Malfoid SMP

In development

Infusing useful objects

Planned feature

Bind magic into equipment you can use or trade. Making it requires your own learned spells.

A learned binding and a permitted station

Insert a compatible base object and the listed ingredients at an activated Infusion Stand, select a binding you know, preview the result and consumption, then confirm. You must personally know the prerequisites and separately have permission for both the station and linked storage. Borrowing an expert’s bench does not borrow the expert’s knowledge.

A bought enchanted object can be useful without teaching its binding or manufacture. Initially each object has one signature magical binding, except the Ward Amulet’s curated watchlight/ward indication combination. Other bindings cannot be stacked freely.

Choose a useful binding

Ingredients below are the named extra recipe inputs; the base object is also required.

Binding / baseLearned knowledgeExtra inputsResult
Retrieval / vanilla axe, pickaxe, shovel or hoeAccioGrowth essence + iron fittingRoutes actual eligible native drops to inventory; overflow drops normally
Tending / copper watering vesselAguamenti + FloravelleGrowth essence + control essenceWaters permitted adjacent planters from stored water
Extension / leather satchel frameMutavelle + AccioBinding essence + runic fittingUnique 9-slot inventory, no nested storage objects
Watchlight / ordinary lanternRevelioBinding essence + heat essenceWarns of eligible hostiles within 12 blocks, never players
Ward / copper amulet frameProtego + AegivaraBinding and control essences + 4 runic ritual componentsShort ward on eligible hit; shared 45-second cooldown
Linked signal / pair of copper tokensFilivexControl essence + binding essenceDeliberate paired signal without location data
Linea / leather glovesWingardium Leviosa + MutavelleControl essence + runic fittingInventory-funded construction preview/commit

Make the base objects

At the Runic Workbench: a satchel frame uses eight leather and string; a watering vessel four copper ingots and a glass bottle; an amulet frame three copper ingots and string; a pair of tokens two copper ingots. Ordinary leather gloves use four leather and two string at the crafting table.

Trade, repair and change responsibly

Eligible vanilla enchantments can coexist with a magical binding. Anvil and smithing repairs preserve binding identity and allowed upgrades. Grindstones remove vanilla enchantments normally but preserve the magical binding, as the preview should explain. Unsupported changes reject without consuming the item. Satchels must never copy or reset contents when traded or repaired.

Replacing a binding requires confirmed cleansing with Cleansing plus binding essence; the old ingredients are not refunded. Detailed cleansing-recipe entries still need completion. Ward and potion effects share defensive limits, and item swaps cannot reset player cooldowns.

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