Attributes & effects
The complete IsekaiExpansion attribute list and status effect registry, with ranges, defaults and what each one actually does.
IsekaiExpansion registers 44 isekaiexpansion:* attributes and 7 custom spell_power:* school attributes. The ranges and defaults below are the shipped values.
Resource & shield
| Attribute | Range / default | What it does |
|---|---|---|
max_energy | 0–10000, default 30 | Astral Energy cap. Current energy is clamped down if it exceeds the cap. |
energy_regen_speed | 0.2–200, default 0.5 | Passive refill interval, regen_ticks = 20 / value. Higher is faster. |
max_shield_gauge | 0–1000, default 75 | Base shield gauge before shield_power is applied. |
shield_gauge_regen_speed | 0.5–10, default 2 | Gauge refill interval, max(1, round(20 / value)) ticks. |
Combat, recovery, threat & control
| Attribute | Range / default | What it does |
|---|---|---|
ability_haste | -99–500, default 0 | Reduces skill cooldowns with haste math. Negative haste lengthens them. |
armor_penetration | 0–100, default 0 | Physical hits ignore part of target armour before vanilla reduction. Applies to melee, ranged and the non-magic fallback category. |
magic_penetration | 0–100, default 0 | Spell damage ignores part of generic Spell Power resistance. Does not reduce school-specific resistances. |
tenacity | 0–100, default 0 | Shortens crowd control and makes hostile effects harder to land. Reduction caps at 95%. |
enmity | 0–100, default 0 | Increases outgoing damage at low health. |
stamina | 0–100, default 0 | Increases outgoing damage at high health. |
omnivamp | 0–100, default 0 | Heals from post-mitigation damage. Extra hits in the same tick use AOE falloff. |
shield_power | 0–100, default 0 | Raises gauge cap, gauge regen amount and guard cost efficiency. |
aggro_generation | -100–500, default 0 | How strongly mobs retarget onto you, on hit and during Provoke. |
burst_damage | 0–1000, default 0 | Only affects damage sourced from isekaiexpansion:ultimate_burst. |
energy_leech | 0–100, default 0 | Restores Astral Energy after spell, melee or ranged hits. |
shield_break | 0–100, default 0 | Extra damage against a player actively guarding with usable shield gauge. |
evasion_counter | 0–1000, default 0 | When Dodge or Foresight prevents damage, lets the defender counterattack a nearby attacker. |
debuff_accuracy | 0–1000, default 0 | Pushes harmful effects through Tenacity. At 100% or more the accuracy roll is forced to pass. |
guts_chance | 0–100, default 0 | Chance to survive lethal damage at 1 HP, only if health was above 25% before the hit. |
stealth_efficiency | 0–100, default 0 | Shrinks hostile detection range. At 100% passive acquisition fails outright. |
environmental_resistance | 0–100, default 0 | Reduces fire/lava, hot floor, freezing, dry-out, cactus and berry bush damage — and Inversed Breathing land damage. Does not reduce drowning or starvation. |
Critical & spell wrappers
These exist so KTM2 gear can carry one consistent stat name while the value is routed into the mod that owns the mechanic.
| Attribute | Routed into |
|---|---|
melee_crit_chance | playerex:melee_crit_chance |
melee_crit_damage | playerex:melee_crit_damage |
range_crit_chance | playerex:ranged_crit_chance |
range_crit_damage | playerex:ranged_crit_damage |
magic_crit_chance | spell_power:critical_chance |
magic_crit_damage | spell_power:critical_damage |
elemental_power | fire, frost, lightning, water, wind and earth spell power |
dys_aether | elemental_power, plus arcane, soul and dark |
aether_power | dys_aether, plus healing, light and astral |
The last three nest: aether_power is the widest, feeding dys_aether, which feeds elemental_power. One point of Aether Power therefore touches every school.
PlayerEx base stat wrappers
Seven pass-through wrappers, each target += value × 1.0:
constitution · strength · dexterity · intelligence · technique · perception · belief
Social
| Attribute | Range / default | What it does |
|---|---|---|
eloquence | -100–1000, default 0 | Verbal persuasion gate used by NPC menus and dialogue branches through NpcDialogueRequirements. |
charm | -100–1000, default 0 | Presence and first-impression gate, checked independently of Eloquence. |
Miscellaneous
| Attribute | Range / default | What it does |
|---|---|---|
tenju_affinity | 0–∞, default 0 | Raises Tenju effect level while using Origami weapons. |
bonus_damage_level | 0–9, default 0 | Strengthens each hit produced by the bonus_damage effect. |
magic_sword_sense | 0–30, default 0 | Extends floating sword and attachable lock-on range. |
Custom spell schools
| Attribute | School |
|---|---|
spell_power:magic_water | Water — damage and school-based healing |
spell_power:magic_wind | Wind |
spell_power:magic_earth | Earth |
spell_power:magic_light | Light |
spell_power:magic_dark | Dark |
spell_power:magic_astral | Astral |
spell_power:magic_physical_melee | Physical melee — lets Spell Engine damage read as melee-like magic |
Status effects
Combat & weapon effects
| Effect | Type / category | Clearable | What it does |
|---|---|---|---|
tenju | Beneficial / ATTACK | no | Origami weapon buff. Held-only. Origami melee damage counts as magic category while active. |
pandoras_vision | Beneficial / ATTACK | yes | Pandora self-buff; also enables Pandora on-hit effects. |
pandoras_dance | Beneficial / ATTACK | yes | Pandora self-buff used with Vision for the stronger on-hit branch. |
enhanced_strength | Beneficial / ATTACK | yes | Burst strength buff from Prosthetic Armcoat, synced for custom visuals. |
demonic_power | Beneficial / ATTACK | yes | Kisara’s Demonset buff. Unlocks Demon Sword’s conditional heal and Weakness proc with the set worn. |
fire_of_rebirth | Beneficial / REGEN | no | Strong timed healing; applied by Phoenix Mantle after its protection trigger. |
stagger | Harmful / CC | yes | Hard disable. No attacking, swinging, normal movement, equipment use or casting. |
ego_return | Beneficial / COMMON | no | Domain of Ego stack marker; each special shot refreshes or raises the amplifier. |
groove | Beneficial / ATTACK | no | Raven kill-streak buff. Held-only. |
adapt | Beneficial / DEFENSE | no | Raven defensive buff. Held-only. |
ittou_shura | Beneficial / IMMUNITY | no | Intetsu overdrive; also grants fall immunity. Main-hand only. |
foresight | Beneficial / IMMUNITY | no | Dodge state. Prevents damage unless the source is undodgeable; attacking or being hit removes it. |
provoke | Harmful / CC | no | Taunt aura. Every second it pressures nearby mobs onto you and strips Provoke from other nearby players. |
shadow_phase | Beneficial / STEALTH | no | Renders at 25% alpha, counts as invisible, blocks detection, and removes itself when a hostile is within 2 blocks. |
charm | Harmful / CC | yes | Adds CharmGoal; monsters and angerable mobs fail canSee against players. Charmed villagers can give trade discounts. |
fear | Harmful / CC | yes | Adds FearGoal to path-aware mobs and blocks revenge targeting. |
bonus_damage | Beneficial / ATTACK | yes | Extra no-cooldown hits when you deal damage. |
minds_eye | Beneficial / ATTACK | yes | Melee crit chance. |
shatter_strike | Beneficial / ATTACK | yes | Melee crit damage. |
lock_on_weakness | Beneficial / ATTACK | yes | Ranged crit chance. |
fatal_pierce | Beneficial / ATTACK | yes | Ranged crit damage. |
astral_concentration | Beneficial / ATTACK | yes | Magic crit chance. |
astral_annihilation | Beneficial / ATTACK | yes | Magic crit damage. |
magic_field | Beneficial / ATTACK | yes | Astral Energy field buff. |
silence | Harmful / CC | no | Spell Engine action-impairing silence. |
armor_break | Harmful / DEFENSE | yes | Reduces armour. |
inversed_breathing | Beneficial / UTIL | yes | Breathe underwater — but players lose air on land and take damage once air crosses −20. |
death_defiance | Beneficial / IMMUNITY | yes | While active, fatal damage leaves you at 1 HP. Separate from the guts_chance roll. |
Damage over time
| Effect | Damage type |
|---|---|
burning | minecraft:on_fire |
bleeding | minecraft:generic |
poisoned | minecraft:magic |
Elemental vulnerability
These mark a target as open to a specific school. Four of them are consumed by a direct hit; two persist.
| Effect | Strongly weak to | Mildly weak to | Removed by direct hit | Side effect |
|---|---|---|---|---|
electrified | Frost | Water | yes | — |
iced | Water | Lightning | yes | Extinguishes the target every tick |
ignite | Wind | Lightning | yes | Keeps the target on fire for 5s |
wet | Earth | Frost | yes | Extinguishes the target every tick |
luminous | Dark | Arcane | no | — |
shadowed | Light | Arcane | no | — |
Persistent penalties
| Effect | What it does |
|---|---|
energy_inefficiency | Astral Energy sickness. Prevents energy spending, disables sprinting, increases damage taken, lowers movement and lowers Aether Power. |