Classes and Races - silvariasereneblossom/IridescentCraft GitHub Wiki

Classes, Races & Origins Overview

Five layered character systems shape a player's build. The first three appear as prompts, one after another, on first join.

Systems

System Layer Role When Active
Origins (vanilla + icraft) Origin Flavor powers: unique abilities and tradeoffs (13 origins, no Human) Character creation prompt 1
Origins (icraft) Race 11 custom races: stat modifiers and thematic flavor Character creation prompt 2
Iridescent Classes (icraft) Class 13 combat roles: playstyle, HP tier, glass cannon Character creation prompt 3
Pufferfish's Skills (+ AStages bridge) - Skill Points: stat investment trees Earned through progression
Iridescent Aptitudes (the pack's JustLevelingFork) - Passive stat scaling via XP leveling Always active

Three-Prompt Character Creation

On first join, players choose in order:

  1. Origin (13 origins, no Human): flavor powers (e.g., Arachnid wall climbing, Blazeborn fire immunity, Merling underwater breathing, Witch of Ink passive hyperscaling, Artificial Construct iron eating, Witherborn DOT melee, Slimebodied food tank)
  2. Race (11 custom): an IridescentCraft race with stat bonuses/penalties (Human, Elf, Dwarf, Orc, Halfling, Faefolk, Revenant, Demi-God, Ryu, Fallen Angel, Kirin)
  3. Class (13 custom): combat role (Berserker, Samurai, Battlemage, the Trinity mages, etc.)

The vanilla origins:human was removed so it would not overlap with the custom Human race.

13 Classes

Class Role HP Tier Equipment HP
Berserker Melee DPS Standard (-5%) Full
Samurai Melee/Ranged Hybrid Standard (+5%) Full
Battlemage Melee/Magic Hybrid Standard (+5%) Full
Wanderer Hybrid Multiclass Standard (+5%) Full
Paladin Tank/Support/Healer High (+10%) Full
Vanguard Pure Tank Highest (+20%) Full
Ranger Ranged DPS Low (-20%) Halved (glass cannon)
Archmage Offensive Caster Low (-20%) Halved (glass cannon)
Artificer Crafter/Non-Combat Standard Full
Void Summoner Summoner/Necromancer Low (-10%) Halved (glass cannon)
Elemental (Stormcaller) Magic specialist: fire/ice/lightning burst Low (-20%) Halved (glass cannon)
Blessed (Hierophant) Magic specialist: holy/nature/evocation sustain/support High (+10%) Full
Corrupted (Hollow) Magic specialist: blood/ender/eldritch attrition/lifesteal Low (-10%) Full

Trinity Mages (added 2026-06-14, Phase 1a)

Three magic specialists that reverse the Archmage's generalist bargain: each is exceptional in three Iron's Spellbooks schools and weak in the other six (depth over breadth). They form a rock-paper-scissors triangle, and each out-damages the Archmage within its triad while falling behind in the other schools.

Mage Schools (+80% spell power each) Role HP Strong vs / Weak vs
Elemental fire · ice · lightning Burst/AoE artillery, glass cannon Low (-20%, halved) beats Blessed / loses to Corrupted
Blessed holy · nature · evocation Sustain/support, anti-undead High (+10%) beats Corrupted / loses to Elemental
Corrupted blood · ender · eldritch DoT/lifesteal attrition Low (-10%) beats Elemental / loses to Blessed

Each also has a generic spell_power 1.40, per-mage identity stats (Elemental: crit; Blessed: healing + magic resist; Corrupted: lifesteal + cooldown + armor-pen), a 2× mana pool, edge resistances in its winning matchup and a vulnerability in its losing one, all built on Iron's Spellbooks' per-school *_spell_power / *_magic_resist attributes. Phase 1a (live): selectable, triad spell power, resists, HP tier, mana, themed starter kit. Phase 1b (planned): signature active abilities, the offensive half of the triangle, optional intra-triad sub-specialization, and a fix so Ars Nouveau elemental spells respect the resistance triangle.

Class Details (updated 2026-03-19)

Class Key Passives KubeJS Mechanic
Berserker +15% damage with an axe, -40% with a bow or crossbow, -30% with a spell book (Brutal Strikes), +5% melee damage and +1 armor after 10 s of landing hits (Battle Trance), +10% armor (Thick Skinned), +20% melee below 40% HP and +40% below 20% (Blood Fury) -
Samurai +8% speed, +10% attack speed (Bushido), Focus (a movement shield up to 10% of max HP, 10 s to recharge after it breaks), Vorpal (Strength I at tier 1 up to Strength IV at tier 4, by passive tier*) class_passives.js
Battlemage +10% melee/+15% magic (Arcane Strikes), +2 armor (Spell Armor), Mana Shield (Resistance I, Resistance II for a Faefolk), Arcane Cleave (+1 melee AD per 50% bonus spell power, costs 10 mana/hit), Mana Reaver (+15 mana per melee kill) battlemage_mana_shield.js, battlemage_arcane_cleave.js
Wanderer +5% ATK/speed/atkspd (Jack of All Trades), +10% XP (Wanderlust), Seasoned Traveler (+5% XP/+2.5% speed per dimension visited) class_passives.js
Paladin +3 armor/+1 toughness (Holy Armor), +10% KB resist, Healing Aura (0.5 HP/5s to allies in 8 blocks, 1 HP/5s self above 50%) class_passives.js
Vanguard +6 armor/+3 toughness (Fortress), +40% KB resist (Immovable), -30% melee damage (Pacifist's Burden), Guardian's Presence (Weakness I to mobs in 5 blocks) class_passives.js
Ranger +15% speed, +10% atkspd, +20% projectile damage, -15% armor -
Archmage +50% magic damage (Arcane Supremacy), -50% melee (Frail Melee), +5% spell power per passive tier above 1, T1:0%→T4:+15%* (Mana Attunement), mana pool 2.5x (Mana Reservoir +150%), -28.6% armor / -20% toughness (Frail Frame) class_passives.js
Artificer +15% mining, +10% atkspd, Speed I near crafting tables -
Void Summoner +15% damage by tamed animals and by every Iron's Spells summon (Dark Pact; a summon's own blows also count as the Summoner's spell and get its spell power), +10% melee damage in darkness, light level 9 or lower, no penalty in light (Shadow Cloak), Soul Tether (each mob that dies within 16 blocks heals you 5% of its max health, up to 1 heart, and gives +1 XP) class_passives.js

* Passive tier is the highest tier of dimension the player has entered, and it never goes down: Tier 2 for the Twilight Forest, Everbright and Everdawn; Tier 3 for the Nether, the Undergarden, the Otherside, the Abyss and its Frost World; Tier 4 for the End, the Aether, the five Ad Astra planets and their six orbits, and the Reality Marble. The Overworld and the two pocket dimensions do not raise it. It is separate from the Codex tier you buy with tokens (as of 2026-10-17).

Glass Cannon Mechanic

Ranger, Archmage, Void Summoner and Elemental have their equipment HP bonus halved. equipment_hp_halving.js enforces this with an attribute modifier, and the Origins class power JSONs tag these classes automatically through glass_cannon_tag.json.

Class Respec

Implemented in class_respec.js: a Class Altar item with 3 recipe variants (one per tier boss material). It consumes the boss trophy in your off hand and 30 levels, then triggers the Origins class selection again.

Estimated Tier 4 Power

Stat Glass Cannon Hybrid Tank
Max HP 80-120 (40-60 hearts) 140-180 (70-90 hearts) 220-300 (110-150 hearts)
Effective HP (after DR) 160-300 350-540 700-1200
Damage Per Hit 50-90 40-65 25-45
DPS (sustained) 80-140 60-100 30-55

Skill Trees (Pufferfish's Skills)

6 trees, each with a trunk and 2 branches:

  1. Warfare: melee combat (Berserker's Path / Duelist's Path)
  2. Marksman: ranged combat (Sniper's Path / Volley Path)
  3. Sorcery: magic combat (Destruction Path / Enchanter's Path)
  4. Fortitude: defense and survival (Iron Wall / Survivor's Path)
  5. Gathering: resource collection (Prospector's Path / Harvester's Path)
  6. Engineering: crafting and tech (Artificer's Path / Engineer's Path)

Implementation Status

All 22 scoreboard objectives are now functional (updated 2026-03-15):

  • 10 fully functional effects (native KubeJS event hooks)
  • 4 attribute-proxied (mapped to Iron's Spells attributes)
  • 2 approximated (closest viable mechanic)
  • 6 Engineering effects (previously placeholders, now fully working)

Race System

The 11 custom races are an Origins layer in the icraft namespace. Races give stat modifiers and a thematic identity, separate from the origin selection.

Race Details (updated 2026-03-19)

Race Bonuses Penalties
Human +10% XP from all sources None (baseline)
Elf +15% ranged damage, +5% magic damage -10% armor toughness, faster hunger drain
Dwarf +15% mining speed, +2 armor toughness, fire damage halved, mining hunger offset by Saturation -5% movement speed
Orc +10% attack speed, +20% HP, +10% melee damage, Bloodlust (+20% damage scaling with hunger) +50% hunger drain
Halfling +1 luck, +20% hunger and saturation from food -5% attack damage
Faefolk +30% magic damage, +10% mana regen, +10% speed, slow fall -30% melee damage, -50% armor toughness when wearing any non-light armor (full robes bypass), -15% HP
Revenant +20% attack damage at light level 9 or lower or in the Abyss, Resistance I at light level 4 or lower or in the Abyss, night vision Weakness and Slowness in sunlight without a helmet, 20% less from food
Demi-God +8 max health (4 hearts), Speed II outside the Nether, 2x nourishment from raw meat and fish, strength ability, phase ability Fire damage 1.5x, Weakness in the Nether
Ryu 25% damage reduction, +4 max HP, slow fall, heals while well fed, clears Poison, Slowness and Weakness within seconds, Dragon's Sight (nearby creatures glow) Meat preference, every heal halved while Regeneration is on
Fallen Angel +15% all damage, permanent Strength I and Haste I, slow fall, mines stone by hand, a dash (Dark Expulsion), a wither-skull shot, immune to Wither, Poison, Instant Damage and Nausea -20% HP (2 hearts), non-meat food gives half, slowed with a block right above the head, extra fire damage, glows at all times
Kirin +0.15 movement speed (2.5 times the base), wall climbing, sprint jump, cat vision, Speed II for 12 s on a 60 s cooldown, a pounce -10% HP (1 heart), faster hunger

Notable fixes: the Orc knockback double-apply bug is fixed, Halfling food efficiency now works, and the Revenant healing penalty now works.

Origin System (Overhauled 2026-03-17, expanded 2026-03-30)

There are 9 vanilla origins + 4 custom origins = 13 total (no Mundane, no Human). The vanilla origins:human was removed so it would not overlap with the custom Human race. Origins are ungated, and early flight from Origins is intentional.

Design philosophy: no environmental effect is lethal, food comes as preferences rather than restrictions, and tradeoffs should be interesting without being punishing. Elytra flight is reserved for the Elytrian. Each heart = 5% HP.

Origin Details (updated 2026-03-30)

Origin Key Powers Changes from Vanilla
Arachnid Wall climbing, cobweb immunity, Fragile: 3 fewer hearts (14 health) Unchanged
Avian Sky Affinity: altitude buffs at Y=80 and Y=150 "Fresh air" replaced with Sky Affinity
Blazeborn Fire immunity, Nether Affinity (+10/20% damage in Nether) Water damage→discomfort, Nether Spawn→Nether Affinity
Elytrian Elytra flight, launch ability Unchanged
Enderian Teleport, Ender Shift (+15% damage after teleport) New Ender Shift power added
Feline Cat-like abilities, night vision Nine Lives: 1 heart less (18 health). The pack's own -20% version is written but does not load yet
Merling Underwater breathing, aqua affinity Suffocation→land discomfort after 5 min dry
Phantom Phasing, invisibility, 3 fewer hearts, Spectral Undeath Sunlight burn→weakness+slowness. Cheats death: a lethal hit locks it to 0.5 hearts + 5min debuffs instead, and a death while they last is final (phantom_undeath.js)
Shulk Hoarder (9 extra inventory slots whose items are kept on death), natural armor, breaks natural stone without a pickaxe Cannot hold a shield; large appetite
Witch of Ink Pure passive hyperscaler. 50% food reduction, 20% less HP, fire weakness. Boss-kill counter (max 200): Apotheosis bosses +1, dimensional bosses +10. Per counter: +0.1% total damage (applied multiplicatively to final damage via LivingHurtEvent, so it affects melee, ranged and all magic) and -0.1% damage taken. Caps at +20% damage / -20% damage taken at counter=200. Capstone (Blessing of Penthesilea, at 200): +10% additive total damage (final = 1.30× at cap), +15% SP-to-AD conversion (15% of spell_power - 1.0 adds to outgoing damage), +15% max HP, permanent Haste I + Resistance I + Fire Resistance + Regeneration I (renewed every 2 minutes). All paint actives stripped 2026-03-30. Tracker: /icraft witch_status. Custom origin. Hyperscaling fantasy: weak early, monster late (witch_of_ink_progression.js)
Artificial Construct 25% food efficiency from normal food. Right-clicking an Iron Ingot eats 1 ingot for +1 food and Regen III for 10s; an Iron Block eats 1 block for +9 food, 4.5 saturation and Regen III. A counter of iron consumed unlocks 5 upgrade levels at thresholds 1000 / 2000 / 4000 / 8000 / 16000 iron. Per-level bonuses (cumulative on max_health and attack_damage as MULTIPLY_BASE; on armor and armor_toughness as ADD_VALUE × 4): +5% (L1) → +10% (L2) → +15% (L3) → +25% (L4) → +35% (L5). Capstone (Iron Apotheosis, unlocked at L5): an additional +25% HP MULTIPLY_BASE, +25% melee damage MULTIPLY_BASE and +1.0 armor toughness ADD_VALUE on top of the L5 totals. Tracker: /icraft construct_status. Custom origin. Hyperscaling fantasy: back-loaded power curve (artificial_construct_progression.js)
Witherborn DOT melee fighter. Wither on hit, hunger-based damage penalty. Custom origin. Decay-themed attacker with sustain tradeoff
Slimebodied Food management tank. 5% food efficiency, satiety damage reduction, 25% less max health (15). Custom origin. Tanky through food sustain mechanics

Custom Items

Item Source Mechanic
Compass of Return 2.5% in cave/structure chests (T1), craftable T2 Right-click teleports to last bed, 10min CD (compass_of_return.js)

Magic damage and spell power

Two kinds of magic bonus, each counted once:

  • Magic damage (puffish_attributes:magic_damage): Arcane Supremacy (+50%), Faefolk (+30%), Elf (+5%) and the Sorcery tree's Magic Damage nodes. It multiplies every Iron's Spells hit you deal (all nine schools) and vanilla magic damage (harming potions). It does not reach Ars Nouveau spells. Its value reads as "NaN" in attribute lists, which is normal for this attribute: it is worked out per hit.
  • Spell power (irons_spellbooks:spell_power): Mana Attunement (+5% a tier) and the Magic aptitude skills (Mana Spark +5%, Mana Blaze +15%, Mana Inferno +30%). It multiplies an Iron's spell's own power, heals and shields included.

Until 2026-10-17 a "magic damage sync" also copied the Origins bonuses onto spell power, and Mana Attunement and the three skills sat on both attributes, so an Iron's spell got each of those bonuses twice. That sync is gone.

All power descriptions are updated to match the new implementations.

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