
Guiding Glint
A glint that lights the road and puts its own lights out.
How to open it
- Reveal the currents:
Gleam - Notes: Artifice — 3, Alchemy — 1
- After the entries:
Shard Lantern,
Glints
Pages of the entry
A Guiding Glint is the light of a journey: with it you need not set a torch at every turn of a cave. Light it with a right-click and carry it anywhere in your inventory: wherever it is dark, it leaves little lights at your feet — a trail of light follows you, easy to walk back by. The lights do not stay: each goes out by itself after two minutes, and the cave is as dark as it was.
The glint sows a light only where it is darker than seven at your feet (not in light and not under a daytime sky), no more than twice a second and no closer than four blocks to its own light: the light of the last one spaces them by itself. Up to twelve burn at once; the thirteenth puts out the oldest. A light is one unit of charge: a full glint holds 64; fill it at a Charging Basin, and a Flux Locket tops it up on the road. The lights take the current of the glint from the bottle: Ember is warm, Tide is blue.