monster essence | Master work · Master Forge, Aldhearth | Gives a power: knocks them back |
| Wanestone | 2 × Jewel of Ascent, 1 × Dragon scale, 40 × any monster essence, 250 gold | Master work · Master Forge, Aldhearth | Reforges a weapon power. Anything can happen. |
| Ram’s horn | 2 × Mythril bar, 10 × any monster essence | A 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.
| Makes | Needs | Labor | ||
|---|---|---|---|---|
| Minor healing potion | 1 × Glass vial, 1 × Sunpetal | Heals 18% of your life | ||
| Greater healing potion | 1 × Crystal, 1 × Glass vial, 2 × Glowcap, 6 × any monster essence | 4 | Master work · Alchemists, Aldhearth | Heals 65% of your life |
| Firelight elixir | 1 × Dragon scale, 1 × Glass vial, 2 × Skybloom, 12 × any monster essence | 8 | Master work · Alchemists, Aldhearth | Heals 90% of your life |
| Minor mana potion | 1 × Glass vial, 1 × Glowcap, 1 × any monster essence | Restores 20% of your mana | ||
| Mana potion | 1 × Glass vial, 2 × Glowcap, 3 × any monster essence | 2 | Restores 50% of your mana | |
| Greater mana potion | 1 × Crystal, 1 × Glass vial, 2 × Glowcap, 6 × any monster essence | 4 | Master work · Alchemists, Aldhearth | Restores 75% of your mana |
| Weaver’s elixir | 2 × Crystal, 1 × Glass vial, 2 × Skybloom, 12 × any monster essence | 8 | Master work · Alchemists, Aldhearth | Restores all your mana |
| Potion of Might I | 1 × Orc tusk, 1 × Glass vial, 2 × Sunpetal | +10% damage for 2 minutes | ||
| Potion of Might II | 2 × Orc tusk, 1 × Glass vial, 2 × Glowcap, 4 × any monster essence | 3 | +20% damage for 3 minutes | |
| Potion of Might III | 1 × Mythril bar, 3 × Orc tusk, 1 × Glass vial, 1 × Skybloom, 8 × any monster essence | 6 | Master work · Alchemists, Aldhearth | +30% damage for 5 minutes |
| Potion of Ironskin I | 1 × Iron bar, 1 × Glass vial, 2 × Sunpetal | +10 armor for 2 minutes | ||
| Potion of Ironskin II | 2 × Iron bar, 1 × Glass vial, 2 × Glowcap, 4 × any monster essence | 3 | +25 armor for 3 minutes | |
| Potion of Ironskin III | 3 × Iron bar, 1 × Mythril bar, 1 × Glass vial, 1 × Skybloom, 8 × any monster essence | 6 | Master work · Alchemists, Aldhearth | +50 armor for 5 minutes |
| Potion of Swiftness I | 1 × Sunberry, 1 × Glass vial, 2 × Sunpetal | +15% move speed for 2 minutes | ||
| Potion of Swiftness II | 2 × Sunberry, 1 × Glass vial, 2 × Glowcap, 4 × any monster essence | 3 | +25% move speed for 3 minutes | |
| Potion of Swiftness III | 1 × Mythril bar, 3 × Sunberry, 1 × Glass vial, 1 × Skybloom, 8 × any monster essence | 6 | Master work · Alchemists, Aldhearth | +35% move speed for 5 minutes |
| Potion of Keen Eye I | 1 × Crystal, 1 × Glass vial, 2 × Sunpetal | +6% critical chance for 2 minutes | ||
| Potion of Keen Eye II | 2 × Crystal, 1 × Glass vial, 2 × Glowcap, 4 × any monster essence | 3 | +12% critical chance for 3 minutes | |
| Potion of Keen Eye III | 3 × Crystal, 1 × Mythril bar, 1 × Glass vial, 1 × Skybloom, 8 × any monster essence | 6 | Master work · Alchemists, Aldhearth | +18% critical chance for 5 minutes |
| Potion of Regeneration I | 1 × Pumpkin, 1 × Glass vial, 2 × Sunpetal | +3 life per second for 2 minutes | ||
| Potion of Regeneration II | 2 × Pumpkin, 1 × Glass vial, 2 × Glowcap, 4 × any monster essence | 3 | +7 life per second for 3 minutes | |
| Potion of Regeneration III | 1 × Mythril bar, 3 × Pumpkin, 1 × Glass vial, 1 × Skybloom, 8 × any monster essence | 6 | Master work · Alchemists, Aldhearth | +14 life per second for 5 minutes |
| Potion of Delver’s Brew I | 1 × Copper bar, 1 × Glass vial, 2 × Sunpetal | +25% mining speed for 2 minutes | ||
| Potion of Delver’s Brew II | 2 × Copper bar, 1 × Glass vial, 2 × Glowcap, 4 × any monster essence | 3 | +50% mining speed for 3 minutes | |
| Potion of Delver’s Brew III | 3 × Copper bar, 1 × Mythril bar, 1 × Glass vial, 1 × Skybloom, 8 × any monster essence | 6 | Master work · Alchemists, Aldhearth | +100% mining speed for 5 minutes |
| Grave-salt ×2 | 3 × Old bone, 1 × Marrow fruit | 1 | Scatter it, and for three minutes no bone heap near you rises when you fight | |
| Breath draught | 1 × Glass vial, 4 × Lantern kelp | 1 | For three minutes your breath lasts four times as long under water | |
| Gearwright’s draught | 1 × Glass vial, 1 × Glowcap, 1 × Brass ore | 2 | Heals 40% of your life; +40% digging and +10% speed for 3 minutes | |
| Starlight cordial | 1 × Glass vial, 1 × Skybloom, 2 × Singing shard | 2 | Heals 50% of your life; +10% critical chance and light about you for 3 minutes | |
| Cooling draught | 1 × Ice, 1 × Glass vial, 2 × Cinder petal | 2 | Cools you at once, and keeps the Hollow Sun’s heat off you for 5 minutes | |
| Draught of remembering | 1 × Glass vial, 1 × Cinder petal, 1 × Loose line | 3 | The fade leaves you at once, and does not touch you for 3 minutes | |
| Greyroot broth | 2 × Glowcap, 2 × Greyroot | 1 | Heals 300 life, and lifts the fade a little | |
| Starlight draught | 1 × Glass vial, 2 × Mote of first light, 1 × Shadow silk | 4 | For 5 minutes your own light carries twice as far in the Last Dark | |
| Flask of oil | 3 × Wheat seeds, 1 × Glass flask | 1 | Seed oil, pressed and boiled. It floats on water and burns fast | |
| Flask of acid | 2 × Copper ore, 1 × Glass flask, 2 × any monster essence | 2 | Green vitriol: copper and essence boiled down. Poured, it eats one block of stone; thrown, it burns | |
| Glasswing wing dye | 2 × Crystal, 1 × Pale wing dye, 8 × Glass silk | 2 | Glass silk boiled with a pale dye and crystal: wings that shimmer in every colour | |
| Amber tonic | 1 × Glass vial, 4 × Spore amber | 3 | +25% damage in the Deep for 3 minutes | |
| Rime draught | 1 × Glass vial, 4 × Deep rime | 3 | 10% less damage taken for 3 minutes | |
| Bloodroot tonic | 1 × Glass vial, 4 × Bloodroot | 3 | your hits heal you 5% of the damage for 3 minutes | |
| Healing potion | 1 × Glass vial, 2 × Sunpetal, 1 × Rootheart resin | 2 | Heals 32% of your life | |
| Love bomb | 2 × Sunpetal, 1 × Glass flask, 1 × Wild apple | 1 | Throw 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.
| Makes | Needs | Labor | Does |
|---|---|---|---|
| Grilled fish | 1 × any raw fish | Heals 50 life. Well fed (Hearty): +2 life per second for 10 minutes. Different meals stack. | |
| Fish stew | 1 × Pumpkin, 2 × any raw fish | Heals 120 life. Well fed (Hearty): +5 life per second for 10 minutes. Different meals stack. | |
| Marsh chowder | 1 × Wheat, 1 × Glowcap, 2 × any raw fish | 2 | Heals 140 life. Well fed (Lucky): +2 fishing luck for 10 minutes. Different meals stack. |
| Miner’s pie | 2 × Wheat, 1 × Pumpkin, 1 × any raw fish | 2 | Heals 100 life. Well fed (Strong-armed): +15% mining speed for 10 minutes. Different meals stack. |
| Sunberry tart | 2 × Wheat, 4 × Sunberry | Heals 80 life. Well fed (Sharp): +8% experience for 10 minutes. Different meals stack. | |
| Fireside roast | 1 × Bread, 3 × any raw fish, 2 × any monster essence | 4 | Heals 200 life. Well fed (Stout): +12 armor for 10 minutes. Different meals stack. |
| Sky broth | 1 × Skybloom, 2 × any raw fish, 4 × any monster essence | 4 | Heals 180 life. Well fed (Fierce): +6% damage for 10 minutes. Different meals stack. |
| The Old King’s feast | 1 × Pumpkin, 2 × Bread, 1 × The Old King | 8 | Heals 400 life. Well fed (Lucky): +5 fishing luck for 10 minutes. Different meals stack. |
| Five-water stew | 1 × Harbour herring, 1 × Meadow perch, 1 × Crag char, 1 × Greenwood bream | Heals 160 life. Well fed (Sharp): +12% experience for 10 minutes. Different meals stack. | |
| Cheese | 1 × Jug of milk | Heals 30 life. | |
| Omelette | 3 × Egg | Heals 70 life. Well fed (Hearty): +3 life per second for 10 minutes. Different meals stack. | |
| Sunberry custard | 2 × Sunberry, 2 × Egg, 1 × Jug of milk | Heals 90 life. Well fed (Sharp): +10% experience for 10 minutes. Different meals stack. | |
| Truffle stew | 1 × Pumpkin, 1 × Jug of milk, 1 × Truffle | Heals 130 life. Well fed (Lucky): +3 fishing luck for 10 minutes. Different meals stack. | |
| Shepherd’s pie | 2 × Wheat, 1 × Egg, 1 × Cheese | Heals 150 life. Well fed (Stout): +8 armor for 10 minutes. Different meals stack. | |
| Honey cake | 2 × Wheat, 2 × Lantern honey, 1 × Egg | Heals 120 life. Well fed (Strong-armed): +20% mining speed for 10 minutes. Different meals stack. | |
| Delver’s pasty | 2 × Egg, 1 × Truffle, 1 × Cheese | Heals 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 stew | 1 × Lantern honey, 2 × Jug of milk, 1 × Truffle | Heals 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 tart | 1 × Lantern honey, 1 × Egg, 3 × Hen feather | Heals 70 life. Well fed (Featherlight): no fall damage for 10 minutes. Different meals stack. | |
| Resin salve ×2 | 1 × Glass vial, 4 × Rootheart resin | 1 | Heals 90 life. |
| Blackwater broth | 4 × Inkstone, 1 × any raw fish | 4 | Heals 260 life. Well fed (Hearty): +8 life per second for 10 minutes. Different meals stack. |
| Fireseed roast | 4 × Magma seed, 1 × any raw fish | 4 | Heals 300 life. Well fed (Fierce): +10% damage for 10 minutes. Different meals stack. |
| Salt-cured feast | 4 × Silent salt, 2 × any raw fish | 4 | Heals 600 life. Well fed (Sharp): +15% experience for 10 minutes. Different meals stack. |
| Ember stew | 2 × Fire pepper, 1 × any raw fish | 2 | Heals 160 life. Well fed (Fierce): +8% damage for 10 minutes. Different meals stack. |
| Grilled fowl | 1 × Raw fowl | Heals 50 life. Well fed (Hearty): +2 life per second for 10 minutes. Different meals stack. | |
| Grilled mutton | 1 × Raw mutton | Heals 60 life. Well fed (Stout): +4 armor for 10 minutes. Different meals stack. | |
| Grilled goat | 1 × Raw goat | Heals 60 life. Well fed (Hearty): +3 life per second for 10 minutes. Different meals stack. | |
| Grilled pork | 1 × Raw pork | Heals 70 life. Well fed (Fierce): +3% damage for 10 minutes. Different meals stack. | |
| Roast fowl | 1 × Wheat, 2 × Raw fowl | Heals 110 life. Well fed (Sharp): +8% experience for 10 minutes. Different meals stack. | |
| Mutton stew | 1 × Wheat, 1 × Pumpkin, 1 × Raw mutton | Heals 150 life. Well fed (Stout): +10 armor for 10 minutes. Different meals stack. | |
| Herder’s pot | 1 × Glowcap, 1 × Jug of milk, 1 × Raw goat | Heals 160 life. Well fed (Hearty): +6 life per second for 10 minutes. Different meals stack. | |
| Fire-roast pork | 1 × Pumpkin, 1 × Fire pepper, 1 × Raw pork | 2 | Heals 220 life. Well fed (Fierce): +8% damage for 10 minutes. Different meals stack. |
| Ember chili | 1 × Fire pepper, 2 × Cinder minnow | 3 | Heals 150 life. Well fed (Fierce): +8% damage for 10 minutes. Different meals stack. |
| Magma stew | 1 × Bread, 3 × Cinder minnow | 3 | Heals 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.
| Makes | Needs | Labor | ||
|---|---|---|---|---|
| Mythril wand | 3 × Crystal, 6 × Mythril bar, 10 × any monster essence, 600 gold | 12 | A wand for the surface’s hard places: 5 slots | |
| Embersteel wand | 8 × Embersteel bar, 4 × Voidglass shard, 1000 gold | 20 | A wand of the Upper Deep: 6 slots | |
| Ivory wand | 8 × Elder bone, 12 × Old ivory, 2000 gold | 20 | A wand of the Bone Gardens: 7 slots | |
| Tide-iron wand | 12 × Tide-iron, 3 × Pearl, 4000 gold | 20 | A wand of the Drowned Halls: 7 slots | |
| Brass wand | 14 × Brass ingot, 3 × Ember core, 8000 gold | 20 | A wand of the Clockwork Under-city: 8 slots | |
| Starquartz wand | 15 × Starquartz, 6 × Singing shard, 16000 gold | 20 | A wand of the Crystal Cathedrals: 8 slots | |
| Dawngold wand | 15 × Dawngold, 4 × Sun-ember, 32000 gold | 20 | A wand of the Hollow Sun: 9 slots | |
| Greyheart wand | 15 × Greyheart, 4 × Loose line, 64000 gold | 20 | A wand of the Wane's Root: 9 slots | |
| Nightsilver wand | 14 × Nightsilver, 6 × Mote of first light, 4 × Shadow silk, 128000 gold | 20 | A wand of the Last Dark: 10 slots | |
| Fireball | 2 × Embersteel bar, 6 × any monster essence, 250 gold | 6 | Arcs and bursts: what it hits burns, and so does what burns near it. | |
| Acid bolt | 2 × Tide-iron, 2 × Lantern kelp, 10 × any monster essence, 563 gold | 6 | A lobbed glob of acid: it eats at what it hits for a long while. | |
| Chain lightning | 2 × Brass ingot, 1 × Ember core, 12 × any monster essence, 844 gold | 6 | Strikes one, then leaps to four more nearby. Water carries it farther. | |
| Bomb | 2 × Dawngold, 2 × Sun-ember, 16 × any monster essence, 1898 gold | 6 | Thrown, it bounces, and bursts: Grown, blocks and you, if you stand too close. | |
| Light orb | 2 × Starquartz, 14 × any monster essence, 1266 gold | 6 | A slow orb of light that passes through every Grown in its way and lights the dark. | |
| Saw disc | 4 × Elder bone, 2 × Old ivory, 8 × any monster essence, 375 gold | 6 | A spinning disc that rolls along the floor and bounces off walls, cutting what it meets. | |
| Homing | 2 × Voidglass shard, 6 × any monster essence, 250 gold | 6 | The next projectile turns toward the nearest Grown in front of it. | |
| Piercing shot | 2 × Voidglass shard, 6 × any monster essence, 250 gold | 6 | The next projectile goes through two more Grown. | |
| Burning trail | 2 × Elder bone, 2 × Old ivory, 8 × any monster essence, 375 gold | 6 | The next projectile sets alight the Grown it passes, and what burns on its way. | |
| Wet trail | 1 × Tide-iron, 6 × Lantern kelp, 10 × any monster essence, 563 gold | 6 | The next projectile soaks the Grown it passes, and puts out fire on its way. | |
| Burst tip | 1 × Embersteel bar, 1 × Voidglass shard, 6 × any monster essence, 250 gold | 6 | The next projectile bursts where it hits, hurting what is around it. | |
| Critical on wet | 2 × Pearl, 10 × any monster essence, 563 gold | 6 | The next projectile always strikes a critical blow on what is wet. | |
| Heavy shot | 2 × Old ivory, 8 × any monster essence, 375 gold | 6 | The next projectile is slow and hits much harder. | |
| Quickening | 2 × Ember core, 12 × any monster essence, 844 gold | 6 | The wand casts again sooner and recharges faster. | |
| Broaden | 1 × Starquartz, 6 × Singing shard, 14 × any monster essence, 1266 gold | 6 | The next projectile’s burst, chain or light reaches farther. | |
| Triple spell | 3 × Starquartz, 14 × any monster essence, 1266 gold | 6 | Casts the next three spells at once. |
Smelting
Ore on top, fuel below. Each item takes 4 seconds.
| Fuel | Burns for |
|---|---|
| Wood | 1.5 items |
| Wheat | 0.5 items |
| Planks | 1.5 items |
| Stick | 0.5 items |
| Charcoal | 8 items |
| Lava bucket | 12 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.
| Upgrade | Chance | Where |
|---|---|---|
| +1 | 100% | Any anvil |
| +2 | 100% | Any anvil |
| +3 | 100% | Any anvil |
| +4 | 100% | Any anvil |
| +5 | 80% | Any anvil |
| +6 | 65% | Any anvil |
| +7 | 50% | Master work · Master Forge, Aldhearth |
| +8 | 40% | Master work · Master Forge, Aldhearth |
| +9 | 40% | Master work · Master Forge, Aldhearth |
| +10 | 38% | Master work · Master Forge, Aldhearth |
| +11 | 36% | Master work · Master Forge, Aldhearth |
| +12 | 33% | Master work · Master Forge, Aldhearth |
| +13 | 28% | Master work · Master Forge, Aldhearth |
| +14 | 13% | Master work · Master Forge, Aldhearth |
| +15 | 9% | 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.