Fluxionwiki

The Codex of Currents

The Codex of Currents — the fluxionist's book: chapters, entries, what each needs to be studied and what it opens. Entries of the finale and the guardians are under spoilers.

Basics

The chapter’s canvas — as in the game’s Codex →
The Codex of CurrentsStart here: press Study, and the Codex will tell you how it works.The Flux of the WorldMake a Loupe (its recipe is in the entry "The Codex of Currents") and read anything with it: every new current brings notes of Basics.The LoupeRead a couple more new things with the Loupe, and this entry will tell you all it can do.Currents and the WheelReveal all four Springs: Tide, Strata, Ember and Gale. Read water, stone, fire and a feather.QuickdustRead a bookshelf with the Loupe, and the Codex will remember where it came from.The Desk and the RiverbedSprinkle quickdust on a lectern, and it wakes as a Reckoning Desk. Lay the Codex on it, use it, and solve the lesson puzzle.Current CrystalsFind a crystal nest in a cave, read a crystal or a shard, and solve the puzzle at the Reckoning Desk.OpalineFind opaline deep underground and read it with the Loupe.Antimony and the RegulusMine antimony ore and read the raw antimony.Murk and MireA warning to those who draw flux without measure. It needs notes of the Stillness: read things where Fray, Hollow or Gloom flows.The ReckonersRead a book with the Loupe, and the Codex will recognize the hand of those who wrote before you.Gauge StonesReveal Lattice and Tempo — the currents of order and rhythm. Read a clock.Reckoner RecordsRead any Reckoner Record — Gauge Stones, locks and archives give them up.Reckoner LocksRead a valve or a gate of a Reckoner lock — a ruin on a river.spoilerThe TollkeepersSomeone is drinking the flux by the Gauge Stones. Read a Toll Collector or a Bursar with the Loupe.The Toll CharterTheir right is written down and sealed. Find a Toll Charter.Ford WolvesA wolf that sheds in rivers. Read a wolf.Stone and CarvingA shard wakes stone. Read any current shard.Gauge RodThe Archivist's Rod still measures after its keeper falls. Read it with the Loupe.SkeinsWhere streams of flux meet, they wind into a ball of light. Read a skein.OmensThe world sometimes changes for a while. Witness one of the omens — a Procession, a Toll Collection, an Hour's Hitch.Hour MarksReveal Tempo and Gleam with the Loupe and solve the puzzle at the Desk — the Loupe will learn to catch the hour in the sky.Willow, Ash and HerbsTwo trees of the currents grow in the world: the weeping willow by water and the lumenash in woods. Read one.Village TradesLamplighters, gaugers and herbalists live in villages by rivers. Read their workplace with the Loupe — a kettle, a clepsydra or a mortar.Fair CopyYour whole Codex can be copied fair and handed to a friend. The task waits at the Reckoning Desk.The SnaglingsA small folk that picks up whatever lies about lives in the Rustling Fens, weeping floodplains, jungles and swamps. Read a Snagling or the fens with the Loupe.The Inkpine ForestThe Reckoners' library forest: resin, bark and Records. Read an inkpine, its resin or the place itself with the Loupe.The SmolderwoodA forest that has smoldered for centuries. Read the empty air of the Smolderwood, a brand or an Emberstone with the Loupe.The Honeyfall GroveA grove where you pick Tempo off the bark by hand. Read the Honeyfall Grove, a honey maple or honey resin with the Loupe.The ClockmakersRead the Armillary Sphere in a Clockmakers' Observatory within the Honeyfall Grove with the Loupe.The Sanguine WealdA forest where you fill a bottle with Bloom. Read the Sanguine Weald, its aspen or heartsap with the Loupe.The Flowstone GrottoesCaves where the stone flows. Read the empty air of the Grottoes, a drip, a flux vein or a pearl with the Loupe.Life of the BackwaterSomething lives in the still water. Read a Silt Heron or a Mire Angler with the Loupe.Life of the FloodplainDeer with branching antlers graze the Weeping Floodplain, and at night something walks among the willows. Read a Lumenhart, a Willowkin or a Lumenhart Antler with the Loupe.Statues, Stained Glass and PlantersA fluxionist's house wants beauty. Read glass or a flower pot.Marking WatchA Clockmakers' watch that takes you back a minute.Toll CleaverThe Tollkeepers' blade takes a toll from every blow. Read it with the Loupe.

Alchemy

The chapter’s canvas — as in the game’s Codex →
The CrucibleA pot in which things dissolve into currents. Read a cauldron and water with the Loupe; water, herbs and flowers bring notes of Alchemy.Wheel NeighborsWhat becomes of currents in the Crucible: which get along and which clash.FluxsteelSteel steeped in flux: dark, with a vein of light inside. Read iron with the Loupe — and keep lava under the Crucible.Hearth BrewingNot everything in the Crucible is metal and gems. Read a flower with the Loupe.ReformingThe Crucible makes one thing into another. Read sand with the Loupe.The Brimming JugA jug that draws the Tide of its place.OrbsLight that needs neither a candle nor a hook to hang from. Read glowstone dust with the Loupe.BindwaxWax that holds tighter than resin. Read a honeycomb with the Loupe.Opaline from QuartzThe gem of the depths can be grown in the Crucible. Read quartz with the Loupe.Quickdust from the CrucibleThe dust that wakes flux can be brewed. Read redstone dust with the Loupe.GlintsA spark of living flux can be brewed and caught. Learn Halo — it sleeps in current shards.Crystal SeedsA crystal can be grown, not only found. Learn Bloom — read an apple or bread with the Loupe.DistillateA current in liquid form can be kept: it is poured into vessels. Read glass with the Loupe.SiphonsGlass tubes along which distillate flows by itself. Discover Drift, the current of motion.The GyreA great store where currents swirl without mixing. Read a vessel with the Loupe.VialsDistillate can be carried — eight parts at a time.DistillationA thing need not be dissolved — it can be distilled, and its currents rise on their own. Read fire with the Loupe.Side Outlets and the Settling VatMore columns and less murk at the retort.Valves, Narrows, Pumps and the DipstickSteer the distillate, decide who comes first, and lift it up.The Holding ChamberMeasure out a portion and give it all at once.The SeparatorSplit a compound current into its parents.The Brewing TowerA Crucible-samovar: it brews by itself while it is fed. A milestone of alchemy.The Mixing VatAdd two currents into one — by the rules of the basin.The AtomizerA potion as a cloud — paid in distillate, not in bottles.BandsA vessel need not be replaced — it can be banded.The Fluxsteel RetortA gourd of fluxsteel holds the flux steady.The Still RetortIn a still casing time stands — and nothing is lost. Study the Bright Retort and Stillmetal.Ore PanningWater carries off the waste rock — the heavy stays. Read raw iron.The Druse VatShards can be grown from distillate — after a pattern.Grit and SeasoningA shard can be crushed — by weight.The Bright RetortBrightsteel holds no murk — nor does a retort of it.The Wootz RetortThe pattern of wootz remembers the currents of the place.The Freshet RetortFreshet steel remembers the flood.CounterflowA pump that shoots distillate.Veil VarnishA varnish that hides armor from eyes, not from the flux.Caustic BrineA liquid that dissolves the living and things. Read rotten flesh.Seeding BrineA brine that makes crystal seeds grow faster.Current PodsA current can be grown. Read wheat seeds.Keen HearingSound can be seen. Read a note block.Cradle of CurrentsA creature's currents can be poured. Study the Brewing Tower and read a Snarl.SpeculumCopper and antimony — bronze brighter than a mirror. Read copper.Potion BrewingThe Crucible brews the game's potions from currents. Read nether wart with the Loupe.Unheard-of PotionsPotions no brewing stand makes: haste, resistance, luck. Read a golden apple, a beacon or a totem of undying.Current GuisesDrink a current and become it. Read a glint, a blaze or a breeze with the Loupe.SwirlFlux water can pull the living. Read a cow or a sheep.

Artifice

The chapter’s canvas — as in the game’s Codex →
The Flux WorkbenchCrafting that draws flux straight from the land. Read a clock and something keen with the Loupe — a compass, a carrot, your own Loupe.Diviner's SpectaclesTo see what is in a Crucible without taking up the Loupe.Firefly LanternA lantern whose fireflies settle in dark corners. Read Gleam — in a torch's light, in glowstone.Float LanternsWax lanterns that float on water.CatchmentA well where the veins of flux from all the land around drain together.Flux ReservoirA jar that hoards flux while the land is full and gives it back in a drought.Fluxsteel GearTools and armor of a steel the flux of the land runs through.Charging BasinA basin that things holding a charge of flux drink from.GrapnelA hook on a cord: wherever it catches, it pulls you there.CascadeSteps that a signal runs down like water. Read Spark — in redstone dust, in a comparator.Ear TrumpetA trumpet that hears a note and a bell. Read Echo — in a bell, in an amethyst shard.Fish TrapA wicker trap that water itself carries things into.UpdraftA stream of wind that carries things along it. Read Wing — in a feather, in a firework rocket.Chart TableA live chart of the flux all around. Read Halo — the flux of the world, in a shard or in quickdust.Flux ForgeA kiln three blocks to a side that burns flux instead of coal. Read the air of the Nether — in any of its valleys.Gale FanBellows that fan the Flux Forge and a retort's hearth.Fluxionist's GarbA coat, trousers and boots of cloth with a current in it.The MolderAn apprentice that crafts a recipe from your template. Read Craft — in a book and quill, in a smithing template.Flux MillA wheel that the flux of the land turns — for other folk's machines.Towpath and BoundaryA road that carries you itself, and a boundary no monster crosses.Rune StencilThe runes of the Wheel — for a banner and a shield.Shard BlocksNine shards fuse into a block. Read any current shard.Shard LanternA light that shows the flux. Read a firefly lantern.Current CirclesCurrents in the sockets of a circle work a field. Read a flowstone slab.Crystal TapperA crystal can be tapped like a tree. Read a current crystal.The WellspringFlux can be poured into the land. Read a bottled glint or a skein.BrightsteelFluxsteel with its stagnant flux drawn out. Read lumenash.BardicheA long axe for the trophy-hunter. Read somebody's head.The SpindleA skein is not shut in glass — it is wound, like yarn.The BowerA dense skein opens inward — into a workshop that goes wherever you go.Neighboring SkeinsSkeins side by side share threads and merge into one. The Swift merges them, the Skein Bowl keeps them apart.Through-MirrorsA pair of mirrors that carries things anywhere. Read a portal — to the Nether or to the End.Linked VesselsTwo vessels that share one level of distillate.Lanterns of LifeLight can grow and pair. Study Confluence and read seeds or an egg.Stamp MillGrit can be stamped in time. Read a primal current shard.Biome ConverterA place can be grown anew. Study the Wellspring and Confluence and read the grass under your feet.Shard SatchelA satchel the Flux Workbench takes its shards from.Current GlyphsA current can be cast in stone. Read a distillate vial.Through-CirclesA pair of circles that carries you yourself. Read a Through-Mirror.Workshop RitesCircles that age, dye, lift enchantments and hurry furnaces. Read an enchanted book.Herd RitesCircles for animals: breeding, luring and calling. Read a cow, a sheep or a pig.Rites of Earth and SkyCircles that hear ores, lift you out of a mine, dry things out and call the weather. Read an ore.Rites of MemoryCircles that remember a building and you. Read a recovery compass or a lodestone.TotemsA carved post that lays a law on a place. Read a Boundary Stone.Totems of the HomeA law for the house: no blast, no fire, no wrecking. Read a creeper.Totems of the YardA law for the farm: the herd, peace, measure, growth. Read a sheep.Totems of the WatchA law for defense: no visitor, no shot, no jump. Read an enderman.Totem of ConstancyA place where nothing changes by itself. Read a Still Grain.Memory ObeliskA bank of experience that pays for you. Read a Bottle o' Enchanting or an enchanting table.Stand-inA face can belong to another block. Read a hopper.FerrystoneTwo places can trade. Study the Reckoner locks and read their stone.CanopyA floor can let you through one way. Read scaffolding.Seeping MasonryStone can turn to water. Read Flowstone Bricks.Lined Satchel54 more slots on your back. Read leather or a chest.Bundling CordMoves a chest with its things whole. Read a lead.DriftwayA fast lift for many floors in one shaft. Discover Drift, the current of motion.Living Decor: LampsA light that lives by itself. Read a Shard Lantern.Living Decor: CuriosThings for a table and a shelf. Read an orb.Living Decor: Yard and GardenA yard that breathes flux. Read flowstone.Armor TrimsA pattern and a color on any armor, from a smithing table; four Fluxion templates and their copies.The ThreadwoodA place where skeins wind twice as fast and Glowsilk is sheared from cocoons. The Biome Converter grows it.The Halo MeadowA quiet place for a home: no monsters, no phantoms, and murk burns away by itself. The Biome Converter grows it.The Simmering DellAn alchemist's home: the Crucible makes half the murk, and Brew grows on trees. The Biome Converter grows it.Guiding GlintA glint that lights the road and puts its own lights out.Sky CorkA cork that rises to the sky and takes you with it.

The Conduit

The chapter’s canvas — as in the game’s Codex →
The ConduitA bracer to pour flux through. Read the air by a river with the Loupe — flux is liveliest there.LensesThe Lens Grinder, where lenses are cut. Read fire with the Loupe.Carrier ConjunctionsTwo or three carriers of one lens fly one new way.Lens CaseA pouch for lenses at your belt.Spring ActionsWind, stone and cold on a lens. Reveal Gale, Strata and Rime.OffloadA lens that carries murk away. Reveal Murk.MendA lens that heals. Reveal Bloom.ExcavateA lens that pries blocks loose. Read a pickaxe or an enchanted book with the Loupe.DropletA carrier that flies. Read an arrow, a snowball or a fire charge with the Loupe.JetAn instant beam of flux. Reveal Spark.SprayA cut that fans the action out.ReverbA cut that repeats the cast. Reveal Echo.PoolA trap made of flux. Reveal Bind.MistA cloud of action. Read dragon's breath, a lingering potion or a brewing stand with the Loupe.StallA lens that slows time. Reveal Tempo.BlightVenom and a chain of weaknesses. Reveal Venom.SwapA block is traded for another. Reveal Shift.SurveyA carrier that takes a whole layer. Reveal Craft.WashoutA passage through stone for a while. Reveal Hollow.Branch and ForkTwo cuts that branch a cast.Courier MothA ghostly moth carries the action to its target. Read an ember moth with the Loupe.Lens BlankA lens with two carriers in a conjunction and three actions — and murk only once in sixteen casts. Read amethyst with the Loupe.The Still ConduitA Conduit that carries its own flux. Study the Conduit and Stillmetal.Flux LocketA Charging Basin you wear — but only by water. Study the Charging Basin and the Confluence.Prism RodA beam that grows stronger off every mirror. Study Reverb and Brightsteel.Fluxsteel ConduitA hand can drink from the whole neighborhood. Study the Lens Blank and the Catchment.The PantographA table where you cut a spell of your own into a lens blank. Read a cartography table with the Loupe.Switches and MemoryA tracery that asks and remembers. Read a comparator.CameoA small tracery set into a bigger one.Shape of the StrikeHow a strike lands in the world: a fan, a wall, through, a ricochet, a chain. Read a spyglass with the Loupe.Voices of the MouthCompound currents have deeds of their own at a mouth. Read a distillate vial with the Loupe.Target and LatchA tracery that strikes not where you look and not when you cast. Read a tripwire hook with the Loupe.Pond and LockgateA tracery with memory and logic: hoard, spend, ask «and». Read a repeater with the Loupe.Conduit BindingsMetal at the wrist and a substance in the bed. Read a blaze rod, a breeze rod or a prismarine shard.

Confluence

The chapter’s canvas — as in the game’s Codex →
ConfluencePouring currents into a thing on an altar — if you can hold it steady. Discover Halo and Weave: Halo flows in current shards, Weave in quickdust, fluxsteel and enchanted books.WeirsHow to hold a Confluence steady. See an eddy with your own eyes.Rapids and ReachStones under the columns change the pace of a Confluence.Reckoner PlinthsRead a Reckoner stone: their masons cut altar parts too.Calm StonesThe Reckoners' weir keepers knew how to hold water level. Study Weirs.Altar FittingsA beautifully furnished altar is a strong altar. Study Calm Stones.WeavingsA Confluence weaves properties of flux into a tool, a weapon or armor. Read an enchanted book with the Loupe.Full-Moon AppleA golden apple filled with Bloom under a Full Moon Mark. Read a golden apple with the Loupe.Still PlinthsA stream that never churns. Study Reckoner Plinths and Stillmetal, read Stillstone.Self-Rising LoafBread that grows on flux. Read a cake.WadersBoots that carry you through water like a fish. Read leather boots.Spring ToolsFluxsteel with a Spring poured into it. Read a fluxsteel tool.Dam PlateArmor that holds a blow as a dam holds water. Study Waders and Fluxsteel Gear.VisorsMasks set into the Dam Helm. Study Dam Plate.Towline BeltWay that gathers, like a boat on a towline. Study Waders.Riffle BeltA riffle is the shallow, quick stretch of a river. Study the Towline Belt.Landslide BeltTo come down like an undercut bank. Study the Riffle Belt.SettingsEmpty trinkets that power is poured into. Study the Confluence.Gale RingA second jump — where you look. Read a feather.Swift FeatherA second jump — off the air itself. Read a breeze rod.Gale TreadsBoots that throw you three blocks up. Read a rabbit's foot.Samara HoodFalling — slower and painless. Read a phantom membrane.Inquirer's BrowbandWhatever you slay or dig up teaches you something. Study the Gale Ring.Bloom CharmA living flower that keeps poison away. Study the Gale Ring.Last-Minute WatchOnce a day — the last few seconds back. Read a totem of undying.WootzSteel with currents frozen in its waves. Study Weavings and Brightsteel.Wootz SaberA blade whose strength is in its pattern. Study Wootz.Wootz GarbCloth that guards against its own place. Study Wootz, the Fluxionist's Garb and the Updraft.Freshet GarbA garb of free flight. Study Freshet Steel and the Wootz Garb.Freshet ScytheA scythe that sends a wave along the ground. Study Freshet Steel and the Wootz Saber.Bound Spring ToolsSpring Tools bound in stillmetal: they mend themselves and never wear in the Stillness. Study Stillmetal and the Spring Tools; read a Hubstone.Dissonant EyeA charm that takes its payment in Dissonance. Study Stillmetal and the Inquirer's Browband; know Dissonance above 10.InscriptionA Confluence writes an enchantment of the world into a thing — any one, at the level you need. Read an enchanting table or an enchanted book.Forgotten EnchantmentsThere are enchantments an enchanting table does not remember. Read something that does: a bottle o' enchanting, soul sand, an echo shard, blue ice or a wind charge.Unweaving ClothA grindstone erases enchantments — a cloth carries them over. Read a grindstone.Rite RepairA Confluence mends a worn item with its own material — the enchantments stay, and the anvil's price does not grow. Read an anvil.Flux SheathA shield of flux over your armor: golden hearts that refill from the land's flux. Study the Weavings and read a shield with the Loupe.Tuning PegsA weaving can be slackened like a string — and tightened again. Read a note block with the Loupe.Memory VesselA jar that keeps experience. Read a Frozen Thought or a Laggard.Double-Lined SatchelTwice the room, the things stay. Study the satchel.Gorge RingA ring of one block — a quarry in your pocket. Read obsidian.

Automata

The chapter’s canvas — as in the game’s Codex →
AutomatonsWorkers of brass, wood and runes that read the sigils along their way. Read a golem.HullsWhat the body is made of decides what it can do. Read iron or copper.SigilsCommand marks painted right onto blocks. Read an ink sac.Gather and StowPick up what fell and put it in a chest.UnloadTake from a storage and carry it off. Discover Hollow.PatrolFighters guard a circle. Discover Bane.CullTwo are kept for breeding. Discover Fang.OperateFine fingers press like a player. Discover Edge.ReapHarvest what is ripe and plant it again. Discover Root.Pick ArmsArms that break stone. Read a pickaxe.Quarry and FellBreak by filter, fell and plant.Bosun's PipeA whistle automatons obey.The PorterAn automaton with a Pannier follows you.Quickened ThoughtA thought thawed out of one who froze. Discover Mind, read a Frozen Thought or a Laggard.EyepieceAn opaline lens sees farther. Discover Sense.Clinging LegsWalk up walls. Read a spider.FloatHover on Gale. Read something that flies.PaddlesWork in water. Read a fish.Hooks and SlingsA fighter's arms and armor. Read a dispenser.Issue and ReserveStorages that order and hand out by themselves. Discover Want.Tally LedgerA book of everything kept at Issue. Discover Mind.Sentry ArbalestsA crossbow that keeps watch by itself. Read a crossbow.The DredgeBuckets that dig a tunnel and sift out ore. Discover Strata.Current InlaysPlanks of the Sigil ring filled with a current. Read a Spring shard.Automaton TrappingsA hat, a monocle, a rosette — each with a use. Read wool.AngleAn automaton with a fishing rod fishes for you. Read a fishing rod.Mooring BollardHold automatons on a line while a signal burns.LaggardsPeople who fell behind their own moment come out at night. Read a Laggard with the Loupe.Sentry ConduitA lens that keeps watch by itself. Study Sentry Arbalests and Lenses.

The Stillness

The chapter’s canvas — as in the game’s Codex →
The Order of the Still HourThose who once stopped the world want to do it again. Read a Still Grain or a person of the Order with the Loupe.The ClockboundThe Order's novices tick. Read a Clockbound or its Escapement with the Loupe.The Rule of the Still HourThe rules of the Order open to one already drawn to rest. Read the Rule once your Dissonance passes 25.The StillnessA world where nothing flows. The arch is learned in the Quickstream: pass an arch into it, then read a Gauge Ring — an arch once stood in its middle.Thaw LanternA light by which the stilled moves again. Read Stilled Water or a Halted Flame with the Loupe.StillmetalThe metal of things that do not change. Read a Still Grain or a Stillmetal Vein with the Loupe.Restart SluiceCan the Stillness be let go? Read an Order guardian's trophy or the Heart of the Stilling with the Loupe.spoilerspoilerspoilerspoilerspoilerspoilerspoilerThe Eye of the HourAn eye of the Order that knows the way to its own. Study the Order of the Still Hour.DissonanceThe price knowledge takes from the mind. It opens by itself the first time your mind falls out of step.The Whisper of StillnessIt opens once your Dissonance passes twenty-five.The Edge of the BeatIt opens once your Dissonance passes fifty.The HushHow to quiet a mind out of step. It opens once your Dissonance passes ten.Hush ForkA ring that lifts Dissonance, if you hear it through to the end.Hush SachetA pinch of Hush on a cord, for one who can stand still.FigmentsShadows that repeat your steps. Read a figment with the Loupe.SentinelsElders of the Order, frozen in the Great Stilling. Read a Sentinel with the Loupe.The FontA basin that pours hushed water around itself.spoilerspoilerspoilerspoilerMireA blight that grows out of settled murk. Read silted soil or a mire creature with the Loupe.The PurifierA device that turns murk back into flux.Murk FlaskA flask that carries murk away.ClearwortA flower that drinks murk.Roiled BeastsMonsters the murk has stirred up. Fight a Roiled beast or read a Murky Geode.The SnarlA tear in the current, hanging in the air. It rises where murk is above half the riverbed and flux is still being drawn: be near when one rises, or read it with the Loupe.Pike PoleA hooked pole that untangles a Snarl.The SeineA net that combs the murk out of a Snarl.The BreachA crack in the ground with the Stillness showing through. Be near when it opens, or read the Still Sky.The SunkenThe mire has those who feed it. Read a Sodden or a Keener with the Loupe.Sunken LamentsTheir teaching is written in soaked wax. Find a Sunken Lament: Keeners carry them, and Mire Shrines keep them.The LeesThe underside of the flux shows through the seam of a Snarl. Read a Snarl with the Loupe.Clean CampOn the bottom it is clean only where someone keeps it clean. Read a Glowbloom or the Bright Shallows.NielloThe depth presses murk black. Read Niello Ore.Lees ShellWhat grows on the bottom out of murk? Read a Lees Shell.Life of the LeesNot only the Sunken live on the bottom. Read a Silt Ray, a Bubbleback, Murk Fry or a Silt Delver.spoilerMire AnchorThe dam guardian's anchor held the wall for an age. Read the Weirkeeper's Anchor with the Loupe.The QuickstreamSomeone drinks the flux by the Gauge Stones — where does it go? Go down to the Lees, then read a Master Gauge Stone and a Toll Tap.RacesRivers of living flux run through the air between the islands. Read a race with the Loupe — or a racefish swimming up it.QuickwaterThe sea under the islands of the Quickstream is flux in liquid form. Read quickwater.The Toll BarrageThe Tollkeepers dammed a race of the Drained Isles. Follow a gray, stopped race upstream — it ends at the barrage; read any stone of it with the Loupe.spoilerBelt ReliquaryThe Tollfarmer's Great Reliquary held what a whole barrage drank. Read the Tollfarmer's Reliquary with the Loupe.The Still BrinkSomewhere the Quickstream slows and stops. Read the Still Brink with the Loupe.The MeandersWhere the flux of the world goes round in loops, the Reckoners built a maze. Read Knotted Cord and a Gauge Stone.The RecountThe passages of a loop grow shut with stilled flux and open again. Read a shoal.The Summing LockA brass plaque with the rune of a current and tally dials below it. Read a Summing Plaque.spoilerspoilerThe SchismWhy the Reckoners split into three branches. Read a Summary Record.Dawn and Dusk PillarsMurk and flux can trade places — in their hour. Read a snarl.The Murk FumerMurk can be breathed out as smoke. Read a murkcap.Still AnvilA metal that does not change does not change the thing either. Study stillmetal.Still CastStillmetal stops the living too. Study stillmetal.Still RyeA grain of the Stillness sprouts if all around stands still. Read a still grain.spoilerStillweave VestmentsA robe flux passes through reluctantly. Study Stillmetal and Dam Plate.Order GearWhat held the Order together. Study the Prior; read a Bellringer's habit, Vowkeeper plate or Order Boots with the Loupe.Freshet SteelStillmetal that flows again. Study Stillmetal and wootz; read Freshet Ore with the Loupe (a vein gives it inside a Thaw Lantern's circle).Flight in the StillnessThe Freshet Mantle will carry you in the Stillness too. After the Restart, read the Restart Sluice where the Restart happened with the Loupe.Deep MirrorStep into a mirror and out of its pair. It needs a mind that has fallen out of step before.Murk DruseA crystal that drinks a chunk's murk. Discover Murk.spoilerThe Hourless WoodA grove caught by the Great Stilling: rain hangs in the air, the birches all lean one way. Read it with the Loupe.Life of the IslesHerds roam the isles of the Quickstream, and something swims in the dust of the Drained Isles. Read a Racestrider or a Dustfin with the Loupe.Rime Moths and SalamandersNot everything in the Stillness is dead: Rime Moths and Salamanders wake by a Thaw Lantern. Read a Rime Moth or a Salamander with the Loupe.

Energistics

The chapter’s canvas — as in the game’s Codex →
Current BusesBuses of their own for distillateNeeds Applied Energistics 2 · NeoForge onlyThe Brass CrankAn automaton turns AE2 devicesNeeds Applied Energistics 2 · NeoForge onlyConfluence ProviderThe Heart draws distillate from an ME networkNeeds Applied Energistics 2 · NeoForge onlyConfluence StewardA Confluence on order from the terminalNeeds Applied Energistics 2 · NeoForge onlyReckoning CurrentsCurrents in an Applied Energistics 2 ME networkNeeds Applied Energistics 2 · NeoForge onlyThe Gauge CardKeep a holder at a markNeeds Applied Energistics 2 · NeoForge onlyThe Kettle by PatternA Brewing Tower on order from the terminalNeeds Applied Energistics 2 · NeoForge onlyMurk in the NetworkThe Sump Cell and the Bleed CardNeeds Applied Energistics 2 · NeoForge onlyThe Pouring BusFrom the network into a holder's mouthNeeds Applied Energistics 2 · NeoForge onlyThe Siphon BusFrom a holder into the networkNeeds Applied Energistics 2 · NeoForge onlyThe Still CellThe whole Wheel in one cell, with no idle drawNeeds Applied Energistics 2 · NeoForge onlyThe Store BusThe network sees vessels and a GyreNeeds Applied Energistics 2 · NeoForge onlyThe Tally ApprenticeFlux recipes on order and network items in the gridNeeds Applied Energistics 2 · NeoForge onlyThe Tally BinAutomatons and hoppers at an ME networkNeeds Applied Energistics 2 · NeoForge onlyTally CellsCurrents in a drive and at the terminalNeeds Applied Energistics 2 · NeoForge onlyTally VesselSiphons and an ME network in one blockNeeds Applied Energistics 2 · NeoForge onlyThe Tally WheelThe network's currents above a lensNeeds Applied Energistics 2 · NeoForge only

Kitchen of Currents

The chapter’s canvas — as in the game’s Codex →

Spirits

The chapter’s canvas — as in the game’s Codex →

Mechanics

The chapter’s canvas — as in the game’s Codex →

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