Fluxionwiki

Wheel Neighbors

Chapter: Alchemy

What becomes of currents in the Crucible: which get along and which clash.

How to open it

Pages of the entry

1

This entry keeps your Crucible free of murk: whoever knows which currents get along brews without loss. A dissolved thing does not vanish: its currents pass into the water and become distillate — current in liquid form. Distillate takes the color of its blend, and strands of the strongest currents wind through it. Aim the Loupe at the Crucible, and its Distillate line shows the runes and how much of each.

Brew

2
TideStrataEmberGaleLatticeFrayHollowGleamDriftRimePrismBloomSparkShiftAlloyBlastBalanceAshGloomWingRootFangSoulMindSenseKinEdgeCraftCogBindWardBaneWantGraveWeaveHaloBrewMurkStillTempoEchoVenom

Neighbors on the Wheel get along: Tide with Strata, Strata with Ember, Ember with Gale, Gale with Tide all enter the distillate whole. Compound currents blend with anything without loss.

3

Opposite Springs — Tide and Ember, Strata and Gale — clash. A Spring thrown in on top of its opposite enters only by half, and the other half sinks into the land around as murk. Whatever went in first stays whole: the order you throw things in is part of the craft.

TideEmber

StrataGale

4

A Crucible holds sixty-four parts of currents. Past that it boils over: the excess steams off as murk from the fullest current, a drop at a time, until the distillate evens out. Steam and dark flakes over the rim always show — that is your sign to stop.

Murk

A comparator by the Crucible tells how full it is.

What it teaches

On this page