Aquamirae adds 8 status effects of its own, and they sit underneath almost every fight in the Ice Maze, from why your sword barely scratches a Maw to what the
Abyssal Tiara actually does when it saves you.
On top of those, the mod hands out a lot of vanilla effects through its creatures, weapons, blocks and food, and those are collected here as well, as a player who’s just been roared at by an Eel wants to know what the Darkness was.
How the Depths Combat System Works
The mod’s own creatures don’t play by the normal rules. Against the Maw, Anglerfish, Eel, Spinefish, Abyssal Scyphoid, Shellback, Tortured Soul, Maze Mother and the Ghost of Captain Cornelia, a player with nothing from the mod deals only 20% of their usual damage.

The same player has their armor counted at 20% of its value, and takes a critical hit for triple damage on 4 blows out of 5. That’s why a
Netherite Sword feels like a Stick down there, and why a
Netherite Chestplate feels like a Leather tunic.
Two hidden attributes decide how much of that you claw back. Depth’s Fury governs your damage to them, and Depth’s Resilience governs how hard they hit you and how much of your armor counts. Both start at their minimum, and both are raised by the mod’s weapons and armor and by the two effects on this page, Fury of the Depths and Resilience of the Depths.
Fury of the Depths
Resilience of the Depths
On their own the food effects are a modest step, and the real numbers come from stacking them on gear. Each Aquamirae weapon carries a fixed amount of Fury, from the
Remnant Saber‘s +20% up to the
Dagger of Greed‘s +100%, and each armor piece carries Resilience, which the Armor Set Bonuses page lays out set by set.
A
Terrible Blade with an
Esca in you lands for 60% instead of 20%, and a full Abyssal set with a
Sea Casserole hits the cap where the critical hits stop altogether. Both stats top out at +100%, and anything past that is wasted.
Where the Two Buffs Come From
Both effects come from eating the mod’s seafood, and this is where the 7.1 version gets awkward.
Cooked Spinefish has no recipe of any kind, as the smelting and Campfire recipes were removed in 7.0 and never came back, which means the cooking step in the Spinefish loot table does nothing either.
Since
Sea Stew and
Poseidon Breakfast both need a Cooked Spinefish to craft, one of those is loot only and the other can’t be made at all. The table has every source that exists in this version, including the two you can’t get.
| Food | Gives | Lasts | How you get it |
|---|---|---|---|
| Esca | Fury of the Depths I | 3 minutes | Guaranteed drop from every Anglerfish |
| Esca Skewer | Fury of the Depths III | 8 minutes | Crafted from Esca, Oxyhelium, a Wisteria Niveis and a Stick |
| Sea Stew | Resilience of the Depths III and Strength I | 5 minutes | Loot only, from Frozen Chests and Pirate Ship treasure chests |
| Sea Casserole | Resilience of the Depths III | 8 minutes | Treasure Pouches only, at 10% |
| Cooked Spinefish | Resilience of the Depths II | 3 minutes | No recipe or drop in 7.1, creative only |
| Poseidon Breakfast | Fury IV, Resilience IV and Strength I | 10 minutes | Needs Cooked Spinefish to craft, which makes it unobtainable in survival |
In practice that leaves the
Esca Skewer as your Fury meal and the Sea Casserole or a looted Sea Stew as your Resilience meal, and it’s worth eating both before a serious fight as they don’t overlap. The Esca is the easy fallback, as every Anglerfish drops one and it lasts 3 minutes, which is enough for most single fights.
Harmful Effects
Four of the mod’s effects are harmful, and they split evenly between the ones you put on enemies and the ones you end up with yourself. The
Shatterblade and
Shatterspike apply the first two, while the
Void Squid and the
Abyssal Tiara are responsible for the other two.
Health Shatter
From the Shatterblade, stacks to 10

Each hit from a
Shatterblade puts Health Shatter on the target for 12 seconds, and every hit while it’s running adds a stack, up to 10. Each stack knocks 5% off the target’s maximum health, which means a fully stacked enemy is fighting with half its health bar gone, and with the full Abyssal set on the Shatterblade also deals 4 extra damage to anything at max stacks.
Armor Shatter
From the Shatterspike, stacks to 5
The
Shatterspike does the same job to armor. Each hit applies Armor Shatter for 12 seconds and stacks it up to 5 times, with every stack stripping 10% of the target’s armor, and at 5 stacks the full set bonus adds 6 extra damage per hit. It’s the better opener of the two against armored creatures like the Eel.
Devouring Curse
From eating a Void Squid, lasts 10 minutes
Eating a raw
Void Squid fills your hunger bar completely and puts the Devouring Curse on you for 10 minutes. While it’s on you and you have any hunger left, every hit that lands takes a shank off your hunger bar instead of doing any damage at all, which makes you effectively unkillable for as long as you keep eating.
The trap is what happens when the bar hits empty. At zero hunger the curse itself starts hurting you for a heart every half second and nothing else in the game can touch you, which means you’ll be dead in about 5 seconds from full health unless you get food in, and armor is no help against it. It comes off with a
Milk Bucket if you’d rather not gamble.
Crystallization
From the Abyssal Tiara, lasts 5 minutes
Crystallization is what the full Abyssal set gives you through the
Abyssal Tiara when a hit would have killed you. Instead of dying you’re healed to full and crystallized for 5 minutes, during which your attack damage and attack speed are cut by 80%, and when the timer ends the crystal shatters and kills you, with the death message saying you’ve been turned into a crystal.
It counts as a harmful effect, which means it also triggers the Abyssal set’s own Strength bonus the moment it lands. Removing it early is the one thing not to do, as the shatter fires whenever the effect leaves you, and a Milk Bucket kills you on the spot. A
Totem of Undying in your hand will fire when the shatter comes, and that’s the only clean way out.
Maelstrom Omen
Maelstrom Omen is the neutral effect you get from drinking a
Niveis Tear, and it lasts 5 minutes. While it’s on you and you’re in the Ice Maze during a thunderstorm, a hidden progress bar fills over about 5 seconds and you’re pulled into The Maelstrom.
The same effect brings you back the other way if you drink another Tear down there. Rain and snow aren’t enough, as the game checks for thunder specifically, and the progress drains twice as fast as it fills whenever one of the conditions drops.

The first trip ever into The Maelstrom lands you at its entry point with Slow Falling for 10 seconds and Absorption V for 5 minutes. Every later trip puts you back where you last were on that side, and the Summoning the Maelstrom page has the full ritual, along with the note that the whole dimension only exists on the 1.20.1 version.
Vanilla Effects the Mod Hands Out
Most of what actually lands on you in the Ice Maze is a vanilla effect that the mod applies from its own creatures and gear. The table is the quick reference for what hit you and how long you’re stuck with it, and the durations here are the ones in the code rather than rough guesses.
| Effect | Comes from | Details |
|---|---|---|
| Poison I for 10 seconds | Anglerfish lunge | Every landed lunge, on top of the 5 damage |
| Poison III for 5 seconds | Eel bite | Each bite in a burst, and the Eel heals for double what it deals |
| Poison III and Blindness, 3 seconds each | Abyssal Scyphoid | Touching one or hitting it with a melee weapon |
| Poison I for 3 seconds | Terrible Chakram | On anything the thrown Chakram hits |
| Poison for 6 seconds | Terrible Blade | Every hit, Poison I by default and adjustable in the config |
| Poison I to III for 4 seconds | Sea Wolf’s Wrath, 2 pieces | On whoever hits you in melee, stronger with Depth’s Fury |
| Slowness II and Darkness II for 10 seconds | Eel roar | Also pushes you back and adds frost |
| Water Breathing, 10 seconds per bud | Oxyhelium | Stacks, and past 60 seconds it adds Nausea II for 10 seconds |
| Dolphin’s Grace II for 4 seconds | Luminescent Bubble | To anyone in the water within 8 blocks of it, refreshed every second |
| Dolphin’s Grace II to V for 6 seconds | Sea Wolf’s Wrath, 4 pieces | Whenever you’re damaged while in water |
| Strength I to III for 30 seconds or more | Abyssal Radiance, 2 pieces | Whenever you receive a harmful effect |
| Regeneration II for 6 seconds | Terrible Blade, 5 pieces | On killing an enemy while it’s Poisoned, adjustable in the config |
| Levitation for half a second | Maze Rose | On anything it hits |
| Slow Falling for 10 seconds and Absorption V for 5 minutes | First arrival in The Maelstrom | Once, on the very first trip |
The one creature that shrugs off a lot of this is the Ghost of Captain Cornelia. The game treats her as undead, which means she’s immune to Poison and Regeneration entirely, and the
Terrible Blade‘s Poison, the Chakram’s and the Sea Wolf’s Wrath retaliation all do nothing to her, though it does mean Smite works on her. Every other creature in the biome can be Poisoned as normal.
There’s also a Poison Immunity effect in the mod’s registry that clears Poison from you every tick it’s active, and nothing in 7.1.13 gives it out. No food, armor, potion or creature applies it, which means the only way to ever see it is the effect command, and it’s included here so you don’t go looking for a source that doesn’t exist.
Tips
Eat an
Esca Skewer and a
Sea Casserole before any fight that matters, and eat again when the 8 minutes are up. They’re the strongest Fury and Resilience meals you can actually make or find, and neither of them cancels the other, which is what makes the two together worth planning around.
Keep a
Milk Bucket on you if you’re going to eat a
Void Squid. The curse is a genuine 10 minutes of immunity while you’re fed, but the moment the bar empties you have about 5 seconds, and a Milk Bucket ends it cleanly whenever you decide the gamble has run its course.
If you’re wearing the
Abyssal Tiara, carry a
Totem of Undying and don’t carry Milk. The Totem is the one thing that survives the crystal shattering at the end of the 5 minutes, while Milk brings the shatter forward to the moment you drink it.
Frequently Asked Questions
Because the mod’s creatures scale your damage and armor down to a fifth unless you have Depth’s Fury and Depth’s Resilience, which come from the mod’s own weapons, armor and food. Eating an
Esca Skewer for Fury of the Depths and a
Sea Casserole for Resilience of the Depths gets some of it back, and wearing a Terrible or Abyssal set with a matching weapon gets the rest.
The
Esca Skewer for damage and the Sea Casserole for defense, as both give a level III effect for 8 minutes and you can have both running at once.
Poseidon Breakfast would beat them, but it needs a
Cooked Spinefish to craft and there’s no way to cook a
Spinefish in 7.1, which means it can’t be made in survival.
Drink a
Milk Bucket, which clears it like any other effect, or just wait out the 10 minutes while keeping your hunger bar above empty. The danger is only ever at zero hunger, where the curse starts draining a heart every half second, and eating anything gets you back to the safe side, though it takes a second or two to swallow.
Not safely. It leaves you when its 5 minutes are up or when something clears it, and either way the crystal shatters and kills you at that moment, which is why Milk is fatal. The only real escape is a
Totem of Undying in your hand when the timer ends, which fires exactly as it would for any other killing blow.





