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ALMIRATHWikiEARLY ALPHA

The broken world

World

Lands, the places hidden in them, and the fires and benches where you make what you need.

Lands

Boss arenas

Dungeons

The Royal CryptGloomwoodOne to each patch of Gloomwood, at its very heart: a crypt like any other, but with the hall of the Bone Throne opening off its lowest floor.The CryptHearthlands · Greenwood · SunlandsA walled graveyard with a mausoleum whose spiral stair leads down into a two-level crypt. A keeper waits in the altar hall at the bottom, by the sealed chest that holds Tree Seals for the Great Oak.AditHearthlands · Greenwood · SunlandsAn old mine driven into a hillside: a pale spoil heap and a trodden path outside, a dark mouth under heavy timbers. Inside, tidy workings turn rough and open suddenly into a high chamber.DelveHearthlands · Greenwood · SunlandsA living adit, held by those who took it over: goblins, goblin skirmishers and spiders in the galleries, gnolls in Sunlands, and the Foreman guarding the face.Deep LandingThe DeepThe lower level of a living adit, cut where the mountain above is thickest. A headframe marks it on the surface; below wait a dead lift, a gravel vault and the Pit Warden's seal.Glass IsleThe TideAn island whose slopes glitter with crystal druses. Beneath it lie marble halls and a dead lift down to the Broodmother's seal.Storm SpireThe TideA tall basalt needle rising from the sea, with a vault beneath it. Magi hold its ledges, and the Storm Caller waits in the keeper's hall under the spire.Sun RingThe TideA ring of standing monoliths on an island, with a shaft of light down into the vault below. The Sun Warden waits in the hall the sunbeam lights.Blue HoleThe TideA ring of broken arches around a dark, water-filled funnel. Its flooded halls sink deeper than any other vault, down to where the Drowned waits.WreckyardThe TideAn island strewn with the ribs of beached, mastless hulls. In the hold beneath, orcs crew the halls and the Hull Breaker keeps the seal.

Outposts

Camps

Villages

Shrines

Landmarks

Islands

Crafting stations

WorkbenchStationThe main crafting table, two blocks wide. Almost every recipe needs one; only a few basics can be made by hand.CampfireStationLay raw meat or fish on its corner shelves to roast it; the cooked food drops beside the fire after 12 s. Rain puts an unsheltered campfire out.Campfire with cookpotStationA campfire with a pot hung over it. Cooks stews, soups and hot drinks that need several ingredients; it needs no fuel of its own.FurnaceStationBurns fuel to fire sand into glass, clay into bricks, stone into smooth stone and logs into charcoal.SmelterStationA hotter furnace for metal. Iron smelts with any fuel; silver, cobalt, gold and star ore need Coal or Charcoal.Alchemy TableStationBrews draughts in Empty Flasks: mana, stamina, swiftness, fire protection and underwater breathing.Spinning WheelStationSpins wool and flax into thread. One wool gives two threads, one flax stalk gives one.AnvilStationRepairs gear by combining two of the same item, and tempers weapons, bows and tools with a numbered whetstone plus souls (staves need souls only). Tempering caps at +3, plus 2 for each boss group you defeat. Also forges Iron Plate armor.Smith's BoxStationA portable anvil: place it anywhere and right-click to repair and temper with the same rules as an anvil. It drops back as an item when broken.Enchanting TableStationLays enchantment scrolls onto weapons. Scroll: Bleeding makes every hit of the weapon open a bleeding wound.Tailor's StandStationSews a Plain Cloak and a Paint Bag into a Heraldic Cloak, with a design you paint on a 24×40 canvas.Dye LoomStationPaints your own banners and pictures. Each design uses one Paint Bag; pictures also need a frame of their size.