Mechanics
This is the smallest bucket in the Ascended wiki, and what it contains is more interesting than how little of it there is. Two systems, from two different expansions, and both exist to remove you from a job you would otherwise have to do in person. One carries you across a map you would rather not fly across. The other keeps working while you are not standing there at all.
Almost everything else in this wiki answers the question of where something is. These two answer how something works, and both answers amount to the same thing: set it up once, then stop spending time on it.
Fjordur teleporters: skipping the journey
Fjordur is not one map, it is a main island plus three realms, and the honest reason our teleport guide exists is that flying between them is a waste of an evening. Before you go anywhere it is worth knowing what you are walking into: Vanaheim is the gentlest of the three, Asgard is outright dangerous, and Jotunheim is cold enough to kill an unprepared survivor before anything else gets the chance.
The formal route runs through the Portal Cave, which sits near the gold mountain at 40.1 Lat, 57.7 Lon. Go in through the cave door and the stairs drop you into the Portal Room at 38.6, 60.2. From there you open the teleporter's inventory and pick a realm, and the only gate is a minimum survivor level for each destination. Arriving can leave your character frozen in place, which our page fixes with the least dignified solution in the wiki: mash the jump button, or equip a weapon.
Getting home works differently and catches people out. You do not walk back to a portal; you return to the same obelisk that sent you, open its inventory and choose Generate Midgard Portal. There is a cooldown on that, so a realm trip is a commitment rather than a hop.
There is also a faster route that skips the cave entirely. Holding the R key brings up a Realm Teleportation dial that will drop you at the natural spawn points on the main island or in any of the three realms. The catch is a real one: it only works on multiplayer servers, and single-player games do not get it. If the dial stops appearing, which our page notes happens after boss fights on some servers, restarting the server brings it back. Failing all of that, the TPCoords console command takes a latitude and longitude and puts you there.
Genesis pressure plates: acting while you are away
The Pressure Plate is the other half of the same idea. It is a structure that notices something standing on it and then does something to a different structure, which makes it the closest thing this game has to wiring.
The engram is cheap in materials terms: five Cementing Paste, 68 Fiber, 32 Metal, 170 Thatch and 130 Wood. Place it on a foundation or on bare ground, then turn on the pin broadcast range from its radial menu to see the green area it actually covers, which is the step most people skip and then wonder why nothing triggers. Linking is done with PIN codes rather than proximity, so you set a code on the target object first and then choose that code on the plate. Clearing the code unlinks them again.
What happens next is governed by the OnTrap Activated setting, and it has five positions, which is what turns a doormat into a logic gate.
| Setting | What standing on the plate does |
|---|---|
| Broadcast Activate Structures | Opens or switches on anything sharing the pin code |
| Broadcast Deactivate Structures | Holds it closed or switched off instead |
| Broadcast Toggle Structures | Flips it, so one step opens and the next closes |
| Activate for Time | Opens it for one second, extendable to three or five |
| Do Nothing | Exactly that, which is useful for disarming without dismantling |
Two limits are worth knowing before you plan anything elaborate. You can only place two plates in a given region of the map, so this is not a system you can carpet an area with. And size matters in an unhelpful direction: a creature as large as a Megatherium will not trigger the plate, it will simply break it, which makes plates unsuitable for catching exactly the things you would most want to catch.
Within those limits the trap builds are straightforward. A room with the plate near the front gateway and a small exit door on the far side for yourself is the standard wild-animal version. Against other players, our page suggests hiding the mechanism entirely by sandwiching the plate between a stone foundation below and another layer above, which leaves nothing visible to avoid.
Where the rest of the systems went
If you came here looking for taming, breeding, crafting or engram costs, they are not in this bucket, because the Ascended wiki is built around coordinates rather than systems. What we do carry in depth is where things are: the resources guide covers what to bring to harvest each material and where the deposits sit, creatures splits the wildlife into what you can tame and what only exists to be killed, locations covers the places worth returning to, and items and bosses handle the keys and the doors they open. The wiki hub lays out which map each of those applies to.
Frequently asked questions
Why can I not use the hold-R teleport?
Almost certainly because you are in single-player. The Realm Teleportation dial is a multiplayer server feature only. On a server where it should work but does not, a restart generally brings it back.
Which Fjordur realm should I visit first?
Vanaheim. Our teleport page rates it as the easiest of the three, against Asgard being flatly dangerous and Jotunheim being cold enough to be a survival problem on arrival.
How many pressure plates can I place?
Two per region of the map, which is a hard limit rather than a guideline, so plan the two placements rather than assuming you can add more later.
Will a pressure plate stop a large creature?
No, and this is the system's biggest weakness. Something the size of a Megatherium destroys the plate rather than triggering it, so plate traps only work on the smaller half of the wildlife.