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The Stillness

The world of the Great Stilling: the Sluice Arch and Still Grains, the rules of a world without flux, the Thaw Lantern, biomes, stillmetal and freshet steel, the Order's people, places, guardians and masters, the thaw patch.

The Stillness is the world of the Great Stilling worked by the Order of the Still Hour. The sun stands at the horizon — the very Still Hour; water is glass, fire is cold light, dust and drops hang in the air, people froze mid-step. You come here for things found nowhere else: Still Grains and stillmetal, Freshet Ore, the Order's gear, the Hubstones of guardians and masters — and the Heart of the Stilling, the key to the finale. The Codex entry is The Stillness.

The worlds come in order: you reach the Stillness after the Lees and the Quickstream. The Stillness entry opens once you have passed through an arch into the Quickstream and read a Gauge Ring with the Loupe — an arch once stood in its middle.

The Dead Calm: the sea stands as glass under the sun of the Still Hour
The Dead Calm: the sea stands as glass under the sun of the Still Hour
The Halted Blaze: charred trees with cold flame, and a Clock Tower
The Halted Blaze: charred trees with cold flame, and a Clock Tower

The way in: the Sluice Arch

The way in is the same Sluice Arch that leads to the Quickstream: flux pays the way there, stillness pays it here.

  • Build a frame 4 × 5 of Reckoner Stone (corners as you like) and leave the 2 × 3 opening empty. The frame plan and "Place a ghost" are on the second page of the entry.
  • Keep three Still Grain in your inventory and throw a pinch of Quickdust on the frame: the grains and the dust are spent, and the opening is veiled with stilled air.
  • Step into the veil and stay for four seconds: the world around you freezes, turns white and falls silent — and you are there. On the other side an arch of stillstone bricks waits for you; stand in its veil the same way to return to your own. You can step into a veil a friend has woken, so two can go together.
  • The first arrival is a reading for the Codex and Deep Dissonance 3 (guide: Dissonance).
Waking with Quickdust
Reckoner frame → Sluice Arch

Where to get grains before the Stillness: an untangled Snarl and the Seine give them up, and they lie in the chests of the Chapels of the Still in the ordinary world (guide: Ruins and dungeons). Grains found earlier wait for the entry: without it the arch to the Stillness stays cold.

The rules of the world

  • There is no flux: flux and riverbed are zero. The Conduit, devices and the Flux Workbench are silent without a store of their own. Only what lies in a Thaw Lantern's circle flows.
  • Nothing flows: seas and rivers are Stilled Water (solid glass, no bucket takes it), fire is Halted Flame (light without heat), there is no lava, the clouds stand, there is no weather.
  • You cannot sleep, set a spawn point or use a respawn anchor. There are no raids or patrols.
  • The Living Minute: every 30–45 minutes, for whoever stands outside a lantern's circle, the Stillness moves for a minute — riverbed 16, still Skeins thaw, Sentinels wake, grains fall from the sky. More in World events.
  • An Iris shader pack is not applied in the Stillness: it would sway leaves in the wind and ripple the water, and here nothing moves.

The Thaw Lantern

The Thaw Lantern is your light in the Stillness: in its circle everything flows again. It is made at the Flux Workbench; the entry is Thaw Lantern.

Flux Workbench
flux 16
Place currents:EmberLattice
  • A current shard burns in its cradle: a primal shard for a minute, an Ember shard for two; the cradle holds up to four minutes. Use the lantern with an empty hand to see how long it will still burn.
  • While it burns, for eight blocks around water pours, fire burns out, hanging dust settles, Grain Drifts fall as grains, and Stilled Figures finish their step: some crumble into rime, leaving a Still Memory, others walk on as Laggards. When the lantern goes out, the circle stills again.
  • A Stillmetal Vein broken in the circle gives not grains but Freshet Ore.
  • Quickwater from the Quickstream, poured out in the Stillness, thaws a circle of 3 blocks for a minute — a short thaw on the go.

Guard the lantern from Rime Moths (Rime Moths and Salamanders). These moths of hoarfrost hang in the air, frozen in flight; the warmth of a lit lantern wakes them from 24 steps away. A moth settles on the lantern and drinks its store: three moths drink a shard's minute in ten seconds. It is fragile — strike it down near the lantern and the warmth goes back. The Salamander of the Halted Blaze is the lantern's friend: in the circle it thaws, lies down beside it and breathes into it (the lantern burns longer), snaps up Rime Moths, then rests for ten minutes.

Rime Moths cling to a Thaw Lantern and drink its warmth
Rime Moths cling to a Thaw Lantern and drink its warmth
A Salamander thawed by the lantern breathes into it
A Salamander thawed by the lantern breathes into it

Biomes

BiomeWhat is there
Glass Cascadesmountains and cliffs with waterfalls of glass, drifts at their feet, hanging drops; Hanging Fish over the glass
Windless Fielddry land, grass bent by a single gust, dust pillars, hanging seeds, stilled travelers; Bell Towers
Halted Blazecharred trees with cold flame, tongues of fire on the ground, hanging embers; Salamanders and Clock Towers
Dead Calmthe sea: frozen waves and hanging drops; the Founder's Hall lies under its glass
Midstep Outskirtscold, damp land, Stilled Figures in groups; the City of Midstep
The Thawednot placed by generation: land let go forever (below, "The thaw patch")

Stillmetal Veins are in every biome, at two heights: deeper ones are larger. All biomes: Biomes.

Glass Cascades: a stilled sea by a rocky cape
Glass Cascades: a stilled sea by a rocky cape
The Windless Field: bent grass and a Bell Tower on a cape
The Windless Field: bent grass and a Bell Tower on a cape

Stillmetal and freshet steel

  • Still Grains come from Grain Drifts and Stillmetal Veins (a vein wants an iron pickaxe), from the Order's people and from Rime Moths.
  • A stillmetal ingot is a Crucible boiling over lava: a grain, Alloy and Still. Nine ingots make a block, three make three plates. Stillmetal mends itself while it lies idle; from plates the Flux Workbench makes armor that cannot be stopped and weapons that make a foe linger. The entry is Stillmetal.
Crucible
4Alloy4Stillstrong heat
  • Freshet Ore is stillmetal that began to flow again. Outside a thawed circle and with no flux nearby it stills back into grains within a day on average — smelt it soon: a Crucible at a strong boil with Drift and Tempo, one piece of ore makes one Freshet Ingot. The entry is Freshet Steel.
Crucible
4Drift4Tempostrong heat
  • The Eye of the Hour (The Eye of the Hour) leads to the lairs of the Order: use it and it finds the nearest one, the needle points there and a line names the place, the side and the distance. In the ordinary world it sees the Chapels of the Still and the Gauge Rings, in the Stillness the Order's places (up to two thousand blocks). It is made long before the Stillness: a Snarl and the Seine give enough for its two grains.
Flux Workbench
flux 16
Place currents:Lattice
  • Order gear (the Bellringer's habit, Vowkeeper plate, Order Boots) is not made but found in the Bell Towers, the Chapels of the Still and the City of Midstep. The entry is Order Gear. Stillweave vestments of flux cloth sewn with still-thread take up to half the price off crafting and casting — Stillweave Vestments. Still things press with Dissonance while worn.

The Order's people

The Order of the Still Hour are people, not machines: slate wool with rime, wax on their lips, old brass. A band is a question of "whom first". The entries are The Order of the Still Hour, The Clockbound, Sentinels.

WhoWhat makes them dangerousAnswer
Clockbounda series of three blows, faster than any living manwait out the series and strike while he unwinds: the open mechanism takes blows half again as hard
Escapementflies out of a fallen Clockbound and sits on a bare head: Still while it sitscrouch and it falls off; a helmet keeps it away
Bellringerstrikes with a bell: a wave of Still runs along the ground for 10 blocks, the peal wakes the neighborsbehind stone or beyond 10 blocks; a strong blow mid-swing breaks the peal
Vowkeeperstood still — the vow is taken: blows from the front come at half; a weight-mace gives the Numb Handstrike from the side or lure him into a step
Sentinelan elder of the Order: steps once a second, a blow takes a second from you, a Still Bolt lurches on the beatstep out of the bolt's path while it hangs
Hanging Fishpeaceful, hangs over the glassin a lantern's circle it falls and flops

The Order's people sometimes drop stillmetal nuggets, grains and the Rule of the Still Hour; the Rule opens the entry The Rule of the Still Hour once Dissonance is above 25. The Order comes into the ordinary world on the Rounds of the Still — to a workshop where flux runs at twice its riverbed, a party steps out of a Still Pane and sets a Halt Stone (guide: World events).

The Order's places

Spoiler: this describes a place reached late in the game.

Guardians and masters

Spoiler: this describes a guardian and its moves.

The thaw patch

Spoiler: this is about the finale — the Restart and what comes after it.

What next

  • The Restart — what to do with the Heart of the Stilling, the finale artifacts and the Repeat of the Hour.
  • The Meanders — one more Hubstone and the Audit Signet before the Order's fights.
  • World events — the Rounds of the Still and the Living Minute.
  • Worlds — every world of the mod.

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