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Linking and Travel in Mystcraft

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Linking is Mystcraft's form of teleportation between Ages and other dimensions. A book is opened by using it in hand; clicking a Linking Panel inside the book initiates the link if possible.

Key dangers and rules:

  • One-way links. Every link is one-directional, with no automatic return. Travelers should carry a Linking Book and leave additional books on stands (especially near spawn) to ensure a way back.
  • Respawning. Players respawn in the Age they are currently in. Dying in an Age with no exit can strand the player, who must then find a Star Fissure or write a link to a new Age.
  • Book fragility. When you link from a book in your inventory, the book drops to the ground and is left behind, where it can accumulate unrepairable damage; water and rain damage it faster. Placing the book in a Book Stand or Lectern protects it (though stands remain vulnerable to explosions) and lets it be used without falling.
  • Disarm panels. A Disarm linking-panel effect, created in the Ink Mixer intentionally or accidentally, causes all held items (including Linking Books) to drop when used.
  • Intra-linking. By default a link only works between two different dimensions; the Intra Linking panel effect allows a link to function within the dimension it leads to.

Crystal Portals. Built from Mystcraft Crystal blocks in almost any connected configuration with a Book Receptacle holding an Age Book or Linking Book. Portals follow the same rules as books but additionally allow entities other than the player to be transported.

Star Fissures. A small world feature that can appear near an Age's initial spawn — a large tear running from the height limit down to bedrock. At the bedrock layer the fissure resembles an End portal and transports all entities to the Overworld spawn. Star Fissures are a vital escape route from an Age when no other method is available.

A Star Fissure tearing through the sky of an Age in-game