Infused Power
作者:rebot | 分类:模组
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版本 0.9.81-b+26.2
本资源为搬运资源,原资源地址:
https://modrinth.com/mod/infused-power
资源信息
Minecraft 版本: 26.2
平台: neoforge
标签: adventure equipment magic
资源介绍
# Infused Power
#### Adds attributes to all armor, weapons and tools
*Empower your items with **Arcane Energy**, forge your own build,
and prove it against the powerful invaders of the **Rift**.*
    
and prove it against the powerful invaders of the **Rift**.*
    
ℹ️ This mod is in early beta and can still have bugs. Back up worlds you care about before adding it.
|
### ?
**Classed Gear** Every weapon, tool, and armor becomes a class item |
### ✦
**Empower & Reforge** Infuse your gear with Arcane Energy, then reforge it |
### ⚔️
**The Rift** A near endless gauntlet of challenge and reward |
|
### ?
**Accessories Too** Rings, amulets, gloves, capes and charms get classes |
### ⭐
**50+ Attributes** Crit, Lifesteal, Execution, Spellsurge, Bleed, Backstab, Armor Pen and many more |
### ?
**No Knowledge Needed** An in-game Codex teaches you on first join |
## What Is This?
Infused Power adds attributes to all armor, weapons and tools. Become a **Battlemage**, a **Paladin**, a lethal **Assassin** or an unbreakable **Juggernaut**. Every class is built from a curated pool of **50+ attributes**.

**Set bonuses:** wearing matching armor classes together grants bonuses
**Unique drops:** rare unique armor classes can be found in chests
**Material matters:** early-game materials roll better stats, so early gear can stay useful
**Unique drops:** rare unique armor classes can be found in chests
**Material matters:** early-game materials roll better stats, so early gear can stay useful
| Material | Bonus to rolled values |
|:---:|:---:|
| **Leather** | +30% |
| **Gold** | +20% |
| **Iron** | +10% |
⚔️ A taste of the arsenal
| Category | Examples | |---|---| | **Combat** | Crit, Crit Damage, Super Crit, Backstab, Execution, Armor Pen, Combo, Fury | | **On-Hit** | Bleed, Poison, Wither, Ignite, Freeze, Spellsurge | | **Defense** | Dodge, Barrier, Block, Magic Resist, Thorn Armor, Frost / Flame / Decay / Venom Armor | | **Ranged** | Explosive Arrow, Lightning Arrow, Gravity Arrow, Arrow Pierce | | **Utility** | Lifesteal, Life on Hit, Heal on Kill, XP on Kill, Pack Leader, Dig Speed |
## The Forge
*Where ordinary gear becomes greater.*
| ### Infusion Table Feed gems or essence to gather **Arcane Energy**, then infuse your item to strengthen its attributes and raise its level. |  |
|  | ### Arcane Anvil The reforge bench. **Reroll** a single stat with a **Lucky Gem**, reroll everything with a **Chaos Orb**, strip a flaw with a **Nullifying Gem**, wipe an item clean with a **Void Orb**, or reach a new level of power with a **Constellation Core**. |
| ### Arcane Cauldron **Dissolve** the gear you don't want into **essences** and **shards**, then craft them into the materials that improve your own gear. Note : You need a heat source (such as fire) below your Arcane Cauldron to activate it. |  |
Use **gems**, **gem blocks**, or the mod's **essences** to build Arcane Energy. Better materials give more: | Gem | Power | |:---|---:| | Lapis Lazuli | 40 | | Amethyst Shard | 50 | | Emerald | 100 | | Diamond | 600 | *With Tech Reborn or Aether installed: Red & Yellow Garnet (200), Ruby (300), Peridot & Sapphire (325), Zanite (450).* **Gem blocks give 9x** their gem's power, so a Block of Diamond is worth 5,400. Leveling up an item costs **1,500**, then **6,000**, **22,000**, and finally **40,000** Arcane Energy (the last tier needs a Constellation Core). ? Two more stations
**Arcane Furnace**, an early-game alternative to the Cauldron that slowly smelts class items into essences using ordinary fuel.

**Armory Crate**, a 91-slot vault that only holds class items, built for hoarding your collection.

## The Rift Altar
*A trial for every stage of the journey.*
Open the Rift from your earliest levels and keep coming back as you grow. Scout a level before you commit: the altar shows its boss, theme, and wave count once you have reached it, while deeper levels stay a mystery until you arrive. Chase your **best clear time** and see how far you can push.
Survive timed waves of mobs and mini-bosses, then face the boss waiting at the end. The earlier levels are easier, but the deeper levels are a true endgame **challenge**. Clearing higher level rifts gives you greater **rewards**.

| Era | Levels | The challenge | Reward key |
|:---:|:---:|:---:|:---:|
| **Pure** | 1 to 64 | The opening trials | Rift Key |
| **Greater** | 65 to 121 | Armed foes and relentless reinforcements | Twisted Rift Key |
| **Perfect** | 122+ | Amplified enemy stats and mid-fight wave bosses | Cursed Rift Key |
⚡ Inside a Rift: Beams & Bonus Chests
**⚡ Rift Beams**: while you fight, glowing beacon-beam **power-ups** rise from the arena floor to help you during the battle. Run through one to claim a temporary combat boon: | Beam | Boon | |---|---| | **Wrath** (red) | Double damage | | **Vitality** (green) | Instant heal + regeneration | | **Swiftness** (yellow) | Movement + attack speed | | **Immunity** (blue) | Brief invulnerability | | **Feast** (gold) | Restores hunger + saturation |  **? Rift Bonus Chests**: When you fight, you may have a chance to gain a **bonus chests** for extra loot. They come in **five styles**, each with its own glowing aura and its own leaning toward different rewards. Grab them between waves before the next one hits. 
## Compatibility
*Right at home with your other mods.*
| Mod | Integration |
|---|---|
| Accessories (optional) | Rings, amulets, gloves, capes and charms receive their own classes. Add the Accessories Compatibility Layer to extend this to Curios and Trinkets items too |
| JEI (optional) | In-game recipe viewing for the Infusion Table, Arcane Furnace, Arcane Cauldron and Arcane Anvil |
| EMI (optional, 1.21.1 only) | In-game recipe viewing for the Infusion Table, Arcane Furnace, Arcane Cauldron and Arcane Anvil |
| Aether, Oritech, SimplySwords | Plays well alongside, with unique classes themed for their gear |
## And More to Discover
*Essences, shards, gems, orbs, keys, guides and more await.*

## Make It Yours
Infused Power is built to be reshaped, and **you do not need to know any code**. Edit a plain-text file, save, and restart the game (or your server) to apply your changes. Open the guide below to begin.
? Open the customization guide
The first time you run the mod it creates this folder: ``` .minecraft/config/infusedpower/ ``` *(On a launcher with separate instances, look inside that instance's `config` folder.)* | Inside | What it controls | |---|---| | `classes/` | **What each class is**: its name, color, rarity, where it drops, and the stats it can roll | | `class_mappings/` | **Which classes an item can roll**, plus per-item tuning | | `class_mappings/BlacklistedFromClasses.txt` | Items that should **never** get a class | > **? Good to know:** back up a file before editing it; after saving, **restart the game (or your server)** to apply changes; and remember that edits only affect items you obtain *after* the change, gear you already own keeps the stats it rolled. Pick a goal below and expand it. Each one has a **Show example** you can click for the exact code. ? Stop an item from ever getting a class
Open `class_mappings/BlacklistedFromClasses.txt` and add the item's ID on its own line. Save and restart, and that item will never roll a class. Show example ``` minecraft:netherite_hoe ``` ? Make a class drop only from chests (or only from mobs, or only by crafting)
Open the class file in `classes/` and add a **`sources`** line. The class will then appear **only** from the sources you list. | Source | When the class can appear | |---|---| | `loot_chest` | Found in generated or structure chests | | `loot_entity` | Dropped by a defeated mob | | `loot_equipment` | A mob's worn gear that drops | | `craft` | Crafted by the player | | `inventory` | Any other way it enters your inventory (trades, pickup, creative, given) | List several to allow more than one. Leave the line out entirely to allow **all** sources (the default). This is exactly how rare unique classes are kept chest-only. Show example ```json "sources": ["loot_chest"] ``` Allowing two sources: ```json "sources": ["loot_chest", "loot_entity"] ``` ? Change which classes an item can roll (and how rare each is)
Open the matching file in `class_mappings/` (for example `minecraft_swords.json`) and edit the `classes` list. Each entry's **weight** sets how likely it is (higher means more common). Add or remove lines to taste, then restart. Show example ```json "classes": { "berserker": { "weight": 100 }, "assassin": { "weight": 100 }, "paladin": { "weight": 50 }, "lichborn": { "weight": 10 } } ``` ? Make a class globally rarer or more common, or turn it off
Open the class file in `classes/`. **`rollWeight`** sets its base chance everywhere (higher means more common), and **`enabled`** set to `false` switches the class off completely without deleting the file. Show example ```json "rollWeight": 100, "enabled": true ``` ? Make an item roll stronger stats (material bonus)
In the item's `class_mappings/` file, add a multiplier applied to every rolled value. `1.3` gives 30% stronger rolls, `0.8` makes them weaker. This is how leather, gold, and iron get their material bonuses. Show example ```json "attribute_multiplier": 1.3 ``` ? Ban or retune specific stats on an item
In the item's `class_mappings/` file, **`exclude_attributes`** lists stats that will never roll on this item, and **`attribute_overrides`** changes a stat's `min`, `max`, or `weight` just for this item. Show example ```json "exclude_attributes": ["infusedpower:generic.lifesteal"], "attribute_overrides": { "infusedpower:generic.critical_rate": { "min": 0.05, "max": 0.20, "weight": 30 } } ``` ➕ Add support for an item from another mod
You can target items two ways, and you often do **not** need an exact item ID: - **By tag (easiest).** The mod reads item tags automatically, so if a modded item already belongs to a tag, one mapping covers every item that shares it. - **By item ID.** Use this only when you want to single out one specific item. **Good to know:** - You rarely need item IDs, most modded gear already carries a tag (its own, or a shared one), and tags are tracked automatically. - If an item is covered by **both** a tag mapping and an item mapping, the **item mapping wins**, because it is the more specific match. - Vanilla-style gear (anything that behaves like a sword, axe, armor piece, and so on) and any accessory from the Accessories API are detected automatically, so they roll classes even without a mapping. Show example By tag, covering a whole group at once: ```json { "tag": "farmersdelight:tools/knives", "classes": { "assassin": { "weight": 100 }, "rogue": { "weight": 100 } } } ``` By item ID, for one specific item: ```json { "item": "supermod:ruby_sword", "classes": { "warrior": { "weight": 100 } } } ``` ✨ Build a brand-new class
In `classes/`, copy an existing file (for example `berserker.json`), rename it, and edit it. Then add your new class id to any `class_mappings/` file so items can roll it (see the guide above), then restart. Show example ```json { "id": "frostknight", "displayName": "Frost Knight", "namePrefix": "Frost Knight", "color": "#55FFFF", "rollWeight": 80, "setBonus": true, "weaponPool": [ { "attribute": "infusedpower:generic.freeze_on_hit", "min": 0.05, "max": 0.15, "weight": 10 }, { "attribute": "infusedpower:generic.critical_damage", "min": 0.05, "max": 0.20, "weight": 10 } ], "armorPool": [ { "attribute": "minecraft:generic.max_health", "min": 0.5, "max": 2.0, "weight": 10 } ], "staticArmorModifiers": [ { "attribute": "infusedpower:generic.freeze_attacker", "value": 0.05, "setBonusEligible": true } ] } ``` ? Understanding values, weights and pools (read this before editing classes)
**What the `min` and `max` numbers mean** The number you write is not always a percentage. How it shows in-game depends on the stat: | Stat type | You write | The player sees | Example | |---|---|---|---| | Percentage stats (most of them) | a decimal | the value times 100, with `%` | `0.05` becomes `+5%`, `0.15` becomes `+15%` | | Attack Damage, Attack Speed, Move Speed | a decimal | a percent of the item's base | `0.04` becomes `+4%` | | Health, Armor, Armor Toughness, Thorns, XP, Arrow Pierce | the raw amount | the number as-is | `2.0` Health becomes `+2` (2 health is 1 heart) | | Dodge, Block, Armor Pen | a decimal | the value times 100, no `%` | `0.06` becomes `+6` | | Life on Hit, Heal on Hurt, Bleed, Pack Leader | the raw amount | the number with decimals | `0.5` becomes `+0.50` | > **The easy way:** do not guess at numbers. Open a class that already uses the stat you want (for example `berserker.json` has Lifesteal and Crit Damage), copy its `min` and `max`, then nudge them. The in-game **Attribute Guide** explains what every stat does, and the **Every attribute ID** list further below gives the exact IDs to type. **`operation` (you can usually ignore this)** Leave it out and the mod picks the right behavior automatically: Attack Damage, Attack Speed, and Movement Speed scale off the item's base value, while everything else adds a flat amount. Only set `operation` if you specifically want to change that. **Two kinds of weight (rarity)** Weight can appear in two places, doing two different jobs: - **`rollWeight`** in a *class* file is that class's default rarity everywhere (higher means more common). - **`weight`** inside a *mapping* overrides `rollWeight` for that one item or group. If you list a class with no weight (like `["warrior"]`), it simply uses the class's own `rollWeight`. **Weapon pool vs armor pool** A class rolls from `weaponPool` or `armorPool` depending on the item: - **Weapon pool:** swords, axes, maces, bows, crossbows, tridents, knives, and tools (pickaxe, shovel, hoe, fishing rod). - **Armor pool:** helmets, chestplates, leggings, boots, shields, and every accessory (rings, amulets, capes, and so on). If you want a class to work on both armor and weapons, fill in both pools. **Names: `namePrefix`, `nameSuffix`, and `namingMode`** A class can define a prefix, a suffix, or both. The *mapping's* `namingMode` decides which actually appear: - `"prefix"` uses only the prefix, like `Berserker Iron Sword` - `"suffix"` uses only the suffix, like `Iron Sword of the Guardian` - `"both"` (the default) allows both **Set bonuses** A set bonus needs two things to be true: the class has `"setBonus": true`, and the specific guaranteed stats are marked `"setBonusEligible": true`. Then each matching piece you wear past the first adds 20% to those stats: 2 pieces give x1.2, 3 pieces give x1.4, and so on with no cap. The tooltip shows the count, like `Paladin Set: 2`. ? Full field reference
**Class file (`classes/*.json`)** | Field | Purpose | |---|---| | `id` | Unique internal name (used in mappings) | | `displayName` | Name shown to players | | `color` | Tooltip color, either hex (`"#55FFFF"`) or a name (`"aqua"`, `"gold"`, `"red"`, and so on) | | `namePrefix` / `nameSuffix` | Text placed before or after the item name | | `enabled` | `true` or `false`, switch the class on or off | | `rollWeight` | Base rarity (higher means more common) | | `sources` | Where it can appear (see the sources guide) | | `validItems` | Restrict to specific item IDs only | | `setBonus` | `true` means wearing 2 or more pieces boosts its set stats | | `affixCountWeights` | How many stats it rolls, like `[0,65,30,5]` for mostly 2 to 3 | | `negativeAffixChance` / `maxNegativeAffixes` | Chance (0 to 1) and max number of downsides | | `weaponPool` / `armorPool` | Possible stats, entries of `{ attribute, min, max, weight }` | | `negativeWeaponPool` / `negativeArmorPool` | Possible downsides | | `staticWeaponModifiers` / `staticArmorModifiers` | Guaranteed stats, `{ attribute, value, setBonusEligible }` | **Mapping file (`class_mappings/*.json`)** | Field | Purpose | |---|---| | `tag` | Apply to a whole item group (like `"minecraft:swords"`) | | `item` | Apply to one specific item (overrides any tag) | | `classes` | Which classes can roll, plus their weights | | `namingMode` | `"prefix"`, `"suffix"`, or `"both"` (default) | | `exclude_attributes` | Stats that cannot roll on this item | | `attribute_overrides` | Change a stat's `min`, `max`, or `weight` for this item | | `attribute_multiplier` | Scale all rolled values (like `1.3`) | > Attribute IDs look like `infusedpower:generic.lifesteal` (this mod's stats) or `minecraft:generic.attack_damage` (vanilla stats). The in-game **Attribute Guide** explains what each one does; for the exact IDs to type, see **Every attribute ID** below. ? Every attribute ID (copy-paste ready)
Every stat from this mod is written as `infusedpower:generic.NAME`, using one of the names below. Vanilla stats use `minecraft:generic.NAME` instead. **Combat and damage** `critical_rate` `critical_damage` `super_crit` `double_hit` `combo_damage` `fury` `lifesteal` `backstab_damage` `execution_damage` `low_hp_damage` `armor_penetration` `magic_resist` **On-hit effects** `poison_on_hit` `wither_on_hit` `slowness_on_hit` `weakness_on_hit` `freeze_on_hit` `fire_on_hit` `disorient_on_hit` `bleed_on_hit` `spellsurge` **Damage vs creature type** `undead_damage` `arthropod_damage` `aquatic_damage` `illager_damage` `airborne_damage` **Defense** `dodge` `barrier` `block_chance` `poison_immunity` `cleanse_on_hurt` **When you are hurt** `regen_on_hurt` `resist_on_hurt` `speed_on_hurt` `heal_on_hurt` `percent_heal_on_hurt` **Reactive armor (hurts attackers)** `thorns` `freeze_attacker` `fire_attacker` `wither_attacker` `poison_attacker` **Healing and utility** `life_on_hit` `life_on_execute` `bonus_xp` `bonus_xp_mining_ore` `bonus_durability` `pack_leader` `dig_speed` **Ranged** `draw_speed` `accuracy` `arrow_velocity` `arrow_damage` `explosive_arrow` `lightning_arrow` `gravity_arrow` `pierce` **Movement and water** `swim_speed` `water_gravity` **Common vanilla stats** (use the `minecraft:generic.` prefix) `attack_damage` `attack_speed` `max_health` `armor` `armor_toughness` `movement_speed` `knockback_resistance` `attack_knockback` `luck` `max_absorption` ? Every parameter in one place
Complete reference files using every field at once. You only ever use the fields you need. A couple of notes: for affix counts you normally pick **either** `minPositiveAffixes`/`maxPositiveAffixes` **or** `affixCountWeights` (not both), and `operation` on a stat is optional (defaults are sensible). Show a class file with every field ```json { "id": "example_class", "displayName": "Example Class", "namePrefix": "Example", "nameSuffix": "of Power", "color": "#55FFFF", "enabled": true, "rollWeight": 100, "sources": ["loot_chest", "loot_entity", "loot_equipment", "craft", "inventory"], "validItems": ["minecraft:diamond_sword", "minecraft:netherite_sword"], "setBonus": true, "minPositiveAffixes": 1, "maxPositiveAffixes": 3, "affixCountWeights": [0, 65, 30, 5], "negativeAffixChance": 0.25, "maxNegativeAffixes": 2, "weaponPool": [ { "attribute": "minecraft:generic.attack_damage", "min": 0.04, "max": 0.12, "weight": 10, "operation": "add_multiplied_base" }, { "attribute": "infusedpower:generic.lifesteal", "min": 0.02, "max": 0.09, "weight": 10 } ], "armorPool": [ { "attribute": "minecraft:generic.max_health", "min": 0.5, "max": 2.0, "weight": 10 } ], "negativeWeaponPool": [ { "attribute": "minecraft:generic.attack_speed", "min": -0.06, "max": -0.02, "weight": 10 } ], "negativeArmorPool": [ { "attribute": "minecraft:generic.armor", "min": -0.6, "max": -0.2, "weight": 10 } ], "staticWeaponModifiers": [ { "attribute": "infusedpower:generic.fury", "value": 0.0135, "setBonusEligible": true } ], "staticArmorModifiers": [ { "attribute": "infusedpower:generic.fury", "min": 0.005, "max": 0.01, "operation": "add_value", "setBonusEligible": true } ] } ``` **How the trickier fields behave:** - **`affixCountWeights`** sets how many *positive* stats roll. Each slot is a count: the 1st number is the weight for 1 stat, the 2nd for 2 stats, the 3rd for 3, and so on. `[0, 65, 30, 5]` means never 1 (0%), usually 2 (65%), sometimes 3 (30%), rarely 4 (5%). Weights are relative to their total, so here, where they add up to 100, each is also a percentage. The final count can never exceed the number of stats actually in the pool. - **Pick one affix-count method.** If you set `minPositiveAffixes` and `maxPositiveAffixes`, those win and `affixCountWeights` is ignored. Set neither and the mod's default spread is used. The example lists all three only for reference, you would normally keep just one. - **`validItems`** is a whitelist gate, not an override. Leave it out (or empty) and the class rolls on anything that maps to it. Fill it in and the class can land **only** on those exact items, even if a mapping lists the class elsewhere. - **`sources`** works the same way: leave it out to allow every source, or list only the ones you want. - **`negativeAffixChance` and `maxNegativeAffixes`** only matter when the class has a negative pool. The mod tries to add a downside alongside each positive stat: `negativeAffixChance` (0 to 1) is the chance each time, and `maxNegativeAffixes` caps the total, and it never adds more negatives than positives. - **`setBonus`** only does anything if some `static...Modifiers` are marked `"setBonusEligible": true`. Show a mapping file with every field ```json { "tag": "minecraft:swords", "item": "minecraft:diamond_sword", "namingMode": "both", "classes": { "berserker": { "weight": 100 }, "lichborn": { "weight": 10 } }, "exclude_attributes": ["infusedpower:generic.draw_speed"], "attribute_overrides": { "infusedpower:generic.critical_rate": { "min": 0.05, "max": 0.20, "weight": 30 } }, "attribute_multiplier": 1.3 } ``` > A mapping uses **either** `tag` **or** `item`. Both are shown here for reference, but if you include both, the `item` match takes priority. ? For modpack makers
Tune everything to taste, then ship your edited `config/infusedpower/` folder with your pack. Players get your classes, mappings, item support, and balance automatically, with no extra setup on their end.
**Minecraft 1.21.1 & 1.21.11 · Fabric**, **Fabric API**, **Java 21**
English, Français, Español, Deutsch, Português (BR)
Early beta, your feedback shapes the mod. Modpacks welcome, see the license for details.
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