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The Crucible

The heart of alchemy: how to wake the Crucible, which heat dissolves what, the rules of distillate, the catalyst and the first recipes — fluxsteel, tonics, orbs, glints and crystal seeds.

The Crucible dissolves things into currents and brews new things out of them: fluxsteel for devices, wax for vessels, opaline, quickdust, tonics, light without a candle, and glints. It is the fluxionist's first big workshop — the Codex chapter Alchemy begins with it.

A Crucible over magma: a distillate of three currents swirls in strands
A Crucible over magma: a distillate of three currents swirls in strands
From above: strands of the fullest currents meet in the middle
From above: strands of the fullest currents meet in the middle

How to get it

The Crucible is not forged or crafted — it is woken. A pinch of Quickdust on a plain cauldron (empty or filled): a whirl of the four Springs, a ring of Tide, and the cauldron turns to bronze, its feet become paws, opaline shows along the rim. Waking needs no knowledge, but the Crucible's recipes are opened by Codex entries, starting with The Crucible.

Waking with Quickdust
Cauldron → Crucible

Water and heat

  • Water by the bucket. A full Crucible is one bucket — that is its whole measure. You can scoop the bucket back, but then whatever is dissolved splashes out as murk into the land around; a broken Crucible spills it the same way.
  • Heat comes from the block below. Without heat the Crucible is just a bowl: what you throw in lies on the bottom.
    • Gentle heat — a campfire, fire, magma, a lit furnace, an Ember Orb. It dissolves soft things: herbs, flesh, coal, dust, wax.
    • Strong heat — lava or a lava cauldron. It dissolves everything that has currents.
  • Solid things are those where Strata, Alloy and Prism make up half of the currents or more: metals, stone, glass, gems. In gentle heat they do not sink — they float up and fly over the rim. That way iron is not lost in a Crucible over a campfire.
  • A thing without currents never sinks, whatever the heat.
  • Water boils away: a bucket lasts 16 minutes of gentle heat and 8 of strong; every dissolved thing drinks more, and brewing a recipe more still. Boiled dry, the distillate scorches and all of it goes to murk.
Tip
A campfire under the Crucible does not smoke, and an Ember Orb heats it with no fire at all — only a thin vapor rises over the bowl. Handy when the Crucible stands indoors.

Distillate

Dissolved currents become distillate — a current in liquid form. It is tinted by the mix of its currents, and strands of the fullest ones spiral across it. The Loupe and the Diviner's Spectacles show what is inside — a "Distillate" line, runes and numbers; the Spectacles show it without the Loupe in your hand.

  • Neighbors on the Wheel get along: Tide with Strata, Strata with Ember, Ember with Gale, Gale with Tide enter the distillate whole. Compound currents mix with anything without loss.
  • Opposite Springs clash: Tide and Ember, Strata and Gale. A Spring thrown in with its opposite enters only by half, and the other half goes to murk. Whoever went in first stays whole: the order of throws is part of the craft.
  • The limit is 64 parts. Beyond it the Crucible boils over: the excess boils off as murk from the fullest current until the distillate evens out. Vapor and dark flakes over the rim show at any "Mod Graphics" level — that is the sign to stop.
  • Every lost part is half a part of murk in the Crucible's chunk. On murk and mire — the entry Murk and Mire.
  • The Patience aptitude lowers the thrower's loss to clashes and the murk of their things at the Crucible.

To drain the distillate without losing the water, sneak and use an empty hand on the Crucible: the currents go as murk into the land (half a part per part), the water stays. An empty Crucible does not answer. A comparator by the Crucible tells how full it is.

Recipes: the catalyst

A Crucible recipe is a catalyst (the thing thrown in last) and the currents that must be in the distillate at that moment, plus heat. If it matches, the recipe's currents leave, the catalyst too, and the result floats up and flies over the rim (falling back in, it will not dissolve). If not, the catalyst dissolves like any other thing.

When several recipes fit one brew, it is always the same one that brews: the most demanding (most currents); among equals — the one whose currents fill more of the brew; then the one whose leading current comes first on the Wheel (Tide, Strata, Ember, Gale, Lattice, Fray and on in order of composition). So an extra current changes the result — watch the distillate with the Loupe and drain what is extra.

You can throw things from a couple of steps away: the Crucible catches whatever lands on its top. A recipe brews only for the one who has studied its entry — the owner of the thrown thing.

The Crucible makes no currents
A brewed thing, dissolved again, never gives back more than went into it. There is no "brew it, dissolve it" loop: the Crucible's gain is in things, not in parts.

First recipes

WhatCatalystCurrentsHeatEntry
Fluxsteel Ingotiron ingotStrata 6, Ember 4, Lattice 2strongFluxsteel
Bloom Tonicglass bottleBloom 4, Tide 2gentleHearth Brewing
Bindwax ×2honeycombBind 3, Root 2anyBindwax
OpalinequartzPrism 4, Gleam 2strongOpaline from Quartz
Quickdust ×3redstoneTide 2, Strata 2, Ember 2, Gale 2anyQuickdust from the Crucible
Brazier BriquettecoalEmber 4, Spark 2anyDistillation
Brimming Jugflower potTide 4, Halo 2anyThe Brimming Jug
Crucible
  • Fluxsteel is the metal of every flux device: the Conduit, the Confluence Heart, retorts, bands, tools and armor. Strata is in stone, Ember in coal, Lattice in diorite and quartz. Iron melts only over lava; the ingot goes in last.
  • Bloom Tonic closes wounds for twelve seconds. Bloom is in bread, apples and eggs, Tide in water and kelp. In a strong boil the tonic curdles and the bottle dissolves.
  • Quickdust from the Crucible needs no shards, but the four Springs are two pairs of opposites: start with neighbors (Tide and Strata), and throw in twice the Ember and Gale — half of them goes to murk. That is the price, and better to know it in advance.
Crucible

Reforming

The Crucible turns plain raw materials into others you would otherwise have to go and find (the entry Reforming): sand into clay (Tide 3, gentle), white wool into string (Bind 1, Fang 1), string into cobweb (Bind 3), an empty bucket into a lava bucket (Ember 8, Strata 2, strong — a Crucible over lava makes the lava for the next one), and sea reforming gives prismarine, a sea lantern and a sponge without an ocean monument. There is doubling too: gunpowder, slime, glowstone dust and an ink sac in a distillate of their own currents come out twice.

Crucible
8Ember2Stratastrong heat

Orbs

An orb is hanging light with no candle and no support: it goes in the air, on a wall, under a ceiling and into water, shines at full strength, and you walk through it. There are six — one per Spring and Pole. Gather 4 parts of the orb's current and 1 part of Gleam and throw glowstone dust last — two orbs come out. The dust gives the Gleam itself: the first pinch dissolves and leaves it in the distillate. Heat — gentle only (in a strong boil the dust doubles), and if there is Halo in the brew, the dust gives birth to a glint instead.

Crucible
4Tide1Gleamgentle heat2
  • Two orbs in one brew — the one whose current is fuller is born; if equal, the first in the row Tide, Strata, Ember, Gale, Lattice, Fray.
  • An Ember Orb under the Crucible is gentle heat without fire or smoke, for as long as you like.
  • Any orb brands an empty vessel: it goes into the tag and burns in the rune of its current (in detail — Vessels, Siphons and Distilling).

Entry — Orbs.

Glints

A glint is living light and a store of Halo in a bottle. It is never born in the world by itself — the Crucible kindles it: Halo 3 and at least three parts of any other current, glowstone dust last, gentle heat. The glint is tinted by the strongest current of the distillate other than Halo (three Tide shards give a Tide glint). Halo is carried by current shards and crystals, quickdust, and lumenash logs.

Crucible
3Halogentle heatGlint
  • A glint circles its Crucible for a few minutes and goes out; there are never more than three at one Crucible — while three circle, the dust does not sink.
  • Catching: a glint is shy — creep up sneaking with an empty bottle. A Bottled Glint lives as long as you like.
  • Using the bottle on a block lets the glint out — it circles that place forever. On the Flux Workbench a glint replaces the prism and glowstone dust of a firefly lantern.

Entry — Glints.

Crystal seeds

A seed is your own shard farm. Gather Bloom 2 and 2 of the shard's current and throw the shard last (any heat) — out comes a seed of its current; a dissolved shard of the same current gives 4 parts by itself — enough for two. Only the six primal currents have seeds.

Crucible
2Tide2Bloomany heat

Plant it on any solid face, like an amethyst bud. It grows in three stages and becomes a crystal of its current; each stage takes a little flux from the land around (the whole growth is 12 flux, a stage about 6 minutes on average), and in drained land the seed waits. A broken crystal gives shards and half of the flux it drank: seeds make no flux, and a big farm needs living land — by a river, not in a desert. A broken bud gives the seed back whole. Entry — Crystal Seeds.

What else the Crucible brews

What next

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