
Potion Brewing
The Crucible brews the game's potions from currents. Read nether wart with the Loupe.
How to open it
- Read with the Loupe: Nether Wart or Nether Wart
- Notes: Alchemy — 4
- After the entries:
Glints
Pages of the entry
The Crucible brews the game's potions — the same ones a brewing stand makes, but from currents: no stand, no blaze powder and no special ingredient for each potion. Brew and the current of the effect in the distillate, a glass bottle thrown in last — and a potion floats up. One bottle per throw.
Brew is in nether wart, fermented spider eyes and antimony reguli. The current of the effect is the same one that acts when you eat it as a seasoning: Drift — swiftness, Tide — water breathing, Gleam — night vision, Prism — invisibility, Wing — leaping, Rime — slowness, Bloom — regeneration, Spark — strength, Hollow — weakness, Venom — poison, Ash — harming, Gale — slow falling. Two parts of each; gentle heat only: at a strong boil the potion curdles.
Stronger means more of the effect's current: four parts instead of two give the second level, lasting half as long. Slowness and the Turtle Master: the strong form is its own, and its card stands next to the potion. No second level: night vision, invisibility, fire resistance, water breathing, weakness, slow falling, wind charging, weaving, oozing, infestation.
Longer means Tempo: two parts of Tempo and the potion lasts nearly three times as long. Tempo is in clocks; a Mixing Vat puts it together from Drift and Lattice. No long form: healing, harming, wind charging, weaving, oozing, infestation.
A potion to throw takes Blast: two parts of Blast (gunpowder gives it), and a splash potion floats up. Two more parts of Weave make it lingering: the cloud stays in place, and arrows tipped in it on a crafting table carry the effect. Weave is in enchanted books and bottles o' enchanting.
Of the recipes that fit the brew, the Crucible brews the most demanding one: a stray current changes the potion. An antimony regulus gives clean Brew; nether wart also carries Ember and Root, a fermented eye — Venom and Sense. Watch the distillate with the Loupe and drain what is extra. A Brewing Tower brews potions by itself: strike it with the potion you want — it will remember it — and feed it glass bottles as the catalyst.
Life and strength: healing gives health back at once, regeneration bit by bit, strength adds to every blow.
Protection: with fire resistance, fire and lava do no harm; the Turtle Master takes blows but slows you. The strong one raises both levels and lasts just as long.
For the road: swiftness to run faster, leaping to jump higher, slow falling to come down from any height unharmed.
To see and breathe: night vision brings light into dark caves, invisibility hides you from eyes, water breathing lets you live underwater.
Against enemies — brew them as splash potions: harming wounds at once, poison bit by bit, weakness softens an enemy's blow.
To hold: slowness drags an enemy down. The strong one is the fourth level at once, not the second, and brief.
Aftermath potions act when the one they touched dies: wind charging throws everything around back in a gust, weaving leaves cobwebs.
Oozing leaves slimes behind after death; infestation lets silverfish out when the one it touched is hurt. They are thrown at enemies.
A stand and a Crucible brew the same things by different roads: a village herb woman put remedies in water, a fluxionist puts in currents. Nether wart steeps water with Brew — which is why a stand brews nothing without it.