GT New Horizons · Other systems
Equippable Gear
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GTNH allows the player to equip additional gear beyond the four basic vanilla armor slots (helmet, chestplate, leggings, and boots). This page helps new players identify and craft suggested gear at all points of progression.
In the early game, it's recommended to equip whatever mob drops give you. These pieces of armor generally have low durability, but come pre-enchanted which the player cannot do themselves until they have progressed into Thaumcraft. Electric armor is available as early as LV and loses charge instead of durability.
Helmet
Beyond traditional armor, the helmet can be equipped with Thaumcraft's Goggles of Revealing which can be further upgraded:
| Piece | Tier | Notes |
|---|---|---|
| Goggles of Revealing | None | Crafting it requires LV progression (requires Hardened Leather and Diamond Lens). Only piece which has durability. Provides 5% vis discount. |
| Electric Goggles of Revealing | MV | Can be crafted in LV, but needs to be powered by MV machines. No durability, is recharged instead. |
| Nanosuit Googles of Revealing. | HV | Crafted through Arcane Infusion by combining it with the NanoSuit Helmet (which is gated by EV circuits, i.e. requires cleanroom). 6% vis discount instead of 5%. |
| Quantum Goggles of Revealing | EV | Combined with the QuantumSuit Helmet (gated by IV assembler) through infusion. Provides 7% vis discount instead. |
| Solar Goggles of Revealing | Solar | Combining a Double Compressed Solar Panel, bypasses the need to charge the goggles[verification needed]. Crafting it requires IV. |
Making the Electric Goggles of Revealing before having access to the NanoSuit Helmet may be desirable, since one will have unbreakable armor (at the cost of energy) before having a cleanroom set up.
Nanosuit → Infinity progression
| Piece | Tier | Notes |
|---|---|---|
| NightVision Goggles | LV | Crafting these requires access to EV circuits (gated by cleanroom). |
| NanoSuit Helmet | HV | Only NanoSuit piece gated by the cleanroom due to goggles (unless one is lucky with loot bags). |
| QuantumSuit Helmet | EV | Crafted through IV machines. Combined with the Scuba Helmet, giving infinite[verification needed] water breathing to the player. |
| Hybrid Solar Helmet | Solar | Crafting requires LuV circuits. Solar charging. No longer combines with the Thaumcraft goggles. Loses night vision. |
| Ultimate Solar Helmet | Solar | Crafting requires ZPM circuits. An upgrade[verification needed], probably. Also loses night vision. |
| Infinity Helmet | None | No longer requires charge. It's unbreakable (even if it shows 109k durability). Provides 20% vis discount. |
The infinity helmet also combines from the Draconic Helm (Draconic Evolution), the Life Imbued Helmet (Blood Arsenal), the Sanguine Helmet (Blood Magic), the SpaceSuit Sensor Glasses (GalaxySpace), and the Cowl of the Abyssal Depths (Thaumic Tinkerer).
The Space Suit is gated by an implosion compressor (i.e. HV), and can be combined with the Sensor Glasses in EV assembler to make the SpaceSuit Sensor Glasses which provide x-ray capabilities.
The Life Imbued Helmet is easily accessible after having the third tier of blood altar, being upgraded from the Thaumium Helmet. It has high 100k durability, and 4 protection, and is part of the Living Armor set.
The Sanguine Helmet is obtained through a binding ritual over the Goggles of Revealing. While being an ingredient in the Infinity Helmet, it's also used for crafting the Wyvern Helm (10% vis discount, 5 warping), which is again used to craft the Draconic Helm (15% vis discount, no warp).
The last armor of the infinity armor is the Cowl of the Abyssal Depths, which by itself gives 10% vis discount, 3 protection and 3 warp. It is crafted by combining the Thaumium Helm and the Goggles of Revelaing with an assortment of ingredients. While "only" gated by MV, it does requires a fair bit of Thaumcraft research progress.
EnderIO
Dark Steel, available in MV, provides first access to EnderIO armor, which can take special upgrades. This armor still uses durability, but can be quite powerful nonetheless.
| Upgrade | Item | Notes |
|---|---|---|
| Empowered I | Vibrant Crystal | Gated behind Vibrant Alloy, requiring Nichrome coils in the EBF, but can be obtained earlier (MV assembler) through quest rewards. |
| Empowered II | Basic Capacitor | Easy to make after the previous tier. LV tier. 60% absorption. |
| Empowered III | Double-Layer Capacitor | Requires energetic alloys. MV assembler. 70% absorption. |
| Empowered IV | Octadic Capacitor | HV assembler. 85% absorption. |
| Empowered V | Crystalline Capacitor | EV assembler. 95% absorption. Cannot be applied to the dark steel armour. |
| Solar I | Photovoltaic Cell | Requires empowering the piece first. Also charges other equipped RF armour pieces. |
| Solar II | Advanced Photovoltaic Cell | Charges faster. |
| Solar III | Vibrant Photovoltaic Cell | Charges even faster. |
| Sound Locator | Note Block | Displays the location of nearby sounds |
| Night Vision | Potion of Night Vision | Gated behind brewing stand, or as a mob drop. |
| Revealing | Goggles of Revealing | Useful for Thaumcraft. Gives 5% vis discount too. |
| Naturalist's Eye | Spectacles | Shows pollination of Forestry trees. |
| Apiarist's Hat | Apiarist's Hat | Protects against Forestry bees. |
Absorption is similar to the unbreakable enchantment, transforming durability damage into energy loss instead.
Once the player has access to end steel and an TPV-tiered EBF in EV, one can make the End Steel Helm instead. The final tier, Stellar Helm, is unlocked with Naquadah coils in LuV.[verification needed]
Other
Holo Glasses can be equipped in the head slot, but is better placed in the mask slot! These allow the player to see into inventories without opening them. Enabling the inventory search filter in NEI applies to these glasses too, providing an alternative to t-search.
Chestplate
| Piece | Tier | Notes |
|---|---|---|
| NanoSuit Bodyarmor | HV | No flight capabilities. Durability is replaced by energy consumption. |
| Advanced NanoChestPlate | HV | Has same flight capabilities as Advanced Electric Jetpack. Requires access to Tungstensteel and IV circuits. (Enable flight with Gravi Fly Key binding; enable hover with
Space+Mode Switch Key) |
| QuantumSuit Bodyarmor | EV | Crafting requires LuV circuits and IV assembler. Creative flight. (Enable flight with IC2 Boost Key + Mode Switch Key). Beware of fall damage. Hover mode slows down vertical movement. |
| GraviChestPlate | ZPM | Crafting requires Mk-II Fusion Reactor. (Hover with Space+Mode Switch Key, creative flight with Gravi Fly Key, speed with Boost Key, Shift+Mode Switch Key for shields). Quantum Shield requires full Quantum set and makes the player immortal. |
| Infinity Breastplate | None | No longer requires charge. It's unbreakable (even if it shows 109k durability). Provides 20% vis discount. |
Other than the Infinity Breastplate route, there is also the Electro-Magic Tools wing route:
| Piece | Tier | Notes |
|---|---|---|
| Feather Duct-Taped Wings | Durability | Crafting requires 24 of each primal aspect. Provides infinite jumps. 2 protection. |
| Thaumium Reinforced Wings | Durability | Crafting requires 48 of each primal aspect (doesn't use feather wings). Provides 4% vis discount. 6 protection. Higher jump, less fall damage. |
| Nanosuit Wings | HV | Combines with NanoSuit Bodyarmor, using more complex aspects. Requires titanium. No vis discount anymore. 8 protection. Even higher jump, less fall damage. Energy isn't consumed for its flight and fall damage capabilities. |
| Quantum Wings | EV | Combines with QuantumSuit Bodyarmor. 8 protection. Allows to hover by holding space in-air. Even higher jump. Absorbs all fall damage. Energy isn't consumed for its flight and fall damage capabilities. |
| Infused Quantum Chestplate | EV | Can almost hover (slow-descent), no flight on its own. Can be combined with the quantum wings by shifting with wings in-hand while equipped. Does not inherit fall damage invulnerability from wings. [is there any point in equipping this?] |
Leggings
| Piece | Tier | Pwr. [1] | Haz. [2] | Space [3] | Prot. [4] | Vis% [5] | Notes |
|---|---|---|---|---|---|---|---|
| Wooden Leggings | St | ✗ | ✗ | ✗ | 2 | 0% | |
| Iron Leggings | St | ✗ | ✗ | ✗ | 5 | 0% | |
| Crimson Cult Leggings | St | ✗ | ✗ | ✗ | 5 | 1% | Has Warping 1. Can drop from Crimson Clerics. |
| Witch Hunter Trousers | S | ✗ | ✗ | ✗ | 2 | 0% | When wearing the full Witch Hunter set, partially mitigates the effect of Witchery poppets used on the wearer and allows the use of Nullifying Bolt's effect, but disables the wearer's poppets. |
| Witch Hunter Dawn Trousers | S | ✗ | ✗ | ✗ | 2 | 0% | When wearing the full Witch Hunter Dawn set, partially mitigates the effect of Witchery poppets used on the wearer, allows the use of Nullifying Bolt's effect, doubles the protection value of armor when attacked by a player werewolf or vampire, and inflicts burning on attacking player werewolves, but disables the wearer's poppets. Needs a Witch Hunter Trousers as a crafting ingredient. |
| Vampire Trousers | S | ✗ | ✗ | ✗ | 2 | 0% | When wearing multiple pieces of the Vampire set, buffs various Witchery vampire abilities and reduces damage from fire. [verification needed] |
| Hazmat Suit Leggings | LV | ✗ | ✓ | ✗ | 6 | 0% | |
| Steeleaf Leggings | LV | ✗ | ✗ | ✗ | 5 | 0% | Has innate Fire Resistance II. |
| Yeti Leggings | LV | ✗ | ✗ | ✗ | 6 | 0% | Has innate Protection II. |
| Thaumaturge's Leggings | LV | ✗ | ✗ | ✗ | 2 | 2% | |
| Bewitched Leggings | LV | ✗ | ✗ | ✗ | 3 | 4% | Needs a Thaumaturge's Leggings as a crafting ingredient. |
| Manasteel Leggings | LV | ✗ | ✗ | ✗ | 5 | 0% | When wearing the full Manasteel set, 10% reduction to mana usage from the Mana Tablet by items. |
| Terrasteel Leggings | MV | ✗ | ✗ | ✗ | 6 | 0% | When wearing the full Terrasteel set, 20% reduction to mana usage from the Mana Tablet by items and held Mana Tablets gain 20 mana every second. Needs a Manasteel Leggings as a crafting ingredient. |
| Spectre Leggings | MV | ✗ | ✗ | ✗ | 7 | 0% | |
| Apiarist's Pants | MV | ✗ | ✗ | ✗ | 2 | 0% | When wearing the full Apiarist's set, immune to negative bee effects. |
| Dark Leggings | MV | ✗ | ✗ | ✗ | 5 | 0% | Can be upgraded to be chargeable for additional durability, innate Speed III and immunity to negative bee effects. |
| End Steel Leggings | EV | ✗ | ✓ | ✗ | 10 | 0% | Can be upgraded to be chargeable for additional durability, innate Speed III and immunity to negative bee effects. |
| Stellar Leggings | LuV | ✗ | ✓ | ✓ | 18 | 0% | Can be upgraded to be chargeable for additional durability, innate Speed III and immunity to negative bee effects. |
| Sanguine Leggings | MV | ✗ | ✗ | ✗ | 6 | 2% | |
| Life Imbued Leggings | MV | ✓ | ✗ | ✗ | 9 | 0% | Charged with a Life Infuser. When wearing the full Life Imbued set, uses 400 LP when hit for damage (100 for each armor piece) to immediately heal the wearer to full health. |
| NanoSuit Leggings | HV | ✓ | ✓ | ✗ | 6 | 0% | |
| QuantumSuit Leggings | IV | ✓ | ✓ | ✓ | 6 | 0% | Significantly increased movement speed when sprinting, but uses a significant amount of hunger. Needs a NanoSuit Leggings as a crafting ingredient. |
| Traveller's Wings | HV | ✗ | ✗ | ✗ | 4 | 0% | Increases jump height by one block. Can be upgraded up to 3 times at a Crafting Station to grant the ablility to glide, additional jumps or automatically repair durability over time. When worn with hazmat armor, immune to damage from live electrical wires. |
| Void Fortress Thigh Guards | HV | ✗ | ✓ | ✗ | 6 | 5% | Has Warping 3. |
| Shadow Fortress Thigh Guards | HV | ✗ | ✓ | ✗ | 6 | 5% | Has Warping 5. Needs a Void Fortress Thigh Guards as a crafting ingredient. |
| Primordial Greaves | HV | ✗ | ✓ | ✓ | 8 | 6-10% | Has Warping 10. Immune to fall damage. Can be attuned for additional effects (such as additional vis discount). Needs a Shadow Fortress Thigh Guards as a crafting ingredient. |
| Void Thaumaturge Leggings | HV | ✗ | ✗ | ✗ | 6 | 5% | Has Warping 2. Needs a Thaumaturge's Leggings as a crafting ingredient. |
| SpaceSuit Leggings | EV | ✓ | ✓ | ✓ | 8 | 0% | |
| Ichorcloth Leggings | IV | ✗ | ✗ | ✗ | 6 | 6% | Has Warping 3. |
| Leggings of the Burning Mantle | IV | ✗ | ✓ | ✓ | 6 | 10% | Has Warping 3. Immune to fire damage. Burning heals the wearer. Needs an Ichorcloth Leggings as a crafting ingredient. |
| Wyvern Leggings | UHV | ✓ | ✓ | ✓ | 6 | 10% | Has Warping 5. Is Draconic Evolution armor. Adds 80 shield capacity. When wearing the full Wyvern set, immune to fire damage. Needs a Sanguine Leggings as a crafting ingredient. |
| Draconic Leggings | UEV | ✓ | ✓ | ✓ | 6 | 15% | Immune to fire damage. Is Draconic Evolution armor. Adds 180 shield capacity. Needs a Wyvern Leggings as a crafting ingredient. |
| Infinity Pants | UEV | ✓ | ✓ | ✓ | 12 | 20% | Immune to burning. Increased proficiency with Botania rods (same effect as Manaweave armor). When wearing the full Infinity set, immune to all damage and dying (if death is supposed to occur (/kill, etc) the death is prevented instead). Needs SpaceSuit Leggings, Life Imbued Leggings, Terrasteel Leggings, Leggings of the Burning Mantle, QuantumSuit Leggings and Draconic Leggings as crafting ingredients. |
Draconic Evolution Armor
All Draconic Evolution armor can be interacted with in the Tool & Armor Config GUI (unbound in the default GTNH installation) to enable or disable hazmat capabilities and additional effects. The inventory button in the UI can be used to remove enchantments, turning them into books. Each armor slot has different additional effects:
- The Draconic Helmet can toggle night vision, magic sense (the effect of Goggles of Revealing), and naturalist's vision (the effect of Spectacles).
- The Draconic Chestplate can modify horizontal speed by up to +600%, and vertical speed by up to +800%. Can also disable the ability to land or cancelling the extra movement that occurs during creative flight after letting go of a movement key.
- Draconic Evolution leggings can modify their speed boost.
- Draconic Evolution boots can modify their jump boost. Draconic Boots can additionally toggle Step Assist.
All Draconic Evolution armor also come with an innate shield capacity, which acts as additional health. The shield uses charge to recover at the rate of 1/3rd the shield capacity per second, but damage increases EN, or Entropy. Entropy directly decreases the speed that the shield can recover over time, but decreases over time at a base rate of 1 entropy per second. Draconic Evolution items can also be upgraded using cores with an Upgrade Modifier:
- 1 point can be used to upgrade the maximum charge by 500k. Draconic armor increases by 5m per point instead.
- 1 point can be used to increase shield capacity by 20.
- 1 point can be used to increase entropy recovery rate by 0.2/s.
- A Draconic Core can be used to spend 1 point. A Wyvern Core can be used to spend 2 points. Draconic armor can also use Awakened Cores, and can be used to spend 4 points each. Cores can be removed at any time from an Upgrade Modifier.
- Wyvern armor have a point cap of 24. Draconic armor have a point cap of 37.
Boots
| Piece | Tier | Pwr. [1] | Haz. [2] | Space [3] | Step Ass. [6] | Prot. [4] | Speed [7] | Jump [8] | Vis% [5] | Notes |
|---|---|---|---|---|---|---|---|---|---|---|
| Wooden Boots | St | ✗ | ✗ | ✗ | ✗ | 1 | 100% | 1 | 0% | |
| Iron Boots | St | ✗ | ✗ | ✗ | ✗ | 2 | 100% | 1 | 0% | |
| Crimson Cult Boots | St | ✗ | ✗ | ✗ | ✗ | 2 | 100% | 1 | 1% | Has Warping 1. Can drop from Crimson Clerics. |
| Rubber Boots | S | ✗ | ✓ | ✗ | ✗ | 2 | 100% | 1 | 0% | |
| Piston Boots | S | ✗ | ✗ | ✗ | ✓ | 2 | 100% | 3 | 0% | Gives Speed I when sprinting. Can be looted from Roguelike Dungeons at a low probability. |
| Slime Boots | S | ✗ | ✓ | ✗ | ✗ | 2 | 100% | 1 | 0% | Immune to fall damage. High falls will cause bouncing similar to vanilla slime blocks. |
| Impskin Boots | S | ✗ | ✗ | ✗ | ✗ | 1 | 100% | 1 | 0% | Innate Feather Falling I and Fire Protection I. |
| Death's Footwear | S | ✗ | ✗ | ✗ | ✗ | 2 | 100% | 1 | 0% | Automatically levitate above fluids, in a continuous jump state. Can drop from Death. |
| Witch Hunter Boots | S | ✗ | ✗ | ✗ | ✗ | 1 | 100% | 1 | 0% | When wearing the full Witch Hunter set, partially mitigates the effect of Witchery poppets used on the wearer and allows the use of Nullifying Bolt's effect, but disables the wearer's poppets. |
| Witch Hunter Dawn Boots | S | ✗ | ✗ | ✗ | ✗ | 1 | 100% | 1 | 0% | When wearing the full Witch Hunter Dawn set, partially mitigates the effect of Witchery poppets used on the wearer, allows the use of Nullifying Bolt's effect, doubles the protection value of armor when attacked by a player werewolf or vampire, and inflicts burning on attacking player werewolves, but disables the wearer's poppets. Needs a Witch Hunter Boots as a crafting ingredient. |
| Vampire Oxford Boots | S | ✗ | ✗ | ✗ | ✗ | 1 | 100% | 1 | 0% | When wearing multiple pieces of the Vampire set, buffs various Witchery vampire abilities and reduces damage from fire. [verification needed] |
| Yeti Boots | LV | ✗ | ✗ | ✗ | ✗ | 3 | 100% | 1 | 0% | Has innate Protection II and Feather Falling IV. |
| Thaumaturge's Boots | LV | ✗ | ✗ | ✗ | ✗ | 1 | 100% | 1 | 1% | |
| Bloodstained Thaumaturge's Boots | LV | ✗ | ✗ | ✗ | ✗ | 2 | 110% | 1 | 2% | Requires Thaumic Bases Iron Spikes to craft (drop an entity onto the spikes to bloody them, then use Enchanted Fabric on the spikes). |
| Manasteel Boots | LV | ✗ | ✗ | ✗ | ✗ | 2 | 100% | 1 | 0% | When wearing the full Manasteel set, 10% reduction to mana usage from the Mana Tablet by items. |
| Terrasteel Boots | MV | ✗ | ✗ | ✗ | ✗ | 3 | 100% | 1 | 0% | When wearing the full Terrasteel set, 20% reduction to mana usage from the Mana Tablet by items and held Mana Tablets gain 20 mana every second. Needs a Manasteel Boots as a crafting ingredient. |
| Apiarist's Pants | MV | ✗ | ✗ | ✗ | ✗ | 1 | 100% | 1 | 0% | When wearing the full Apiarist's set, immune to negative bee effects. |
| Dark Boots | MV | ✗ | ✗ | ✗ | ✗ | 2 | 100% | 1 | 0% | Can be upgraded to be chargeable for additional durability, Step Assist, +1.5 jump height, the ability to triple jump, increased movement in water and immunity to negative bee effects. |
| End Steel Boots | EV | ✗ | ✗ | ✗ | ✗ | 5 | 100% | 1 | 0% | Can be upgraded to be chargeable for additional durability, Step Assist, +1.5 jump height, the ability to triple jump, increased movement in water and immunity to negative bee effects. |
| Stellar Boots | LuV | ✗ | ✗ | ✗ | ✗ | 7 | 100% | 1 | 0% | Can be upgraded to be chargeable for additional durability, Step Assist, +1.5 jump height, the ability to triple jump, increased movement in water and immunity to negative bee effects. |
| Sanguine Boots | MV | ✗ | ✗ | ✗ | ✗ | 3 | 100% | 1 | 2% | |
| Life Imbued Boots | MV | ✓ | ✗ | ✗ | ✗ | 4 | 100% | 1 | 0% | Charged with a Life Infuser. When wearing the full Life Imbued set, uses 400 LP when hit for damage (100 for each armor piece) to immediately heal the wearer to full health. |
| Boots of the Traveller | HV | ✗ | ✗ | ✗ | ✓ | 1 | 155% | 3 | 0% | Fall damage starts at 8 blocks, rather than 5. Can also be upgraded for additional effects. |
| Electric Boots of the Traveller | HV | ✓ | ✗ | ✗ | ✓ | 2 | 155% | 3 | 2% | No fall damage is taken. Charge is used at falls over 4 blocks, with charge per block tripling after 20 blocks. Charged using MV voltage rather than HV. Is a Thaumic boot. Can also be upgraded for additional effects. Needs a Boots of the Traveller as a crafting ingredient. |
| Nano Boots of the Traveller | HV | ✓ | ✓ | ✗ | ✓ | 3 | 350% | 6 | 4% | No fall damage is taken. Charge is used at falls over 6 blocks, with charge per block tripling after 35 blocks. Is a Thaumic boot. Can also be upgraded for additional effects. Needs Electric Boots of the Traveller and NanoSuit Boots as crafting ingredients. |
| Quantum Boots of the Traveller | IV | ✓ | ✓ | ✓ | ✓ | 3 | 600% | 9.5 | 5% | No fall damage is taken. Charge is used at falls over 10 blocks, with charge per block tripling after 100 blocks. Is a Thaumic boot. Can also be upgraded for additional effects. Needs Nano Boots of the Traveller and QuantumSuit Boots as crafting ingredients. |
| Boots of the Seasons | HV | ✗ | ✗ | ✗ | ✓ | 1 | 265% | 3.5 | 3-12% | Immune to fall damage. Additively increases maximum speed by +37.5% over the course of moving for 5 seconds (same effect as Boots of the Comet). During the month of December, Vis discount increases to 12% and maximum speed over time increases to +450% (12 times the effect of Boots of the Comet). Is a Thaumic boot. Needs a Boots of the Traveller as a crafting ingredient. |
| Boots of Christmas Spirit | HV | ✗ | ✗ | ✗ | ✓ | 1 | 265% | 3.5 | 2-25% | Immune to fall damage. Additively increases maximum speed by +150% over the course of moving for 5 seconds (quadruple the effect of Boots of the Comet). During the month of December, Vis discount increases to 25% and maximum speed over time increases to +1800% (48 times the effect of Boots of the Comet). Is a Thaumic boot. Only craftable during the month of December. Needs a Boots of the Seasons as a crafting ingredient. |
| Primordial Boots | HV | ✗ | ✓ | ✓ | ✓ | 6 | 868.5% | 5.5 | 6-10% | Has Warping 10. Immune to fall damage. Can be attuned for additional effects (such as additional vis discount). Is a Thaumic boot. Needs a Boots of the Voidwalker as a crafting ingredient. |
| NanoSuit Boots | HV | ✓ | ✗ | ✗ | ✓ | 3 | 100% | 1 | 0% | No fall damage is taken. Charge is used at high falls. |
| QuantumSuit Boots | IV | ✓ | ✓ | ✓ | ✓ | 3 | 100% | 10 | 0% | No fall damage is taken. Charge is used at high falls. Jump must be activated by holding the Boost key (unbound in the default GTNH installation) while jumping. Needs a NanoSuit Boots as a crafting ingredient. |
| Traveller's Boots | HV | ✗ | ✗ | ✗ | ✓ | 1 | 100% | 1 | 0% | Can be upgraded up to 3 times at a Crafting Station to grant walking on water, automatically sink in water, additional jumps, mitigated fall damage or automatically repair durability over time. When worn with hazmat armor, immune to damage from live electrical wires. |
| Hover Boots | HV | ✓ | ✗ | ✗ | ✓ | 3 | 100% | 4 | 0% | Fall damage starts at 11 blocks, rather than 5. |
| Ruby Slippers | HV | ✗ | ✗ | ✗ | ✗ | 1 | 100% | 1 | 0% | If the wearer has performed a Rite of Infusion on themselves, can type '/chant there's no place like home' to be transported to the wearer's spawn point for that dimension. Has a 30 minute cooldown. Can also throw a Bound Waystone to consume the item and transport without the need to cast a Rite of Transposition, but uses 20-40% of the wearer's infusion power (depending on if the teleportation is interdimensional or not). |
| Icy Slippers | HV | ✗ | ✗ | ✗ | ✗ | 1 | 100% | 1 | 0% | Can transform lava source blocks into obsidian by standing on them (uses durability). |
| SpaceSuit Boots | EV | ✗ | ✓ | ✓ | ✗ | 3 | 100% | 1 | 0% | |
| SpaceSuit Gravity Boots | EV | ✗ | ✓ | ✓ | ✗ | 3 | 100% | 1 | 0% | Fall faster in dimensions with low gravity. Needs a SpaceShip Boots as a crafting ingredient. |
| Ichorcloth Boots | IV | ✗ | ✗ | ✗ | ✗ | 3 | 100% | 1 | 6% | Has Warping 3. |
| Boots of the Horizontal Shield | IV | ✗ | ✓ | ✓ | ✓ | 3 | 175% | 3 | 10% | Has Warping 3. Immune to fall damage. Innate Haste II. Turns dirt blocks into grass when stepped on. Needs an Ichorcloth Boots as a crafting ingredient. |
| Wyvern Boots | UHV | ✓ | ✓ | ✓ | ✗ | 3 | 100% | 5 | 10% | Has Warping 5. Is Draconic Evolution armor. Adds 20 shield capacity. When wearing the full Wyvern set, immune to fire damage. Needs a Sanguine Boots as a crafting ingredient. |
| Draconic Boots | UEV | ✓ | ✓ | ✓ | ✓ | 3 | 100% | 15 | 15% | Immune to fire damage. Is Draconic Evolution armor. Adds 60 shield capacity. When wearing a full Draconic or Apiarist's set, immune to negative bee effects. Needs a Wyvern Boots as a crafting ingredient. |
| Infinity Boots | UEV | ✗ | ✓ | ✓ | ✓ | 6 | 250% | 4 | 20% | x1.5 speed when moving vertically with creative flight. Increased proficiency with Botania rods (same effect as Manaweave armor). When wearing the full Infinity set, immune to all damage and dying (if death is supposed to occur (/kill, etc) the death is prevented instead). Needs Boots of the Horizontal Shield, Draconic Boots, Terrasteel Boots, QuantumSuit Boots, Life Imbued Boots and SpaceSuit Gravity Boots as crafting ingredients. |
Boots of the Traveller
Boots of the Traveller and its upgrades (Electric, Nano and Quantum) can be further modified into one of three variants:
- Meteor - Immune to fall damage. Can press jump while holding down shift to launch in the direction the camera is facing (this is not effected by increased jump or speed values). Can also press shift while in the air to slam down, causing 1 damage to entities a tile away. Also gains additional jump height depending on the number of main upgrades done (+0.5 for basic, +2 for Electric, +3 for Nano, +2.5 for Quantum). Protection remains at 1 regardless of upgrades.
- Comet - Innate Frost Walker, and increases speed by +37.5% over the course of moving for 5 seconds. Also has additional base speed depending on the number of main upgrades done (Basic is unchanged, Electric is 165%, Nano is 385%, Quantum is 730%). Protection remains at 1 regardless of upgrades.
- Voidwalker - Decreased damage from all sources. Magic, fire and explosion damage is further reduced. [verification needed] Also grants +300% speed boost, +0.5 jump boost, Hazmat and SpaceSuit capabilites and +5% vis discount (stacks with main upgrades), but has Warping 5. Also gains additional base speed and jump height depending on the number of main upgrades done (unchanged (300%) speed and 4.5 blocks for Electric, 550% speed and 7.5 blocks for Nano, 1250% speed and 11 blocks for Quantum). Wearing the Voidwalker's Sash of Runic Shielding further increases speed and jump boosts by +400% to the speed multiplier and +1.5 blocks, respectively (eg, Quantum Boots of the Voidwalker have 1650% speed boost).
The basic Boots of the Traveller can also be upgraded into having two of these three variants at the same time, but this prevents the boots from being able to be upgraded into Electric and beyond.
Thaumic Boots
All upgrades from Boots of the Traveller also have keys (unbound in the default GTNH installation) that can modify the effects of the armor:
- Modulate Jump Boost - Changes the percentage of the boots' jump boost that is applied to movement. This is set to 0% after being crafted.
- Modulate Speed Boost - Changes the percentage of the boots' speed boost that is applied to movement. This is set to 0% after being crafted.
- Modulation Increment Counter - When held, decreases the percentage amount of change for Modulate Jump Boost and Modulate Speed Boost from 25% to 10% per button press.
- Toggle Canceling Flight Inertia - When on, cancels the extra movement that occurs during creative flight after letting go of a movement key. Disabled after being crafted.
- Toggle Omnidirectional Movement - When off, the speed boost from the boots only apply when the forward movement key is pressed. Disabled after being crafted.
- Toggle Step Assist - When on, can walk over single blocks without needing to jump. Default state after being crafted depends on the boot.
There are three types of backpacks, from three mods:
Forestry backpacks are the first backpacks the player will have access to. While they only accept specific types of items, they do allow both automatic pickup and refill from the player's inventory. Forestry backpacks have 15 slots and can be upgraded to 45 slots after the player has obtained access to Silky Combs from Bees. These backpacks are not equippable.
With access to aluminum (generally in MV, although can be obtained in LV by getting a single Aluminum Ingot from Kobolds in the Twilight Forest) the Adventure Backpack can be crafted. This equippable backpack can be upgraded to give passive bonuses to the player and doubles as a portable bed.
The basic Backpack Editted for ModdedNetwork requires access to steel and has 36 inventory slots. This backpack can be equipped and later accessed via keybind and can automatically pickup specified items in its filter. The basic Backpack can be upgraded twice, requiring stainless steel for 63 slots (HV) and titanium for 90 slots (post Moon). Can be colored with any of the 16 standard Minecraft dyes Limited to four of these backpacks in the inventory at any point, extras will be dropped.
There is also the Knapsack, with a dedicated slot in the Tinker's Construct inventory tab (diamond chestplate) that is deliberately uncraftable and cannot be obtained.
More inventory slots
Tinker's Construct offers the Traveller's Belt which is craftable after the player gets a single HV circuit. This adds a whole extra hotbar row (excluding the offhand) through a keybind. Effects from items (i.e. backpacks, magnets, supertank debuffs...) are not active when items are on the inactive hotbar. If the player enchants this item with Soulbound, the entire row can be immediately accessed after returning from death.
For food rotation, the player can first store food in the Lunch Bag (3 slots), and soon after in the Lunch Box (6 slots). The player normally needs to rotate 5 foods. Both of these have an open and a closed state. When open, food will be consumed when holding right click; when closed, the player can access their inventories. To toggle the state, hold Shift when attempting to open it.
Similar to the lunch box, we also have the Tool Box, which offers 9 slots for tools. One can use this to fix maintenance hatches with all tools within it simultaneously. While not exactly inventories, one can also make the Pocket Multitool and the Universal Spade to save some inventory space.
Portable chests
After HV, the player can make the Compressed Chest and the Draconic Chest; both of which retain items when broken.
Jetpacks
Charging
Charge Packs can be used to recharge items in inventory automatically. Higher tiers can charge lower tiers, but not the other way around[verification needed]. These are placed in the Belt slot, under the baubles inventory. Charges EU-charged equipped armor and items on hotbar. Does not charge Dark Steel armor[why not?].
While the charge packs can output any tier, they must be charged by the corresponding energy tier they belong to. It's advised to use Wireless Chargers MK for this, placed in the player's base. Keep in mind that in order to craft a specific tier of wireless charger, players will generally need to be two tiers higher in progression due to the recipe required to make Field Generators.
- ↑ 1.0 1.1 Can be charged with an alternate source of durability, usually electricity (EU) or rarely another type of power.
- ↑ 2.0 2.1 When wearing a full set of Hazmat armor, the wearer becomes immune to pollution effects, radiation, damage from holding hot items and damage from live electric wires.
- ↑ 3.0 3.1 When wearing a full set of SpaceSuit armour, the wearer can survive safely on Venus or Alpha Centuri Bb (if the wearer also has oxygen tanks and Thermal Padding Tier 2).
- ↑ 4.0 4.1 Armor protection value.
- ↑ 5.0 5.1 Thaumcraft Vis usage reduction, stackable with other sources.
- ↑ Can walk over single blocks without needing to jump.
- ↑ Movement speed relative to base walking speed.
- ↑ Jump height, in blocks.
