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Rings, amulets & gear

Need a recipe? Use JEI in game. Need a starting route? Start here

Not out yet

Not out yet. In the development build; not in the 0.6.0 download.

Press G for your gear: ten ring slots, an amulet, a belt and a backpack. This page covers the pieces and systems added since 0.6.0: eleven new crafted pieces, sixteen ring lines of three tiers, inlays you rub in at an anvil, and imbuing. The copper, iron and gold rings, the first six stat rings, the legendary drops, the first amulets and belts, and rings and amulets that carry a spell are in the 0.6.0 download. See Character growth for the slots.

Every piece below uses Overworld materials, and JEI shows each recipe.

First working example

  1. Craft a Copper Ring from four copper ingots (JEI shows the shape).
  2. Put it on in the G screen.
  3. Take it to an anvil with a lapis lazuli on the right. The result is a ring with a Lapis inlay, for 1 level.
  4. Hover the ring. The tooltip shows the inlay, its grains, what it gives now and its full value.
  5. Later, bring a stack of lapis. Each grain adds less than the last, and none adds nothing.

Eleven new crafted pieces

Piece Slot Gives Made from
Bone Ring ring +2% crit chance, +3% attack damage four bones
Flint Ring ring +3% crit chance copper ring, two flint
Amethyst Ring ring +10 max tuft, +10 mind resistance copper ring, two amethyst shards
Featherfall Ring ring +4 safe fall copper ring, three feathers
Ring of Embers ring 25% shorter burn time, +10 thermal resistance copper ring, coal block
Ring of Reach ring +0.5 block reach and +0.5 entity reach iron ring, ender pearl
Tooth Necklace amulet +1 attack damage string, three bones
Amulet of Warding amulet +2 toughness, +20 hex resistance string, gold ingot, lapis block
Pilgrim's Pendant amulet step up full blocks, +5% speed string, gold ingot, feather
Rope Belt belt +4 safe fall, +0.1 knockback resistance five string, copper ingot
Caster's Sash belt +15 max tuft, +0.5 tuft regeneration, +5% spell power four wool, amethyst shard, gold ingot

The Featherfall Ring and Ring of Embers are also the first rings of two ring lines below.

Ring lines

Sixteen lines of three tiers: forty new rings. Craft each tier from the one below it with dearer materials, and JEI shows every step.

  • Tier I and II stack. Wear as many as you have slots for.
  • Tier III counts once. Like a legendary ring, a full hand of Grand Vitality is no better than one. The best set mixes lines.
  • A power runs at the highest tier of its line that you wear.

Example, Vitality: Ring of Vitality, two diamonds, two glistering melon slices and two gold ingots make the Greater ring. Greater ring, a diamond block and a golden apple make the Grand ring.

Stat lines

The six stat lines gain Greater (tier II) and Grand (tier III) rings.

Line Greater Grand
Vitality +8 max health +12 max health
Might +9% attack damage +14% attack damage, +0.5 attack knockback
Swiftness +7% speed +10% speed, step up half a block more
Focus +35 max tuft, +0.6 tuft regeneration +50 max tuft, +1.0 tuft regeneration, +5% spell power
Warding +2 toughness, +1 armour +3 toughness, +1.5 armour
Precision +5% crit chance, +18% crit damage +8% crit chance, +25% crit damage

Warding rings also add hex resistance (10 for Greater, 15 for Grand).

Power lines

Each has a tier I, a Band or similar at tier II, and a Signet or similar at tier III. Each tier does more.

Line I II III What it does at I, II, III
Lodestone Lodestone Ring Lodestone Band Lodestar Signet Pulls loot and experience from 3, 5, 8 blocks. Sneak to stop it
Tinker Tinker's Ring Artificer's Ring Master Artificer's Seal Mends 1 wear every 10, 5, 2 seconds (every damaged piece at III)
Hearth Hearth Ring Harvest Ring Ring of Plenty A bite of food every 30, 20, 12 seconds while hungry
Briar Briar Ring Bramble Band Thornheart Signet Melee attackers take 1, 2, 3.5 damage
Ember Ring of Embers Kindled Band Phoenix Band Regeneration under 30% health, at most once every 60, 45, 30 seconds. At III, a killing blow is turned aside once every 10 minutes
Delver Delver's Ring Deepdelver's Band Deepking's Signet Haste I, II, III while under rock. Dark sight at III
Gull Featherfall Ring Gull's Ring Stormcrow Band Safe fall, then a glide once a fall passes 6 blocks (3 at III)
Scholar Scholar's Ring Sage's Ring Loremaster's Signet +15, 30, 50% experience
Verdant Sprout Ring Verdant Band Greenheart Signet Crops, saplings and berries within 3, 4, 6 blocks grow
Siphon Siphon Ring Soulsipper Band Tuftdrinker Signet 3, 6, 10 tuft for each hostile you kill, and half a heart at III

Details worth knowing:

  • Phoenix's rebirth does not save you from /kill or the void.
  • Siphon counts only hostile kills.
  • Verdant grows crops, saplings, stems, berries and cocoa. It never grows grass.
  • Tier II is drawn as a steel band with a gold setting. Tier III is an ebony band with a heavy gold setting and two side diamonds.

Inlays

At an anvil, put a ring, amulet or belt on the left and a stack of one inlay material on the right. Each item is one grain. The whole stack goes in at once for 1 level per 8 grains, at least 1. Backpacks cannot be inlaid.

  • One inlay per piece. The first material chooses it. A different material is refused, so ten rings can have ten choices.
  • Each grain adds less than the last. You get grains ÷ (grains + 8) of the inlay's full value. One grain gives about 11%, 8 give 50%, 32 give 80%, and 128 give about 94%.
  • At 16 grains the piece glints.
  • JEI lists every inlay under the anvil.

The twelve inlay materials, with what each gives at full value on one piece:

Material Inlay Full value
Copper ingot Copper +1.5 armour, +10 shock resistance
Iron ingot Iron +3 max health
Gold ingot Gold +12 max tuft
Lapis lazuli Lapis +1 toughness, +10 hex resistance
Redstone Redstone +4% speed
Amethyst shard Amethyst +8% spell power
Flint Flint +3% crit chance
Bone Bone +4% attack damage
Emerald Emerald +1 luck
Diamond Diamond +1 armour, +1 toughness
Feather Feather +3 safe fall
Coal Coal +10 thermal resistance

Example: 16 lapis on a ring is 16 ÷ 24 of full value, about +0.67 toughness and +6.7 hex resistance, for 2 levels.

Every material is an Overworld item you can mine or craft anywhere. Nothing is place-bound.

Imbuing

The Rune Desk can write a spell onto worn pieces. Rings, amulets and belts carry one spell, and now armour does too. A worn piece's spell goes off when you are hurt, or every five seconds, by the trigger you chose. See Magic.

  • A piece carries one spell. A notched wand is the spellbook; gear is the build.
  • Imbued spells still pay tuft, so several automatic effects can drain the same reserve.
  • Backlash from a worn piece's own trigger kicks half as hard as a cast by hand.
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