System mechanic — not covered elsewhere
The Teleporter
Pay once to craft it, walk to a place once to anchor it, then travel there free forever — as long as you're on Earth
Craft a Teleporter (14 Crystal, 5 Gold Bar, 10 Iron Bar, 12 Mana Shard, requiring Magic level 20) and you can mark the ground you're standing on as a named anchor, then travel back to any anchor you've set whenever you like. There's no charge to actually use it — the entire cost is paid once, at the workbench.
What actually costs you something
Travel itself is completely free at the point of use, and that's a deliberate choice rather than an oversight — a per-use charge would have meant either inventing a new consumable material or taxing an existing one, either of which makes the tool feel worse the more you rely on it. Instead, what's charged is time and position: a location has to be walked to on foot before it can ever be set as an anchor. The Teleporter shortens your second trip to a place, never the first one.
Sixteen anchors, or twenty-four
You can hold up to 16 anchors at once — a deliberate legibility limit rather than a memory one, chosen so the anchor list still fits as a single scannable drop-down above the toolbar even at the smallest supported screen. Owning a Starmetal Core raises that cap to 24; the advantage is reach, not power — it doesn't make travel any better, only possible to more places at once.
Earth only, and refused everywhere else on purpose
Both setting an anchor and travelling to one are blocked outright anywhere off Earth — the Moon, Vulcanis, Kryon, the Ring, any of the seventeen handmade dungeons, an expedition, a house, even the casino. This isn't a missing feature; it's a deliberate refusal. Each of those 22 off-world states owns its own fog, its own scene background, and often a live boss and a floor of active enemies — none of their exits work the same way, and none of them are interchangeable. Teleporting a player out of one without running that specific place's own proper exit could strand them wearing another world's fog with a boss still active somewhere off the map. Rather than risk that, the Teleporter simply refuses to work anywhere it doesn't understand, checked in exactly one place that every entry point — setting an anchor and travelling to one alike — has to pass through.
Version history
- The Teleporter introduced — player-set anchors, free travel between them, and the Earth-only guard described above, all built together from the start rather than the guard being added after the fact.
- The Starmetal Core added, raising the anchor cap from 16 to 24 for anyone who owns one.
Trivia
- The Earth-only guard reads from the exact same list of off-world terms another, unrelated guard elsewhere in the game already used — rather than maintaining a second copy of the same 22-item list and risking the two quietly drifting apart from each other.
- Sixteen anchors is comfortably more than the number of places actually worth a permanent one — the main city, the town, both landing craters, the rival city, and a home account for six of the sixteen on their own.