Traits & Modifiers Guide - illusivesoulworks/constructsarmory GitHub Wiki (2024)

Absorbent: Armor piece gains { 2 – (Helmets, Boots), 3 – Leggings, 4 – Chestplate} armor points and 2 toughness when in rain or underwater.

Alien: Gradually distributes a pool of 800 stat points between durability, toughness, and defense for the armor piece. Each stat point represents either 1 durability, 0.01 toughness, or 0.02 defense.

Ambitious: Every time an XP orb is collected, extra XP is added. This added XP is a random number between [0, number of armor pieces) you have on.

Aquaspeed: Increases swimming speed by {0.675 per armor piece}.

Aridiculous: Armor and toughness values for the armor piece increase proportional to how dry your environment is (considering weather, biome, temperature, etc.)

Autoforge: Repairs armor piece for 1 durability whenever fire damage is taken, and an additional 2 durability if that damage is from lava.

Baconlicious: Occasionally drops bacon when attacked, with a {2.5% per armor piece} chance.

Blessed: When attacked by undead in melee, they will receive the Weakness effect with duration equal to {5 per armor piece} seconds and power equal to {number of armor pieces}.

Bouncy: Allows bouncing and negating fall damage when falling, with the exact same behavior as Slime Boots. In addition, the wearer is more prone to knockback.

Calcic: Whenever milk is drank, all Calcic armor is repaired for 10 durability. In addition, the wearer receives the Regeneration effect with duration equal to {5 per armor piece} seconds and power equal to {number of armor pieces}.

Cheap: Armor piece gets repaired for {amount * 5 / 100} more.

Cheapskate: Armor piece has 20% less durability.

Combustible: Every time either fire or explosion damage is received, every living entity not immune to fire in a radius of {1.5 per armor piece} blocks will be set on fire for a duration of {1 + number of armor pieces} seconds.

Dense: There's an increasing chance for the armor piece to not take durability damage the more durability it has lost.

Dramatic: When receiving fatal damage, {10% per armor piece} chance to save the wearer from death, negate the damage, and heal for one heart instead.

Duritae: Reduces armor piece durability usage overall. 10% chance to take double durability damage, 50% chance to take no durability damage.

Ecological: Slowly repairs armor piece durability over time. Averages to about 1 durability every 2 minutes.

Enderport: There's a {25% per armor piece} chance to teleport the wearer to a random location within 64 blocks if hurt by lava, drowning, or suffocation damage.

Featherweight: Reduces falling damage by {10% per armor piece}.

Heavy: Reduces knockback by {25% per armor piece}.

Indomitable: Increases armor piece defense and toughness by 20%.

Infernal: Increases armor piece effectiveness against non-Nether mobs by 20%.

Invigorating: Increases max health by {4 per armor piece}.

Lightweight: Increases movement speed by {5% per armor piece}.

Magnetic: Pulls in dropped items within a range of {1.8 + {number of armor pieces – 1} * 3} blocks. Recently dropped items are not affected until the pickup delay expires.

Mundane: Increases armor piece effectiveness against unarmed mobs by 20%.

Petravidity: If any block made of rock material is within a 3x3 square, increases armor piece effectiveness by 20% and a 10% to repair armor durability by 3 when taking damage.

Prideful: If damage was received in the last 2 seconds, increases armor piece effectiveness by 10% and damages armor for 3 durability.

Rough: Damages attackers per armor piece based on durability. Lower durability means higher damage.

Shielding: Reduces damage from magic attacks and withering by {10% per armor piece}.

Skeletal: Increases armor piece toughness by 50% of original toughness.

Slimey: Has a {1% per armor piece} chance to spawn a slime when attacked.

Spiny: Has a 30% chance to damage attackers for 1-4 damage per armor piece. Also damages the armor for 3 durability each time this occurs.

Steady: Increases knockback resistance by {10% per armor piece} and knocks attackers back a distance depending on your total knockback resistance.

Subterranean: The more distance you are below sea level, the greater the chance that armor piece will not take durability damage.

Superhot: Increases movement speed by {15% per armor piece} if you're on fire.

Tasty: Has a chance to eat the armor piece over time. The exchange rate is 5 armor durability for 1 food point.

Vengeful: Has a 15% chance to inflict a random effect on attackers (poison, slowness, wither, weakness) for 5 seconds. Damages armor piece for 3 durability if this occurs. This check stacks with multiple armor pieces.

Voltaic: Gain some charge every time damage is received. Discharges when full and damage is received. When discharged, will deal {2 damage per armor piece} to everything within a radius of {2 blocks per armor piece}. Note that being struck by lightning will instantly charge your armor, and the lightning damage will be reduced by 25% per armor piece.

Amphibious (Glass-Prismarine Crystals-Glass): Extends underwater breathing time by storing a tank of reserve air. Stores up to 1 minute worth of air. Instantly restores the tank to full when not underwater.

Concealed (Invisible Ink): Disables rendering of the armor piece.

Dexterous (Gauntlet of Dexterity): Increases attack speed by 15%.

Diamond (Diamond): Increases armor piece defense by 4 and toughness by 2.

Emerald (Emerald): Increases armor piece durability by 50% of base durability. Increases toughness to 2 if it's below that.

Embossment (Armor Part-Green Slime Crystal-Blue Slime Crystal-Magma Slime Crystal-Gold Block): It's just the Tinkers' feature, nothing new here.

Frost Walker (Frosty Soles): Freezes water underneath the wearer. Radius increases by level. Additionally, protects from hot floor damage at the cost of 3 armor durability. With level 2, will also freeze lava.

Glowing (Glowstone Dust-Eye of the Ender-Glowstone Dust): At the cost of 1 armor durability, will place a glowing piece of dust on the ground in areas of light level below 8.

High Stride (Piston-Piston): Increases step height by {1 * level of High Stride}.

Mending (Mending Moss): Stores collected XP orbs into a reserve, then uses 1 XP per 30 seconds to repair the armor piece. Maximum capacity and durability repaired per XP increases with level.

Parasitic (Necrotic Bone): Repairs armor durability by 1 every 5 seconds at the cost of increasing player exhaustion.

Polished (Polishing Kit-Sand): Raises the toughness level of an armor to the toughness level of the material used in polishing.

Powerful (Gauntlet of Power): Increases attack damage by 15%.

Reinforced (Reinforcement): Has a {20% * level of Reinforced} chance of not taking armor durability damage.

Resistant (Resistance): Reduces all damage except void and starvation damage by {2% * level per armor piece}.

Resistant {Blast, Fire, Projectile} (Blast Resistance, Fire Resistance, Projectile Resistance): Reduces the respective damage by {4% * level per armor piece}.

Shulkerweight (Popped Chorus Fruit): Increases jump velocity by {0.4 * percentage of modifier level per armor piece}.

Soulbound (Nether Star): Saves the armor piece upon death.

Speedy (Redstone): Increases movement speed by {5% * percentage of modifier level per armor piece}.

Sticky (Cobweb): Melee attackers will receive the slowness effect with power {number of armor pieces} and duration {5 per armor piece} seconds.

Telekinetic (Gauntlet of Far Reach): Increases reach distance by 2 blocks.

Traits & Modifiers Guide - illusivesoulworks/constructsarmory GitHub Wiki (2024)

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