Harmful Effects
Fire & Heat Effects
Ignited
Burns the target, dealing damage over time and reducing healing. The target cannot move or attack.Color:
0xFF6600 (Orange)Category: HarmfulDamage: 1.0 + (amplifier × 0.1) every 10 ticksImpairment: Movement and attack disabledMolten Armor
Reduces armor and armor toughness, dealing damage if the target wears armor. Does not work in water.Color:
0xdd4e00 (Dark Orange)Category: HarmfulArmor Reduction: -10% (multiplicative)Armor Toughness: -1.0 (flat)Ignited Effect Implementation
Molten Armor automatically removes itself when the entity enters water or removes all armor pieces.
Frost Effects
Frozen Solid
The entity cannot move, attack, or jump. Takes additional damage when hit.Color:
0x3beeff (Ice Blue)Category: HarmfulDamage Taken: +15% (multiplicative)Frost Vulnerability: Flat 10%, Multiplicative 20%Removal: Hit by direct damage or exposed to fire/lavaFrosted
Reduces movement speed and adds freezing ticks. Converts to Frozen Solid at amplifier 5.Color:
0x3beeff (Ice Blue)Category: HarmfulMovement Speed: -5% per stack (multiplicative)Conversion: Amplifier 5 → Frozen Solid (100 ticks, amplifier 0)Frozen Solid Mechanics
Frozen Solid is removed when hit (configured with
RemoveOnHit.Trigger.DIRECT_HIT) and makes entities completely incapacitated.Physical Damage Effects
Bleeding
Damages the target over time with scaling based on missing health.Color:
0xdd4e00 (Blood Red)Category: HarmfulBase Damage: 1.0 + amplifier per tickHealth Scaling:- Below 75% HP: +1% max health
- Below 50% HP: +2.5% max health
- Below 25% HP: +5% max health
Stagger
Reduces armor, attack damage, movement speed and incapacitates the target.Color:
0xb3b3b3 (Gray)Category: HarmfulAttack Damage: -80% (multiplicative)Armor: -80% (multiplicative)Movement Speed: -80% (multiplicative)Impairment: IncapacitatedBleeding Damage Calculation
Debuff Effects
Carve
Reduces armor and increases damage taken.Color:
0xdd4e00 (Dark Orange)Category: HarmfulArmor: -10% (multiplicative base)Damage Taken: +5% (multiplicative base)Grievous Wounds
Reduces healing taken and increases incoming damage.Color:
0x01d9cf (Teal)Category: HarmfulDamage Taken: +5% (multiplicative)Healing Taken: -10% (multiplicative)Fear
Reduces attack damage and incapacitates the target.Color:
0x01d9cf (Teal)Category: HarmfulAttack Damage: -25% (multiplicative)Impairment: IncapacitatedSoaked
Extinguishes fire and makes the target vulnerable to frost, lightning, and water spells.Color:
0x01d9cf (Teal)Category: HarmfulLightning Vulnerability: Flat 15%, Multiplicative 10%Frost Vulnerability: Flat 15%, Multiplicative 30%Special Effects
Fatal Poison
Inflicts damage over time and can kill both undead and non-undead mobs.Color:
0x5d2f8c (Purple)Category: HarmfulSpecial: Unlike vanilla poison, this effect can kill entities and affects undead mobs.Beneficial Effects
Collected Soul
Increases soul spell power per stack.Color:
0x01d9cf (Teal)Category: BeneficialSoul Power: +0.10 per stack (additive)Identifier: more_rpg_classes:collected_soulAction Impairing Configuration
Several effects use the ActionImpairing system to control entity behavior:Applying Effects in Spells
Use these effects in your spell impact configurations:Effect Synergies
Particles and Visual Effects
Many effects have custom particle effects defined in the client package:BleedingParticles- Blood drops for bleeding effectFrostedParticles- Ice crystals for frosted effectFrozenSolidRenderer- Ice block overlay for frozen solidIgnitedParticles- Flame particles for ignited effectMoltenArmorParticles- Lava drips for molten armorPoisonParticles- Purple clouds for fatal poisonSoakedParticles- Water droplets for soaked effect