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 that improves 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 reset every tick.[5]

Shakudo regeneration

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

Count Effect Every
1 Regeneration I 30 s
2 Regeneration I 26 s
3 Regeneration I 22 s
4 Regeneration I 18 s
5 Regeneration II 20 s
6 Regeneration II 16 s
7 Regeneration II 12 s
8 Regeneration II 8 s

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. However, the shakudo elytra itself carries the ordinary per-piece intrinsic, which adds only 1. Since the elytra takes the chest slot, a player can wear at most four shakudo pieces, and counts 5 to 8 are not reached.[9][10]

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.[11] 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 a timer reads later (every 0.5, 1, 3 or 30 seconds, or on shakudo's own timers).

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:[12][13]

  1. Picking up or crafting a marked item triggers a hidden advancement, which runs the processing function.
  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.[14]
  4. The item's enchantments are replaced with the merged set, the stored copy is deleted and the marker is cleared.[15]
  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:[16][17]

  • 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]

See also

Notes

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

References