Mods/Thaumcraft/Items

Ordinary Items
A few ordinary items have non-standard forms. Most notably, iron ingots can be crafted to and from iron nuggets, just like gold with gold nuggets. As well, Rotten Meat can be crafted 9:1 into a ../Block Of Flesh/. This can be disassembled by placing and mining it.

Ores and Minerals
There are several new ores, and one wrinkle for some existing ones:
 * Amber Bearing Stone -- Unsurprisingly, yields ../Amber/, one piece per ore block.  Amber is used in certain advanced recipes.  Amber can be crafted to and from an Amber Block, 4 pieces to the block.
 * Cinnabar -- This mines as ore blocks, which can be smelted into ../Quicksilver/. Quicksilver is used in advanced crafting, notably for essentia tubes and magic mirrors.
 * Aspect Infused Stone (six kinds) -- These appear very different from other ores, with glowing traceries that are visible in the distance and darkness. There are six types for the six Primal ../Aspect/s, each with its characteristic color. When mined, they yield Aspect ../Shard/s, used for magical crafting and enchanting.  (Fortune does improve the yield for these.)   Six shards can be combined into a "crystal cluster", which helps with research and infusion enchanting.  The shards in a cluster must either be all the same type, or one of each type (for a "mixed cluster").
 * Iron, Gold and Cinnabar ores can be mined (or purchased from ../Pech/) as "native clusters". These smelt faster and produce twice as much material as blocks of ore.  The ../Pickaxe of the Core/ can produce native clusters when mining the corresponding ores.
 * A number of new materials can be crafted, but one warrants mention here: ../Thaumium/ can be made with a ../Crucible/, and can be crafted into armor and tools (including swords) which nearly match diamond.  Thaumium tools can also be enchanted by ../Infusion/ into Thaumcraft's special tools, with unique capabilities.  Thaumium armor and tools, as well as the special tools, can also receive the Repair enchantment, which lets them recover durability over time.

Caps

 * Iron Cap
 * Gold Cap
 * Copper Cap
 * Silver Cap
 * Inert Silver Cap
 * Charged Silver Cap
 * Thaumium Cap
 * Inert Thaumium Cap
 * Charged Thaumium Cap

Mob Drops
Thaumcraft has several new monsters, with new drops.
 * ../Angry Zombies/ (and their big brothers, Furious Zombies) drop zombie brains, which can be broken down for essentia or crafted into various devices (notably the Brain In a Jar).
 * ../Wisp/s drop "ethereal essence", which is otherwise available only by breaking a node. These precious items (each imprinted with one of the 50 aspects) can be used in magical crafting, or broken down for essentia -- in addition to their visible aspects, all ethereal essences contain the rare Auram aspect.
 * ../Thaumic Slime/s drop "tainted goo", as do certain ../Taint/ed monsters. The Taintacle also drops "taint tendrils".  Both of these are difficult to collect, as after every 45 seconds in a player's inventory, one will dissolve (infecting the player with taint status).  However, they can be stored in a chest, or a donkey's or mule's pack, and will not decay there.  They can also be tossed through a magic mirror, or brought home by playing "hot potato" -- dropping them and picking them back up every 30 seconds or so.

Wand Foci
The beginning player may be frustrated with the few uses for wands. Using them for crafting and building is all very well, but where are the wands that go zap? For that, you need to get hold of some Nether Quartz and craft wand foci. The several types produce a variety of offensive or utility effects, powered by the vis within the wand. Wand Foci can also be enchanted with a number of focus-specific enchantments to improve their performance. They can even be enchanted on the vanilla enchanting table, but note a bug: High-level enchantments will frequently give them Unbreakable, which is useless for foci and makes infusion enchanting them afterwards that much harder. You can also craft a Focus Pouch which stores all of your wand foci in one inventory space, and allows easily switching among them.

The 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 "special tools", and a few unique items that are worn in place of armor.
 * All of these items, including thaumium tools and armor, can be enchanted with 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.
 * The tools can also be enchanted on 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.  However, due to limits of the modding API, the enchanting table may give Repair as well as Unbreaking, a truly powerful combination.

The elemental tools are made by infusing "standard" tools made from ../Thaumium/: sword, axe, pickaxe, shovel, and hoe. These are all quite easy infusions (though each requires a single diamond), and each gives very useful abilities. Note that any enchantments on the thaumium tools will be erased by their transformation, but the new tools can be enchanted as usual. Note that thaumium tools (and thaumium armor) have durability rivalling diamond, and effect ranging from iron to diamond. The infused forms keep those features.
 * ../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.
 * ../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. However, be warned that most manufactured blocks will also show lights, as will sandstone and wood.  (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.)  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 which protrudes or has a gap next to it, it can 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.)  Note that this also works with non-diggable blocks, so it's useful for laying stone floors, building pillars, and such.
 * ../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).

Armor and Wearable Devices
Thaumium armor has durability rivalling diamond, but protective effects closer to iron. They can be enchanted as usual, including the above notes regarding Repair and Unbreaking. The wearable devices below, while based on leather armor, do have far greater durability. Thes armor-like devices are complex infusions, much more difficult than the elemental tools. There are three wearable devices 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.
 * The ../Thaumostatic Harness/ is worn in the "chest armor" slot, and provides full flight, similar to creative mode.
 * While and  move up and down as in creative mode, turning the harness on and off is done with the  key.  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. (Place the harness in your hotbar and right-click it to open the fuel slot.)  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).
 * In current versions, horizontal motion is quite slow, but a Thaumostatic Girdle can also be worn to increase speed. The harness can also be enchanted with Haste to increase flying speed further.
 * 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 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.)

Baubles (Runic shielding)
As of version 4.11, Thaumcraft includes a secondary mod, Baubles. This provides an alternate inventory screen (default, but you can remap it to if you like) with four additional "jewelry" slots. Various advanced (and expensive) infusions can produce several protective devices to use in these slots. The most prominent of these provide Runic Shielding, a "force field" that protects you from damage before it even reaches your armor, and rapidly recharges. Like Repair, recharging the runic shields costs vis from a wand in your inventory. The amulet slot can alternately hold a vis-storage amulet which can recharge your wand or power runic shields directly.

Golems
Golems are small utility mobs that the player can create. They are composed of a "golem body", an "animation core", and optionally various upgrades and accessories. To use golems effectively, the player needs an additional tool, the "Golemancer's Bell".

Golem Bodies
All golem bodies are produced in the Crucible (or Thaumatorium), from a block of material and equal amounts of the aspects Humanus, Spiritus, and Motus. Some materials require 4 points of each aspect, others require 8. The different bodies provide very different levels of durability, carrying capacity, speed, and healing. All of these capacities can be increased with upgrades.

Starred bodies require 8 points essentia per aspect.

Golem Cores
Besides a body, a functional golem requires an Animation Core, which gives it one of several specific functions. AThere can be up to three stages to produce a golem core:
 * A blank core is produced in the crafting table from 4 bricks and Nitor.
 * The basic cores are produced with crucible recipes (or in the Thaumatorium), by combining a blank core with 5 points each of two aspects depending on the function.
 * The advanced cores are produced from basic cores by arcane infusion.

Golem Upgrades
There are six "elemental" upgrades, of which any given golem type can only have one or two attached. There are also another eight "accessory" upgrades which do not count toward this limit, each adding new capabilities or enhancements. Many of the accessories apply primarily to combat golems.) There is also an "Advanced Golem" infusion, applied to any golem body, which provides multiple enhancements, including an extra slot for elemental upgrades.

Golem Control
Unlike most mobs, golems can open doors and fence gates (they also shut them behind themselves). Also, golems can always see any items or mobs they would work on, regardless of barriers or line-of-sight, and may target them hopelessly (spinning in place or staring through a fence) even if there are "jobs" closer to hand. This can make managing them somewhat difficult. There are a number of ways to control golem activity:
 * Golems cannot walk over a Paving Stone of Warding, though like other mobs they can be pushed over one.
 * There is a special "Golem Fetter" block, which, when powered with redstone, will deactivate any golem, freezing it in place until the power is turned off (or the golem is pushed off the fetter).
 * Many golems have "item slots", limiting their activity to particular items.
 * Most golem cores come with six item slots, but the Fire upgrade can increase the number. If any item slots are used, any items not appearing in a slot will be ignored.
 * The "entropy" upgrade can make this more general: In particular, colors of wool (or aspects of mana beans/ethereal essence) are noted in the "damage value" for the item.  If you tell the golem to ignore the damage value, it will respond to "any wool" instead of the particular color you specified.
 * The Order upgrade can connect different items to differently-colored marks, for example telling an Empty golem to put wheat and seeds in one chest, but carrots and potatoes in another.