Potion Brewing
Game potions and unheard-of potions from currents: one rule for all, strength, duration, splash and lingering, the murk price; the tower and the Atomizer; guise tinctures; Current Grit and seasoning.
The Crucible brews the game's potions — the same as a brewing stand — but from currents: no brewing stand, no blaze powder and
no separate ingredient for every potion. And it brews what a brewing stand has none of: haste, resistance, absorption, luck.
Entries —
Potion Brewing and
Unheard-of Potions; the Crucible and heat — in the guide
The Crucible.
One rule for every potion
- In the distillate —
Brew 2 and 2 of the effect current (some potions take two effect currents). - A glass bottle last — a potion floats up. One bottle per throw.
- Gentle heat only: in a strong boil the potion curdles.
| What changes | How |
|---|---|
| stronger (level II) | 4 of the leading current instead of 2 — level II, half as long |
| longer | |
| splash | |
| lingering | Blast 2 and |
- Where to get Brew: nether wart, fermented spider eye, antimony regulus. Only the regulus gives pure Brew; the wart carries Ember and Root as well, the fermented eye Venom and Sense. An extra current changes the potion — the Crucible brews the most demanding of the fitting recipes. Watch the distillate with the Loupe and drain what is extra.
- Tempo is in clocks; the
Mixing Vat combines it from Drift and Lattice. Blast comes from gunpowder,
Weave from enchanted books and bottles o' enchanting. - A dissolved potion gives back less than went into it: the Loupe reads Brew 1 and a part of each effect in it. A water bottle carries no Brew.
Game potions
| Potion | Effect currents (+ Brew 2) | Base | Long | Strong |
|---|---|---|---|---|
| night vision | Gleam 2 | 3:00 | 8:00 | — |
| invisibility | Prism 2 | 3:00 | 8:00 | — |
| leaping | Wing 2 | 3:00 | 8:00 | II 1:30 |
| fire resistance | Ember 2, Bind 2 | 3:00 | 8:00 | — |
| swiftness | Drift 2 | 3:00 | 8:00 | II 1:30 |
| slowness | Rime 2 | 1:30 | 4:00 | IV 0:20 |
| the turtle master | Ward 2, Tide 2 | 0:20 | 0:40 | higher levels, 0:20 |
| water breathing | Tide 2 | 3:00 | 8:00 | — |
| healing | Bloom 2, Spark 2 | instant | — | II |
| harming | Ash 2 | instant | — | II |
| poison | Venom 2 | 0:45 | 1:30 | II 0:21 |
| regeneration | Bloom 2 | 0:45 | 1:30 | II 0:22 |
| strength | Spark 2 | 3:00 | 8:00 | II 1:30 |
| weakness | Hollow 2 | 1:30 | 4:00 | — |
| slow falling | Gale 2 | 1:30 | 4:00 | — |
| wind charging | Gale 2, Drift 2 | 3:00 | — | — |
| weaving | Bind 2, Fang 1 | 3:00 | — | — |
| oozing | Bind 2, Tide 2 | 3:00 | — | — |
| infestation | Fang 2, Strata 2 | 3:00 | — | — |
Harming, poison, weakness and slowness are brewed as splash potions — they are thrown at enemies. Bad Omen does not brew (there is the ominous bottle for it), nor the raid and trial omens, nor the Breath of the Nautilus.
Unheard-of potions
What the world gives only through a beacon, a conduit, a golden apple or a raid, the Crucible pours into a bottle too — but not for free: every unheard-of potion leaves 1 part of murk in the land by the Crucible (Hero of the Village and Conduit Power — 2). Dark flakes show over the brew.
| Potion | Effect currents (+ Brew 2) | Base | Long | Strong | Murk |
|---|---|---|---|---|---|
| luck | Halo 2, Want 2 | 5:00 | 13:20 | II 2:30 | 1 |
| haste | Edge 2 | 3:00 | 8:00 | II 1:30 | 1 |
| resistance | Ward 2 | 1:30 | 4:00 | II 0:45 | 1 |
| absorption | Lattice 2 | 2:00 | 5:00 | II 1:00 | 1 |
| health boost | Bloom 2, Ward 2 | 3:00 | 8:00 | II 1:30 | 1 |
| saturation | Root 2, Want 2 | 3 food | — | 6 food | 1 |
| dolphin's grace | Tide 2, Drift 2 | 1:30 | 4:00 | — | 1 |
| conduit power | Prism 2, Tide 2, Halo 2 | 1:30 | 4:00 | — | 2 |
| hero of the village | Kin 2, Want 2, Ward 2 | I, 2:00 | — | — | 2 |
| glowing | Sense 2, Gleam 2 | 3:00 | 8:00 | — | 1 |
| levitation | Wing 2, Hollow 2 | 0:10 | — | II 0:05 | 1 |
| bad luck | Murk 2, Want 2 | 5:00 | 13:20 | — | 1 |
| mining fatigue | Fray 2, Edge 2 | 1:30 | 4:00 | — | 1 |
| blindness | Gloom 2 | 0:30 | 1:20 | — | 1 |
| nausea | Shift 2 | 0:30 | 1:20 | — | 1 |
| hunger | Want 2 | 0:30 | — | II 0:15 | 1 |
| wither | Grave 2, Ash 2 | 0:20 | — | II 0:10 | 1 |
| darkness | Echo 2, Gloom 2 | 0:20 | — | — | 1 |
- Halo is rare — current shards and crystals give it; level II luck needs twice as much.
- The Crucible brews Hero of the Village weaker than a raid: level I for two minutes.
- The mod's own potion is the Potion of Keen Hearing (Echo 2 and Brew 2): every sound nearby spreads a ring of ripples,
and you see where it comes from. Entry —
Keen Hearing.
Brewing Tower and Atomizer
- The
Brewing Tower brews potions by itself. Teach it with the potion itself: strike the tower with the potion
you need (long, strong and splash are recipes of their own), and give it glass bottles as the catalyst. It pays the murk of
unheard-of potions just like the Crucible. How to build it — Vessels, Siphons and Distilling. - The
Atomizer gives a potion as a cloud to everyone in front of its nozzle: put a sample potion in its flask (it
stays), a siphon from above pours its currents, a redstone signal — a puff for half the potion's currents. The cloud lives ten
seconds; rain washes it away three times faster. The Loupe on the Atomizer tells what a puff costs. Entry —
The Atomizer.
Guise tinctures
A Spring tincture makes you its current for three minutes. The Crucible brews it on gentle heat: Brew 2, the Spring 4 and
Soul 2, a bottle last. Entry —
Current Guises; in detail — Current Guises.
| Tincture | What it gives | Weakness | Home place |
|---|---|---|---|
| a two-block jump, soft falls, your blows knock back further | you are blown about more yourself | peaks under the open sky | |
| fire and lava do not hurt, you swim in lava; your blows set on fire | water and rain hurt every second | the Nether, deserts, lava | |
| you cannot be moved, you dig half again as fast, +4 armor | 15% slower, you sink in water | caves, mountains, underground | |
| you swim like a dolphin, air does not run out underwater | a quarter slower on land | rivers and seas, water, rain |
- A second tincture over a guise meets it on the Wheel: neighbors combine — Gale and Tide give Drift, Strata and Ember Alloy, Ember and Gale Spark; opposites clash — the guise tears, murk goes into the ground, your eyes ripple.
- In its home place a guise is half again as strong and lasts twice as long; in a foreign one it is weaker and fades twice as fast.
- A guise takes a little flux from the chunk; where flux is below a quarter of the bed, it fades. To drop a guise — the "Shed Guise" key. After it, no new tincture can be drunk for half a minute.
Current Grit and seasoning
Current Grit is a primal shard crushed by weight: put a shard on the ground and drop an anvil, sand, gravel or
a dripstone tip on it — three pinches. Entry —
Grit and Seasoning.
- A pinch of grit in the Atomizer's nozzle keeps its cloud twice as long — for one puff; the nozzle holds sixteen pinches.
- Seasoning: up to three pinches with food on a crafting table. Whoever eats it gets the effects of the seasoning's currents: Ember guards against fire, Tide lets you breathe underwater, Gale makes you fall slowly, Strata gives toughness, Lattice a store of health. Pinches combine on the Wheel, as in the Crucible. To wash seasoning off — a cauldron of water.
- A drop of distillate seasons too: a vial next to the food on a crafting table gives it one part.
What next
- The Crucible, heat and clashes: The Crucible.
- The Brewing Tower and the Atomizer on siphons: Vessels, Siphons and Distilling.
- Power in things rather than bottles: Confluence.