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Fiw Custom Items

A data-driven custom items framework for Fabric or NeoForge. Define NBT, Attributes, configurable abilities, mechanics, curses, upgrades and more entirely through JSON no coding, no restarts.

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12 августа 2026 г.
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CC-BY-SA-4.0

Опубликован 6 мая 2026 г.

Fiw Custom Items

Build custom server items from JSON.

Weapons. Armor. Food. Curses. Imbuements. Custom crafting. Infinite items. Awakening artifacts. Bound artifacts. Item commands. No Java. No restarts. Fabric and NeoForge builds are both supported.

Modrinth Minecraft Fabric NeoForge


The pitch

Fiw Custom Items gives server owners custom items from JSON: drop a file into config/fiw_tools/items/, run /fiwtools reload, and a custom item is live.

It is not a fixed item pack. It lets you build your own progression: custom display, lore, attributes, enchantments above vanilla caps, durability, food, tool rules, active abilities, passive armor effects, curses, imbuements, and persistent upgrades.

It also pairs with FIW Bosses. Bosses can equip or drop Fiw Custom Items entries by id through toolId, and the boss mod safely skips those entries if Fiw Custom Items is not installed.

Fiw Custom Items is server-side only — it has no client-side code. Install it on the server (Fabric or NeoForge); players do not need the mod to join. On Fabric, even fully vanilla clients can connect.

The internal mod id, config folder, /fiwtools command, and FiwToolsAPI names stay as fiw_tools / Fiw Tools for compatibility with existing servers and integrations.


Sixty seconds to your first item

config/fiw_tools/items/storm_blade.json

{
  "id": "storm_blade",
  "base": "minecraft:diamond_sword",
  "displayName": "&b&lStorm Blade",
  "lore": ["&7Right-click to call lightning."],
  "rarity": "epic",
  "abilities": [
    {
      "type": "lightning_strike",
      "trigger": "on_right_click",
      "cooldownTicks": 120,
      "params": { "range": 18, "damage": 10 }
    }
  ]
}
/fiwtools reload
/fiwtools give @s storm_blade

Tweak the file, reload, try again.


What you can build

Custom gear - turn vanilla bases into named weapons, armor, trinkets, tools, food, and catalysts.

Active abilities - right-click casts, attack procs, kill effects, hurt reactions, and block-break effects.

Elemental status - apply FROZEN, SOAKED, or SHOCKED to enemies. Stack statuses for interactions: freeze then thaw_burst for a fire explosion, soak then storm_chain to arc lightning between targets.

Set bonuses - tag items with a resonanceId. Equip enough pieces and extra passive abilities unlock automatically. A per-ability minPieces enables tiers — a 2-piece and a stronger 4-piece bonus on one set.

Soul system - items can store souls on kill. Spend them all at once for a burst of scaled AoE damage.

Passive equipment - held or worn buffs, ally auras, defensive pulses, emergency survival triggers, and conditional effects.

Cursed items - punish non-whitelisted holders, scan ender chests, block grindstone/anvil abuse, and prevent world placement.

Imbuements - catalyst-based upgrades with weighted outcomes, charges, target caps, stat changes, new abilities, and history that survives reloads.

Custom crafting - JSON recipes in config/fiw_tools/recipes/, many per file, shaped or shapeless. Craft custom items from vanilla, vanilla from custom, or custom from custom — in any crafting grid, fully server-side. Recipes can transfer the ingredients' enchantments onto the result (merge/keep-old/keep-new, conflict policies, filters, level caps) so upgrade crafts keep players' enchantments. Per-item enchanting permissions decide which stations accept each item (table/anvil/grindstone/smithing) and can lock the name against anvil renames.

Infinite items - food that never runs out, arrows that return the instant they're fired, items that spend durability instead of being consumed, or transform into something else on use (keep / damage / replace modes). On Minecraft 1.21.1, infinite support is limited to food and arrows because that version predates the generic vanilla use_remainder component.

Multi-block mining - turn a tool into a vein-miner, 3x3 hammer, or forward tunnel-borer with the mining field. vein flood-fills connected matching blocks (ores, or logs for a tree-feller), area breaks a plane facing you, tunnel extends it forward. Drops, XP, Fortune/Silk Touch and durability all behave normally; filter by block id or tag, cap the count, hold sneak to mine one block. Unbreakable or infinite tools mine whole veins for free.

Recharge on kill - turn kills into busted mending: repair damage, recharge cooldowns, grow max durability, or make the item unbreakable. Works from hands or inventory slots and can target mobs, players, specific entity ids, or anything living.

Awakening artifacts - items that auto-upgrade when their holder proves worthy: kill a boss N times, slay a specific player, deal enough total damage, or set foot in a dimension. Chain stages for multi-awakening artifacts, or awaken via a custom recipe.

Bound artifacts - an item binds to the first player who uses or picks it up. Nobody else can trigger its abilities — and with the optional curse, thieves bleed for every second they hold it.

Item commands - the run_command ability silently runs any server command(s) on any trigger, with placeholders. The on_shift_right_click trigger gives every item a second right-click kit.

Charges & costs - items carry a regenerating charge pool; abilities can cost charges, durability, health, hunger, XP levels, or items per use.

Cooldown groups - one shared cooldown across abilities and items. No more stacking three blink trinkets.

Proc groups - abilities sharing a procGroup on one trigger are mutually exclusive: a single weighted roll fires just one of them, not all.

Ability scaling - a scaling block grows any ability's numbers with the holder's build: killstreak tier, imbue count, charges, or max health.

Enchanting control - per-station rules for table, anvil, grindstone, and smithing. allowEnchant blocks adding enchantments while keeping rename and repair, and configured attributes are re-stamped after anvil/smithing so they can't be overwritten.

Ten lifecycle triggers - react to eating, pickup, drop, death, respawn, dimension travel, equip/unequip, and boss kills (FIW Bosses aware).

Conditions - gate any ability: low health, night, storm, dimension, sneaking, enemies nearby, in combat, and more.

Dynamic lore - lore that updates live: owner, charges, souls, awakening progress, durability.

Vanilla visuals - potion colors, leather dye, and item models straight from JSON.

Hot reload - update configs live while preserving player changes: durability, renames, extra enchants (including anvil-upgraded config enchants), uncurse flags, imbuement logs, souls, killstreaks, stances, charges, awakening progress, binding owners, and any attribute modifiers, armor trim or dye added by players, commands or other mods. The same state carries through artifact awakenings and crafting upgrade recipes, so an upgraded item is never a stripped-down copy.


Ability highlights

Ability What it does
arc_slash Animated particle slash, ported from FIW Bosses
lightning_strike Calls lightning or damage at range
lightning_rain Rains bolts over a crosshair circle on a custom schedule
lightning_ray Sequential bolts marching forward in a line
teleport_behind Blink behind your target, optional finisher damage
homing_bolt Projectile that curves toward the nearest enemy
aegis_shield On-demand barrier that absorbs a pool of damage
stun_strike True hard crowd-control lock
apply_effect Apply any potion effect to self or target
repair Repair-kit item that mends a damaged item in your other hand
projectile_burst Custom particle projectile with optional AoE
frost_nova Freezes nearby enemies
riptide_dash Movement burst in the look direction
chain_lightning Bounces damage between targets
gravity_well Pulling zone effect
last_stand Low-health survival passive
uncurse Consumable curse removal
imbue Catalyst upgrade engine
freeze / soak / shock Apply elemental status; each has passive tick effects
thaw_burst Consume FROZEN for a fire AoE explosion around the target
storm_chain Consume SOAKED to arc lightning damage to nearby enemies
soul_collector Absorb a soul on kill; stored in the item up to soulCapacity
soul_surge Spend all stored souls for scaled AoE magic damage
soul_lash Spend one soul per hit for bonus damage + lifesteal
blood_pact Sacrifice HP to multiply next attack damage
sanguine_strike Lifesteal that scales with the target's missing HP
hemorrhage On-hurt: inflict bleed DoT on whoever hit you
flame_dash Teleport forward, igniting enemies along the path
meteor_strike Raycast impact AoE at cursor position
ember_burst On-kill: fire nova at the corpse ignites nearby enemies
geyser_burst Raycast AoE launch + damage + SOAKED at a targeted point
run_command Silently run any server command(s) from an item

Full schema and every ability parameter are in the documentation.


Supported versions

Loader Minecraft Java
Fabric 1.21.1 21
NeoForge 1.21.1 21
Fabric 1.21.8 21
NeoForge 1.21.8 21
Fabric 1.21.11 21
NeoForge 1.21.11 21
Fabric 26.1.2 25

Fabric builds need Fabric API and Fabric Language Kotlin.

NeoForge builds include the Kotlin runtime inside the Fiw Custom Items jar. Install it on the NeoForge server only; clients do not need the mod, and no separate KotlinForForge mod is required.

The repo module is named fabric-26.2.1 as requested, but Fabric's official metadata currently rejects the 26.2.1 game coordinate. The buildable target is 26.1.2 until Fabric publishes a valid 26.2.1 coordinate.


Commands

/fiwtools give <players> <itemId> [count]   /fiwtools list
/fiwtools info <itemId>                     /fiwtools reload
/fiwtools recipes
/fiwtools curse add|remove|list ...
/fiwtools uncurse_held
/fiwtools imbue best|roll|reset|clear|log

Made by Fiw for custom SMP item progression.

Ченджлог

1.3.0Релиз1.21.11 · 12 августа 2026 г.

[1.3.0] - Minecraft 1.21.8 support and three new abilities

Added

  • Minecraft 1.21.8 support — new fabric-1.21.8 and neoforge-1.21.8 modules, backed by a new common-1.21.8 implementation. 1.21.8 predates Mojang's ResourceLocationIdentifier rename (that lands at 1.21.9+), so it needed its own port rather than reusing 1.21.1 or 1.21.11 outright — see AGENT.md's API-notes table for the exact divergences (particle option types, command permission API, the AbstractArrow package). Every existing item, ability, and system behaves identically on 1.21.8 as on 1.21.11.
  • geyser_burst (Water) — a raycast counterpart to tidal_surge: erupt a geyser at a targeted point up to range blocks away, launching everything within radius upward, dealing light magic damage, and applying SOAKED. Good for launching a cluster off a ledge or setting up a storm_chain follow-up. See examples/items/tidewaker_trident.json.
  • ember_burst (Fire) — on kill, a small fire nova erupts at the corpse and ignites nearby enemies. A follow-up payoff for on_kill weapons — chain kills to clear a cluster.
  • soul_lash (Soul) — spends one stored soul per hit (instead of draining the whole pool like soul_surge) for a smaller, repeatable burst of bonus magic damage plus lifesteal. Requires soulCapacity on the item; does nothing and costs no cooldown when the item holds too few souls. See examples/items/soulforged_scythe.json.
1.3.0Релиз1.21.8 · 12 августа 2026 г.

[1.3.0] - Minecraft 1.21.8 support and three new abilities

Added

  • Minecraft 1.21.8 support — new fabric-1.21.8 and neoforge-1.21.8 modules, backed by a new common-1.21.8 implementation. 1.21.8 predates Mojang's ResourceLocationIdentifier rename (that lands at 1.21.9+), so it needed its own port rather than reusing 1.21.1 or 1.21.11 outright — see AGENT.md's API-notes table for the exact divergences (particle option types, command permission API, the AbstractArrow package). Every existing item, ability, and system behaves identically on 1.21.8 as on 1.21.11.
  • geyser_burst (Water) — a raycast counterpart to tidal_surge: erupt a geyser at a targeted point up to range blocks away, launching everything within radius upward, dealing light magic damage, and applying SOAKED. Good for launching a cluster off a ledge or setting up a storm_chain follow-up. See examples/items/tidewaker_trident.json.
  • ember_burst (Fire) — on kill, a small fire nova erupts at the corpse and ignites nearby enemies. A follow-up payoff for on_kill weapons — chain kills to clear a cluster.
  • soul_lash (Soul) — spends one stored soul per hit (instead of draining the whole pool like soul_surge) for a smaller, repeatable burst of bonus magic damage plus lifesteal. Requires soulCapacity on the item; does nothing and costs no cooldown when the item holds too few souls. See examples/items/soulforged_scythe.json.
1.3.0Релиз1.21.1 · 12 августа 2026 г.

[1.3.0] - Minecraft 1.21.8 support and three new abilities

Added

  • Minecraft 1.21.8 support — new fabric-1.21.8 and neoforge-1.21.8 modules, backed by a new common-1.21.8 implementation. 1.21.8 predates Mojang's ResourceLocationIdentifier rename (that lands at 1.21.9+), so it needed its own port rather than reusing 1.21.1 or 1.21.11 outright — see AGENT.md's API-notes table for the exact divergences (particle option types, command permission API, the AbstractArrow package). Every existing item, ability, and system behaves identically on 1.21.8 as on 1.21.11.
  • geyser_burst (Water) — a raycast counterpart to tidal_surge: erupt a geyser at a targeted point up to range blocks away, launching everything within radius upward, dealing light magic damage, and applying SOAKED. Good for launching a cluster off a ledge or setting up a storm_chain follow-up. See examples/items/tidewaker_trident.json.
  • ember_burst (Fire) — on kill, a small fire nova erupts at the corpse and ignites nearby enemies. A follow-up payoff for on_kill weapons — chain kills to clear a cluster.
  • soul_lash (Soul) — spends one stored soul per hit (instead of draining the whole pool like soul_surge) for a smaller, repeatable burst of bonus magic damage plus lifesteal. Requires soulCapacity on the item; does nothing and costs no cooldown when the item holds too few souls. See examples/items/soulforged_scythe.json.
1.3.0Релиз26.1.2 · 12 августа 2026 г.

[1.3.0] - Minecraft 1.21.8 support and three new abilities

Added

  • Minecraft 1.21.8 support — new fabric-1.21.8 and neoforge-1.21.8 modules, backed by a new common-1.21.8 implementation. 1.21.8 predates Mojang's ResourceLocationIdentifier rename (that lands at 1.21.9+), so it needed its own port rather than reusing 1.21.1 or 1.21.11 outright — see AGENT.md's API-notes table for the exact divergences (particle option types, command permission API, the AbstractArrow package). Every existing item, ability, and system behaves identically on 1.21.8 as on 1.21.11.
  • geyser_burst (Water) — a raycast counterpart to tidal_surge: erupt a geyser at a targeted point up to range blocks away, launching everything within radius upward, dealing light magic damage, and applying SOAKED. Good for launching a cluster off a ledge or setting up a storm_chain follow-up. See examples/items/tidewaker_trident.json.
  • ember_burst (Fire) — on kill, a small fire nova erupts at the corpse and ignites nearby enemies. A follow-up payoff for on_kill weapons — chain kills to clear a cluster.
  • soul_lash (Soul) — spends one stored soul per hit (instead of draining the whole pool like soul_surge) for a smaller, repeatable burst of bonus magic damage plus lifesteal. Requires soulCapacity on the item; does nothing and costs no cooldown when the item holds too few souls. See examples/items/soulforged_scythe.json.
1.3.0Релиз1.21.11 · 12 августа 2026 г.

[1.3.0] - Minecraft 1.21.8 support and three new abilities

Added

  • Minecraft 1.21.8 support — new fabric-1.21.8 and neoforge-1.21.8 modules, backed by a new common-1.21.8 implementation. 1.21.8 predates Mojang's ResourceLocationIdentifier rename (that lands at 1.21.9+), so it needed its own port rather than reusing 1.21.1 or 1.21.11 outright — see AGENT.md's API-notes table for the exact divergences (particle option types, command permission API, the AbstractArrow package). Every existing item, ability, and system behaves identically on 1.21.8 as on 1.21.11.
  • geyser_burst (Water) — a raycast counterpart to tidal_surge: erupt a geyser at a targeted point up to range blocks away, launching everything within radius upward, dealing light magic damage, and applying SOAKED. Good for launching a cluster off a ledge or setting up a storm_chain follow-up. See examples/items/tidewaker_trident.json.
  • ember_burst (Fire) — on kill, a small fire nova erupts at the corpse and ignites nearby enemies. A follow-up payoff for on_kill weapons — chain kills to clear a cluster.
  • soul_lash (Soul) — spends one stored soul per hit (instead of draining the whole pool like soul_surge) for a smaller, repeatable burst of bonus magic damage plus lifesteal. Requires soulCapacity on the item; does nothing and costs no cooldown when the item holds too few souls. See examples/items/soulforged_scythe.json.
1.3.0Релиз1.21.8 · 12 августа 2026 г.

[1.3.0] - Minecraft 1.21.8 support and three new abilities

Added

  • Minecraft 1.21.8 support — new fabric-1.21.8 and neoforge-1.21.8 modules, backed by a new common-1.21.8 implementation. 1.21.8 predates Mojang's ResourceLocationIdentifier rename (that lands at 1.21.9+), so it needed its own port rather than reusing 1.21.1 or 1.21.11 outright — see AGENT.md's API-notes table for the exact divergences (particle option types, command permission API, the AbstractArrow package). Every existing item, ability, and system behaves identically on 1.21.8 as on 1.21.11.
  • geyser_burst (Water) — a raycast counterpart to tidal_surge: erupt a geyser at a targeted point up to range blocks away, launching everything within radius upward, dealing light magic damage, and applying SOAKED. Good for launching a cluster off a ledge or setting up a storm_chain follow-up. See examples/items/tidewaker_trident.json.
  • ember_burst (Fire) — on kill, a small fire nova erupts at the corpse and ignites nearby enemies. A follow-up payoff for on_kill weapons — chain kills to clear a cluster.
  • soul_lash (Soul) — spends one stored soul per hit (instead of draining the whole pool like soul_surge) for a smaller, repeatable burst of bonus magic damage plus lifesteal. Requires soulCapacity on the item; does nothing and costs no cooldown when the item holds too few souls. See examples/items/soulforged_scythe.json.
1.3.0Релиз1.21.1 · 12 августа 2026 г.

[1.3.0] - Minecraft 1.21.8 support and three new abilities

Added

  • Minecraft 1.21.8 support — new fabric-1.21.8 and neoforge-1.21.8 modules, backed by a new common-1.21.8 implementation. 1.21.8 predates Mojang's ResourceLocationIdentifier rename (that lands at 1.21.9+), so it needed its own port rather than reusing 1.21.1 or 1.21.11 outright — see AGENT.md's API-notes table for the exact divergences (particle option types, command permission API, the AbstractArrow package). Every existing item, ability, and system behaves identically on 1.21.8 as on 1.21.11.
  • geyser_burst (Water) — a raycast counterpart to tidal_surge: erupt a geyser at a targeted point up to range blocks away, launching everything within radius upward, dealing light magic damage, and applying SOAKED. Good for launching a cluster off a ledge or setting up a storm_chain follow-up. See examples/items/tidewaker_trident.json.
  • ember_burst (Fire) — on kill, a small fire nova erupts at the corpse and ignites nearby enemies. A follow-up payoff for on_kill weapons — chain kills to clear a cluster.
  • soul_lash (Soul) — spends one stored soul per hit (instead of draining the whole pool like soul_surge) for a smaller, repeatable burst of bonus magic damage plus lifesteal. Requires soulCapacity on the item; does nothing and costs no cooldown when the item holds too few souls. See examples/items/soulforged_scythe.json.
1.2.0Релиз1.21.11 · 13 июля 2026 г.

[1.2.0] - New abilities and deeper customization

Added

  • teleport_behind — a standalone blink to a safe spot behind your target (behindDistance), with optional armor-piercing damage (ignoreArmor true/false/percent), particles, sound and a message. Works from on_attack (the struck target) or on_right_click (the entity under the crosshair within targetRange).
  • lightning_rain — mark a circle at the crosshair (targetRange, radius), telegraph it, then rain bolts down on a fully custom schedule. Give a groups array of {count, delayTicks} to place bolts exactly (one, then one 10t later, then three together), or omit it for count bolts spread over waves waveInterval apart. Each bolt is cosmetic by default and damages everything within aoeRadius of its strike. Example: examples/items/stormcaller_staff.json
  • lightning_ray — a straight line of bolts that march forward from your look direction, one every boltInterval ticks up to range, each landing on the ground and damaging within aoeRadius. A "run or get fried" lane.
  • repair — a repair kit: hold it and right-click while a damaged item is in your other hand (or armor) to restore its durability by repairAmount (+ optional repairPercent) or fullRepair. The kit is spent per use (shrinks by one, or burns its own durability with useKitDurability). An optional targets filter (items/bases/tags) limits what it mends.
  • homing_bolt — a projectile that curves toward the nearest enemy as it flies, turning at most turnRate degrees per tick and re-aiming within trackRange; deals damage in aoeRadius on contact or at range.
  • aegis_shield — raise an on-demand barrier that swallows incoming hits for duration ticks. A pool of damage is absorbed; each hit is eaten whole while the pool lasts and the hit that drains it shatters the barrier. A real damage gate, not extra hearts. Damage that bypasses invulnerability (/kill, the void) and the curse system's drain are never absorbed.
  • stun_strike — true hard crowd-control: on hit the target is locked for duration ticks (a per-tick sweep zeroes its movement while stacked Slowness / Weakness / Mining Fatigue stop it attacking or mining). A full freeze on mobs; a hard root and near-total disable on players.
  • apply_effect — the general-purpose potion-effect tool: name any vanilla effect and drop it on the caster or the target, for any trigger, with duration / amplifier / ambient / particles.
  • Skill-based ritual/mystical abilities — abilities that reward execution over spam: blood_debt (pay HP to bank charges, spend them on hits before the debt collects and backlashes), void_rift (a telegraphed rift that drags enemies in, then detonates — you cast it before they arrive), phase_shade (blink forward leaving a shade, re-cast to snap back in the window), gravity_singularity (a hold-to-charge pull scaled by charge time, with an optional self-cost), and a set of channelled abilities — hold sneak and stand still while a progress bar fills, broken by moving or taking a hit: exsanguinate (bleed into a blood nova), blood_circle (channel a ritual: AoE damage + party buffs), and marionette (grab and puppet a mob while you're rooted). Plus a timing/positioning set: riposte (parry a hit just before it lands to negate + reflect it, then land an empowered strike), sanguine_tether (mark and bind a target to split your incoming damage onto it), ley_line (two anchors + a damaging/healing line between them), and altar_sacrifice (execute a low-HP target for a boon). Finally two execution-heavy casts: runic_sequence (draw a spell by clicking in a look-pitch pattern — up/down/level — in order) and heartbeat_cast (click on the beat of a steady pulse to empower the burst). See Item Config Docs.
  • Multi-block mining (mining root field) — turn a tool into a vein-miner, 3×3 hammer, or forward tunnel-borer. vein flood-fills connected matching blocks (ores, or logs for a tree-feller), area breaks a plane facing you, tunnel extends it forward. Extra blocks break through your own game mode so drops, XP, Fortune/Silk Touch and durability all behave normally; filter by whitelist/tags, cap with maxBlocks, and hold sneak to mine one block. The tool never snaps mid-vein (unbreakable/infinite tools mine whole veins free). See Multi-block Mining.

Changed

  • Attribute lock — a Fiw item's configured attributes are now re-stamped after any anvil or smithing-table operation, so a rename, repair, book-enchant, netherite upgrade or trim can never leave it with attributes other than the ones its config declares. Imbued attribute bonuses are replayed on top, so player-earned imbuements survive the station.
  • enchanting.allowEnchant — new per-item flag. false blocks adding enchantments at the anvil (books, combining enchanted copies) while still allowing rename and repair — the inverse of allowRename. Also blocks the item acting as an enchant donor from the sacrifice slot. See Enchanting Control.
  • Imbue self-targeting — a catalyst can now imbue the item in your main hand: hold the target in the main hand and the catalyst in the off hand. The catalyst never imbues itself.
  • Tiered resonance — resonance abilities take a per-ability minPieces (default = the set's resonanceRequires), so one set can grant a 2-piece bonus and a stronger 4-piece bonus.
  • Proc groups — abilities sharing a procGroup on the same trigger are mutually exclusive: one weighted roll (by each ability's chance) fires at most one of them, instead of every eligible ability firing. Abilities whose cost can't be paid never enter the roll. Sibling to cooldownGroup. Works on imbued (addAbilities) abilities too.
  • Ability scaling — any ability can carry a scaling block whose entries add perPoint × stat to a numeric param at fire time, where stat is streak_tier, imbue_count, charges, or max_health. Static abilities become build-defined curves. The scaled param must have an explicit base value in params (configs without one fail to load). Works on imbued abilities too.

Fixed

Update immediately — a run_command ability using the {target} placeholder could be abused for privilege escalation: a mob renamed to @a (or a selector) made the command run on everyone at full permission. All placeholders are now stripped to safe characters before use.

  • State survives everything now — player- and admin-set state is never wiped when an item is rebuilt. A /fiwtools reload, an artifact awakening, or a crafting upgrade recipe now carries the item's imbuements, binding owner, souls, killstreak, stance, charges, and any enchantments / attribute modifiers / armor trim / dye that a player, command, datapack or other mod added — instead of returning a stripped-down copy. Awakening progress is intentionally reset when an item transforms so it can't instantly trigger the next stage.
  • Player enchant upgrades stick — upgrading a config enchantment at an anvil (e.g. Sharpness 3 → 4) is no longer snapped back to the configured level on the next reload.
  • Imbue lore staysappendLore lines added by an imbuement are no longer erased a second later on items that also use dynamicLore.
  • Unbreakable items keep their abilities — an item that earns unbreakable (via rechargeOnKill) no longer loses access to its own durability-cost abilities; the cost is simply free when there is no durability to spend.
  • repair on infinite items — repairing an infinite: damage item now sticks immediately instead of possibly reverting on the next use.
  • stun_strike no longer air-freezes bosses — targets immune to the stun's effects (the Ender Dragon, and anything that can't be affected) are skipped rather than frozen in place.
  • imbue requires a single item — imbuing a stack is refused (message key stacked), closing a dupe where splitting the stack yielded one imbued item per unit for a single catalyst charge.
  • Anvils and smithing tables keep foreign attributes — attribute modifiers added by admin commands, datapacks or other mods are no longer wiped when a Fiw item passes through an anvil or smithing-table operation (they were previously rebuilt from config + imbuements only).
  • Resonance counts distinct set pieces — a set bonus can no longer be triggered by holding two copies of the same piece (e.g. one weapon in each hand); only distinct pieces count toward resonanceRequires / minPieces.

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