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Andrew Grant edited this page Oct 25, 2021 · 14 revisions

Items in italics are not implemented yet. Feel free to suggest or pull request any new modifiers

Tiers:

  • Junk - (25%) - Gray Text
  • Common - (35%) - White Text
  • Uncommon - (20%) - Green Text
  • Rare - (12%) - Aqua Text
  • Epic - (6%) - Light Purple Text
  • Legendary - (2%) - Gold Text
  • Arcane - (???) - Red Text

Armor Modifiers: Many of these are also on shields

Junk:

  • Dented (-1 armor)
  • Leaded (+1 armor, -5% movement speed, -0.5 block step height) boots only

Common:

  • Armored (+1 armor)
  • Brisk (+5% movement speed)
  • Fleeting (+10% movement speed)
  • Heavy (+10% knockback resistance)

Uncommon:

  • Reinforced (+2 armor)
  • Steppy (+0.5 block step height) boots and leggings only

Rare:

  • Fortified (+25% armor)
  • Unchained (-2 armor, +25% attack damage)

Epic:

  • Resilient (+1 health)

Legendary:

  • None yet

Arcane:

  • None yet

Tool / Weapon Modifiers:

Junk:

  • Dull (-15% attack damage)
  • Slow (-15% attack speed)
  • Sluggish (-25% attack speed)

Common:

  • Quick (+25% attack speed)
  • Keen (+10% attack damage)
  • Sharp (+15% attack damage)
  • Lucky (+10% luck) fishing rods only)
  • Critical (-15% attack damage, +25% crit chance) swords and axes only

Uncommon:

  • Tiny (+50% attack speed, -2 reach, -2 attack range, -50% size)
  • Small (+25% attack speed, -1 reach, -1 attack range, -25% size)
  • Large (-25% attack speed, +1 reach, +1 attack range, +25% size)
  • Massive (-50% attack speed, +2 reach, +2 attack range, +50% size)
  • Hasteful (+10% dig speed) pickaxes, axes, shovels, and hoes only

Rare:

  • Gargantuan (-75% attack speed, +3 reach, +3 attack range, +75% size)
  • Nimble (+10% attack speed, +1 reach, +1 attack range)
  • Brutal (-10% attack speed, -1 reach, -1 attack range, +25% attack damage) swords and axes only

Epic:

  • Daring (-50% max health, +100% attack damage)
  • Breakneck (+25% attack speed, +2 reach, +2 attack range)

Legendary:

  • None yet

Arcane:

  • None yet

Potential / Planned Features:

  • Accessories and accessory modifiers
  • Attributes that negate specific damage sources (fire, falling, void, etc)
  • Attribute so you cannot trample crops
  • Attribute that makes you exhaust quicker / slower
  • Attribute that changes the item's durability
  • Attributes dependent on player's current y-value, light level, biome, or dimension
  • Multiple attributes per item
  • Attributes that level up with use
  • Attributes that level up by combining two of the same attribute
  • Transfer attributes between items
  • Set bonuses
  • Attributes that can only be obtained via loot chests, mob drops, or forged / crafted
  • Player luck factoring into rarity calculation
  • Make rarity tiers and percentages data-driven
  • Elytra, boat, minecart, horse armor, saddle, hostile mob, passive mob, and food attributes
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