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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 changesHow
stronger (level II)4 of the leading current instead of 2 — level II, half as long
longerTempo 2 more — the potion lasts almost three times as long
splashBlast 2 more
lingeringBlast 2 and Weave 2 more; arrows dipped in the cloud on a crafting table carry the effect
Crucible
2Drift2Brewgentle heat
  • 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

PotionEffect currents (+ Brew 2)BaseLongStrong
night visionGleam 23:008:00—
invisibilityPrism 23:008:00—
leapingWing 23:008:00II 1:30
fire resistanceEmber 2, Bind 23:008:00—
swiftnessDrift 23:008:00II 1:30
slownessRime 21:304:00IV 0:20
the turtle masterWard 2, Tide 20:200:40higher levels, 0:20
water breathingTide 23:008:00—
healingBloom 2, Spark 2instant—II
harmingAsh 2instant—II
poisonVenom 20:451:30II 0:21
regenerationBloom 20:451:30II 0:22
strengthSpark 23:008:00II 1:30
weaknessHollow 21:304:00—
slow fallingGale 21:304:00—
wind chargingGale 2, Drift 23:00——
weavingBind 2, Fang 13:00——
oozingBind 2, Tide 23:00——
infestationFang 2, Strata 23:00——

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.

PotionEffect currents (+ Brew 2)BaseLongStrongMurk
luckHalo 2, Want 25:0013:20II 2:301
hasteEdge 23:008:00II 1:301
resistanceWard 21:304:00II 0:451
absorptionLattice 22:005:00II 1:001
health boostBloom 2, Ward 23:008:00II 1:301
saturationRoot 2, Want 23 food—6 food1
dolphin's graceTide 2, Drift 21:304:00—1
conduit powerPrism 2, Tide 2, Halo 21:304:00—2
hero of the villageKin 2, Want 2, Ward 2I, 2:00——2
glowingSense 2, Gleam 23:008:00—1
levitationWing 2, Hollow 20:10—II 0:051
bad luckMurk 2, Want 25:0013:20—1
mining fatigueFray 2, Edge 21:304:00—1
blindnessGloom 20:301:20—1
nauseaShift 20:301:20—1
hungerWant 20:30—II 0:151
witherGrave 2, Ash 20:20—II 0:101
darknessEcho 2, Gloom 20:20——1
Crucible
2Edge2Brewgentle heatmurk +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.

TinctureWhat it givesWeaknessHome place
Gale Tincturea two-block jump, soft falls, your blows knock back furtheryou are blown about more yourselfpeaks under the open sky
Ember Tincturefire and lava do not hurt, you swim in lava; your blows set on firewater and rain hurt every secondthe Nether, deserts, lava
Strata Tinctureyou cannot be moved, you dig half again as fast, +4 armor15% slower, you sink in watercaves, mountains, underground
Tide Tinctureyou swim like a dolphin, air does not run out underwatera quarter slower on landrivers 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.
Crucible
2Brew4Gale2Soulgentle heat

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

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