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Murk and Mire

What stagnant flux threatens: the mire threshold, how mire grows and recedes, its blocks and creatures, Roiled beasts, effects, and everything that clears murk.

Flux drawn roughly does not vanish — it stagnates into murk: in Crucible remelting, in a broken confluence, in a cheap lens. Murk does not seep to the neighbors but settles where it was spilled, and it takes the place of flux: a murky chunk refills only up to "riverbed minus murk". Settled murk above the threshold becomes mire — a living blight that creeps over the ground and breeds creatures. It is hard to stop and very easy to grow.

Entries: Murk and Mire in Basics, then the mire branch of the Stillness chapter: Mire, Roiled Beasts, The Purifier, Murk Flask, Clearwort, Murk Druse.

The threshold

A chunk's murkWhat happens
below a third of the riverbedno mire; if there was some, it recedes
from a third of the riverbedmire grows, monsters may rise as Roiled beasts
from half the riverbed, while flux keeps being drawnThe Snarl may rise — a tear of a current in the air
equal to the riverbedup to one monster in eight rises Roiled, geodes are black

Murk shows by the Loupe's crosshair and without it: murk flakes in the air are dusty lilac, the murkier the surroundings, the thicker. A murkcap in caves is a sign the flux has stagnated there.

How mire grows

  • Now and then a seed settles in a murky chunk — at the lowest spot: murk runs down and gathers in hollows. Even more rarely a Mire Hummock settles on the mire.
  • Every mire block now and then turns a neighbor — downward and along water sooner than up: mire runs. Only an exposed block turns.
  • Mire eats murk: every silted block eats a little of it. Mire crosses into a neighboring chunk only if that one is murky too.
  • Mire does not touch lumenash, murkcaps, Clearwort, the Purifier or the grates.
WasBecame
grass, dirt, mudSilted Soil
stoneSilted Stone
sand, gravel, clay, mushroomsMire Crust
grasses and flowersMire Threads
leavesMire Blister
trunksMirebound Log — remembers its tree

Mire Vents grow on silted soil and trunks: they breathe in four beats, and on the out-breath drive murk into the neighboring chunk and raise gnats. A blister ripens in three stages and bursts with silt or a leech — from a blow or an arrow too. Threads creep across faces and tangle the feet. Ooze runs down into hollows and dries; thick ooze in a murky chunk gathers into a Mire Clot.

Mire in a murky chunk: silted soil and stone, threads, a vent, murk flakes in the air
Mire in a murky chunk: silted soil and stone, threads, a vent, murk flakes in the air

Receding

Bring the murk below a third of the riverbed, and the mire recedes by itself: Silted Soil to mud, a Mirebound Log to its own log, crust and blisters to ooze, threads to air, and Silted Stone to Pitted Stone. The place's current settles into the pores of Pitted Stone: a pickaxe without Silk Touch crumbles it to gravel and one time in ten knocks out a shard of the place's current (Fortune adds 5 % per level). Ooze dries into Silt. A hummock without murk withers on its own.

Mire creatures

Mire creatures are born only near a player. Silting heals them.

CreatureFromWhat it does
Mire Hummocka seed in a murky chunkthe heart of the mire: throbs and smothers the ground within 4 blocks, raises sprouts and lashes; withers without murk, fire hurts it twice as much
Elder HummockSnarl eventsthe same, wider — 7 blocks — and more often
Mire Lash, Lash Sprouta hummockstand in place: lash, silt and push; wither off the mire
Mire Leecha ripe blistercrawls, silts, leaves threads
Murk Gnatsa vent's out-breaththe swarm bites and lives a minute and a half
Mire Clotthick oozespits lumps of ooze, shrinks and slumps into a puddle

Effects

EffectWhat it doesFrom
Silting1 damage every 2 seconds (more often when stronger), −12 % speed per leveltouching mire, lashes, leeches, gnats, clots, the Murk Flask
Cloudingflux crafting and Conduit casts cost 10 % more per level; murk with flakes before your eyestouching a murkcap, a Murk Fumer's smoke
Spreading Cloudingthe same, and every 2 seconds it passes to the living within 4 blocks a level lowerSnarl events

Roiled beasts

Where the murk passes a third of the riverbed, a monster born on its own may rise as a Roiled beast: twice as hardy, hitting half again as hard, shedding murk flakes. The murkier the place, the more of them — up to one in eight. The murk stirs a sediment into each — Brisk, Barbed, Shelled, Mighty, Withering, Filmed, Dissonant, Tenacious, Scorching, Starving, Venomous, Draining, Leechy, Mired; the sediment's name shows above its head.

A slain Roiled beast drops a geode by the chunk's murk: a Murky Geode, from two thirds of the riverbed a Deep Murky Geode, from the full riverbed a Black Murky Geode. Use it to crack it open: current shards, opaline, vials, silt; the deep and black ones add quickdust, a Murk Flask, a Still Grain; the black one an emerald and, rarely, a diamond.

What clears murk

RemedyHow it works
a lumenash0.02 murk a second per trunk, up to three trunks per chunk — for free, while its leaves live
Clearwort Seedsa blooming Clearwort drinks its chunk's murk — slowly, with no fuel; it grows on silted soil too
Purifierturns the chunk's murk back into flux through Lumenash Grates; burns distillate
Murk Drusea seed on any solid face drinks 9 murk over three stages; take it with a Pike Pole
Murk Flaskthrown, it carries up to 4 murk to where it shatters and silts whoever stands nearby
a lightning rod in a Murk Stormcatches the murky bolt: six tenths of the chunk's murk become flux

The Purifier

Flux Workbench
flux 20
Place currents:TideLattice

Set a Lumenash Grate on top of the Purifier, or a cluster of them where each touches the next by a face, up to sixteen. Every 5 seconds it takes 0.5 murk for the first grate and a fifth less for each next one (three grates — about 1.2 a turn) and pours as much flux back. Its fuel is distillate of any current but Murk: a vessel, an Alembic or a Gyre beside it or below, a siphon to its side or a poured vial; it holds four parts, and one part lasts four turns.

  • Now and then a grate clogs with silt. Throw a Clogged Lumenash Grate into running water — in five seconds it rinses clean.
  • The Loupe on the Purifier tells what it lacks: grates on top, fuel, or that the chunk is already clean.
  • A broken Purifier loses what was poured into it: it goes into its chunk as murk.
Flux Workbench
flux 24
Place currents:Tide

The Murk Druse

Crucible
2Murk2Bloomany heat

A druse grows in three stages, about six minutes each, and each stage drinks 3 murk from the chunk; with less murk it waits. Take it with a Pike Pole: what it drank stays locked in, and a ripe one gives two druses — one to plant again, one to dissolve in the Crucible. Broken any other way — by hand, pickaxe, explosion — it bursts, and everything it drank returns to the chunk as murk.

The Stagnant Backwater

There is a place where murk needs no workshop: in the Stagnant Backwater the water has not moved for years and the murk settles on its own — the land holds a little over a third of its riverbed from birth. Mire lives there through no one's fault, the trees stand as dead husks, gnats swarm over the water. A cleansed backwater silts up again within hours, and the mire does not spread past its edge: the neighbors have nothing to feed it. Nobody sets a workshop in a backwater.

The murky skein

A skein with a thread of Murk in it clouds its chunk and makes mire within 8 blocks grow 2.5 times as often, now and then releasing Murky Glints. It brightens if you clean the chunk while it holds no Murk thread — faster with Halo forced into the skein, or with a Purifier in its chunk. Details are in the entry Skeins.

What next

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