Usable Items

Every item you can use in combat, grouped by the damage affinity it scales with. Affinity decides whether your invested points make an item hit harder, so it is the main thing worth knowing about a consumable.

How Affinity Works

There are eight damage types. Each has an affinity track fed by level-ups, armor, trims and mob heads. Every affinity point is worth +3 damage of that type.

Weapons get their type from the weapon registry. Usable items do not: each item's handler states its own type when it deals damage. A typed item gains the affinity bonus and respects mob resistances; an untyped one does neither.

Almost every combat consumable is Special. Sherds, potions, horns, throwables, TNT and anvils all scale with Special affinity, which makes Special the single most valuable track for an item-focused build. Only three exceptions exist: the brick is Blunt, the crossbow's bolt is Ranged, and the water throwables are untyped.

Special Scales with Special affinity

The largest group. Everything here gains +3 damage per Special affinity point, and most of it also benefits from the conserve perk described at the bottom of the page.

Throwables

ItemAPEffect
Snowball11 damage and knocks the target back 1 tile. Range 4, needs line of sight.
Egg11 damage. Range 4, needs line of sight.
Blue / Brown Egg13 damage. Only exists on Minecraft 1.21.5 and later.
Fire Charge14 damage plus 8% of the target's max HP, and sets it alight. Unlike other throwables it has no range or line-of-sight check.
Wind Charge1Thrown at an enemy: 1 damage and shoves it up to 3 tiles. Thrown at an adjacent empty tile: launches you up to 2 tiles and grants a stack of Airtime, up to Airtime V.
Powder Snow Bucket11 damage and stuns an enemy on the tile, then leaves powder snow behind. Returns the bucket.
Flint and Steel12 damage and sets the target alight. Adjacent only. Also ignites ignitable allies without being consumed.

Potions

ItemAPEffect
Potion1Drink it. Vanilla effects map onto their Craftics equivalents. Instant Health heals 8 per level plus your Special affinity. Extended potions last twice as many turns. Returns the empty bottle.
Splash Potion1Range 4, hits a 3x3. Instant Damage scales with Special. Blindness and Darkness splash potions stun enemies rather than shortening their range.
Lingering Potion1Range 4. Leaves a real lingering cloud on the tile. Defaults to poison if the potion has no contents.

Pottery Sherds Special

Twenty-three reusable spells. All are Special, all benefit from Special affinity, and all can be conserved by it. Self-cast spells need no target.

SherdAPRangeSpell
Explorer24Phase Step: teleport, then Resistance II for 1 turn.
Friend3SelfGuardian Spirit: heal all pets to full and buff their attack and speed.
Scrape33Corrode: 5 damage and -7 DEF for 3 turns.
Angler33Riptide Hook: pull the target 2 tiles and deal 6 damage, +5 more if it ends up adjacent.
Heartbreak33Shatter Will: 5 damage, -5 ATK and -4 SPD for 2 turns.
Sheaf33Entangle: stun the target and slow everything near it.
Miner32Earthen Spike: 10 Blunt damage, +6 more next to an obstacle.
Danger33Hex Trap: an invisible trap dealing 12 damage and a stun when triggered.
Blade41Phantom Slash: 12 damage and 8 cleave to an adjacent enemy.
Burn43Immolation: 9 fire damage and burn, with a 5 damage splash.
Snort42Tectonic Charge: knock back 3 tiles at 4 damage per tile, +9 on a wall slam.
Flow4SelfTidal Surge: 8 Water damage and knockback to everything within 2 tiles.
Mourner43Soul Drain: 10 damage and heal yourself for what it dealt.
Howl4SelfPetsplosion: every pet erupts for half an enemy's max HP.
Guster43Chain Lightning: 8 damage chaining between nearby enemies. Doubles on Soaked targets.
Heart5SelfMending Light: heal 15 HP and Regeneration II for 4 turns.
Shelter5SelfStone Aegis: Resistance III for 5 turns and Absorption III for 4.
Brewer5SelfAlchemist's Surge: 4 random level II buffs for 4 turns each.
Plenty5SelfBountiful Harvest: heal 10 HP and receive 3 random consumables.
Archer5SelfSeeker Vexes: summon fragile vexes that chase and strike on their own.
Prize5SelfFortune's Favor: your next attack deals double damage, plus Luck III for 4 turns.
Arms Up6SelfWar Cry: Strength III and Speed II for 4 turns.
Skull63Death Mark: executes a target below 50% HP, otherwise 10 damage and Wither IV.

Goat Horns Special

Reusable battle cries. The horn is never consumed, so you only pay AP. Re-casting a buff horn raises its level by one, up to level IV, and keeps the longer duration.

Every horn costs 5 AP. That is more than a base turn's 3 AP, so a horn is a setup tool: you spend a whole turn on it and need AP from your stats, a trim, a set bonus or Haste to afford one at all. You cannot chain several in a turn. The horn itself is never consumed, so AP is the only thing limiting it.

HornAPTargetEffect
Ponder5YouResistance for 3 turns.
Sing5YouRegeneration for 3 turns.
Feel5YouSpeed for 3 turns.
Seek5YouStrength for 3 turns.
Dream5YouFire Resistance for 4 turns.
Admire5All enemiesWeakness for 2 turns.
Call5All enemiesSlowness for 2 turns.
Yearn5All enemiesPoison for 3 turns.

Blunt Scales with Blunt affinity

ItemAPEffect
Brick14 damage, range 4. The only Blunt throwable. It is not a Special consumable, so the conserve perk never saves it.
Miner Sherd3Listed above. Its damage is Blunt even though the sherd itself is a Special consumable.

Heavy Ordnance

These deal a share of the target's max HP rather than a flat number, which is what makes them scale into late-game health pools. The Special affinity bonus is added on top, and like every Special item they respect mob resistances.

ItemAPEffect
TNT2Placed on a tile, detonates at the start of the next round. 8/5/3 damage by distance plus 24/15/9% of max HP, or a third of that percentage against a boss. Hurts you too: 6/4/2 if you are within 2 tiles.
Anvil1Half the target's max HP, minimum 10. Degrades to chipped, then damaged, then breaks.
Chipped Anvil1A third of the target's max HP, minimum 10.
Damaged Anvil1A quarter of the target's max HP, minimum 10.

Movement

ItemAPEffect
Ender Pearl1Teleport to a tile. Costs 2 HP on landing. A Special-class item for the conserve perk, but it deals no damage, so there is nothing for the affinity bonus to scale.

Ranged Scales with Ranged affinity

ItemAPEffect
Crossbow2Fire a bolt at an enemy up to 4 tiles away for 3 damage plus your Ranged affinity. Costs durability. This is the crossbow's item action; using it as a weapon is covered on the Combat page.

Water Throwables

All four apply Soaked in an area at range 4. Soaked slows an enemy and doubles the lightning damage it takes, which is what makes these worth carrying alongside a trident or Chain Lightning.

They are not Water-typed. Despite what they look like, these four deal raw untyped damage and do not scale with Water affinity. Their value is the Soaked application, not the hit.

ItemAPRadiusDamageSoakedExtra
Turtle Egg1121-
Pufferfish1232Poison
Nautilus Shell1243Chance of Confusion
Heart of the Sea1354Better chance of Confusion

Food No affinity

Eating costs 1 AP and heals by the food's nourishment. You can feed an adjacent teammate instead of yourself.

FoodHealNotes
Golden Carrot2Free (0 AP) and grants +1 AP. If your AP is already full it refunds the carrot rather than wasting it.
Enchanted Golden AppleFullAlso Absorption III, Resistance and Regeneration II for 5 turns.
Golden Apple8Also a 4 HP Absorption shield.
Rabbit Stew6-
Cooked Beef / Cooked Porkchop5-
Cooked Mutton / Cooked Salmon4-
Pumpkin Pie / Suspicious Stew / Mushroom Stew / Beetroot Soup4-
Bread / Cooked Chicken / Cooked Cod / Baked Potato / Honey Bottle / Cooked Rabbit3-
Apple / Beef / Porkchop / Mutton / Rabbit / Carrot / Chorus Fruit / Rotten Flesh2Rotten Flesh has an 80% chance to give you Weakness.
Cookie / Melon Slice / Berries / Dried Kelp / Chicken / Cod / Salmon / Tropical Fish / Potato / Beetroot1-
Poisonous Potato160% chance to poison you.
Spider Eye1Always poisons you.

Tile Placers No affinity

These change the board instead of dealing damage. Most are 1 AP.

ItemAPEffect
Lava Bucket1A lava tile dealing 3 fire damage a turn. Returns the bucket.
Water Bucket1A water tile you can fish from. Returns the bucket.
Campfire1Heals 2 HP a turn in a 5x5 and lights the area.
Scaffolding1+1 ranged range while you stand on it.
Honey Block1Enemies that step on it lose all movement.
Slime Block1A bouncy wall that stuns adjacent enemies at the end of the turn.
Cactus1An obstacle that deals 1 damage to anything adjacent.
Lightning Rod1Calls a strike on the tile next turn. Pairs with Soaked.
Cake1Three shared bites of 2 HP each.
Lantern1Reveals hidden enemies within 3 tiles and negates darkness.
Torch1Lights a radius of 2.
Cobweb1Stuns whatever is on the tile.
Sponge1Drains adjacent water.

Utility No affinity

ItemAPEffect
Milk Bucket3Clears every effect, good and bad, on yourself or an adjacent teammate. Returns the bucket.
Elytra2Launch to any tile that is not a wall, gaining Airtime II for 2 turns. Costs 2 durability. Water, lava and fire are all legal landings.
Spyglass2Marks an enemy: it takes 2x damage, or 1.5x on a boss, and reveals its stats. Only one enemy can be marked at a time. Not consumed.
Totem of Undying1Eat it for a full heal plus Regeneration and Absorption. Kept in inventory instead, it auto-revives you.
Bell2Stuns every enemy within 2 tiles.
Jukebox2+3 speed to all allies for the rest of the battle. Must be placed adjacent.
Fishing Rod3Cast into adjacent water for loot. Needs at least one living enemy.
Hay Block1Heals an ally for half its max HP, minimum 4.
Spore Blossom1-1 speed to enemies within 3 tiles.
Banners (16 colors)1Defense bonus to friendlies within 2 tiles, improved by Special affinity.
Compass1Reveals every enemy position. Not consumed.
Brush1Digs random loot out of an adjacent tile.
Echo Shard1Returns you to your starting position at the end of the turn.
Bucket1Scoops water, lava or powder snow off a tile.
Pickaxes (6)1Adjacent only. Breaks an obstacle, digs a pit, or turns low ground into void, which kills instantly.
Breeding items1Adjacent only. Tames a mob into an ally, a mount, or a friend. Bone always works.
Shield-Passive. +1 Armor Class and a 25% chance to block. Using it does nothing.

The Special Conserve Perk

Every point of Special affinity gives a 10% chance not to consume the item you just used. At 5 points that is half your consumables surviving use, which is the real reason a sherd build invests in Special beyond the damage.

Applies to: all three potion kinds, goat horns, fire and wind charges, snowballs, eggs, ender pearls, banners and pottery sherds. Anvils have their own separate roll at the same odds.

Does not apply to: TNT, hay blocks, pickaxes and bricks. These are always consumed.