Mods/Thaumcraft/Special Tools

Once the player has started extracting essentia and performing infusions, a variety of special items become available. Much of this is "machinery" that gets placed in the world to work, and there's also the advanced wands and foci. But there are also several sorts of enhanced tools and armor, described below.


 * Thaumium can be used to make tools and armor with durability rivalling diamond, and effect ranging from iron to diamond. In particular, the thaumium pick can mine obsidian.
 * The thaumium tools can further be enhanced on the infusion table, becoming "elemental tools" with special powers. (Note that any prior enchantments will be wiped away.)  The infusions are easy, but each requires a single diamond, along with aspect shards and greatwood.
 * Moderately difficult infusions can be used to create three "wearable devices". While based on leather armor, their durability is closer to that of thaumium armor, and each offers special abilities.
 * All of the above can receive the Thaumcraft-special enchantment Repair, which allows them to recover durability over time while worn or on the hotbar. As of 4.11, Repair requires vis from a wand in the player's inventory, or from a special amulet in one of the Baubles slots.  Even so, it is remarkably powerful, especially given that all the elemental tools' special powers cost durability.
 * All of these items can be enchanted either with the vanilla enchanting table, or by the more controllable Infusion Enchantment.
 * The enchanting table may give them Unbreaking. Repair is incompatible with Unbreaking, and cannot be added to a tool which already has Unbreaking.  Before version 4.2.3, there were gaps in this due to limits of the modding API;  with luck or care, the enchanting table or anvil could combine the two enchantments.
 * There are also Primal Arrows for each of the six Primal Aspects. These cannot be further enchanted, but they provide various effects according to type.

Elemental Tools
The elemental tools are made by infusing "standard" tools made from ../Thaumium/: sword, axe, pickaxe, shovel, and hoe. All their special abilities cost durability, but they retain the durability of the thaumium tools they were made from.
 * ../Sword of the Zephyr/: When attacking, this sword can attack several opponents that are close to each other.  It can even include some enemies that would otherwise be out of reach, but at least one mob needs to be hit in the usual fashion.  The greater powers of the sword appear when it is used to block:  Not only are mobs pushed away by the sword's winds, but the wielder gains limited flight.  They will slowly rise into the air, where they can also move horizontally at roughly the usual speed (for moving while blocking).  This also serves to halt a fall, which is handy once the player has floated up to some dangerous height, or simply wants to descend into a ravine or somesuch.  Note that if the sword has Repair, each time a point of durability is restored, the sword will briefly "unblock", and the player will fall briefly.  This will not prevent flight, but will make it somewhat uneven.
 * ../Axe of the Stream/: This tool acts as a normal axe, except when used against an actual tree.  When used on a tree, it will magically chop the topmost blocks of the tree first, effectively cutting it from the top down.  More specifically, it will chop the furthest wood block connected by leaves and wood to the block you are chopping.  (Be careful in dense forests -- if the trees overlap, the axe can end up chopping down a whole section of forest.)  Many of the leaf blocks will also be destroyed in the process, and of course the remaining leaves will be deprived of wood from the beginning of the process.  It can also work on other assemblies of logs, such as the borders of village farms or parts of some houses.  As of 4.2, it has regained a power from much older versions of Thaumcraft:  While it is not as fast as in 4.1, the wood will automatically "flow" toward the player, and (space permitting) into their inventory.
 * ../Pickaxe of the Core/: This has several abilities:
 * When right-clicked against a block side, glowing lights will show the location of any ores, water, and lava nearby. (A number of "false markers" will also show for a fraction of a second, while the true markers will take a few seconds to fade.)  However, be warned that most manufactured blocks will also show lights, as will sandstone and wood.  This can be awkward in areas you've already explored and set out equipment in, and also in deserts or forests.  Note that some ores can be partly identified by their arrangement:  Coal has much larger veins, and infused stone (shard ore) is arranged differently from vanilla ores.  Isolated lights are likely amber ore or cinnabar (amber appears more near the surface, while cinnabar is common at deeper levels).  This ability is very powerful when looking for the more valuable ores, especially when diamond hunting!
 * When mining iron, gold, or cinnabar, this pickaxe can return a "native cluster" instead of an ore block. The native cluster will smelt into two ingots (or pools) of metal instead of the usual one.  The Fortune enchantment will sharply increase the chances of getting a native cluster.  The user can also repeatedly place and mine any actual ore blocks that were mined, until all the ore is converted to native clusters.
 * As a bonus, if the pickaxe is used to attack a mob, it will set them on fire.
 * ../Shovel of the Earthmover/:
 * When used to dig appropriate blocks, the shovel will dig a 3&times;3 section, perpendicular to the block side it was used on. (It can also be used normally, by holding down shift.)  The dropped blocks will also be drawn towards the user.
 * The shovel can also be used to "undig": When right-clicked, on a block it can "undig" blocks of the same type (which need not be diggable) to form a 3&times;3 section.  As surround that block with more of the same, filling it out to a 3&times;3 section.  (The blocks are taken from the wielder's inventory; naturally there must be enough available.)  In 4.1, this was remarkably powerful -- used on a block which protrudes or has a gap next to it, it would fill out the section on that level, allowing floors, walls, and such to be easily extended.  In 4.2, this has been nerfed; the shovel instead places the blocks on top of the targeted block (if used on a 2-high ceiling, the player will suffocate).
 * ../Hoe of Growth/: This tool will till a 3&times;3 area of dirt with each click.  It can also be right-clicked on a sapling or immature plant for the effect of bonemeal.  This effect works on a few plants that aren't affected by actual bonemeal, notably silverwood saplings.

Primal Arrows

 * Primal Arrows are made at the Arcane Crafting table, and each type provides some elemental attack against their target:
 * Air: Bypasses armor protection.
 * Fire: Deals fire damage (instead of normal damage), and sets targets afire.
 * Water: Inflicts slowness (chill).
 * Earth: Extra damage.
 * Order: Slightly less damage, but inflicts weakness.
 * Entropy: Slightly less damage, but inflicts withering.

Armor and Wearable Devices
The "wearable devices" below, while based on leather armor, do have far greater durability. Like Thaumium armor, this equipment can be enchanted as usual, including the above notes regarding Repair and Unbreaking. These devices are complex infusions, much more difficult than the elemental tools. There are three items in this group (a pair of thaumium leggings will provide some extra protection):
 * The ../Goggles of Revealing/ take the place of a helmet, and allow easily seeing nodes in the same fashion as the Thaumometer. Also, when looking at a node, or anything containing essentia (crucible, alembic, warded jar, etc.), the icons and strengths of whatever aspects it contains will be displayed in front of it.  Note that this does not count as "scanning" a node, and there is no display for ordinary blocks, items, or mobs.  They are also more-or-less required for safely doing infusions, and strongly recommended for use with the crucible.  They also provide a 5% discount to vis costs, including crafting, wand use, and magical builds.
 * The ../Thaumostatic Harness/ is worn in the "chest armor" slot, and provides full flight, similar to creative mode. It provides a 2% bonus to vis costs, and 5% for Aer.
 * While and  move up and down as in creative mode, turning the harness on and off is done with the  key (configurable).  (The player must not be wielding a wand, as the same key is used to select wand foci.)  When flying, touching the ground makes a "thump" noise, but unlike creative mode, touching down does not turn the harness off.
 * The Harness is powered by a jar of Potentia essentia, which must be loaded into the harness beforehand. The fuel burns fairly slowly, but the harness must be taken off to refuel!   When wearing the harness, there will be a fuel gauge on the screen.  When actually flying, the gauge will be crowned with flickering sparks (the player themselves will be surrounded by "lightning" as well).
 * As of version 4.1, horizontal motion is quite slow, but the harness can also be enchanted with Haste. A Thaumostatic Girdle can also be worn to both increase flying speed, and prevent most fall damage.
 * Note that the infusion to create this device requires a comparator, which implies access to Nether Quartz.
 * The ../Boots of the Traveller/, worn like any other boots, will greatly speed ground travel in several ways. They can also be enchanted with Haste to increase their speed even more.
 * Walking speed is much faster, as is swimming speed.
 * The wearer can both jump quite high, and fall from greater distances without harm.
 * The boots also allow "walking up" a one-block rise without the need to jump. (Sneaking disables this feature.)