MonitoringMinecraft MonitoringMinecraft

Infused Power

Мод FabricNeoForge

Adds attributes to all armor, weapon and tools. Empower items with Arcane Energy & prove your build against the powerful invaders of the Rift.

148 скачиваний 3 подписчика
Оцените первым

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.


Minecraft Fabric NeoForge Environment Java

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.

Loot a chest and your gear gains a class with 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

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.

Infusing a sword at the Infusion Table

Rerolling a stat with a Lucky Gem

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.

Dissolving an item in the Arcane Cauldron

💎 What powers the Infusion Table

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.

Smelting an item in the Arcane Furnace

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

Armory Crate storage


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.

Rift Altar showing an undiscovered level

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.

Fighting through a rift

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 Beams

📦 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.

Rift Bonus Chest


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.

The full Infused Power creative tab


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
"sources": ["loot_chest"]

Allowing two sources:

"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
"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
"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
"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
"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:

{
  "tag": "farmersdelight:tools/knives",
  "classes": {
    "assassin": { "weight": 100 },
    "rogue":    { "weight": 100 }
  }
}

By item ID, for one specific item:

{
  "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
{
  "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
{
  "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
{
  "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.

Смотри также

Похожие подборки моды — по версиям Майнкрафта, загрузчикам и жанрам.

Сервера Майнкрафт

Играть интереснее на сервере — выбирай в рейтинге серверов Майнкрафт и заходи прямо сейчас.

SkyBars
SkyBars Java + BE
1548 онлайн
1.8 — 26.2 версия
🎮 ВЫЖИВАНИЕ ⚔️ АНАРХИЯ 🚗 ГТА РП 🎤 ГОЛОСОВОЙ ЧАТ 🎁 БЕСПЛАТНЫЙ ДОНАТ 🌟 СМП 💻 ПК+ТЕЛЕФОН
AxisMine - ВаниллаPlus
18 онлайн
1.21.4 — 26.1.2 версия
Ванильный мир с сотнями уникальных механик и справедливой игрой! /free, pat-pat, emotecraft, Voice.
VanillaSquad
185 онлайн
26.1.2 — 26.2 версия
Приватный ванильный сервер Minecraft с классическим выживанием без привата, доната и лишних плагинов
PLIRGAME - ДЕВУШКИ ВОЙС ЧАТ
29 онлайн
1.21.10 — 26.1.1 версия
❤️ Выживание! ❤️ Войс Чат ❤️ Девушки ❤️ /free
MineLauncher
Лаунчер Майнкрафт без лицензии — все версии
Бесплатный лаунчер для ПК и Андроид — все версии 26.2, 1.21.11, 26.1.2, 1.21.8. Fabric, NeoForge, Forge, шейдеры, моды и скины в один клик.
Без лицензии Fabric, NeoForge, Forge Моды, шейдеры, скины Все версии Майнкрафта ПК и Андроид Для слабых ПК Сервера в лаунчере
Скачать бесплатно
Windows и Андроид · Бесплатно · Без лицензии
Наш чат