Material Perks
Stats are the quantitative half of what a material does to a weapon; perks are the qualitative half. Some materials do something to whatever they hit, and any part made of one gives that perk to the whole weapon: a silver blade, a prismarine head, a honey-wrapped grip. The level is the highest any one part gives, so two silver parts are not two levels.
Perks apply to melee blows, to off-hand blows (by the off-hand weapon's own perks) and to thrown weapons such as a hatchet or harpoon.
A weapon's tooltip lists its perks in gold. All numbers are per level and are placeholders.
| Material | Perk | What it does |
|---|---|---|
| Silver | Smite | +2.5 damage against the undead |
| Prismarine | Impaling | +2.5 damage on every blow |
| Blaze rod | Fire aspect | sets the target alight for 4 seconds. Costs you: the part is a flame in your hand, so it burns you at the blaze rod's flame temperature unless your gloves or tongs are rated for that heat |
| Echo shard | Echo | the target glows for 3 seconds |
| Lead | Toxic | poisons the target for 3 seconds |
| Slime | Bounce | pops the target upward |
| Honey | Cling | slows the target for 3 seconds |
| Ice, blue ice | Chill | builds freezing on the target (about 3.5 seconds of powder-snow chill) if it can freeze |
| Sculk | Siphon | a melee kill drops 3 extra experience |
| Ender pearl | Blink | a melee kill within 6 blocks steps you into the victim's place |
| Uranium | Radiant | a struck target withers for 3 seconds and glows for 5 (and the part is radioactive) |
| Breeze rod | Featherlight | the swing feels 40% less of that part's mass (never below a fifth). The real mass is unchanged, so a balance scale still reads it in full; the weapon swings quicker |
Some of these are placeholders: not every material suits every part role, and a few (cling, blink) may be cut or changed.
Why fire aspect burns you
A blaze rod is a fire that does not go out. The mod's hot-contact rules already say what a hot thing does to a bare hand (Hazards), so a flaming weapon uses them: a consequence of holding it, never a lock. Rated gloves or tongs make it safe.
Silver
Silver is a metal as well as a perk: a soft, bright, very reflective, very conductive one. Its figures are in Materials.