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SLM: Elements

Add an advanced elemental and elemental damage system, with direct, inverse, and static interactions and more!

βš”οΈ SLM: Elements

SLM: Elements introduces a deep elemental system built around interactions, reactions, and combat strategy.

Infuse your weapons with elements like Ignis, Aqua, Terra, Frost, Volt, Aero, Lumen, and Umbra to trigger reactions.

 

The combat system is governed by the following logic: Elemental Damage → ICD → Element→ Reaction → ERCS → ERGCS

 


 

πŸ”₯Core Features

8 Elements

  • Ignis, Aqua, Terra, Frost, Volt, Aero, Lumen & Umbra

Elemental Reactions System

  • Combine elements to trigger AoE, DoT, Burst, and Utility effects.
  • Some reactions can be direct or inverse depending on the order in which they are applied
  • The type of elemental damage can vary depending on the order in which the elements are applied for some reactions.

Dynamic Damage Scaling: damage adapts based on:

  • Armor
  • Max Health
  • Combat conditions

 

Advanced Combat Mechanics

  • Internal Cooldown (ICD)
  • Per-reaction cooldowns (ERCS)
  • Global reaction limiter (ERGCS)

Environmental Element System: gain elements from:

  • Weather
  • Biomes
  • Surroundings

Text-based particle feedback 

  •  Each element or reaction is indicated in text form in the entity that experiences it; the color is different if it is inverse, direct, or static.

 

🌍 Environmental Elements

(Optional via config)

Gain elements from:

  • Water, rain → Aqua
  • Lava, fire → Ignis
  • Underground / desert → Terra
  • Snow / cold → Frost
  • Lightning → Volt

 

βš”οΈ  Damage Types

Direct Damage

  • Causes knockback
  • Scales heavily with weapon damage
  • Used in infusions and burst reactions

Tick Damage (DoT)

  • Ignores 100% armor
  • No knockback
  • Scales with diminishing returns
  • Behaves like “true damage”

 

πŸ§ͺ Elemental Damage

Each element interacts differently:

  • Ignis → Strong vs low armor
  • Aqua → Strong vs low max HP
  • Terra → Strong vs grounded targets
  • Frost → Scales with high max HP
  • Volt → Strong vs high armor
  • Aero → Strong vs air targets
  • Umbra → Strong vs low HP
  • Lumen → Strong vs high HP

πŸ”½ More Details (Advanced)

βš™οΈ Advanced Details – Elements & Damage Behavior

🌿 Element Identity & Effects

Each element not only defines damage type, but also introduces unique status effects and gameplay interactions.

 

πŸ”₯ Ignis

  • Applies Ignis Tick (burning damage over time)
  • Deals 1 damage per tick
  • More effective against low armor targets

❗ Will not apply if the target is already burning

 


 

πŸ’§ Aqua

  • Currently has no direct status effect
  • Acts as a reaction enabler and scaling modifier

 

🌍 Terra

  • No direct status effect
  • Strongly tied to positional combat (grounded targets)

 

❄️ Frost

  • ❄️ Reduces movement speed
  • πŸ– Slows natural regeneration (increases hunger consumption)

 

⚑ Volt

  • ⚑ Reduces total experience gained by the player

 

πŸŒͺ️ Aero

  • 🌬️ No direct debuff
  • Focused on area propagation and aerial interaction
  • Core element for AoE reaction spreading

 

✨ Lumen

  • πŸ’‘ No direct debuff
  • Represents purity and amplification
  • Strong synergy with high-health targets and utility reactions

 

πŸŒ‘ Umbra

  • 🌘 No direct base debuff
  • Focused on execution, corruption, and scaling with missing health
  • Enables high-risk / high-reward mechanics

 

βš”οΈ Elemental Damage Behavior

Each element modifies how damage is calculated depending on the target’s state.

 

πŸ”₯ Ignis (Anti-Armor – Inverse Scaling)

  • βœ”οΈ Up to +25% damage vs low armor (0–20 Armor)
  • ❌ -10% damage vs high armor (20+ Armor)

πŸ’§ Aqua (Anti-Low HP Targets)

  • βœ”οΈ Up to +20% damage vs low Max HP targets (0–60 HP)
  • ❌ -10% damage vs very high Max HP targets

 

❄️ Frost (Anti-High HP – Boss Killer)

  • βœ”οΈ Up to +25% damage vs high Max HP targets
  • ❌ -10% damage vs low Max HP targets

 

⚑ Volt (Armor Scaling)

  • βœ”οΈ Up to +25% damage vs high armor targets
  • ❌ -10% damage vs low/no armor targets

 

🌍 Terra (Ground Control)

  • βœ”οΈ +15% damage if target is grounded
  • ❌ -10% damage if target is airborne

 

πŸŒͺ️ Aero (Air Control)

  • βœ”οΈ +15% damage if target is airborne
  • ❌ -10% damage if target is grounded

 

✨ Lumen (Health-Based – Frontloaded)

  • βœ”οΈ Up to +20% damage at full health
  • ❌ Scales down to -10% as target loses HP

 

πŸŒ‘ Umbra (Execution Scaling)

  • βœ”οΈ Up to +25% damage as target HP approaches zero
  • ❌ -10% damage vs full health targets

 

🧠 Design Philosophy

  • Elements are not just damage types, they define combat roles:
    • Ignis / Volt → Armor interaction
    • Frost / Aqua → HP scaling extremes
    • Terra / Aero → Position-based gameplay
    • Lumen / Umbra → Opposing health-state mechanics

 


 

πŸ”„ ICD (Internal Cooldown)

Limits how often elements are applied

  • ~2.5s or 3–4 hits for basic attacks
  • Skills bypass this restriction

πŸ”½ More Details (Advanced)

🌐 ICD – Internal Cooldown Dealer:

The Internal Cooldown Dealer (ICD) introduces a cooldown mechanism between successive elemental infusions or transfers. It ensures that elemental application does not occur too frequently from regular attacks, maintaining balance between basic attacks and special abilities.

When a weapon is infused with an element (e.g. Ignis), it can only apply or transfer that element to a target once every 2.5 seconds, or after 3–4 consecutive hits. This restriction applies to normal attacks only.

Special abilities bypass this limitation and always apply their element.

The ICD behavior is dynamic and depends on:

  • The source entity’s characteristics.
  • The weapon’s properties.
  • Whether the interaction is through basic attack or skill.

Elemental Transfer:

When an element is transferred via ICD, additional data is passed from the Source Entity to the Target Entity. This includes metadata to determine reaction damage scaling, which depends on the source’s weapon stats and base damage.

Reaction damage is categorized into two main types (not detailed here).

 

Elemental Durations (in Ticks):

Element Duration
Ignis 120 ticks (~6s)
Aqua 105 ticks (~5.25s)
Terra 140 ticks (~7s)
Volt 80 ticks (~4s)
Frost 105 ticks (~5.25s)
Aero 70 ticks (~3.5s)
Lumen 60 ticks (~3s)
Umbra 60 ticks (~3s)

 

πŸ” Reaction System

Reactions are categorized into:

  • Direct → Chainable reactions
  • Reverse → Higher damage, consumes elements
  • Static → Same behavior regardless of order

πŸ”½ More Details (Advanced)

βš›οΈElemental Reactions

Elemental Reactions occur when two elements interact on the same target, producing unique effects that range from burst damage to utility and battlefield control.

Reactions are divided into four main categories:


 

⚑ Instant Reactions

These reactions are resolved in a single tick, delivering immediate impact.


πŸ”₯ Undetermined Reactions (Source-Based)

These reactions scale primarily with the attacker’s weapon, not the target.

 

πŸ’₯ Overload (Ignis + Volt)

  • Deals 125% weapon damage
  • Triggers an AoE explosion (75%)
  • Applies knockback
  • ⚠️ PvP: Only direct damage is applied

 

πŸ’§ Vaporized (Ignis + Aqua)

  • Deals 145% weapon damage
  • πŸ” Reverse (Aqua → Ignis): 170% damage

 

❄️ Melt (Ignis + Frost)

  • Deals 165% weapon damage
  • πŸ” Reverse: 170% damage
  • πŸ”₯ Double Ignis setups may reach 200% damage

 

πŸ’₯ Flare (Lumen + Ignis)

  • Deals 55% damage
  • Applies blindness

 

πŸ’§ Purify (Lumen + Aqua)

  • Removes negative effects
  • Deals bonus damage per removed effect:
    • +10% / +15% / +20% / +25% (max 4 stacks)

 

πŸ“Œ Rule:
The last applied element defines the final damage type.


❄️ Determined Reactions (Target-Based)

 

🧊 Frozen (Aqua + Frost)

  • Deals 14% of target's Max HP
  • Scales with weapon damage (with diminishing returns)
  • Strong vs high HP targets

Scaling behavior:

  • 40 damage → no penalty
  • 20 damage → -35%
  • 0 damage → -70%

Caps:

  • Base: 175 damage
  • With Frost scaling: 262.5 max

 

☣️ On-Tick Reactions (DoT)

Applies damage over time instead of instant burst.

⚑ Electrocharged (Aqua + Volt)

🌍 Cold (Terra + Frost)

πŸ”₯ Burning (Terra + Ignis)

Characteristics:

  • Ignores 100% armor
  • No knockback
  • Scales with weapon damage (flattening over time)
  • Behaves like poison-type damage

πŸ” Reverse Scaling Bonus

  • Cold (Terra base) → +15% total damage
  • Burning (Terra base) → +18% total damage

 

🌍 Decay (Umbra + Terra)

  • Deals Terra-based damage over time

 

⚑ Corruption (Umbra + Volt)

  • Applies scaling DoT
  • Damage increases as HP decreases

πŸ’€ Execution Rule:

  • If target reaches ≤ 5% HP → instant execution

 

🧠 Utility Reactions

These reactions do not deal direct damage, but modify combat behavior.


⚑ Conductor (Terra + Volt)

  • +30% Volt damage taken
  • 10% chance every 3s to trigger lightning strike

 

❄️ Superconductor (Frost + Volt)

  • Reduces all resistances by 20%
  • Fallback: +10% damage taken

 

🌍 Rooted (Aqua + Terra)

  • +25% Terra damage taken
  • -15% movement speed

 

πŸ›‘οΈ Crystallize (Lumen + Terra)

  • Removes 45% absorption hearts
  • Else:
    • -10% resistance
    • or +5% damage taken (fallback)

 

❄️ Hyperconductor (Lumen + Frost)

  • +12% Frost damage from all sources

 

⚑ Lumishock (Lumen + Volt)

  • +17% Lumen damage from all sources

 

πŸ”₯ Shrivelled (Umbra + Ignis)

  • +10% Ignis damage taken

 

πŸ’§ Drowning (Umbra + Aqua)

  • +15% Aqua damage taken

 

❄️ Shadowfrost (Umbra + Frost)

  • +13.5% Umbra damage from all sources

 

πŸŒͺ️ AoE Propagation

All Aero reactions are Static and focus on element spreading.

  • Deal 25% Damage
  • Consume elements
  • Apply AoE propagation
Reaction Effect
Firestorm (Ignis + Aero) Spreads Ignis
Whirlpool (Aqua + Aero) Spreads Aqua
Duststorm (Terra + Aero) Spreads Terra
Blizzard (Frost + Aero) Spreads Frost
Stormcall (Volt + Aero) Spreads Volt
Resplendence (Lumen + Aero) Spreads Lumen
Obscurity (Umbra + Aero) Spreads Umbra

 

πŸŒ— Eclipse (Lumen + Umbra)

  • Emits a symmetrical AoE burst
  • Applies both light and dark energy

🧠 Reaction Rules Summary

  • Direct → Chainable, lower burst
  • Reverse → Higher damage, consumes elements
  • Static → Same behavior regardless of order

 

The environment can also trigger reactions, these have lower damage; in turn, if the environment executes a reaction on the player, the damage of this will increase based on the difficulty of the world.

 


 

⏱️ ERCS (Reaction Cooldowns)

Each reaction has its own cooldown:

  • Prevents spam
  • Not shared between reactions

πŸ”½ More Details (Advanced)

🌐 ERCS – Reaction Shield

The Entity Reaction Cooldown System (ERCS) prevents elemental reactions from being triggered too frequently on the same entity.

Each reaction has its own independent cooldown, meaning:

  • Reactions do not share cooldowns
  • Direct and reverse combinations are treated separately (when applicable)
  • Static reactions behave identically regardless of order

This system ensures combat remains balanced, readable, and non-exploitable.

 


 

βš™οΈ Cooldown Rules

  • Cooldowns are measured in milliseconds (ms)
  • Applied per entity, per reaction
  • If a reaction is not registered → defaults to 100 ms
  • Works alongside ICD and ERGCS

 

πŸ”₯ Base Reactions

Reaction Direct (ms) Reverse (ms) Static (ms)
Melt 850 925
Overload 420
Vaporized 580 605
Frozen 1200
Electrocharged 300
Cold 315 380
Burning 315 335
Conductor 335
Superconductor 530
Rooted 335

 


 

πŸŒͺ️ Aero Reactions (Propagation)

All Aero-based reactions are Static

Reaction Cooldown (ms)
Firestorm 450
Whirlpool 450
Duststorm 450
Blizzard 450
Stormcall 450
Resplendence 450
Obscurity 450

 


 

✨ Lumen Reactions 

Reaction Cooldown (ms)
Flare 400
Purify 500
Crystallize 600
Hyperconductor 550
Lumishock 550
Eclipse 650

 


 

πŸŒ‘ Umbra Reactions (Corruption)

Reaction Cooldown (ms)
Shrivelled 500
Drowning 550
Decay 450
Shadowfrost 550
Corruption 670

 


πŸ“Œ Notes

  • Frozen (1200 ms) has the highest cooldown due to its scaling with max HP
  • Corruption (670 ms) is limited due to its scaling DoT + execution potential
  • Crystallize (600 ms) prevents defensive stacking abuse
  • Aero reactions (450 ms) are balanced for propagation without spam

 

πŸ›‘οΈ ERGCS (Global Reaction Shield)

Builds up with strong reactions

  • Blocks further reactions temporarily
  • Decays over time and on hit

πŸ”½ More Details (Advanced)

🌐 ERGCS – Global Reaction Shield

The Entity Reaction Global Cooldown System (ERGCS) introduces a global protection layer that prevents entities from being overwhelmed by continuous elemental reactions.

Each reaction adds intensity to a global meter.
When the meter reaches a threshold, the entity becomes temporarily immune to all reactions.

  • ⚠️ Prevents reaction spam
  • βš–οΈ Balances high-damage combos
  • 🧠 Especially relevant for bosses or high-HP entities

 

πŸ” More Details

The system works through a cumulative intensity counter:

  • Each reaction adds a predefined intensity value
  • When the total reaches 205, reactions are blocked
  • While blocked:
    • ❌ No reactions can be triggered
    • βœ… Normal damage still applies

 

⏳ Decay Behavior

The global shield is not permanent:

  • πŸ”» -1 intensity per hit received
  • πŸ”» -1 intensity every 2 ticks (passive decay)

Once the value drops below the threshold, reactions can occur again.


 

βš–οΈ Reaction Intensity Table

Reaction Direct Reverse Static
Melt 13 17
Overload 8
Vaporized 10 12
Frozen 25
Electrocharged 3
Cold 4 6
Burning 4 5
Conductor 6
Superconductor 10
Rooted 6

 


 

πŸŒͺ️ Aero Reactions (AoE Propagation)

Reaction Intensity
Firestorm 9
Whirlpool 9
Duststorm 9
Blizzard 9
Stormcall 9
Resplendence 9
Obscurity 9

 


 

✨ Lumen Reactions

Reaction Intensity
Flare 7
Purify 11
Crystallize 15
Hyperconductor 13
Lumishock 13
Eclipse 16

 


 

πŸŒ‘ Umbra Reactions

Reaction Intensity
Shrivelled 11
Drowning 13
Decay 9
Shadowfrost 13
Corruption 17

 


 

🧠 Intensity Rules

  • Direct → Lower intensity, allows chaining
  • Reverse → Higher intensity, more burst-oriented
  • Static → Same value regardless of order

 


 

✨ Visual Feedback

  • Custom text particles
  • Display elemental application and reactions
  • Integrated with combat feedback  

 

βš™οΈ Configuration

Located in: .minecraft/config/slm_elements/

Options include:

  • Enable/disable elements  
  • Enable reactions  
  • Environmental behavior  
  • Particle settings  

 

⚠️ Notes

All values are subject to balance changes

The SLM: Elements Team

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