Fluxionwiki

Potion Brewing

Chapter: Alchemy

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

1

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.

2

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.

BrewDriftTideGleamPrismWingRimeBloomSparkHollowVenomAshGale

3

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.

4

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.

5

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.

6

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.

BrewTempoBlastWeave

7

Life and strength: healing gives health back at once, regeneration bit by bit, strength adds to every blow.

8

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.

9

For the road: swiftness to run faster, leaping to jump higher, slow falling to come down from any height unharmed.

10

To see and breathe: night vision brings light into dark caves, invisibility hides you from eyes, water breathing lets you live underwater.

11

Against enemies — brew them as splash potions: harming wounds at once, poison bit by bit, weakness softens an enemy's blow.

12

To hold: slowness drags an enemy down. The strong one is the fourth level at once, not the second, and brief.

13

Aftermath potions act when the one they touched dies: wind charging throws everything around back in a gust, weaving leaves cobwebs.

14

Oozing leaves slimes behind after death; infestation lets silverfish out when the one it touched is hurt. They are thrown at enemies.

15

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.

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