Set bonus

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This article is about equipment intrinsics and set bonuses. For the intrinsics of food, see Intrinsic.

A set bonus is an extra effect that some armor gives when several pieces of the same material are worn together. Set bonuses belong to a wider family of equipment intrinsics: built-in abilities of the pack's alloy equipment and jewelry that are shown in the tooltip as glyphs rather than words, such as Warding, Doom and Cleanse.

The developer designed the alloys so that "every player, even after they kill the dragon, will choose different armor depending on their preferences", and later wrote that each tier's armor, tool and weapon intrinsics should be "more varied and distinct".[1][2]

Tooltips

Intrinsics appear as colored lines in the item's tooltip, made of the pack's custom glyphs. The developer chose symbols over text on purpose, so that players have to experiment and ask each other what they mean.[3] A tooltip can contain these sections:

  • Per-piece lines directly under the armor values, for effects every piece has on its own.
  • Set Bonus: for effects that need the full set of four pieces.
  • Per Equipment Bonus: for effects that grow with each extra piece (shakudo).
  • Elytra Bonus: for effects of an alloy elytra.
  • When Blocking: for weapons that can block (claymores).
Glyph Name Meaning
Warding Warding Slows and burns nearby undead. The number is the level.
Apotropaic Apotropaic Maximum warding (Warding 4), from the full electrum set.
Electrum Electrum On armor, +1 warding per piece. On tools, Fortune.
Doom / Doom set Doom Damages nearby creatures that have Weakness.
HealthCooldown Healing on a timer Hearts gained every so many seconds, such as divinity's absorption hearts.
Cleanse Cleanse Removes harmful effects.
Magic protection Magic protection Protection points against magic damage.
Weakness Weakness The weapon inflicts Weakness (adamant weapons).
Smelting Smelting The tool smelts what it mines (adamant tools).
Water ∞, Fire ∞, Mining speed ∞, Health ∞ Permanent effect An effect that lasts while the item is worn, as on jewelry.

Set bonuses

Set Per piece Set bonus (all four pieces)
Electrum armor Electrum +1: each piece adds one level of warding Apotropaic Max: Warding 4
Divinity: HealthHealth Cooldown (00:30)
Adamant armor Doom 3: Doom grows with each piece Doom set 4: full-strength Doom
Divinity: HealthHealth Cooldown (00:30)
Shakudo armor A different cleanse on each piece, Magic protection 8 each, and regeneration and wither resistance that improve with each piece (see below) None; the bonus is per piece

The electrum and adamant set bonuses are only active when all four pieces of the same material are worn.[4] Only players benefit from armor intrinsics that run on timers; the pieces are counted with per-player scores that are rebuilt every tick.[5]

Shakudo regeneration

Each shakudo armor piece worn, including the Shakudo Elytra, adds 1 to the wearer's shakudo count.[6] Depending on the count, the wearer receives Regeneration for 3 seconds on a repeating timer:[7][8]

Pieces Effect Lasts Every
1  Regeneration I 3 s 30 s
2  Regeneration I 3 s 26 s
3  Regeneration I 3 s 22 s
4  Regeneration I 3 s 18 s

The timer is kept for each player and starts when the first piece is put on, so the first regeneration comes one full interval later. Its length is set from the number of pieces worn each time regeneration is given, so putting on another piece shortens the interval from the next pulse on. Like divinity's timer, it keeps counting down while the armor is off.[7][5] On Normal and Hard, the regeneration is removed straight away while the wearer has the  Hunger effect, like any other regeneration; see Hunger#Hunger effect.[9]

The tooltip shows this as Half heart Cooldown (00:30) on each piece, with a Per Equipment Bonus of Half heart Cooldown -(00:04). The shakudo elytra's tooltip promises an Elytra Bonus of Health Cooldown -(00:10), and the pack has an enchantment, matcha:shakudo_elytra, that adds 5 to the count, which would give Regeneration II every 20, 16, 12 or 8 seconds with one to four pieces. However, the shakudo elytra itself carries the ordinary per-piece intrinsic, which adds only 1, so these counts are never reached. Since the elytra takes the chest slot, a player can wear at most four shakudo pieces.[10][11][12]

Shakudo wither resistance

Each shakudo piece also shows Wither resistance 1 (the elytra Wither resistance Max) at the top of its tooltip: the pieces slow down the Wither effect's heart loss, one step per piece, and the shakudo elytra gives the full four steps on its own. See Wither effect#Shakudo wither resistance.[13]

Intrinsic enchantments

Under the hood, every equipment intrinsic is a custom enchantment in the pack's matcha namespace, such as matcha:warding_1, matcha:adamant_armour or matcha:cleanse_armor_chest. Their descriptions are the glyph lines, which is why the tooltip shows symbols in place of an enchantment name and level.[14] Most of them run a function every tick while the item is in the right slot. Some apply an effect straight away, and others add to a score that is read later: by a timer every 0.5, 1 or 3 seconds (warding, Doom), or by each player's own countdown (divinity, shakudo regeneration).

Applying intrinsics after smithing

Alloy equipment is made in a smithing table by upgrading a base item, and the upgraded item keeps the base item's enchantments. To keep those enchantments and add the alloy's intrinsics without one overwriting the other, smithed items leave the table with their intrinsics stored the way an enchanted book stores enchantments, plus a has_intrinsic_enchants marker. The intrinsics are then applied as soon as the item enters the player's inventory:[15][16]

  1. Any change to the inventory while it holds a marked item (picking up, crafting or moving an item) triggers a hidden advancement, which runs the processing function. The advancement checks the marker with a partial match of the item's custom data, so other custom data on the item doesn't stop it. In 1.12.2-beta and 1.12.3 it required an exact match and the intrinsics were not applied; see History.
  2. The function takes the first marked item in the player's inventory and copies its current enchantments.
  3. For each of the pack's intrinsics and each vanilla enchantment, it compares the level already on the item with the stored level, and keeps the higher one.[17]
  4. The item's enchantments are replaced with the merged set, the stored copy is deleted and the marker is cleared.[18]
  5. If another marked item is still in the inventory, the process repeats.

For example, smithing an iron sword with Sharpness II and Unbreaking III into a Silver Sword gives a sword with Sharpness II, Unbreaking III, Smite III and Warding 1. Because the merge writes the enchantments directly, it is not limited by the usual rules about incompatible enchantments.

Jewelry and a few other items, such as the Nazar, have their intrinsics as ordinary enchantments from the start and skip this step.

Exclusivity

Each category of intrinsic is exclusive within itself, so an anvil can't put two on one item:[19][20]

  • Weapon intrinsics: the four warding levels, the shakudo life steal and the adamant Weakness.
  • Armor intrinsics: electrum, shakudo and adamant armor.

History

1.10 Added the "Set Bonus", "Per Equipment Bonus" and "Elytra Bonus" tooltip headers. Shakudo gained per-piece regeneration, the electrum set bonus was buffed and made clearer, and the adamant set bonus was slightly nerfed.
1.12 Fixed electrum, adamant and shakudo armor causing severe lag in multiplayer.
1.12.1-alpha The electrum, shakudo and adamant intrinsics became exclusive with each other.

Fixed enchantments being overwritten when smithing, by applying intrinsics after the item is made. Adamant and electrum intrinsics no longer apply to every player on a server. Intrinsic enchantments became glyph-only in the tooltip.

1.12.2 Added new intrinsic and effect glyphs, made by Voxybuns.

Adamant's intrinsic was reworked into Doom, and the full electrum set was given Warding 4. Fixed the shakudo elytra bonus not working.[note 1]

1.12.4 Fixed armor and tool intrinsics not working: the advancement that applies them after smithing didn't match the smithed items, so their intrinsics were never applied.[21][22] Items made before the fix are repaired as soon as the player's inventory changes; see Updating items#Automatic updates.
1.12.6-alpha Shakudo regeneration and divinity got a countdown for each player, which starts when the armor is put on, instead of timers shared by the whole server. Their intervals are unchanged. A shakudo piece held in the main hand no longer counts toward shakudo regeneration.[23][24]

Shakudo armor gained wither resistance: each piece slows the Wither effect's heart loss, and the shakudo elytra gives the maximum. The shakudo elytra no longer removes Wither.[25]

See also

Notes

  1. ↑ The shakudo elytra still only counts as one shakudo piece in the current code; see Shakudo regeneration.

References

  1. ↑ Klei Wright, "Minecraft punishes casual players. I made a datapack to fix it." (YouTube): "The goal with these sets was to make each option enticing enough that every player will have a different idea on what the best set and combination is."
  2. ↑ Matcha Flavoured 1.12.2 release notes: "A tier's armour, tool, and weapon intriniscs should be more varried and distinct. This will be the ethos going forward."
  3. ↑ Matcha Flavoured 1.12.1-alpha release notes: "I want players to ask their friends "What the cross symbol mean?" I think that stuff is fun."
  4. ↑ timers/tick.mcfunction
  5. ↑ 5.0 5.1 timers/tick.mcfunction
  6. ↑ regeneration/add 1 power.mcfunction
  7. ↑ 7.0 7.1 regeneration/set cooldown.mcfunction
  8. ↑ regeneration/apply.mcfunction
  9. ↑ regeneration/mark player.mcfunction
  10. ↑ enchantment/shakudo armour.json
  11. ↑ smithing/shakudo elytra.json
  12. ↑ enchantment/shakudo elytra.json
  13. ↑ wither resistance/apply resistance.mcfunction
  14. ↑ enchantment/warding 1.json
  15. ↑ mechanics/intrinsic enchants obtained.json
  16. ↑ intrinsic enchants/process intrinsic enchants.mcfunction
  17. ↑ intrinsic enchants/select higher level.mcfunction
  18. ↑ intrinsic enchants/apply intrinsic enchants.mcfunction
  19. ↑ exclusive set/intrinsic weapon.json
  20. ↑ exclusive set/intrinsic armor.json
  21. ↑ Matcha Flavoured 1.12.4 release notes: "Armour/Tool Intrinsics not working"
  22. ↑ mechanics/intrinsic enchants obtained.json
  23. ↑ regeneration/set cooldown.mcfunction
  24. ↑ enchantment/shakudo armour.json
  25. ↑ Matcha Flavoured 1.12.6-alpha release notes: "Shakudo provides wither resistance, but not cleansing"