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Jewelry

gottsch edited this page Oct 12, 2026 · 3 revisions

Jewelry

Jewelry

Jewelry is the heart of Magic Treasures. Each piece holds its own mana and casts the spells it's imbued with while you wear it.

Types

  • Rings
  • Necklaces
  • Bracelets

Belts are worn in the Curios belt slot (without Curios, keep them in your hotbar). The only belt so far is the Skull Belt, a mana reservoir rather than spell jewelry.

Wearing jewelry

  • Without Curios: jewelry casts while it's in your hotbar (including the slot in your hand). Only the first 4 jewelry items in your hotbar count; other items in the hotbar don't take up those 4 places. Jewelry in your offhand or main inventory doesn't cast.
  • With Curios: jewelry casts from the matching Curios slot: 1 ring, 1 necklace, 1 bracelet and 1 belt slot. When Curios is installed, hotbar jewelry no longer casts. Modpacks can add more ring slots (see Modpacks and Datapacks).

Reading the tooltip

Hold Shift over a piece of jewelry to see:

Line Meaning
Durability [current/max] Casts left before it breaks. -Infinite- means it never wears out.
Repairs How many more times it can be repaired.
Mana [current/max] Mana left for casting.
Recharges How many more times it can be recharged.
Spell Max. Level The highest level spell scroll it accepts.
Stone The gem set in it, if any.
Spells Its spells and what they do. A + after a name means the spell stacks with the same spell on other jewelry.
C / E / Fq / Cd / R Its spell modifiers: mana Cost, Effect, Frequency, Cooldown and Range.

From 1.4.0, Magic Treasures tooltips also show the item, at double size, beside its name. Turn it off with showTooltipIcon in the client config (see Modpacks and Datapacks).

Mana

Every spell cast takes mana from the jewelry it's on (see Spells for each spell's cost). Every cast costs at least 1 mana (from 1.4.0).

  • Mana does not refill on its own. When it runs out, that jewelry stops casting, unless you wear a Skull Belt with mana left.
  • Recharge it at an anvil to refill it completely. See Anvil.
  • Setting a gem adds mana, and bigger jewelry holds more. See Jewelry Stats.

Skull Belt (mana well)

Added in 1.4.0.

The Skull Belt holds 250 mana for your jewelry. Wear it in the Curios belt slot, hold it in either hand, or (without Curios) keep it anywhere in your hotbar.

  • When a spell costs more mana than its jewelry has left, the rest comes from the belt. The jewelry's own mana is always used first.
  • So jewelry with 0 mana keeps casting while the belt has mana.
  • It has no spells, durability or gem of its own.
  • Recharge it at an anvil like jewelry: 2 recharges, each refilling it completely (see Anvil).
  • Found in Rare, Epic, Legendary and Mythical chests (see Where to Find).

Durability

Every cast also uses 1 durability.

  • When durability reaches 0, the jewelry breaks and is destroyed, along with its gem and spells.
  • Repair it at an anvil to restore full durability. See Anvil.
  • Some named jewelry has infinite durability.

Materials and styles

What a piece is made of and how big it is sets its stats.

  • Materials: Wood, Iron, Copper, Silver, Gold and Bone, plus Blood, Shadow and Atium on special pieces. Better materials hold more spell levels and give spell bonuses: gold casts cheaper, bone hits harder, iron makes buffs last longer.
  • Styles: Regular, Great and Lord's. Each style up gives more durability, mana and repairs, and +1 spell max level.
  • Gems add mana and recharges, and higher-tier gems improve spells.

All the numbers are on Jewelry Stats.

Spells

Jewelry made at a crafting table starts empty. Add a spell with a spell scroll at an anvil (see Anvil). Jewelry found as loot may already have one, and named jewelry comes with its own.

  • Spells cast automatically. You don't press anything.
  • When you wear several pieces, spells with a higher priority (shields and resistances) cast before others.
  • A spell without a + only casts once at a time, even if several pieces you're wearing have it.
  • From 1.4.0, spells show when they work: glowing sparks (a violet bolt for Harm, crimson for Drain, a cyan ripple for Reflection, blue for Mana Shield and so on), and Harm and Cheat Death play a sound. Turn the sparks off with enableSpellParticles in the client config (see Modpacks and Datapacks).

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