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Adornments Charms and Runes
for versions mc1.12.2-v2.x.x+
Adornments are small items that someone typically wears on their person - rings, amulets, bracelets, etc. Treasure2 supports Baubles. If you have Baubles installed you can equip an adornment by placing it the corresponding Baubles slot, eg. A ring is placed in one of the Ring slots. If you do not have Baubles, you can equip adornments by placing them in your hotbar. Only the first 4 adornments found will be used.
Adornments have durability like vanilla tools. However, adornments have a finite number of repairs and once that number is reached the adornment can no longer be repaired and it breaks. An adornment can be repaired on a vanilla anvil using another other adornment. The adornment that is being used as the repair material can have any durability and will repair the original to full durability, eg. Gold Ring (d = 3/100) + Silver Necklace (21/50) = Gold Ring (100/100).
Adornments can contain three different types of Charm slot types.
- Innate/native - these are charms that are implicitly part of the adornment. They can not be added, removed nor recharged by the player. Once the charm's mana has run out, the charm is removed from the adornment. Innate charms do not display with a heading on the tooltip.
- Imbue - this type allows charms to be added to the adornment with Charm Books. Charms are imbued into the adornment and thus become part of the adornement. Therefor they can not be removed nor recharged. An adornment and charm book can be combined using a vanilla anvil or a Charming Table.
- Socket - this type allows charms to be added, removed and recharged. Charms can be added using a vanilla anvil or a Charming Table.
Figure 1. Ring of the Angles adornment tooltip
1. Name: the name will appear in yellow if it is a specially charmed adornemnt. It will appear in white if a regular adornment.
2. Durability: this is how long an adornment will last (uses). It will decrement by 1 every time a charm is executed.
3. Repairs: this is the number of repairs on the adornment. eg. R[1/1] = [remaining/max] there is 1 repair remaining for a total of 1 repairs. When repaired, the durability is reset to full.
4. Charm Max Level: the highest level of a charm that the adornment supports. eg. 23 = any single charm must be 23 or lower. The max level is calculated by the material (iron, copper, silver, gold, etc), the gemstone and the size (standard, great).
5. Charm Name: the name includes the level of the charm. eg. Greater Healing 16
6. Charm Mana: each charm has its own amount of mana. Different charms consume different amounts of mana per use, but the standard is 1 per use. eg. [320/320] = [remaining/max]. This charm's mana is currently full.
7. Charm Recharges: this is the number of recharges a charm has. eg. R[1/1] = [remaining/max] there is 1 recharge remaining for a total of 1 recharges. When recharged the mana is reset to full.
8.* Charm Stackability**: indicates whether the effects of a charm are stackable or that multiple of the same charm type can be applied per use. + = true, - = false. eg. Greater Healing can be applied multiple times per use if the charm contained multiple healing charms.*
9. Charm Type: indicates what type of slots the adornment has. Charms without a charm type are innate charms.
10. Charm Type Capacity: this is the number of charms per type that can be added to an adornment. eg. [0/1] = [used/max] there are no charms currently in this type slot, with a max of 1.
11. Runestone Name: the name of the runestone. Runestones can be added and removed.
contain slots in which a Charm can be added to. To do this, place the adornment and a charmed item on an anvil. The charms in the charmed item will be transferred to the adornment. The number of charms transferred depends on the number of slots available. The number of slots available will be reduced by the number of charms transferred. When a charm runs out, the slot will remain unavailable. To make the slot available again, place the adornment and a gem (ruby or sapphire) on an anvil. Adornments can not contain multiple of the same charm type, eg. cannot contain 2 healing charms.