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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 Aspects, each with its characteristic color. When mined, they yield Aspect Shards, 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.

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).
  • Wisps 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 Slimes drop "tainted goo", as do certain Tainted 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.

Wands

Wands are the most basic magical tool of Thaumcraft, which gather and store vis, and use it for various purposes, primarily crafting at the Arcane Crafting table, producing magical builds, and certain invocations such as triggering an Arcane Infusion. The most basic way to gather vis is to drain it from a node, but with basic (wooden or iron) wands, or without having mastered key research topics, the player must take care not to drain nodes completely lest they be damaged or destroyed.

Each wand is composed of a wand core, and two metallic caps; they can also be equipped with various foci providing "spells" to cast. The "usual" progression is from an iron-capped wooden wand ("your first wand", requiring only a vanilla crafting table), to a gold-capped greatwood wand (requiring the Arcane Crafting Table), and on to a thaumium-capped silverwood wand (requiring the Infusion Altar and scarce essentia). There are also several "elemental" cores, available each providing regeneration of one aspect.

A special note: The final binding of charged thaumium caps to a silverwood core is done at the Arcane Crafting Table, but the vis required exceeds the capacity of a gold-capped greatwood wand. To accomplish this crafting for the first time, it will be necessary to get some additional discounts by wearing appropriate equipment (Goggles of Revealing and Thaumaturge's clothing made from Enchanted Fabric).

Advanced thaumaturges can also produce scepters and staves. A scepter can only be used for crafting, but holds 150% as much vis as a wand with the same core, and gives an additional 5% discount for costs, beyond any discounts from its caps or the user's worn equipment. Conversely, a staff cannot be used for crafting, but holds 250% as much as a corresponding wand, and can also serve as a backup weapon for melee (however, it cannot receive weapon enchantments). Elemental staves and scepters can also be created.

Wand Cores

The various wand cores provide differing storage abilities:

  • The most basic wand core is simply a wooden stick. Wooden wands have very limited vis storage, and weak control of node draining. They can be crafted on the vanilla crafting table.
  • The mid-tier core is greatwood. These have more storage capacity, and it is possible to learn ways to drain nodes more quickly, while avoiding draining them into oblivion. Creating them requires use of the Arcane Crafting Table.
  • The advanced core is silverwood, with the greatest storage capacity. These must be produced at the Infusion Altar, requiring Salis Mundus.
  • There are also specialized cores corresponding to the six Primal Aspects: Reed (air), Blaze Rod (fire), Obsidian (earth), Icy (water), Bone (entropy), and Quartz (order) Each of these can regenerate a fraction of its capacity in that aspect, even without draining a node. All are created at the Infusion Altar.

Wand Caps

Similarly, there are several metals which can be used for wand caps, each providing different bonuses or penalties for the cost of magical powers:

  • Iron caps are the most basic, and inflict both cost penalty, and the risk of overdraining nodes regardless of skill. They can be crafted on the vanilla crafting table.
  • Gold caps are the mid-tier, giving no bonus or penalty to costs. Creating them requires use of the Arcane Crafting Table.
  • Thaumium Caps are the high-end, providing a discount to magical costs. These must be first crafted at the Arcane Crafting Table, then "charged" at the Infusion Altar. Note that the charging process requires Salis Mundus and the scarce Aurum essentia, both of which require ample supplies of the rare drop 'ethereal essence".
  • If other mods provide copper and silver metal, caps can be made of these as well. Copper caps have effects between iron and silver, and can be crafted at the Arcane Crafting Table. Silver caps rank between gold and thaumium, and require infusion.

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: Potency increases effect (and vis usage), Frugal reduces vis usage, Treasure increases the drop rate for appropriate ores. Foci can 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. Available wand foci include:

  • Fire: Shoots flame and sets targets afire.
  • Lightning: "Target-seeking" attack with considerable damage. It can charge creepers and transform pigs into zombie pigmen, and will often set targets afire.
  • Frost: Missile attack, does the most damage per hit, and can freeze water. Does not affect lava.
  • Nine Hells: Summons firebats to harass and eventually blast your target. (Scan a firebat to get the research.)
  • Primal: Glowing projectile with erratic path, explodes when hit to damage creatures and surroundings. May have other effects: It is known to rarely create fibrous taint or small nodes. (Scan a primal charm to get the research.)
  • Pech's Curse: Glowing energy inflicts damage and status effects on targets. This rare focus is not craftable, and can only be purchased from a Pech Thaumaturge.
  • Equal Exchange: Needs to be "primed" with a result block before use, by shift-right-clicking. (You must have a supply of the result blocks in your inventory. Clicking on a target block will trade that block for the result block, taken from your inventory (right click to do a bunch of similar blocks at once). Caveats:
    • Blocks which don't drop themselves will be returned as their drops; glass will be destroyed.
    • The focus cannot handle top slabs, and will always place slabs as bottom slabs (as a warning, when you prime it on a top slab, that will immediately be converted to a bottom slab).
    • Using it against or under water will have unexpected results, beware!
  • Portable hole: Produces a short-lived tunnel reaching into the surface you zap it at. Despite appearances, you can walk on the hole edges... but be warned, if you are inside when the effect expires, you will be buried!
  • Excavation: Digs away any minable block, yielding ores or ore drops as appropriate. The Treasure enchantment has the effect of Fortune.
  • Warding: Makes blocks (solid, opaque, blocks only) unbreakable and indestructable to anyone by the player who warded them. (Scan warded glass or other Warded Arcana to get the research.)

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 sorts of enhanced tools and armor.

  • 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 and weapons can be further enhanced into "elemental tools" with various abilities.
  • There is also a Bone Bow with increased speed and damage, and Primal Arrows with varied enhancements for each of the six Primal Aspects.
  • Three "wearable devices" are used in armor slots: The Goggles of Revealing allow easy sighting of nodes and monitoring of magical processes, the Boots of the Traveller give much faster movement, higher jumps, and fall resistance, and the Thaumostatic Harness allows the player to fly. The Goggles also provide a 5% discount to vis costs, while the Harness provides a 2% discount, 5% for Aer vis.

All of these are described more fully on the Special Tools page.

Baubles (Runic shielding)

As of version 4.11, Thaumcraft includes a secondary mod, Baubles. This provides an alternate inventory screen (default B, but you can remap it to I 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". See their page for more information.

Phials

Misc.

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