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Carrier Conjunctions

Chapter: The Conduit

Two or three carriers of one lens fly one new way.

How to open it

  • Notes: The Conduit — 4
  • After the entries: Survey

Pages of the entry

1

A conjunction is two or three carriers of one lens woven into a new path for the action: a trap that digs the layer beneath it, a skipping droplet, a cloud on wings. A Lens Blank holds two carriers, a great blank three. Carriers that do not weave together the Grinder wheel will not cut. The actions stay the lens's own: the conjunction only decides how and where they fly.

BindCraft

2

Seam Snare (Pool, Survey): whoever steps in — you too — sets the action across the layer beneath, and the trap sinks a layer. Furrow (Jet, Survey): the jet runs straight through blocks of one kind, head-high. Lode Moths (Survey, Courier Moth) fly the lode, and the spoils fall by you. Puffball (Droplet, Mist): the droplet bursts into a cloud.

CraftDrift

3

Skipstone (Jet, Droplet) bounces off blocks, creatures and water. Stalking Mist (Mist, Courier Moth) drifts after a foe. Lookout Moth (Pool, Courier Moth) sits and waits for one. Tripline (Jet, Pool) is a thread that snaps on whoever crosses it. Kin Ring (Palm, Pool) walks with you and strikes foes inside.

TideWing

4

Three carriers: Downpour (Jet, Mist, Droplet) — a cloud that drops droplets on foes; Watchfire (Pool, Courier Moth, Jet) — a moth that keeps watch and strikes with a jet. A conjunction costs some flux above the lens's price, its cooldown is never shorter than its own, and one fluxionist keeps one to three of each trap, cloud and watcher: the extra ones fade.

BrewWeave

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