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Infusion Properties

Cibernet edited this page Jan 13, 2025 · 10 revisions

Properties are attributes given to an item by infusing any other item into it with the Alchemancy Forge. Items can normally only have up to 4 properties at a time, but the limit varies for a select few items and can be increased with the Limit-Break property. Certain cosmetic properties, such as Tinted and Seethrough, do not count towards this limit. Only one of each property can be infused onto an item at a time.

During the Infusion process, certain properties may interact with each other, whether by canceling them out or creating a new one entirely. A list of every property interaction can be found here.

Properties can be removed from an item by infusing it with a Lead Ingot.

Burning

Attacks set the target on fire. Sets the user on fire when worn.

Wet

Attacks reduce the target's time on fire by 1 second. Reduces time on fire by 0.25 seconds every 0.25 seconds when worn. Increases damage received from Electric attacks by 10% when worn.

Frosted

Attacks freeze the target. Freezes the target when worn.

Shocking

Deals Electric damage in an Area of Effect when attacking or Activated.

Photosynthetic

Slowly repairs the item over time while exposed to sunlight.

Flammable

Attacks spread 150% of the user's time on fire to the target. Increases the user's time on fire by 1 second every second when worn or held. Has a 1% chance every tick that the player is on fire of turning into Charred. Allows the item to be used as furnace fuel, or boosts its burn time by 50% if it's already furnace fuel, the item's burn time is also increased by its durability.

Charred

Allows the item to be used as furnace fuel, similar to flammable but with a much greater effect.

Sturdy

Increases the item's max durability by 20%

Brittle

Reduces the item's max durability by 45%. Destroys the item when it hits a surface with enough force in entity form. If applied to a projectile, it destroys itself on impact.

Rusty

Item gains rust over time or when mining blocks. The rustier the item is, the faster it mines, but the higher the chance it has to consume double durability on use. Getting hit by a lightning bolt when equipped or held resets the item's rust.

Ferrous

Adds 150 uses to the item's max durability. Increases damage received from Electric attacks by 25% when worn.

Gilded

Increases the user's mining speed by 50% when held. Prevents Piglins from attacking the user on sight when equipped. Makes Piglins pick up the item when dropped on the ground.

Lustrous

Sets the item's mining tier to Diamond if lower. Doubles the item's max durability as long as it's lower than 1600.

Wealthy

Increases the item's Looting and Fortune levels by 1. Villagers and Pillagers follow the user around while held.

Reinforced

Increases the user's armor points by 3 and their Armor Toughness by 1 when equipped.

Pristine

Prevents the item from taking durability damage for 100 uses.

Hellbent

Attacks always trigger critical hit effects. Projectiles trigger critical hit effects when they hit an entity. Increases mining speed for every block of the same type mined, buff goes away when a different type of block is mined or if a Hellbent item is no longer held.

Depth Dweller

Increases the user's mining speed when held and their movement speed when worn on legs or feet relative to how low down the user is in the world starting at Y=10, with a maximum increase of 50%. The effect is always maxed out and increased while the user is in The Nether.

Energized

Increases the user's Attack, Mining, and Movement speed by 35% when equipped or held after being hit by an Electric attack. The buff decays over time and completely goes away after 1 minute. If the user is wearing an item in the feet slot with the Energized buff active, they will give any blocks they step on a Redstone signal for 10 ticks. When the item impacts a block as a projectile, it gives it a Redstone signal for 10 ticks. If Interactable is also present in the item, the user can use it on blocks to provide them with a Redstone signal for 10 ticks. If the item is activated while Rooted, it will provide a Redstone signal for 20 ticks.

Bouncy

Bounces the user back when right-clicking a block or when Activated. Bounces the user away from the damage source when taking damage. Bounces the target back when dealing damage. Bounces the user upwards instead of taking fall damage worn on feet.

Sticky

Prevents the user from dropping the item. Prevents the item from being dropped by Dispensers. Completely negates knockback while grounded, but reduces Movement Speed and prevents the user from jumping when worn on feet. Sticks the user to ceilings when worn on head. Sticks the user to walls when worn on chest or legs.

Slippery

Causes the player to drop the item when attacking or on use. Reduces the player's friction when worn on feet. Makes the player trip while going downstairs when worn on feet.

Buoyant

Makes the user float in water while worn or held. Makes the dropped item or projectile float in water.

Lightweight

Makes the dropped item or projectile fall slower.

Heavy

Makes the user fall faster when worn or held, playing a loud anvil sound when they hit the ground. Makes the dropped item or projectile fall faster.

Anti-Grav

Disables the user's gravity when worn or held. Disables the dropped item or projectile's gravity when worn or held.

Mining

Allows the item to break pickaxe-related blocks, starting at wooden tier if the item isn't already a tool.

Chopping

Allows the item to break axe-related blocks, starting at wooden tier if the item isn't already a tool. Gives the item the ability to strip logs and remove wax from copper.

Digging

Allows the item to break shovel-related blocks, starting at wooden tier if the item isn't already a tool. Gives the item the ability to make paths and put out campfires.

Reaping

Allows the item to break hoe-related blocks, starting at wooden tier if the item isn't already a tool. Gives the item the ability to till dirt.

Shearing

Allows the item to swiftly break leaves, cobwebs, and wool. Gives the item the ability to shear sheep on use or when dispensed.

Slashing

Allows the item to swiftly break bamboo and cobwebs. Performs a sweeping attack when attacking.

Sharpshooting

Allows the item to shoot arrows as if it were a bow.

Shielding

Reduces incoming damage by 50% while the item is being used. Plays a cool blocking animation on use.

Firestarting

Sets blocks on fire when used or dispensed. Gives the item the ability to light candles.

Brushing

Allows the item to brush off blocks and mobs as if it were a Brush when used or dispensed.

Scoping

Zooms the player's camera in while crouching and held.

Throwable

Allows the item to be thrown as a projectile when used or dispensed. Thrown items break or consume 10 points of durability when they hit a block or an entity.

Wayfinding

Rotates the item to point towards the user's spawn point, the exit portal in The End, or the place the user entered the dimension from. The item can be right-clicked on a Lodestone or Player to have it point in their direction.

Headwear

Allows the item to be worn on the player's head. When dispensed, the item is equipped on the head slot of a single entity in front of the dispenser.

Saddled

Lets the user ride other entities on use. Entities wearing a Saddled item may be mounted by any player.

Glider

Allows the user to glide while worn on the chest if the item's durability is above 0.

Crafty

Opens the Crafting Menu when used.

Smelting

Smelts block and entity drops, but has limited uses. Smelting can be recharged by stacking furnace fuel over the item (same way you would fill up a bundle). Automatically refuels if the item has Hollow with furnace fuel inside it.

Assembling

Attempts to craft as many replicas of itself when held by using items in the player's inventory. The item stops crafting itself once it reaches its max stack size.

Assimilating

Automatically absorbs any items like it when low on durability, replenishing the item's durability in the process. The item can be manually given other items to absorb by stacking them over it. If Assembling is present, the item will be able to absorb ingredients used to craft itself inside of the player's inventory as long as they can all create a new item. (A Diamond Pickaxe would need to absorb 3 diamonds and 2 sticks at the same time to repair itself).

Hollow

Allows the item to store a single stack of any item. Items can be inserted by picking them up from the ground while held, or by stacking them over the Hollowed item. Items can be retrieved by right-clicking the item inside of the inventory, or by using the item. Properties that scan the player's inventory for materials (such as Assembling and Assimilating) can pull items out of Hollow items. When dispensed, the item's contents are dropped before the item itself. Sets the item's max stack size to 1.

Bucketing

Allows the item to pick up and store liquids as if it were a bucket when used or dispensed. Sets the item's max stack size to 1.

Encapsulating

Can store any block inside of itself (including its data) when used or dispensed. The stored block can then be placed back down by using or dispensing the item. Can only store 1 block at a time.

Capturing

Can store a single entity inside of the item by using it on the target, when the item impacts the target as a projectile, or when whe item is dispensed with a target in front of the dispenser. The entity can then be released again when used, Activated, dispensed, or when the item impacts a block or an entity as a projectile.

Dripping

Causes Hollow, Bucketing, and Encapsulating to place down its contents when attacking with the item in hand or when taking damage while the item is worn.

Absorbent

Attempts to consume any items in the user's inventory that can be used to repair itself while held or worn. Immediately picks up items on the ground while held or worn. Picks up whatever liquid the user is inside of when held or worn if the item has Bucketing and is not already carrying a liquid.

Edible

Allows the item to be eaten, triggering all On Attack and On Activate effects onto the user.

Jagged

Deals damage according to the item's Attack buff to the attacker when taking damage and worn or used. Triggers the item's On Attack effects while doing so.

Rooted

Allows the item to be placed on top of dirt blocks, slowly replenishing its durability over time while rooted. May cause a variety of effects according to the item's Properties.

Sensitive

Triggers On Activate effects when an entity gets near the user. Goes on cooldown for 5 seconds after doing so.

Interactable

Allows the item to trigger On Activate effects when used on the target, or the user if no target is present. When dispensed, the item triggers On Activate effects on an entity in front of the Dispenser.

Toggleable

Allows the user to toggle the item's properties by using it or by right-clicking the item in the inventory.

Ticking

Triggers the item's On Activate effects 10 seconds after the item has been picked up or activated. Applying Interactable causes the timer to loop.

Fungal

Applies the item's Activation effects on every entity in a 4-block radius when taking damage or activated. Goes on cooldown for 20 seconds after doing so.

Sporadic

Randomly triggers the item's On Activate effects on the user when held or worn.

Shattering

Triggers On Attack and damages all entities in a 3-block radius and triggers On Activate on itself when the item or projectile is broken or destroyed.

Levitating

Causes the user to float upwards when worn or held. Causes the item or projectile to float upwards.

Swift

Increases the user's Movement Speed by 55% when worn on legs. Halves the item's use time.

Sluggish

Reduces the user's movent speed by 55% when worn. Reduces attack speed by 55% when held. Attacks apply Slowness II for 10 seconds. Doubles the item's use duration.

Poisonous

Gives targets Poison for 5 seconds when attacking.

Decaying

Gives targets Wither II for 5 seconds when attacking. Causes the item to take damage every second its held or worn.

Tipsy

Gives targets Nausea II for 10 seconds when attacking. Gives the user Nausea II for 10 seconds when worn or held.

Blinding

Gives targets Blindness for 10 seconds when attacking. Gives the user Blindness for 10 seconds when worn on the head.

Nocturnal

Gives the user Night Vision for 15 seconds when worn on the head. Increases the user's Attack Damage by 40% while held when under direct moonlight.

Aquatic

Increases the user's Oxygen Bonus attribute by 2 when worn on the head, granting them an effect similar to Respiration II. Increases the user's Mining Speed while underwater by 200% when worn on chest or held in the main hand. Increases the User's Swim Speed by 55% when worn on legs. Increases the user's Walking Speed while underwater by 55% when worn on feet. Projectiles fly through water with the same speed they would outside of it.

Leaping

Increases the user's jump height when worn on legs or feet, increasing the height of each consecutive jump for up to 4 jumps in a row.

Glowing Aura

Gives targets Glowing for 30 seconds when attacking. Gives the user Glowing for 30 seconds when worn or held. Causes the dropped item or projectile to glow.

Ominous

Gives targets Bad Omen for 60 seconds when attacking. Gives the user Bad Omen for 60 seconds when worn or held.

Grappling

Pulls targets towards the user when attacking or Activated.

Spiking

Pushes targets downwards when attacking or Activated.

Sharp

Increases the item's Attack Damage by 30%.

Weak

Attacks deal 50% less damage while held. Armor is reduced by 1 point when worn. Damage received is increased by 20% when worn.

Dense

Increases the item's Attack Damage proportionally to the user's fall time, similar to a Mace. Damages all entities in a 1.5-block radius when landing proportional to the user's fall time.

Gambling

Attacks have a random chance of dealing double damage, normal damage, or damaging the user instead.

Arcane

Attacks deal indirect magic damage instead of melee damage, making them bypass armor. Increases the item's Enchantability value by 18.

Resized

Visually changes the item's size according to the property's Size value. Increases the item's Attack Damage, but proportionally reduces its Attack Speed according to the property's Size value.

Exploding

Explodes the target when a critical hit lands or when Activated, greatly damaging the item or destroying it in the process.

Wind Charged

Creates a Wind Burst at the target's location when a critical hit lands or when Activated, greatly damaging the item or destroying it in the process.

Smiting

Spawns a Lightning Bolt at the target's location when a critical hit lands or when Activated, greatly damaging the item or destroying it in the process.

Cozy

Reduces the player's time frozen when worn.

Waxed

Prevents the user from taking fire damage, consuming one point off of the property's uses. After the property has been triggered 50 times, it gets removed from the item.

Fire Resistant

Prevents the dropped item from being destroyed by fire or lava damage. reduces the user's time on fire by 1 second every 0.5 seconds when worn.

Blast Resistant

Reduces damage taken from explosions by 50% when worn or used.

Insulated

Reduces damage taken from Electric attacks by 25% when worn or used.

Warding

Reduces all incoming damage by 15% when worn or used.

Eternal

Prevents the item from despawning when dropped.

Muffled

Lowers the volume of most sounds the user emits by 25% for each armor piece with this property equipped. Suppresses certain Sculk vibrations emitted by the player according to the equipment slot the item is in.

  • Main Hand: Block Placed, Item Started Using, Item Finished Using, Entity Action, Shearing, Projectile Shot
  • Offhand: Block Placed, Item Started Using, Item Finished Using, Entity Action, Shearing
  • Helmet: Eating, Drinking
  • Chestplate: Taking Damage, Dying, Gliding, Teleporting
  • Leggings: Taking Damage, Dying, Splashing, Swimming, Teleporting
  • Boots: Stepping, Hitting The Ground, Splashing

Soulbind

Can be used to create multiple other properties. Has a random chance of removing itself while in the player's inventory, with an even smaller chance of damaging the player when doing so.

Loyal

The item starts following the thrower around when dropped. Projectiles bounce back and return to the user after hitting a block or an entity.

Vengeful

Deals 85% more damage to the entity that last attacked the user while holding the weapon. Deals 35% less damage to every other target.

Vampiric

Attacks heal the user for 20% of the damage dealt. Has a 2% chance of every tick that the item is worn or held to consume the item's durability when under broad daylight, with a 10% chance of setting the user on fire for 4 seconds instead.

Energy Sapper

Has a 1% chance of every tick when held or worn to consume player hunger to repair the item. Attacks consume a portion of the target's hunger.

Phasing

Projectiles with this property can phase through blocks. The item phases through blocks when dropped. Caution is recommended when applying this property to an item.

Spirit Bond

When held or worn, the item is repaired whenever the user is healed for 10 times the amount of health recovered. When held or worn, the item takes durability damage equal to the amount of damage the user receives.

Relentless

The item has a chance of not consuming durability relative to how much damage the user has taken. When worn or held, the user takes up to 50% less damage relative to how much damage the user has taken.

Light-Seeking

Projectiles and dropped items with this property will home in on entities within a 24-block radius that are set on fire or have the Glowing effect.

Nonlethal

Prevents the item from dealing damage.

Mending

Attacks heal the target instead of damaging them.

Flourish

When worn or held, the user gains 10% additional healing rounded up.

Undead

Causes the item to gain durability points when it takes damage, breaking once the item gets fully repaired.

Undying

Restores 60% of the item's durability before breaking, removing the property in the process.

Infected

Slowly spreads itself onto other items in the player's inventory. Has a random chance to turn into Dead.

Dead

Disables most of the item's base attributes. Effects given by properties remain unaffected.

Sanitized

Prevents the item from becoming Infected.

Sweet

Increases the item's saturation value if it can be eaten. Animals and insects follow the user around when held or worn.

Scary

Prevents Endermen from targeting the user when worn on the head. Scares away Animals, Villagers, Insects, and Endermen when worn or held.

Seeded

Attacks spread Seeded onto the target's armor when held. Chickens become hostile towards entities wearing Seeded armor. Attracts chickens while held.

Conductive

Deals Area of Effect Electric damage when hit by an Electric attack while worn or equipped.

Clueless?

Resets any additional data other Properties might store on pick up (such as Pristine durability or Wayfinding target), consuming the property in the process. Does not Affect Tinted or Resized.

Wise

Doubles experience yields from blocks and entities. Increases the item's Enchantability value by 5.

Experienced

has a 30% chance of granting the user experience when the item takes damage. Drops experience proportional to a portion of the item's remaining durability when destroyed.

Ender

Randomly teleports the user to a random position when entering water. Teleports the target to a random position when Activated. Teleports the thrower to the position of the projectile when it hits a block or an entity.

Sculking

Mobs killed by a player holding Sculking will create a Sculk Charge instead of dropping experience.

Loose

Prevents the item from being worn. Blocks will fall like sand when placed for the first time.

Sparking

Creates fire at the user's position when the user lands, is hit by a physical attack, or when the item or projectile is destroyed.

Extended

Increases the user's Block and Entity Interaction Range by 2 blocks when held in the main hand. Increases the user's Step Height by 0.5 blocks when worn on feet. Doubles the item's use duration. Doubles the Flight Duration for Firework Rockets.

Calcareous

Removes the target's potion effects when activated. Reduces the user's Fall Damage by 50% when worn on legs.

Musical

Makes the item play a musical note when used, the note's pitch is determined by the user's looking pitch, and the instrument used is determined by the item being used. Makes the user play a musical note when moving on the ground and worn on feet, the note's pitch is determined by the user's horizontal movement speed, and the instrument used is determined by the block they're standing on.

Targeted

Causes all projectiles in a 12-block radius to home in on the user when worn or held.

Repelled

Repels the user while held or worn, or dropped item from EVERY entity in an 8-block radius.

Auxiliary

Property effects that happen On Tick, On Attack, On Kill, and On Death trigger from anywhere in the user's inventory as if they were holding the item. This property is exclusive to rings.

Glowing Aura

Causes the user to place down Glowing Orbs when the block light level is 7 or lower while held or equipped.

Phase Step

Allows the user to phase through blocks while held or equipped. Aerial traversal methods are highly recommended when using this property

Death Ward

Saves the user from dying while held or equipped at the cost of 500 durability points or the item.

Friendly

Attacks do not affect animals, villagers, or other players when held.

Wayward Warp

Allows the item to bind to a Lodestone or Player by right-clicking. After bound, the item can be used or activated to teleport to the target location or player, as long as the user is in the same dimension as the target destination, consuming 10 durability points or the item itself.

Rocket-Powered

Propels the user forwards while being used, consuming 2 durability points or the item itself every second.

Dirty

It's dirt.

Awkward

Can be used to create multiple other Properties related to Potion Effects. See Property Interactions

Warped

"Warps" every other Property infused onto the item before consuming itself, turning them into an opposite, or related, Property.

Revealed

Shows the Properties the item can give in the item's tooltip.

Revealing

Shows the Properties every item can give when worn on the head.

Scrambled

Obfuscates the item's tooltip.

Concealed

Prevents the item from rendering outside of the GUI. Does not count towards the Property Limit.

Disguised

Mimics the appearance of any other item. To set a disguise you must shift right-click the item while holding the item you want to mimic in the offhand, or stack the item you want to mimic onto the Disguised item. Does not count towards the Property Limit.

Seethrough

Makes the item transparent. Does not count towards the Property Limit.

Tinted

Tints the item with a specific color. Colors can be mixed by infusing multiple items with Tinted. Does not count towards the Property Limit.

Flattened

Causes the item to render flat. Allows the item to be placed on a flat surface by right-clicking. Does not count towards the Property Limit.

Awakened

Causes all of the item's Dormant Properties (Properties the item can give when infused) to become active.

Paradoxical

Prevents an item from triggering Property Interactions.

Limit-Break

Increases the item's Property Limit by 1. Does not count towards the Property Limit.

Quantum Bind

Prevents the item from leaving the slot it's in. Prevents the item from being dropped by the player.

Enchanting

Doubles the item's Enchantability value or sets it to 20, whichever is higher. Items with this Property will always cost 1 experience level to repair at an Anvil.

Dexterous

Negates the movement speed penalty from using items while worn or held.

Flimsy

Prevents the user from breaking blocks while held.

Malleable

Turns the item into Unshaped Clay after it's been destroyed. Unshaped Clay can then be restored into the original item by combining it with Clay or smelting it in a Furnace.

Hardened

Halves the amount of durability consumed by the item, or has a 10% chance not to consume any durability if the amount consumed is 1. Allows projectiles to break brittle blocks (such as Ice, Glass, and Decorated Pots) on impact.

Cracked

Grants a 40% chance to double the durability consumed. Breaks or consumes 1 point of durability when activated.

Compact

Increases the item's max stack size by x4, with a limit of 96. Does not work with non-stackable items.

Hearty

Increases the user's max health by 2 hearts when worn. Gives the user Health Boost II for 8 minutes when eaten. Gives the target Health Boost II for 20 seconds when Activated.

Magic Resistant

Reduces the damage dealt by magic attacks by 15% when worn or used.

Allergic

Triggers Activation effects when the user receives a Potion Effect they don't currently have.

Hydrophobic

Triggers Activation effects when the user, dropped item, or projectile first enters water.

Armor Pulse

Reduces damage taken by 1 point and triggers Activation effects when receiving damage while worn or used if the attack doesn't bypass armor and originates from an entity within interaction distance.

Launching

Launches the target upwards when Activated, consuming 20 durability points or destroying the item in the process. The strength of the launch is doubled if the item is Rooted to the ground.

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