Wiki › Emberwork parts (items)
Emberwork parts (items)
The parts of emberwork: wire, switches, logic and machines, all driven by warmth. 43 items here. All items has a search box for everything.
| Item | What it does | How to get it | Used in |
|---|---|---|---|
| Arc stone Uncommon emberwork partSells for 35 gold | Emberwork part: when warmed, a spark leaps into any water or metal it touches and through whatever stands in it. A block of copper and crystal that holds a spark the way a bell holds a note. Warm it and the spark leaps into any water or metal it touches, and through anything standing in it. |
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| Ember-veined stone Common emberwork partSells for 1 gold | Emberwork wire: stone with a thread of ember in it that carries warmth from part to part. Stone with a thread of ember fired through it. It looks like any wall, and passes warmth like a wire. |
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| Lever Common emberwork partSells for 3 gold | Emberwork input: flip it and it stays warm (up) or cold (down), sending that signal into the wire. Up is warm, down is cold. The oldest argument in the Deep, settled with a stick. |
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| Pull-cord Common emberwork partSells for 4 gold | Emberwork input: pull it and it sends a short warm pulse, then lets go. Pull it and it rings warm for a moment, then lets go. Doorbells, mostly. Sometimes worse. |
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| Pressure plate Common emberwork partSells for 3 gold | Emberwork input: warm while anyone or anything (people or Grown) stands on it. It lies on a floor, and is wooden: fire burns it. A board that knows when it is stood on. It does not ask who. |
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| Home plate Common emberwork partSells for 9 gold | Emberwork input: on your Home’s land it warms only under someone who is not of your Home, a stranger or a Grown; you can walk over it freely. A plate the Home Stone taught to tell its own from strangers. Under the feet it knows it stays cold. |
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| Ward thread Common emberwork partSells for 1 gold | Emberwork input: an almost invisible thread, warm while anyone or anything walks through it. It carries warmth like wire too: string a line of it across a passage. Spun so thin you see it only when the light is wrong. Whatever walks through it, the thread remembers for a moment. |
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| Heartbeat stone Uncommon emberwork partSells for 24 gold | Emberwork clock: it beats on its own, a warm pulse every 1, 2, 3, 5 or 10 seconds (you choose). A stone with a pulse. Delvers swear it slows down when you are sad. |
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| Relay Common emberwork partSells for 12 gold | Emberwork part: repeats the signal that reaches its back, a little late and at full strength. It hears warmth at its back and passes it on, a little late and whole again. |
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| Grey latch Common emberwork partSells for 16 gold | Emberwork part: the opposite of its input (warm when nothing warms it, cold when something does). Contrary by nature: warm when nothing warms it, cold when something does. |
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| Toggle stone Common emberwork partSells for 12 gold | Emberwork part: every warm pulse flips it between warm and cold, and it remembers which. Every warm knock turns it over, and it remembers which way up it is. |
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| Ember lamp Common emberwork partSells for 10 gold | Emberwork output: a lamp that burns as bright as the warmth that reaches it. Glass, a coal and a pinch of dust. It burns as bright as the warmth that reaches it. |
| Hue lamp |
| Chime Uncommon emberwork partSells for 23 gold | Emberwork output: plays a note on every warm pulse; the block under it picks the sound. It sings one note on every warm pulse. Stone under it makes a bell of it, wood a marimba, metal a chime, glass a flute. |
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| Watcher Common emberwork partSells for 12 gold | Emberwork input: looks at the block in front of it, and gives a short pulse out of its back whenever that block changes. A stone with a glass eye, and it never blinks. Whatever changes in front of it, it mentions at its back. |
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| Tally stone Common emberwork partSells for 12 gold | Emberwork logic: counts pulses up to a number you set, sends one pulse, and starts again. Bone notches in a stone, an ember for a thumbnail. It counts to its number, says so once, and starts again. |
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| Ember scale Uncommon emberwork partSells for 20 gold | Emberwork logic: weighs its back against its side and either compares them or subtracts one from the other. Two copper pans and an iron beam. It weighs one warmth against another, which is more than most merchants manage honestly. |
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| Far-bell Uncommon emberwork partSells for 28 gold | Emberwork output: tuned to one of sixteen tunes; while warm it rings every Far-bell ear of the same tune on the same ground, up to 128 blocks away. A copper bell with a crystal clapper, tuned to one of sixteen tunes. Ring it and every ear that knows the tune hears it, a long way off. |
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| Far-bell ear Uncommon emberwork partSells for 28 gold | Emberwork input: tuned to one of sixteen tunes; goes warm while a Far-bell of that tune rings on the same ground, up to 128 blocks away. A copper ear with a crystal in it. It hears only its own tune, only from bells on its own ground, and it is always listening. |
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| Hold stone Common emberwork partSells for 18 gold | Emberwork memory: warm its back and it holds warm; warm a side and it lets go. An iron pin in a stone. Warm its back and it holds; warm a side and it lets go. It remembers which, whatever the weather. |
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| Ember dial Common emberwork partSells for 15 gold | Emberwork display: shows, with a needle and a number, how warm a signal is. Glass over copper, a needle and a number. It tells you how warm a thing is, which saves licking the wire. |
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| Hourglass Common emberwork partSells for 10 gold | Emberwork timer: turn it with a pulse and it counts out a set time, then sends a pulse on. Ember sand, slow glass. Turn it with a pulse and it counts out its minutes, then nudges the next thing along. |
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| Sun-and-moon stone Common emberwork partSells for 17 gold | Emberwork input: warm by day or by night, following the real sun over Aldhearth, even in the Deep. Half of it is the sun and half the moon, and it knows which is in the sky over Aldhearth, even at the bottom of the Deep. |
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| Dice stone Common emberwork partSells for 19 gold | Emberwork logic: each warm pulse into its back comes out of one of its other three sides, at random. A bone die set in stone. Every warm knock rolls it, and the warmth goes out of whichever side comes up. Nobody has ever cheated it. |
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| Hue lamp Common emberwork partSells for 15 gold | Emberwork output: a lamp that shows one of eight colours, for signs and pictures. An ember lamp with a crystal in its glass. Eight colours, one at a time: enough for a sign, a banner, or a picture of your enemy. |
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| Ram Common emberwork partSells for 12 gold | Emberwork machine: when warmed it pushes the blocks in front of it (up to 8) one block on; cold, it draws its head in. An iron fist in a stone sleeve. Warm it and it shoves; it has never once asked what it was shoving. |
| Sticky ram |
| Sticky ram Common emberwork partSells for 14 gold | Emberwork machine: a ram that also pulls back the block in front of its head when it draws in. A ram with glowcap paste on its knuckles. What it pushes away it brings back, which is more than most neighbours manage. |
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| Drop-floor Common emberwork partSells for 6 gold | Emberwork machine: a trapdoor that drops open while it is warm. Planks on an iron hinge, and a pin of ember that lets go when it warms. Delvers call it the polite trapdoor: it only opens when asked. |
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| Lift stone Uncommon emberwork partSells for 35 gold | Emberwork machine: made in pairs and linked; when one is warmed (a pressure plate on it does it as you step on) you are carried to the other. Home brick round a heart of crystal, made in pairs. Each one remembers the other, and the Home Stone carries you between them the way it carries you home. |
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| Flame jet Common emberwork partSells for 17 gold | Emberwork defence: while warm it breathes a flame three blocks long that burns the Grown down to a tenth of their life but never kills them, and sets nothing alight. A stone throat that breathes fire three strides long while it is warm. It singes the Grown down to the bone and no further: the last blow is always yours. |
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| Snare stone Uncommon emberwork partSells for 20 gold | Emberwork defence: set it in the floor; while warm it holds a Grown that steps on it for 3 seconds. Set it in the floor. Warm, it grips the first Grown that steps on it for three heartbeats, then lets go as if it had never meant it. |
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| Lure lantern Common emberwork partSells for 15 gold | Emberwork defence: while warm it calls the Grown within 16 blocks that no player is near (12 at most) to walk to it. An iron cage round a glowcap the Grown cannot leave alone. Warm, it calls the ones nobody is watching, a dozen at most, and they come. |
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| Belt Common emberwork partSells for 6 gold | Emberwork machine: a conveyor that carries drops and Grown along while it is cold (it stops when warm). It never carries a player. Iron rollers in a stone frame, turning while it is cold. Drops ride it, Grown ride it; a person steps on it and it politely does nothing. |
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| Gleaner Uncommon emberwork partSells for 30 gold | Emberwork machine: while cold it gathers what lies on the ground within three blocks and keeps it like a chest. A copper box with a hungry mouth. Cold, it gathers what lies on the ground within three strides, if its owner could pick it up, and keeps it like a chest. |
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| Sorter Uncommon emberwork partSells for 30 gold | Emberwork machine: an item chute that only lets through the kinds you show it (five at most). An item chute with a memory: show it a thing and it lets that kind through, five kinds at most. Show it an empty hand and it forgets. |
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| Bellows Common emberwork partSells for 12 gold | Emberwork machine: while warm it makes a furnace beside it burn and smelt twice as fast. Only your own furnace listens. Planks and hide that breathe on a furnace while they are warm. The fire eats twice as fast and smelts twice as fast. Only your own furnace listens. |
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| Harvester Uncommon emberwork partSells for 20 gold | Emberwork machine: on every warm pulse it reaps the ripe crops in front of it, puts them in the chest behind and replants. An iron sickle on an ember arm. Each warm pulse it reaps the ripe crops in front of it, drops the harvest in the chest behind it, and plants a seed in each furrow it emptied. |
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| Blast charge Uncommon emberwork partSells for 30 gold | Emberwork machine: when warmed, or touched by fire or lava, it bursts two seconds later and breaks what you could dig within 2 and a half blocks. Blast powder packed in iron and wrapped in ember dust. Warm it, or let fire touch it, and two seconds later it digs what your own pick could dig, all at once and none too carefully. |
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| Spout Common emberwork partSells for 13 gold | Emberwork machine: holds up to 64 of one kind; on each warm pulse it pours a full bucket, scoops with an empty one, fires a ballista bolt or throws out one item. A stone mouth with an iron throat. Warm it and it spits out whatever you fed it: a loaf, a bolt, or a bucket of the Ember Sea. |
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| Item chute Uncommon emberwork partSells for 23 gold | Emberwork machine: moves one item every half second from the chest or spout behind it into the one in front; warm, it stops. A copper trough that passes things along one at a time, from the chest behind it to the one in front, all day and all night. Warm it and it holds its breath. |
| Sorter |
| Chest gauge Common emberwork partSells for 15 gold | Emberwork output: as warm as the chest or spout behind it is full (0 empty, 15 full), with a needle that shows it. A copper needle that reads a chest the way a cook reads a pot: by how full it is. The fuller, the warmer. |
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| Grown-sense stone Common emberwork partSells for 8 gold | Emberwork input: warm while any Grown is within 6 blocks, even through walls. Bone set in stone, with a grain of ember for an eye. It wakes when the Grown come within six strides, and it is never wrong about them. |
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| Trial chest Uncommon emberwork partSells for 15 gold | A chest you set out for others: it gives a little to whoever reaches it, once a day, while you keep it filled. Wick’s idea: a chest that gives a little to whoever reaches it, once a day, for as long as its owner keeps it filled. The lock is the easy part. The reaching is the trial. |
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| Vault door Rare emberwork partSells for 150 gold | An emberwork door of the makers: no hand opens it, only warmth on its wires. Stack up to five and they open and shut together; lay one flat for a hatch. |
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