The Flux Workbench
Craft that pays with the land's flux and the currents of the place: waking, the window, shards instead of currents, drought and the Catchment, the Flux Reservoir and Charging Basin, Diviner's Spectacles, lanterns, fluxsteel gear, the fluxionist's garb, satchels and the Bundling Cord.
The
Flux Workbench does everything a crafting table does and, on top of that, flux recipes: device parts,
devices and the fluxionist's gear. They are paid for with the flux of the land under the workbench and with the currents of the
place. The Codex chapter is Artifice, its first entry
The Flux Workbench (after the
Crucible's fluxsteel).
How to get it
A pinch of
Quickdust on a plain crafting table — a simple use, no Shift: the oak darkens, veins of flux run
across it, bronze binds its corners, and the crafting grid becomes the Wheel of Currents. The Flux Workbench has no recipe of
its own. Waking needs no knowledge; recipes ask for it.
The window

- In the middle of the Wheel is a 3×3 grid, around it six shard sockets: the four Springs in Wheel order and the two Poles, Lattice on top and Fray below. The socket of a current that flows in the place glows in its color.
- On the right — the bowl where the thing appears, and the vessel of the flux of the place (the same as the Loupe's): what the craft will take flickers on the flux itself.
- What you lay out stays on the workbench when you walk away. The things are shared by everyone who opened the window, but the result is by the opener's knowledge: whoever has not studied the entry sees the thing pale and the entry's name as a line.
- Plain crafting-table recipes the Flux Workbench makes for free.
The price: flux and the currents of the place
A flux recipe asks for things, flux and currents of the place (Springs and Poles only).
- A current is free if it flows in the place — as the Loupe reads the air.
Gale — almost everywhere,
Tide — by water, in forests and in snow,
Strata — in mountains, caves and deserts,
Ember — in deserts, forests and the Nether,
Fray — in deserts, mushroom lands and the End,
Lattice — only in snow. - What the place lacks, a shard gives from the socket of its current — one per craft. But such craft is rougher: murk +1 settles in the land. With neither the current nor a shard, the window names the current in red.
- Flux is taken from the workbench's chunk, but never below the bed floor — a tenth of the bed. What is taken comes back by itself — from the bed and from neighbors: by a river the workbench hardly runs dry, in a desert it does fast.
- Drought: whatever is missing up to the price, shards from any socket give — 8 flux each, clean, without murk.
- Recipes cost 4 to 60 flux: expensive craft sooner or later calls for a Catchment. How flux flows and where it is plentiful — Flux and Murk of the World.
- The fluxionist's garb and the Finesse aptitude (−6% flux per rank) make craft cheaper — together never below half; they do not save the shards paid for the place's currents.
First parts
| Part | Flux | Place currents |
|---|---|---|
| 4 | — | |
| 12 | Lattice | |
| 10 | Gale | |
| 6 | Strata | |
| 14 | Strata, Lattice |
The parts' frames are a
Speculum Sheet (the Flux Workbench rolls the sheet itself, entry
Speculum),
the windings fluxsteel wire.
Spectacles and lanterns
Diviner's Spectacles show what a Crucible, a vessel or a device holds — without the Loupe in your hands. They cannot
read: new currents and notes come only from the Loupe. Entry —
Diviner's Spectacles.- A
Firefly Lantern lights dark corners by itself: at night its fireflies fly out and settle as little lights where
it is dark, and return at dawn. Made from a bottled glint it is cheaper — no prism and no dust (
Firefly Lantern). - Float lanterns are light on water in sixteen colors; by a Confluence stream they calm its turbulence (
Float Lanterns). - A
Shard Lantern shows flux without the Loupe: above the bed its shard shines, on drained land it dims.
Catchment, Flux Reservoir and Charging Basin
- A
Catchment next to the Flux Workbench gives it the flux of nine chunks instead of one: it takes more from
the full ones and dries the surroundings evenly instead of draining the nearest piece to the bottom (
Catchment). - A
Flux Reservoir is a store for drought: it skims the top of the flux while the land is full and gives it back when
craft, a device or the Conduit drain it. The workbench draws on the reservoirs of its land right after the land itself. A broken one
gives its store to the land (
Flux Reservoir). - A
Charging Basin charges things that hold a store of flux: the Grapnel, the Flux Trowel and Flux Ruling Pen, the
Guiding Glint. The basin fills with flux like a font, but never below the bed floor; a thing rises over it and drinks. A siphon at
its side also feeds things that run on distillate — the Prism Rod (
Charging Basin). - Gear Charge: the mod's armor holds a charge, and its features spend it. The "Gear Charge" row above the armor bar shows cells per piece; living land tops up worn pieces slowly (a unit every four seconds while flux is above the bed floor), the basin in seconds. In detail — Gear and Gear Charge.
Gear and garb
- Fluxsteel tools cut like diamond and work faster in full flux (and drag in drained land); a sword strikes more often there.
The armor speeds up devices nearby and builds static as you walk — in the full set sneak twice and it strikes three nearest
enemies with arcs (
Fluxsteel Gear). - The fluxionist's garb of
Flux Cloth barely protects but saves flux: the coat an eighth, the trousers a little
less, the shoes less still; Diviner's Spectacles too. In total — no more than half the price. The flux thread also dampens magic
(potions of harming, witches) and keeps murk off. It dyes like leather armor (
Fluxionist's Garb).
Satchels and the Bundling Cord
- A
Shard Satchel has six pockets of 128 shards, one per Spring and Pole; the Flux Workbench takes from it by
itself (
Shard Satchel). - A
Lined Satchel is 54 slots always with you; it opens with the "Open Lined Satchel" key; the workshop takes from
it as from your hands (
Lined Satchel). A second lining by Confluence doubles it. - A
Bundling Cord bundles a chest, a furnace mid-smelt or a device whole — with everything inside and its settings;
a knot costs chunk flux (
Bundling Cord).
What next
- Workshop devices — the forge, the Molder, the mill, updrafts and landings: Artifice Devices.
- Flux at your fingertips: The Conduit and Lenses.
- Fluxsteel and opaline are brewed in The Crucible.
