Predefined item effects available for use by items.
Reduces how much an item has to be used before it can be honed by a percentage equal to the effect level.
Increases magic capacity of all modules by a percentage equal to the effect level.
Decreases magic capacity of all modules by a percentage equal to the effect level.
Reduces the chance that the item will take durability damage. There is a 100 / ( level + 1 ) % chance that the item will take damage. Uses the same mechanic as the vanilla does for the unbreaking enchantment.
When the player uses the item there's a chance that the player is set on fire. The player burns for 1 second per level of the effect. The chance for the player to catch fire is based on the effect efficiency, efficiency 1.0 would cause the player to always catch fire and an efficiency of 0.0 would cause the player to never catch fire. The temperature of the biome affect the chance for the effect to trigger, colder biomes reduce it while warmer biomes cause an increase.
Using the item angers nearby endermen. When nearby endermen teleport the player sometimes suffers nausea and will be teleported along with the enderman (also applies for thrown pearls). Breaking blocks or performing actions using the tool will sometimes anger nearby entities from the end (endermen, endermites, shulkers & the dragon). The chance for the effects to occur is based on the effect efficiency, efficiency 1.0 would cause them to always occur and an efficiency of 0.0 would cause them to never occur. Different actions have slightly different chance to trigger effects.
Using the item has a chance to spawn an invisible vex that holds a copy of the item, the vex will live for 1 second per effect level and the probability for the effect to occur is equal to the effect efficiency. Reduces the effect level by 1 for one improvement on the item (if any) with the key destabilized/haunted.
Swinging the item grants a stacking potion effect that grants (per stack) 12.5% chance to deflect projectile, slow movement speed by -5% and 2.5% chance to send the projectile directly back to where it came from. Effect level determines stacks gained per swing, efficiency determines duration.
When hitting living entities there is a 30% chance to cause the entity to bleed for 2 seconds. Bleeding entities take damage 2 times per second, the damage taken is equal to the level of the bleeding effect. todo: make effect efficiency affect duration
Hitting entities from behind cause critical hits, dealing percentage based bonus damage. Attacker has to be within a 60 degree cone centered around the targets back to trigger the effect. The bonus damage is 25% plus an additional 25% times the level of the effect. E.g. for backstab level 2 the bonus damage would be 25% + 25% 2 = 75% bonus damage.
Attacks ignore 1% (per effect level) of the targets armor
Hitting entities will always deal damage regardless of the targets armor. The minimum damage dealt equals the level of the effect.
Deals bonus damage when attacking entities with an armor value lower than the effect efficiency. Bonus damage dealt equals the level of the effect.
Attacking an entity also hits all enemies adjacent to the target, similar to the vanilla sweeping edge enchant.
- deals 12.5% of weapon damage per sweeping level to sweeped entities, minimum damage is 1 before reductions
- knocks sweeped entities back, if sweeping level is 4 or above knockback strength is affected by the knockback effect level
- the sweeping effect only triggers if attack cooldown is 0.9 or above
- the effect efficiency affects the area in which entities are hit, ( 1 + efficiency ) blocks
Hitting entities with a sweep will also apply item & enchantment effects
One effect exists for each known tool type, hitting a block instantly breaks it and triggers attack cooldown. Only applies if the corresponding tool level is high enough to harvest the block and if attack cooldown is above 0.9. Different item effects for different harvesting tools.
Cause the striking effect to instantly break several blocks around the hit block. Tool efficiency vs block hardness determines the amount of broken blocks.
Harvesting a block breaks several adjacent blocks, direction/shape based on the hit face. Breaks 4.5 block per effect level.
Allows items with the piercing effect to break several blocks (in a line) at a time, thrown items that can break blocks can break several blocks. The number of broken blocks depends on the level of the piercing effect.
Increases the attack speed based on how much integrity is used by all of the items modules. Increases attack speed by 50% if the effect level is equal to the integrity usage, the AS bonus is reduced by 20% for each point they differ. E.g. If the item has counterweight level 1 and uses 4 durability it's attack speed will be changed by ( 50 - 3 20 ) = -10%, so the attack speed would actually be reduced by 10%.
Reduces the minimum damage dealt (before armor reduction) when hitting an entity while the attack cooldown is still active. The minimum damage dealt is ( 20 + 5 level )%.
Adds a durability buff improvement to major modules when the item providing the tool tools has this effect. todo: not yet implemented, rename to work for all tool classes
Gives attacks a chance to apply the severed effect to targets which reduces maximum health and attack damage. Proc chance is equal to the effect level. Effect stacks up to effect efficiency.
Gives attacks a 1% (per effect level) chance to stun the target, effect efficiency determines the duration.
Hitting entities and destroying blocks has a chance to critically strike, the probability is equal to the level of the effect.
A critical strike on an entity deals damage multiplied by the effects efficiency, e.g. a 1.5 efficiency would cause a critical strike to deal 150% damage.
A critical strike when mining blocks would cause the block to break instantly. Critical strikes can only occur when mining blocks if the efficiency of the required tool is at least twice as high as the blocks hardness.
Experience gained from mining blocks or killing entities also yield honing progress equal to the xp gained multiplied by the effect level.
Earthbind: Hitting an entity has a chance to bind them to the ground. Earthbound entities are slowed, have reduced knockback and cannot jump. This effect is more likely to occur at lower y levels, starting at 50% at y level 0 and is reduced down to 0% at y level 128.
The following modifiers are available: abilityDefensive, abilityOvercharge, abilityMomentum, abilityCombo, abilityRevenge, abilityOverextend, abilityExhilaration, abilitySpeed, abilityEcho
Effects vary depending on the module, this is not a good place to get started :P
Charged right-click ability that deals damage based on targets missing health and the number of negative effects they're affected by. Effect level determines bonus damage from missing health & efficiency determines bonus damage from negative effects
Charged right-click ability that launches the player forward. If the player lunges into another entity it deals a % (equal to the effect level) of attack damage and reduces the cooldown by 20%
Charged right-click ability that can be used to either slam the ground to damage entities in a cone for 1% (per effect level) attack damage, or to directly slam an entity to deal 1.5% (per effect level) attack damage and cause heavy knockback
Charged right-click ability that applies a 1 (per effect efficiency) second long 10% (per level of effect) armor reduction debuff if the targets armor is above 5 or is not affected by the puncture effect already, otherwise inflict a 6 second long bleed.
Right-click ability that applies a 1 (per effect efficiency) second long 1 (per level of effect) armor reduction debuff to the target, the effect stacks.
Charged right-click ability that deals 1% (per effect level) attack damage, applies almost no knockback, and exhausts (AS, MS, breakspeed reduction) the target and the attacker for 1 (per effect efficiency) seconds.
Charged right-click ability that deals 1% (per effect level) attack damage to all entities in an area (based on effect efficiency). The attacker gains a beneficial effect based on how many entities that are killed by the attack, the effect depends on the ability modifier.
Allows the player to instantly break blocks by using right-click, usable for all blocks with the #nailed tag.
Allows the item to be thrown by holding down right click.
When held in the offhand, allows use of right-click to attack an entity. Triggers cooldown. The level of the effect is used as a multiplier for the damage, e.g. level 30 of the effect would result in a 0.3 damage multiplier.
Allows the item to block incoming attacks and projectiles while rightclick is held down. The level defines how many seconds the block can be held, the duration is infinite if the level is 16 or above.
Right-clicking an entity will knock it back, damage it, stun it and apply enchantment & item effects from the item. A stunned entity cannot move, deals no damage if it attacks and has infinite swing cooldown. The level of the effect + the level of the knockback enchantment on the item determines the knockback distance, using the same formulae as the knockback enchantment usually would. The efficiency of the effect determines the duration of the stun effect, 1.5 efficiency => 1.5 second duration.
Having a toolbelt with this effect and the correct fuel in their inventory allows the player to fly short distances by jumping midair and to jump longer distances by holding shift when jumping. Pressing jump while flying with an elytra also boosts the player similar to how using fireworks would. Effect level 1 barely allows the player to hover, each level increases the strength of the boost.
Adds quick access slots to a toolbelt, the effect level decides the number of slots at a 1:1 ratio. Any item can be put into a quick access slot and can quickly be placed into the players hand using the toolbelt quick access ui.
Adds storage slots to a toolbelt, the effect level decides the number of slots at a 1:1 ratio. Any item can be put into a storage slot, players cannot quickly pull items from storage slots but items can be quickly stored as with other slot types.
Adds potion slots to a toolbelt, the effect level decides the number of slots at a 1:1 ratio. Potion items can be put into a potion slot, and can quickly be placed into the players hand using the toolbelt quick access ui.
Adds quiver slots to a toolbelt, the effect level decides the number of slots at a 1:1 ratio. Different types of arrows can be put into a quiver slot, and can quickly be placed into the players hand using the toolbelt quick access ui.
Provides quick access to the inventory slots provided by the module, the effect level decides the number of slots affected at a 1:1 ratio.
Cells (e.g. a thermal cell) placed in slots with this effect can provide power to other modules attached to the toolbelt.
Release latch: Causes the bow to automatically fire when fully drawn.
Flow: Firing an arrow within short succession of another increases damage by 1. The effect level decides the damage cap and the effect efficiency decides the timeframe before the bonus is lost.
Defines the range of the scanner functionality, the level of the effect decides max distance (in blocks) for scanning. Enables the scanning functionality if level > 0
Defines the width of the scan, the number of hits per sweep will be four times the level of the effect.
Defines how many vertical raytraces are performed when scanning, each level of the effect adds two (up + down) more vertical raytraces. The additional raytraces start at +-25 degrees and increments at 5 degrees per raytrace.