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Inscription

Game enchantments by Confluence — any one at the level you need, with no enchanting-table lottery: how to inscribe, level by opaline, the price doubling per level, conflicts and refusals, Forgotten Enchantments (Mending and others), the table of every inscription, the Flux Sheath, the Unweaving Cloth, Rite Repair.

Inscription gives any game enchantment at the level you need — exactly, with no enchanting-table lottery. The same Confluence altar writes it: the thing under the Heart, the inscription's things on the plinths, distillate in vessels nearby, a touch of the Conduit. The enchanting table keeps its place: it is cheap and random, the altar exact but a rite. Entries — Inscription and Forgotten Enchantments.

The inscription is done: the things have left the plinths for the book under the Heart
The inscription is done: the things have left the plinths for the book under the Heart

How to inscribe

  1. On the central plinth — a thing the enchantment fits (as with an anvil: Sharpness — swords and axes, Protection — armor), or a book: a plain one comes out an Enchanted Book, into an Enchanted Book the enchantment joins the others. The book is then put on the thing with an anvil.
  2. On the side plinths — the inscription's level I things (2–4, each enchantment its own; the table below) and one opaline for every level above the first: Sharpness III — flint, flint, an iron ingot and two Opaline.
  3. Distillate — the enchantment's currents in vessels or a Gyre within twelve blocks.
  4. Before you start, the Heart tells what will come out: "Ready: Sharpness III · distillate: 24", the Confluence tier and whether there is enough calm. A touch of the Conduit begins.

To start with — Sharpness I on a sword: two flints, an iron ingot and two parts each of Bane, Edge and Lattice. It is a simple Confluence: a bare altar holds it any day or night.

Confluence
a simple Confluence
2Bane2Edge2LatticeInscription “Sharpness”, level I · +1 per opaline on a Plinth

Level and price

  • The level is how many opalines: 1 + the opalines on the plinths. No higher than the enchantment's top level, and higher than what the thing already has: Sharpness II rises to IV with three opalines.
  • Every level costs twice as much distillate: Sharpness I — 6 parts, Sharpness V — 96. Raising from one level to another costs only the difference — what was paid for earlier levels is not taken again.
  • Every other enchantment on the thing makes the price a quarter higher (weavings do not count here).
  • Reach stones lower the price, as for any Confluence.
  • A higher level means more things and distillate, and so a higher Confluence tier: Sharpness I is simple, Sharpness III mid, Sharpness V great — it needs weirs and calm stones.

Rules and refusals

Inscription does not get around the rules of the world — the Heart tells you why a thing will not take the inscription:

  • conflict: one thing will not take Sharpness, Smite and Bane of Arthropods together; the protections with each other; Fortune and Silk Touch; Mending and Infinity; Frost Walker and Depth Strider; Loyalty and Channeling with Riptide; Multishot and Piercing;
  • above the top: more opalines than the enchantment has levels;
  • already there: the thing has this level or higher;
  • the wrong thing: Sharpness on a pickaxe — put a book or a thing the enchantment fits.

Inscription writes no curses.

Forgotten Enchantments

Mending, Frost Walker, Soul Speed, Swift Sneak and Wind Burst the enchanting table never gives — they are found only in chests and with villagers. The currents remember them, and the altar writes them the same way, only harder: none of them is ever a simple Confluence. Mending is always great: build the altar with weirs and calm stones.

Confluence
a great Confluence
6Bloom4Mind4Craft2LatticeInscription “Mending”, level I · +1 per opaline on a Plinth

The table of inscriptions

Plinth things and distillate are for level I; "to the top" is the distillate from a bare thing up to the top level.

EnchantmentThings on the plinthsLevel I distillateTopTo the topConfluence
Weapons
Sharpnessflint ×2, iron ingotBane 2, Edge 2, Lattice 2V96simple → great
Smitebone, glowstone dust, gold ingotGrave 2, Gleam 2, Lattice 2V96simple → great
Bane of Arthropodsspider eye, fermented spider eye, flintBane 2, Fang 2, Venom 2V96simple → great
Knockbackpiston, slimeball, Gale shardGale 6, Drift 4II20simple
Fire Aspectblaze powder, fire charge, Ember shardEmber 6, Spark 4II20simple
Lootingemerald, rabbit's foot, gold ingotWant 4, Fang 2, Gleam 2III32simple → mid
Sweeping Edgeiron ingot, feather, Gale shardEdge 4, Gale 4III32simple → mid
Lungerabbit's foot, feather, flintDrift 4, Bane 2, Gale 2III32simple → mid
Tools
Efficiencyredstone, gold ingot, sugarEdge 2, Spark 2, Strata 2V96simple → great
Fortuneemerald, raw gold, lapis lazuliWant 4, Strata 2, Prism 2III32simple → mid
Silk Touchcobweb, feather, ender pearlShift 6, Bind 4, Wing 2I12simple
Unbreakingobsidian, iron ingot, fluxsteel ingotStrata 4, Lattice 2, Alloy 2III32simple → mid
Armor
Protectioniron ingot, leather, Lattice shardWard 2, Lattice 2, Strata 2IV48simple → mid
Fire Protectionmagma cream, leather, Tide shardWard 2, Ember 2, Tide 2IV48simple → mid
Blast Protectiongunpowder, obsidian, leatherWard 2, Blast 2, Strata 2IV48simple → mid
Projectile Protectionarrow, armadillo scute, leatherWard 2, Bind 2, Gale 2IV48simple → mid
Thornscactus, sweet berries, pointed dripstoneBane 2, Ward 2, Root 2, Venom 2III32simple → mid
Feather Fallingfeather ×2, Gale shardWing 2, Gale 2, Drift 2IV48simple → mid
Respirationpufferfish, kelp, glass bottleTide 4, Gale 4III32simple → mid
Aqua Affinityprismarine shard and crystals, kelpTide 6, Edge 4, Prism 2I12simple
Depth Stridernautilus shell, kelp, Tide shardTide 4, Drift 4III32simple → mid
Bow and crossbow
Powerarrow, string, redstoneBane 2, Wing 2, Spark 2V96simple → great
Puncharrow, piston, Gale shardGale 6, Blast 4II20simple
Flamearrow, blaze powder, fire chargeEmber 6, Spark 4, Gale 2I12simple
Infinityspectral arrow, ender pearl, gold ingotCraft 4, Hollow 4, Lattice 4I12simple
Multishotarrow ×3, Splitting PrismPrism 6, Bane 4, Edge 2I12simple
Piercingarrow, flint, iron nuggetEdge 2, Bane 2, Gale 2IV48simple → mid
Quick Chargeclock, redstone, stringTempo 4, Spark 4III32simple → mid
Trident and fishing rod
Loyaltylead, bone, Tide shardBind 4, Tide 2, Drift 2III32simple → mid
Riptidenautilus shell, prismarine crystals, Gale shardTide 4, Drift 2, Gale 2III32simple → mid
Channelinglightning rod, copper ingot, prismarine crystalsSpark 6, Gale 4, Tide 2I12simple
Impalingprismarine shard, flint, raw codBane 2, Tide 2, Edge 2V96simple → great
Luck of the Seaemerald, raw cod, lily padWant 4, Tide 4III32simple → mid
Lureraw cod, rotten flesh, stringTide 4, Fang 2, Want 2III32simple → mid
Mace
Densityobsidian, iron ingot, gunpowderStrata 2, Blast 2, Bane 2V96simple → great
BreachFray shard, flint, iron ingotFray 2, Bane 2, Edge 2IV48simple → mid
Forgotten
Mendingbottle o' enchanting ×2, golden apple, quickdustBloom 6, Mind 4, Craft 4, Lattice 2I16great
Frost Walkerblue ice, packed ice, snow block, Tide shardRime 6, Tide 4, Still 2II24mid
Soul Speedsoul sand, soul soil, ghast tearSoul 4, Drift 4, Hollow 2III40mid
Swift Sneakecho shard, rabbit's foot, phantom membraneSense 4, Gloom 4, Drift 2III40mid
Wind Burstwind charge ×2, breeze rodGale 6, Blast 2, Wing 2III40mid

Compound currents (Bane, Edge, Ward…) come from source things and the Mixing Vat. Every inscription is data: in the Confluence reference.

The Flux Sheath

Besides the game's enchantments, Inscription writes one of its own — the Flux Sheath (I–V): a shield over armor, golden hearts of absorption that fill up again from the land's flux. Each level on a piece of armor or a trinket setting gives half a heart of shield; all you wear together — no more than ten hearts. The shield tops up half a heart every two seconds, a unit of chunk flux at your feet; in a murky chunk it does not charge. It is written the same way: the thing in the middle, two pinches of quickdust and an opaline for every level above the first; Ward and Halo in vessels. Entry — Flux Sheath.

Confluence
a simple Confluence
4Ward2HaloInscription “Flux Sheath”, level I · +1 per opaline on a Plinth

The Unweaving Cloth

The Unweaving Cloth moves one enchantment of a thing into a book whole, at the same level — a grindstone would erase it. Put the cloth, the thing and a plain book on a crafting table: the cloth pulls out the rarest enchantment (among equally rare — the highest level) and lays it into the book; the thing keeps the rest. It does not touch curses. Without a book the cloth unravels the thing's last weaving — and the tension goes with it. The cloth has 24 threads: a transfer costs a thread per level, a forgotten enchantment twice as much, a weaving three. Entry — Unweaving Cloth.

Rite Repair

Confluence mends a worn thing with its own material and leaves everything on it: enchantments, weavings, the Forge's tempering. The anvil's work cost does not grow — a thing the anvil no longer takes ("Too Expensive!") the rite mends again and again. Entry — Rite Repair.

  • The thing on the central plinth, pieces of its material on the side ones (iron for iron, diamonds for diamond): a piece is a quarter of durability; the Heart will not take extra pieces.
  • Distillate by wear: two parts of Craft per quarter and half the currents of the material itself. An iron pickaxe worn by a tenth needs three parts, worn by nine tenths nineteen.
  • It is a simple Confluence; a costly thing with heavy wear makes it mid. A thing with no repair material (a bow, a fishing rod) the rite does not mend.
Confluence
a simple Confluence
2CraftMending by Confluence

What next

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