Ability Affixes
Overview
Section titled “Overview”Ability affixes change what an item can do, not just its numbers. They add new behaviors on top of an item’s normal use: never breaking, mining in shapes, pulling drops to you, mining faster. Nine of them, grouped into three roles:
Durability protection (works on tools, weapons, and armor):
- Indestructible : item never loses durability.
- Fortified : percent chance to skip durability loss on use.
Mining utility (tool-only):
- Haste : mines faster.
- Telekinesis : nearby drops teleport to your inventory.
Block shape (tool-only, mutually exclusive):
- Quake : 3x3 flat area.
- Delve : 1x5 line into the block face.
- Rend : vertical strip.
- Fissure : horizontal strip perpendicular to aim.
- Resonance : vein miner for same-type blocks.
Item-level scaling. The Min and Max values shown below are the endgame ceiling at ilvl 45. Affix values scale linearly from 30% of the listed value at ilvl 1 to 100% at ilvl 45, so a roll on a low-ilvl drop will be smaller than what you see here. (Indestructible is a binary always-on flag and does not ilvl-scale.)
Detailed Explanation
Section titled “Detailed Explanation”Indestructible
Section titled “Indestructible”Where it rolls: Tools, melee weapons, ranged weapons, and armor.
When it triggers: Always-on, 100% durability preservation. Any time the engine would normally decrease this item’s durability, it simply doesn’t.
Trigger rate: 100% — this is a flag, not a proc. The Value per rarity is fixed at 1.0 (representing “always active”), and there is no ProcChance field.
Rarity availability:
| Rarity | Available |
|---|---|
| Common | — |
| Uncommon | — |
| Rare | — |
| Epic | yes |
| Legendary | yes |
Indestructible rolls only on Epic and Legendary items. Lower-rarity items cannot carry it.
Mutually exclusive with: Fortified. An item can have one or the other, never both.
Notes:
- Implementation is via a bytecode patch that intercepts the engine’s
LivingEntity.updateItemStackDurabilitypath. If the patch didn’t load, Indestructible silently does nothing — no fallback, no warning in-world. - Works in every context durability normally drains: mining blocks, taking armor hits, attacking mobs, and the shape-mining cascades (Quake/Delve/Rend/Fissure/Resonance) that would otherwise eat durability per block broken.
Fortified
Section titled “Fortified”Where it rolls: Tools, melee weapons, ranged weapons, and armor — the same four categories as Indestructible.
When it triggers: Every time the engine tries to reduce the item’s durability, Fortified rolls a chance to cancel that reduction. On success, the durability loss is skipped for that one use.
Rarity roll (chance to skip durability loss per use):
| Rarity | Min | Max |
|---|---|---|
| Uncommon | 15% | 25% |
| Rare | 25% | 40% |
| Epic | 45% | 60% |
No scaling, no softcap: the rolled value IS the percentage. There’s no stat multiplier pushing it past the Epic 60% cap.
Mutually exclusive with: Indestructible. Choose between a chance-based save and a guaranteed save.
Notes:
- Fortified tops out at Epic. Legendary gear always gets Indestructible instead, which is why the Fortified curve ends at Epic 45-60%.
- Fortified is weaker per-use but available on more rarity tiers (Uncommon+ vs. Indestructible’s Epic+).
- A Fortified item at 60% with heavy use still takes damage about 2 of every 5 swings, so durability will deplete over time. It stretches the item’s lifespan ~2.5x, not forever.
- Implementation shares the same bytecode-patched intercept as Indestructible.
Where it rolls: Tools only.
When it triggers: Every block-damage tick while mining with a Haste tool. Not a proc: every tick gets the boost.
What it does: Multiplies the mining damage-per-tick by 1 + effectiveValue. Blocks break faster.
Rarity roll:
| Rarity | Min | Max |
|---|---|---|
| Common | 10% | 15% |
| Uncommon | 15% | 20% |
| Rare | 20% | 30% |
| Epic | 30% | 40% |
| Legendary | 40% | 55% |
STR scaling: Factor 0.08 per point of STR modifier. Applied to the rolled value before softcap.
Softcap: Knee at 40%.
Math:
effectiveHaste = softcap(baseValue × (1 + 0.08 × STR_modifier), 0.40)blockDamage *= (1 + effectiveHaste)Notes:
- Interacts cleanly with shape-mining affixes (Quake, Delve, etc.): the initial block is damaged faster, then the cascade fires once per shape.
- Does not affect attack speed for combat — it only modifies
DamageBlockEvent, which is mining-only.
Telekinesis
Section titled “Telekinesis”Where it rolls: Tools only.
When it triggers: Passive, ticks every game tick while the tool is held in hand. No procs, no cooldowns: any item drop that enters the pickup radius gets pulled.
What it does: All eligible item entities within 8 blocks of the player are teleported into the inventory. Items with a custom Pickup interaction (traps, special containers) are skipped, matching vanilla pickup rules.
Rarity roll: Flag-style, value always 1.0 across Uncommon, Rare, Epic, and Legendary.
No scaling, no softcap: either you have it or you don’t. The rarity doesn’t change the radius or speed, only which rarity tiers the affix is available on.
Notes:
- Applies to drops from any source — blocks you mined, shape-mining cascades, mob loot, other players’ drops, chest spills. Anything that’s a free-floating item entity within 8 blocks.
- Inventory-full case is handled: if your bag is stuffed, only the partial stack that fits gets pulled, and the rest stays on the ground.
- Only active while the Telekinesis tool is in hand. Switching weapons drops the pull radius to zero.
Block Shape Affixes
Section titled “Block Shape Affixes”Five affixes that change how a tool breaks blocks. All five are mutually exclusive with each other — a tool can carry at most one shape. They’re rolled onto tools only, and all except Haste and Telekinesis require stat investment.
All five fire on BreakBlockEvent: when you break a block with the tool, the cascade fires additional block breaks around the origin. Cascade drops fall on the ground and can be vacuumed by a Telekinesis tool if paired. Each cascade block also drains durability normally (subject to Indestructible/Fortified).
A global safety cap of 128 blocks per cascade prevents runaway vein mines.
Shape: 3x3 flat area on the same Y plane as the origin block (5x5 at Legendary max roll).
Rarity roll (the “size” parameter, interpreted as the NxN square):
| Rarity | Min | Max |
|---|---|---|
| Rare | 3 | 3 |
| Epic | 3 | 3 |
| Legendary | 3 | 5 |
Notes: The origin block is part of the 3x3 (or 5x5); the cascade hits the 8 (or 24) surrounding blocks on the same Y level. Useful for clearing floors and quarries.
Shape: A line drilling straight into the block face you mined. At size 5, that’s the origin block plus 4 more blocks extending into the wall.
Rarity roll:
| Rarity | Min | Max |
|---|---|---|
| Rare | 5 | 5 |
| Epic | 5 | 5 |
| Legendary | 5 | 7 |
Notes: Direction is determined by which face you mined. Great for tunnelling.
Shape: Vertical strip — the origin block plus blocks above or below it based on your aim pitch.
Rarity roll:
| Rarity | Min | Max |
|---|---|---|
| Rare | 3 | 3 |
| Epic | 3 | 3 |
| Legendary | 3 | 5 |
Notes: Defaults to downward if your aim doesn’t give a clear vertical direction. Great for mining downward shafts or cutting straight up.
Fissure
Section titled “Fissure”Shape: Horizontal strip perpendicular to your aim. If you mine facing north, Fissure widens east-west.
Rarity roll:
| Rarity | Min | Max |
|---|---|---|
| Rare | 3 | 3 |
| Epic | 3 | 3 |
| Legendary | 3 | 5 |
Notes: Complements Delve (which drills forward); Fissure widens a tunnel laterally. A rotation of axe swings can sculpt corridors with the right mix.
Resonance
Section titled “Resonance”Shape: Vein miner. Breaks all connected blocks of the same type as the origin, up to the roll’s cap.
Rarity roll (max blocks to break per use):
| Rarity | Min | Max |
|---|---|---|
| Rare | 16 | 16 |
| Epic | 32 | 32 |
| Legendary | 48 | 64 |
Notes:
- “Same type” matches the block’s canonical ID. Ore veins, forest groves (same-species logs), stone patches — anything with a consistent block ID flood-fills.
- Flood-fill uses a breadth-first search from the origin, so it spreads outward evenly rather than digging a tunnel.
- The cascade hits a global 128-block safety cap even if the roll says higher, protecting against pathological giant veins.
How they compose
Section titled “How they compose”Exclusivity rules:
- Block shape affixes (Quake, Delve, Rend, Fissure, Resonance) are all mutually exclusive with each other via
ExclusiveWith. A tool has at most one shape. - Durability affixes (Indestructible, Fortified) are mutually exclusive with each other.
- Everything else composes freely. A tool can simultaneously carry Haste, Telekinesis, one shape affix, and one durability affix — that’s four ability affixes on a single tool if the slot budget allows.
Build archetypes:
- Miner / tool specialist: dedicated tool rolls Haste + Telekinesis + one shape (Quake or Resonance, usually) + Fortified. Fast, wide-area mining with minimal durability anxiety.
- Battle-ready armor: keep Fortified on armor pieces as lightweight durability insurance while you stack defensive affixes for the combat side.
- Endgame kit: Indestructible on a Legendary weapon or Legendary tool is a permanent investment — no durability maintenance ever. Given its Epic+ gating, this is a true late-game affix.
- Caster-friendly toolkit: Resonance + Telekinesis + Haste on an INT-heavy caster’s pickaxe. Vein-mine an ore, then let the drops pour into the inventory while the next swing already moves faster.