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Grants the wearer a slow falling effect after 0.5s of fall and ends after 2s(enough time to fall from ~20 blocks safely). Effect won't apply while sneaking.
Grants the wearer permanent effect of fire resistance(20s) but the duration renews only when the wearer is not on fire(similar to the turtle helmet)
Grants the wearer the ability to break any breakable block using only bare hand
Grants the wearer the ability to look at an enderman without triggering aggression and during combat without triggering random teleportation
Accelerates the growth of crops within a two-block radius around the wearer
Enhances the wearer's speed when jumping and running, but adds additional exhaustion
Prevents phantoms from spawning only for the wearer alone, even if there are phantoms nearby, they will ignore the wearer
Enhances wearer's jump height and a safe height from which they remain unharmed by one block, but adds additional exhaustion
Grants the wearer the ability to move underwater as if on the surface, but not the ability to breathe underwater
Preserves the wearer's gravity, allowing them to stand in the air or leap into the sky. Effect won't apply while sneaking.
Draws items to the wearer within a two-block radius around
Enhances the wearer's step height to one block, allowing them to ascend obstacles with ease(like horses), but adds additional exhaustion
Draws animals around the wearer, as if they were holding the creatures' favorite food, while the wearer is not sneaking
The wearer may open a chest with a seventy percent chance that it won't trigger aggression from piglins
Increases the wearer's attack damage as their health decreases, peaking at three times the normal damage output when they have only half a heart left
Inflicts damage upon nearby mobs, when the wearer is harmed, at half the intensity, up to a maximum of three hearts of damage, but the wearer receives an additional quarter of the damage
Makes enchantments random every time the wearer interacts with an enchanting table in exchange for one level
Grants the wearer the ability to evade incoming projectiles with a high chance, but they receive an additional quarter of the damage
Grants the wearer an immunity to knockback or being pushed, but they receive an additional quarter of the damage
Creepers in three-block radius around the wearer will no longer break blocks
Grants the wearer the ability to move without triggering Sculk Sensors when walking(only walking)




















