Trim Powers
In vanilla, armor trims are only cosmetic. This mod makes every trim pattern and every trim material grant a power, each with its own sounds and particles.
How it works
Wear a full set of 4 armor pieces, each with an armor trim.
- If all 4 pieces share the same pattern, you get that pattern’s power.
- If all 4 pieces share the same material, you get that material’s power.
- The two are independent and stack: Ward trims in diamond give you both Ward and Diamond powers.
- Same pattern with different materials still gives the pattern power. The reverse works too.
Pattern powers (18)
- Silence: Wardens within 16 blocks lose track of you.
- Ward: 15% of the damage you deal ignores the target’s armor.
- Wild: +1 block of reach for attacks and for placing and breaking blocks.
- Vex: when you hit or get hit, an allied Vex (30 s lifetime) attacks your enemy. 30 s cooldown.
- Sentry: infinite ammo for bows, crossbows and fireworks. Tipped arrows come back as plain arrows.
- Eye: immune to fall damage and ender pearl damage. Ender pearls fly 2x faster.
- Rib: 10% chance to inflict Wither for 5 s on hit.
- Tide: +5% damage per consecutive hit, up to +25%. Resets when you get hit.
- Spire: blocking with a shield gives the attacker Levitation for 2 s. 20 s cooldown.
- Snout: +10% damage with axes. Breaks the target’s shield, and half of the blocked damage goes through.
- Coast: water breathing and Dolphin’s Grace in water. Speed I for 20 s when you leave the water. No fall damage while it rains.
- Dune: hits inflict Hunger for 5 s, drain saturation and remove 1 hunger point. 3 s cooldown.
- Wayfinder: hits inflict Glowing for 5 s and remove the target’s invisibility.
- Raiser: tamed pets within 16 blocks get Strength I, Resistance I and Speed I.
- Shaper: when you get hit, the attacker gets Slowness IV for 1 s. 30 s cooldown.
- Host: built-in totem of undying, no item needed. 5 minute cooldown.
- Bolt: +15% attack speed.
- Flow: hitting an enemy gives you Haste I for 5 s. 10 s cooldown.
Material powers (11)
- Quartz: 4-hit no-hit combo. The 4th hit deals double damage, double knockback and Nausea for 3 s. The combo resets when you take damage. 15 s cooldown.
- Copper: immune to lightning. 50% chance on melee hit to deal 2 extra durability damage to all of the target’s gear.
- Iron: when you take real damage, a large smoke cloud covers you for 8 s. 1 minute cooldown.
- Gold: Piglins stay neutral unless you attack them. 50% chance not to consume golden apples.
- Redstone: arrows fly 4x faster with doubled damage. While sneaking, an aura activates nearby redstone lamps, copper bulbs, doors and trapdoors, dispensers, droppers, TNT and TNT minecarts.
- Netherite: full knockback resistance. A shockwave pushes back nearby entities when you take damage. 1 minute cooldown.
- Emerald: damage you take is capped at 9 per hit (4.5 hearts).
- Lapis: cancels the next hit you receive. 15 s cooldown.
- Diamond: 10% chance to deal double damage with a heavy critical hit.
- Amethyst: 50% chance not to consume a totem of undying. Works once per totem.
- Resin: 20% chance to inflict Slowness I for 3 s on a melee hit.
Sounds and particles
Every power has its own effects. The Quartz combo plays rising crystal chimes on each hit and a loud crystal break on the 4th. Diamond plays a critical hit sound, Lapis plays magical enchanting sounds, and so on.
Good to know
- Requires NeoForge 1.21.4.
- If you hold a regular totem when a fatal hit lands, it is used before Host triggers.
- The Redstone aura lights TNT and TNT minecarts for real. The explosion can hurt you, so be careful when sneaking nearby. Doors and other components return to their normal state when you stand up or walk away, but TNT does not.
Feedback
Found a bug or have an idea? Leave a comment or open an issue, and tell us which power and which situation.

