Artifice
65 entries
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.