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Totems of the Watch

Chapter: Artifice

A law for defense: no visitor, no shot, no jump. Read an enderman.

How to open it

  • Read with the Loupe: Enderman or Phantom or Skeleton
  • Notes: Artifice — 3, The Conduit — 2
  • After the entries: Totems

Pages of the entry

1

Five totems guard the approaches:

Totem of Vigil — night visitors do not come.

Totem of Keen Sight — monsters show through walls.

Totem of the Bulwark — shots from outside stop at the edge.

Totem of Silence — sculk and the warden hear nothing.

Totem of Mooring — nothing teleports.

GleamSenseBindEchoShift

2

A Totem of Vigil turns night visitors away: phantoms do not come for those in its circle, patrols do not find them, a raid does not start in the village, monster spawners stand still, and monsters are not born in the circle even in the dark.

The totem does not drive away those who came from outside — that is a ward circle's work. It does not hold trial spawners or cult raids: they have their own answer.

Cost: 0.5 flux per phantom or patrol, 2 per raid, 0.1 per spawner round, 0.005 per monster that did not appear.

3

A Totem of Keen Sight shows what lurks: monsters in its circle glow with an outline through walls for everyone within 32 blocks of the totem — the creeper behind the wall, the cave under the house.

The outline is the totem's color, pink like Sense.

Cost: 0.01 flux per monster in the circle every 5 seconds.

4

A Totem of the Bulwark is a shield against archers: arrows, fireballs, potions and snowballs shot from outside stop at the edge of its circle. From inside you shoot out as usual — a loophole.

Arrows and tridents drop at the edge, the rest fades in a puff. Shots of bosses and guardians pass.

Cost: 0.1 flux per shot stopped.

5

A Totem of Silence muffles the vibrations of its circle: sculk sensors, sculk shriekers and the warden hear neither steps nor chests nor blasts inside. Take it into an ancient city.

Players still hear everything. The warden still smells with its nose — do not come close.

Cost: 0.005 flux per vibration, at most twice a second.

6

A Totem of Mooring holds every jump in place: in its circle endermen and shulkers cannot teleport — they stay and fight — and chorus fruit and ender pearls carry no one in or out.

A pearl landing in the circle fades. A fluxionist's own ways — Through-Circles, mirrors, the Sluice Arch — go along the riverbed, not by a jump, and work as before.

Cost: 0.3 flux per jump, 0.5 per pearl.

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