
Dropped by
steering it
This is not a follower in the usual sense. The Wisp parks above your head and goes where you point it with the direction keys, which means jumping and falling do nothing to it. You have to press up or down yourself. Left alone while you run, it drifts forward into the rock ahead and leaves you standing in the dark. Stopping for a second pulls it back. Grappling to a block frees up your movement inputs entirely and lets you aim the light anywhere you like, which is the difference between a light pet and a scouting tool.
keeping up
Outrun it and it switches to a spin to catch up, and while spinning it gives off noticeably less light. Push far enough past its top speed and it gives up and teleports to you instead. On a fast mount or an asphalt bridge you will see both constantly, so treat it as a caving light rather than a travel light.
the invisibility trick
A handful of dyes wash the Wisp out until it cannot be seen at all while the light keeps working normally. Twilight Dye is the reliable one. That matters on Dungeon Spirit hunts, where a bright object bobbing around your head makes it harder to pick out what is actually chasing you. Pushing it into a Cloud Block also makes it flare far brighter than that block would normally allow.



