Gear and Gear Charge
Weapons, armor and trinkets: a role instead of "the strongest", abilities and mastery, the set move, Gear Charge, the bond of trinkets, Tuning Pegs.
Fluxion has no "most powerful armor": every thing has its own role — the case where it beats the others. The next stage of the path brings a different role, not bigger numbers: armor of different metals is for different cases, not a ladder.
Tooltip and details
A thing's tooltip is short: a weapon shows its role, ability and mastery; armor its set, strong side and flaw (a real one, it gets in the way in play); a trinket its slot and action. Hold H over a thing in any window with slots: a bar fills under the line, and the details screen opens — a model you turn with the mouse (armor shows the whole set on a stand or on you), numbers, the ability at the current mastery, every level, the set's thresholds, the lore and where to get it. The key can be changed in the controls.
Weapons
- A weapon has an ability of its own: on right-click, or on hit with a chance. The cooldown starts only if the ability worked: with nobody to strike, no cooldown is spent.
- Abilities strike foes, not everyone: villagers, pets and companions are left alone.
- Readiness shows on the model itself: a part that grows back with the cooldown.
Mastery
A weapon gathers experience from victories: for every foe it slays, a fifth of the foe's health rounded up (a zombie — 4, a tough master — hundreds). Experience and level live in the item itself and pass with it from hand to hand. There are three to five levels: each strengthens the ability noticeably, the last changes it (a fan instead of a line, a second leap). The level shows in the tooltip, all levels on the details screen.
Armor
Sets give bonuses and features by thresholds — for two worn pieces and for four; with four pieces the two-piece threshold works too. Each set has one to three noticeable things of its own, true to its meaning.
| Set | Its case | What is new |
|---|---|---|
| the workshop | static builds up; Static Discharge | |
| crafting amid murk and enchantments | the thread dampens enchantments, murk does not cling | |
| rivers and water | walk on water as on land | |
| holding back a crowd | Open Spillway; hollow water heals | |
| the dangers of its place | the pattern answers a blow; Pattern Flare | |
| flight | flight forever and without flux | |
| leaps, gliding, falls | each has its own main thing |
The set move — sneak twice
Two sneak presses in a row (the second within 8 ticks) perform the worn set's move. With a movement key held, it is a move with motion, if the set has one (Midstep, Unstoppable Rush); otherwise a move in place (Open Spillway, Mute Toll, Taken Time, Rime Shroud, Pattern Flare, Static Discharge). Moves in place come with a full set of three or four pieces. Not ready — a line "…in 6 s"; ready again — a ring of motes in the set's color at your feet. The gesture does not count in flight, with the vane spread, in a saddle or with a window open.
Armor is silent: moves and features make no sound — only particles, rings and glow.
Gear Charge
The features of Fluxion's armor pay with a charge of flux held by the pieces themselves. Above the vanilla armor bar, left over the hearts, stands the Gear Charge row — ten opaline flasks in brass, split between the worn things: you can see which one is running dry.
| Piece | Store |
|---|---|
| helmet, boots | 16 |
| chestplate, leggings | 24 |
| a full four-piece set | 80 |
| single pieces (Order Boots, | 32 |
| 64 | |
| 10 |
- A set's store is its worn pieces: it spends from the least full non-empty piece and refills the emptiest — pieces run dry one at a time.
- An empty store — the features sleep: the armor itself remains — protection, toughness, the set's bonuses and its flaws. Freshet Garb's flight, its repair in water, sight and breathing need no charge.
- Too little charge — no deed: a move refuses with a line "not enough charge — 1 of 3".
- Top-up: a living chunk tops up worn armor by itself — 0.25 flux a second (a full set from empty in 4–6 minutes), only
above the riverbed floor. A drained chunk, a Halt Stone and the Stillness do not top up: go there with a full store. Faster are
the
Charging Basin (4 a second), the
Flux Locket and the
Flux Pebble. - The charge travels with the thing: the basin, death, the anvil and the smithing table keep it. A new piece is full; repairing two pieces on a crafting table adds their charges, up to the limit.
Each piece's tooltip says what costs how much ("Flux charge: N / M" and what spends it). A rule of thumb: a move made once every 6–60 seconds costs 2–6; something that lasts, a unit every minute or two; a blow taken by a vow or by rime, a unit.
Trinkets
Rings, necklaces, belts and charms go into the slots of a slots mod: on Fabric — Trinkets, on NeoForge — Curios (or Trinkets).
A slots mod is optional: without it Fluxion runs, but a trinket cannot be worn — its tooltip names the mod it needs. Without a slots
mod the Diviner's Spectacles go in the helmet slot, and the
Hush Sachet is held in hand. Trinkets are silent: only an
action you perform yourself makes a sound (the dash of the
Gale Ring).
The bond
A trinket with an action bonds with its owner: it drinks the flux of the deed it was made for, and with every level it strings a bead onto its cord. Experience comes only while it is worn in a real slot.
- Bond 1–10; level N → N+1 costs N of the thing's steps (a step is how many of its deeds the first level takes: 15 dashes, 30 charge…).
- Every level after the first gives a bead; a bead goes into one of the action's numbers (reach, cooldown, share…).
- At bond 5 — a twist: a second action or a change to the first.
- Untying the beads frees them all for experience levels, a level per bead. Experience, level and twist stay.
| Trinket | Deed | Twist at bond 5 |
|---|---|---|
| a dash | a second dash per flight | |
| charge poured | rain counts as the same water | |
| a note | notes go to whichever of its chapters you have fewest in | |
| a cure, a heal, a feeding | lifts both hunger and nausea | |
| a foe's blow survived | the rollback also lifts harmful effects | |
| a second of full stride | the charge lasts twice as long | |
| a wave | the wave from three blocks and for a unit of charge | |
| a jump in the air | a third jump per flight |
Settings do not grow: they have no deed.
Tuning Pegs
Tuning Pegs let you switch a thing's weavings and enchantments off one by one. Put them together with the thing on a
crafting table or a Flux Workbench; then hold H over the thing — the Weavings section becomes a peg board, and each weaving is switched
off with a click.
Might
The Might aptitude adds 5 % damage and 10 % digging speed per rank to Fluxion's tools and weapons in the main hand, and the same share to a weapon ability's strike (Aptitudes).
What next
- Aptitudes — Might and the fluxionist's other ranks.
- Flux and Murk of the World — where armor tops up.
- Dissonance and Visions — things with gear Dissonance.
