
Weavings
A Confluence weaves properties of flux into a tool, a weapon or armor. Read an enchanted book with the Loupe.
How to open it
- Read with the Loupe: Enchanted Book or
minecraft:enchanting_tableorminecraft:enchanting_table - Notes: Confluence — 12, The Conduit — 4
- After the entries:
Spring Tools
Pages of the entry
Weavings give a tool, a weapon, armor, a bow, a shield or a Conduit flux properties no enchantment has: loot into your inventory, three by three, a whole vein at once, a quicker step, a seeking arrow, a shield that sends arrows back. A weaving is a current poured into the thing itself: lay it on the central plinth, the weaving's things around, its distillate in vessels nearby. No enchanted book is needed. Each further weaving of the same thing costs a third more, and the third makes the thing tense.
Pull (Want and Drift: a lead, gold, an ender pearl) — spoils of what you break and kill flow into your inventory. Sweep (Edge and Blast: iron and gunpowder) — pickaxe, shovel and axe break three by three. Vein (Strata, Root, Alloy: raw iron and copper, a log) — a whole vein of ore or a trunk, for the flux of the land.
Echo Sounder (Echo and Prism: amethyst and a note block) — strike stone with the pickaxe, and the ores around answer. Splash (Tide and Bane) — a hit splashes the foes beside. Cadence (Tempo) — every third hit in rhythm strikes harder.
Dodge (Wing and Drift: a feather, a rabbit's foot, a membrane) — on leggings: now and then a blow misses, a step aside. Swiftwater (Tide and Drift: prismarine and kelp) — on boots: lighter going in water.
Panning (Tide and Strata: concentrate, gravel, a bowl) — on a pickaxe: ore washes itself as you break it, and half the raw iron, gold, copper and antimony comes out as concentrate — two ingots in a furnace. With Fortune on the pickaxe, Panning keeps still. Fireflies (Gleam and Bloom: a Bottled Glint, glow berries, glowstone dust) — on a tool: where it breaks a block in the dark, a firefly settles and shines until the daylight sky stands over it.
Extract (Soul and Brew: two vials, a ghast tear) — on a weapon: distillate from the hunt. Half the time, a creature you slay that gives experience fills an empty vial from your inventory with its main current — keep empty vials on you.
Hoard (Bind and Want: a flux coil, a copper block, a bundle) — a thing that runs on flux charge holds half again as much. Trickle (Root and Tide: pointed dripstone, hanging roots, glow lichen) — such a thing, worn or on the hotbar, slowly draws charge from the land's flux by itself. Both go onto the Waders, the belts and charms, the Grapnel, the Flux Ruling Pen, the Deep Mirror and the Still Conduit.
Stride (Drift and Gale: sugar, a rabbit hide, a Gale Shard) — on any armor piece: a quicker step, every piece adds, and all four nearly match a Swiftness potion. Keel (Strata and Bind: a chain, a nautilus shell, a heavy pressure plate) — on leggings: blows push you less, and not at all while you crouch. Stepstone (Strata and Drift: two stairs, a feather) — on boots: step up a block without jumping.
Clearsight (Gloom and Sense: a golden carrot, sculk, an ink sac) — on a helmet: the Darkness of the Deep Dark and Blindness do not take hold of you. Wariness (Sense and Fang: a rabbit's foot, a spider eye, a sculk sensor) — on a helmet: you see who hunts you — whoever takes you as a target glows, even behind a wall.
Plenty (Root and Bloom: bread, a hay bale, honey) — on a chestplate: farther on the same bread — running, fighting and work tire you a third less. Respite (Bloom and Still: a glistering melon slice, a lily pad, moss) — on a chestplate: healing without food in hand — stand still, and health slowly returns.
Hoarfrost (Rime and Bane: packed ice, snowballs) — on a weapon: against fiery and fleeing foes — a hit freezes, and a frozen foe takes more. Ambush (Fang and Gloom: an ink sac, a bone, a feather) — for the one who strikes first: a blow on a creature nobody has hurt for a while is half again as strong. Culling (Ash and Bane: a bone block, rotten flesh, flint) — ends long fights: strikes harder at a foe near death.
Lesson (Mind and Want: a bottle o' enchanting, a book, lapis) — on a weapon: half again as much experience from the hunt. On a shield: Rebound (Prism and Ward: a speculum sheet, amethyst, a slime ball) — an arrow caught on the shield flies back at the shooter; Breakwater (Tide and Blast: prismarine, a wind charge, stone bricks) — room in a crowd: a blow on the shield throws the attacker back.
On a bow and a crossbow. Seeker (Sense and Wing: an eye of ender, a compass, a feather) — fewer misses: the arrow turns toward a foe in its path. Backwash (Tide and Bind: a lead, string, prismarine) — no walking for arrows: one stuck in a block flows back into your inventory. Hunter's Mark (Sense and Gleam: a glow ink sac, a spectral arrow, a target) — shoot, then strike: the marked creature glows, and the first melee blow on it, yours or a friend's, is stronger.
Long Arm (Edge and Drift: two bamboo, a spyglass) — on a tool: build and dig from where you stand — blocks are reached two farther. Reseed (Root and Bloom: seeds, bone meal, a composter) — on a hoe: harvest without replanting — a ripe crop plants itself again from its own seed. Sieve (Murk and Brew: a lumenash grate, clearwort seeds, silt) — on a thing with charge: charge from the murk of the land, and the land clears.
On a Conduit. Quickcast (Tempo and Weave: a clock, two quickdust) — cast more often: a third shorter cooldown, but never shorter than a mist, pool or moth lens allows. Taproot (Root and Strata: rooted dirt, mangrove roots, a Tide Shard) — for deserts and drained land: a dry place takes half as much strength from your casts.
Groundfall (Strata and Blast: two pointed dripstone, gunpowder) — on boots: jump into a crowd from above — the landing strikes everyone around, the harder the higher you fell; your own fall is no softer. Desperation (Ember and Bane: blaze powder, magma cream, flint) — on a weapon: when you are near death yourself, you strike almost half again as hard. Adit (Tempo and Strata: two rails, a lantern) — on a pickaxe or shovel: long tunnels go faster — each next block straight ahead digs faster, up to half again. Rockbreaker (Alloy and Strata: obsidian, deepslate, iron) — on a pickaxe: deepslate, ores and obsidian twice as fast. Next: "Wootz" and "Flux Sheath".