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Classes and Races

github-actions[bot] edited this page Oct 18, 2026 · 20 revisions

Classes, Races & Origins Overview

Four layered character systems define player builds, with the first three presented as sequential prompts 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) — 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.)

Origins layer provides flavor powers, Race layer provides stat bonuses/penalties, and Class layer provides combat role. The vanilla origins:human has been removed to avoid 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 invert 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 across 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 carries generic spell_power 1.40 plus 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 — backed by 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% base melee (Brutal Strikes), +5% ATK/+1 armor (Battle Trance), +10% armor (Thick Skinned), +20% melee below 40% HP (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 +15% melee/+15% magic (Arcane Strikes), +2 armor (Spell Armor), Mana Shield (Resistance I-III scaling with magic bonuses), 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), -15% damage (Damage Penalty), Guardian's Presence (Weakness I to mobs in 5 blocks) class_passives.js
Ranger +15% speed, +10% atkspd, +20% projectile damage, -3 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, +10% ore drops, Speed I near crafting tables —
Void Summoner +15% damage by tamed animals and Iron's Spells summons (Dark Pact), +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, and Void Summoner have their equipment HP bonus halved. This is enforced by equipment_hp_halving.js using an attribute modifier. Origins class power JSONs auto-tag these classes via glass_cannon_tag.json.

Class Respec

Implemented via class_respec.js. Class Altar item + 3 recipe variants (one per tier boss material). Consumes offhand boss trophy + 30 levels, then triggers Origins class re-selection.

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 with trunk + 2 branches each:

  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 & survival (Iron Wall / Survivor's Path)
  5. Gathering — Resource collection (Prospector's Path / Harvester's Path)
  6. Engineering — Crafting & 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

11 custom races implemented as an Origins layer in the icraft namespace. Races provide stat modifiers and thematic identity, separate from the origin selection.

Race Details (updated 2026-03-19)

Race Bonuses Penalties
Human None None (baseline)
Elf +15% ranged damage, +5% magic damage —
Dwarf Mining hunger halved —
Orc +10% attack speed, +20% HP, +10% melee damage, Bloodlust (+20% damage scaling with hunger) +50% hunger drain
Halfling +20% food efficiency —
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% damage + Resistance I in darkness/Abyss, Night Vision 1.1 Weakness+slowness in sunlight, -20% healing
Demi-God +40% HP (8 hearts), 2x raw meat healing, strength ability, phase ability, fire damage 1.5x Mild Nether weakness
Ryu 25% damage reduction, slow fall, draconic food healing, sparkles, clears debuffs Meat preference
Fallen Angel +15% all damage, slow fall, velocity dash, translucent -20% HP (4 hearts), meat preference
Kirin +0.1 movement speed, wall climbing, sprint jump, cat vision, speed boost -20% HP (4 hearts)

Notable fixes: Orc knockback double-apply bug fixed. Halfling food efficiency now functional. Revenant healing penalty now functional.

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

Uses 9 vanilla origins + 4 custom origins = 13 total (no Mundane, no Human). The vanilla origins:human has been removed to avoid overlap with the custom Human race. Origins are ungated — early flight from Origins is intentional.

Design philosophy: No lethal environmental effects. Food preferences, not restrictions. Tradeoffs should be interesting, not punishing. Elytra flight reserved for Elytrian. Each heart = 5% HP.

Origin Details (updated 2026-03-30)

Origin Key Powers Changes from Vanilla
Arachnid Wall climbing, cobweb immunity 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 -20% HP added as tradeoff
Merling Underwater breathing, aqua affinity Suffocation→land discomfort after 5 min dry
Phantom Phasing, invisibility, half health, Spectral Undeath Sunlight burn→weakness+slowness. Never dies — locks to 0.5 hearts + 5min debuffs instead (phantom_undeath.js)
Shulk Hardened Shell (50% death durability reduction), +20% mining speed Extra inventory→Hardened Shell
Witch of Ink Pure passive hyperscaler. 50% food reduction, 20% less HP, fire weakness. Boss-kill counter (max 200): Apotheosis/Champions +1, dimensional bosses +10. Per counter: +0.1% TOTAL damage (applied multiplicatively to final damage via LivingHurtEvent — affects melee, ranged, and all magic) + +0.1 armor toughness ADD_VALUE. Caps at +20% damage / +20 toughness 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. Iron Ingot right-click eats 1 ingot → +1 food + Regen III for 10s; Iron Block eats 1 block → +9 food + 4.5 saturation + Regen III. Iron-consumed counter 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): additional +25% HP MULTIPLY_BASE + +25% melee damage MULTIPLY_BASE + +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. 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; that 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 updated to match new implementations.

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