
Freshet Garb
A garb of free flight. Study Freshet Steel and the Wootz Garb.
How to open it
- Notes: Confluence — 6, The Stillness — 3
- After the entries:
Wootz Garb,
Freshet Steel - Dissonance for study: 2
Pages of the entry
The Freshet Garb gives free flight, as in creative mode, forever and with no flux: you need the mantle and any other piece. It also keeps you: the whole garb gives 20 more health and experience mends the thing in your hand, the hood sees in the dark, the leggings bring luck. Wootz damask re-melted in a Confluence with freshet sheets becomes Freshet Damask: streams run across it all the time. A Confluence remakes each Wootz Garb piece into a freshet one, and the Vane Mantle into the Freshet Mantle. The pattern of the damask is lost.
Flight. The mantle and any other piece: double-tap jump to take off and land, jump to rise, sneak to sink, sprint to fly twice as fast; falls cannot hurt you. The mantle drinks neither the chunk's flux nor a store of its own — fly as long as you like, and no blow knocks you out of the air. The garb's leggings carry you a third faster, and over running water and rivers flight is faster still.
In the Stillness the mantle is cold: before the Restart no one flies there, and after it only those who have studied Flight in the Stillness. The hood sees the currents, breathes in running water and gives steady night vision (take it off and it goes at once; a potion of night vision it leaves alone). The leggings give Luck +1: better catches when fishing, rarer finds in Reckoner coffers and murky geodes. The boots land in a splash. Running water mends the garb. The whole garb gives 20 more health, washes off what ails you in the rain, and picked-up experience mends the thing in your hand: two durability a point, and only what is left after Mending — experience is never spent twice.