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Tools and elevators

Elevator blocks that carry you up a shaft in one step, pickaxes that dig a line, a square or a wide circle at every swing, a charge that cracks a rock face open for you, a suit you can swim through lava in, and doors that show where they go and say why when they can't.

Every swing of a pick shows its work: the block cracks in four stages, one more with each blow, it shakes, chips fly in its own colours, ore glints, and when it gives way it bursts and the ore flies to you (Effects and animation).

Mining a copper ore: the crack grows with each blow, chips fly, and the block bursts and the ore flies to you
Mining a copper ore: the crack grows with each blow, chips fly, and the block bursts and the ore flies to you

Elevator blocks

ItemMade atFromMakes
Elevator blockAnvil3 iron bars, 2 copper bars and a crystal2
Riding an elevator: Jump on the lower block, and in a blink you stand on the next one up; the line over the hotbar says S rides back down
Riding an elevator: Jump on the lower block, and in a blink you stand on the next one up; the line over the hotbar says S rides back down

Area picks

An area pick digs the block you swing at and the blocks around it, all at once. Each swings a little slower than the plain pickaxe of its metal, and each digs what that pickaxe digs.

PickDigs at a swingDigs likeMade atFrom
Broad pick3 in a line: the block and the one either side of it, across your diga copper pickaxeAnvil6 copper bars and 2 sticks
Tunneller’s pick2 in a tunnel: the block and the one over it (under it, when you dig down)an iron pickaxeAnvil5 iron bars, 3 copper bars and 2 sticks
Quarry pick3×3an iron pickaxeAnvil8 iron bars, 4 copper bars and 2 sticks
Mythril excavator3×3, and it reaches a tile farthera mythril pickaxethe Master Forge in Aldhearth8 mythril bars, 4 iron bars, 2 crystals and a Jewel of Ascent
Delver’s excavator5×5 without its corners (21 blocks), and it reaches a tile farthera starsilver pickaxethe Master Forge in Aldhearth8 starsilver bars, 4 mythril bars, 2 crystals and a Jewel of Ascent
World-breaker5×5 without its corners, a band's rock too; it reaches a tile fartheran embersteel pickaxeAnvil10 embersteel bars and 3 voidglass shards
The Delver's excavator aimed at a rock face: the outline shows every block the next swing takes (5×5 without the corners, wherever there is ground to dig), and the mark over the hotbar says AREA 5X5, NO CORNERS · E
The Delver's excavator aimed at a rock face: the outline shows every block the next swing takes (5×5 without the corners, wherever there is ground to dig), and the mark over the hotbar says AREA 5X5, NO CORNERS · E

The miner's charge

ItemMade atFromMakes
Miner’s chargeWorkbench4 sand in the corners, 4 charcoal at the sides and a copper bar in the middle20

No blast powder in it: charcoal, sand and a copper cap, not enough to hurt anyone, just enough to make the rock reconsider.

The Emberward suit

ItemMade atFromArmour
Emberward suitAnvil6 embersteel bars, 16 ember dust and 8 basalt5

Embersteel plates over a lining of ember dust and basalt felt: body armour for the Ember Sea and the lakes of the Deep.

Doors

How to place a door, step by step

  1. Make one: 6 planks at a Workbench (two wide and three high in the grid) make a door.
  2. Be level 3 (or past the tutorial's building step). Before that the door says so.
  3. Find a doorway: two free tiles, one above the other, with solid ground under them. Not in a town or a port (they are protected), not in someone else's ground, not in a kept place, and not on the land a town grows back around it: more than 90 columns from the centre of Aldhearth or any town, 82 from a port's. Under the land, in the Deep, that ring is gone.
  4. Hold it (put it on your hotbar and pick it). Its ghost follows your pointer. You needn't point exactly: point at the floor where it should stand, at the tile just over the floor, or at head height, and the ghost finds the spot.
  5. Gold means it fits. Red means it doesn't, and says why over it: Needs two free tiles, one above the other, Needs solid ground under it, Too close to Aldhearth: the land here grows back, Someone is in the way, Not in someone else's ground, Towns are protected, A place kept as it was, Too far away, You can place doors from level 3.
    A door in hand out in the meadows: its ghost stands on the floor where you point, gold, so it fits
    A door in hand out in the meadows: its ghost stands on the floor where you point, gold, so it fits
    The same door by Aldhearth's walls: red, and the reason over it, too close to the town, where the land grows back
    The same door by Aldhearth's walls: red, and the reason over it, too close to the town, where the land grows back
  6. Right click to put it up. When it can't go, the reason shows on the spot and in your chat.
  7. On a phone, tap the spot (or press ACTION facing it). With a door in hand a tap never digs: when the door can't go there, it tells you why.

The door's tooltip in your bag says the same, in short.

Opening and shutting