Cosmetics (In-Depth)
Every cosmetics system in detail — trails, hats, kill effects, mine effects, pets, morphs, and gadgets.
Imperium's cosmetics are how you make your citizen your own — every visual system in the game, in one place. This is the in-depth reference for the cosmetics stack: the four core cosmetic types (trails, hats, kill effects, mine effects), the unlock and equip flow, the strict no-pay-to-win rules, the pet system (which is cosmetic-adjacent but grants real bonuses), the morph system (transform into Roman beasts), and the gadget system (purely fun toys). For the lighter overview, see the regular Cosmetics article.
The Four Core Cosmetic Types
CosmeticsService defines four purely-visual cosmetic slots, each stored in its own column on your player_cosmetics row. You can have one of each active at once, and they are mutually independent — a Hat doesn't conflict with a Trail.
| Type | Storage Slot | What it does |
|---|---|---|
| Trail | active_trail | A particle effect that spawns at your feet every 4 ticks as you walk. Purely visual flair. |
| Hat | active_hat | A cosmetic helmet placed on your head; your real helmet is backed up and restored on unequip. |
| Kill Effect | active_kill_effect | A particle burst played at the location of a player you kill in PvP. |
| Mine Effect | active_mine_effect | A particle rendered at each block you break — replaces the default mining particle. |
All four definitions live in cosmetics.yml and load on startup, so the catalog grows over time. Every cosmetic carries a display name, a particle/material, optional prestige and kill requirements, and a description.
How to Unlock Cosmetics
Cosmetics are unlocked through five paths. Once unlocked they're permanent — they persist across logins in the unlocked_cosmetics column of your cosmetics row.
| Source | How it grants |
|---|---|
| Prestige requirement | Some cosmetics require a minimum prestige level (e.g. a Trail locked behind Prestige 5). |
| Kill requirement | Some cosmetics require a minimum PvP kill count (e.g. a Kill Effect unlocked at 100 kills). |
| Crates | Many cosmetics drop directly from crate openings, including exclusive rare-tier visuals. |
| Donor perks | Donor tiers grant cosmetic bundles and a higher active-cosmetic quota. |
| Admin grant | Staff with imperiummc.cosmetics.admin can unlock any cosmetic for free via the admin menu. |
The unlock call enforces prestige and kill requirements server-side: if you don't meet them, the unlock is refused with a clear error. Admin grants (unlockFree) bypass both requirements for staff-managed events and compensations.
Equipping and Unequipping
Equip via the /cosmetics menu or /cosmetics equip <id>. The service validates you own the cosmetic, applies the visual effect, and saves your active slot. Unequip with /cosmetics unequip <id> or by slot type — both clear the active column and tear down the visual (e.g. stopping a trail task or restoring a real helmet).
Equipping a Hat is non-destructive: the plugin backs up your real helmet to a per-player stash, places the cosmetic hat in the slot, and restores the original on unequip. The hat is PDC-tagged so swapping one cosmetic hat for another never overwrites your backed-up real helmet. If you die or change helmets manually, the restore logic drops the backup into your inventory instead of overwriting your current gear.
The No-Pay-To-Win Guard
Cosmetics are purely visual, and the plugin enforces it. On config load, every cosmetic is scanned for forbidden stat keys: income_bonus, damage_bonus, defense_bonus, sell_multiplier, xp_multiplier, token_bonus, crystal_bonus, and anything prefixed with stat_. If any are present, the plugin throws on startup and refuses to load that cosmetic — there is no way to ship a stat-bearing cosmetic by accident.
Donor tiers can still grant a higher active cosmetic quota (how many of the four slots you can fill at once), but the cosmetics themselves never affect gameplay.
The Pet System (Cosmetic-Adjacent)
Pets are managed by a separate PetService (open with /pet, not /cosmetics) and are the one cosmetic-adjacent system that does grant real bonuses. A pet spawns as a small marker entity that follows you, and its effect fires as you mine or passively over time. You can own many pets but only one is active at a time; XP goes only to the active pet.
Every active pet gains +1 XP per block mined, and each level multiplies the pet's effect by +25% (formula: 1.0 + (level − 1) × 0.25). The max level is 10. Here are the base effects for every pet in the catalog:
| Pet | Effect (Level 1) |
|---|---|
| Lucky Rabbit | +2% bonus money from every block mined. The starter pet. |
| Golden Goose | +10% bonus money per block — the goose that lays golden blocks. |
| Combo Dragon | Each consecutive block within 60s adds +0.5% money (caps +50%). |
| Chaos Monkey | Every 50 blocks mined, triggers a random 2-5× money burst. |
| Thunder Bird | Every 100 blocks, generates 25 bonus Auctoritas in a lightning burst. |
| Crystal Spider | Every 20 blocks mined generates 1 Civitas. |
| Phoenix | After 10 continuous minutes mining, all currency income gains +15%. |
| Endgame Spirit | +5% bonus to ALL currency income (Denarius, Auctoritas, Civitas). |
| Automaton Drone | Generates 1 Auctoritas passively every minute while online — the AFK engine. |
| Shadow Wolf | A stealthy +8% money bonus per block, striking from the shadows. |
| Synergy Crystal | Amplifies all enchant proc currency rewards by +5%. |
| Frost Titan | A steady +4% bonus to all currency per block — cold, reliable, powerful. |
Pets come from crates, prestige rewards, the store, events, and achievements. A maxed mythic pet can more than double a specific income stream, so the pet you pick should match the way you play: Golden Goose for money, Thunder Bird for tokens, Automaton Drone for AFK, Phoenix for long sessions.
The Morph System
Morphs let you transform into one of six sacred Roman beasts. A morph summons a small invisible armor stand riding your player, wearing the morph's emblem as a helmet, and restyles your nameplate to the morph's Latin name. A themed coloured-dust particle trail follows you while the morph is active. Morphs are purely cosmetic — no gameplay effect.
Morphs are unlocked with Civitas. Running /morph <type> on an unowned morph will check your Civitas balance, charge the cost if you can afford it, unlock it, and activate it in one step. Unlocks persist in player_morphs; the active morph persists in player_active_morph and re-applies on login.
| Morph | Cost | Description |
|---|---|---|
Serpens (serpens) | 6 Civitas | The guardian serpent of the household Lares. Green dust trail. |
Aquila (aquila) | 8 Civitas | The legion's sacred eagle — Jupiter's messenger. Gold dust trail. |
Equus (equus) | 9 Civitas | The noble steed of the Equestrian order. White dust trail. |
Lupa (lupa) | 10 Civitas | The she-wolf who nursed Romulus and Remus. Gray dust trail. |
Taurus (taurus) | 12 Civitas | The sacrificial bull of the Suovetaurilia. Reddish-brown dust trail. |
Leo (leo) | 15 Civitas | The golden lion of the Colosseum sands. Gold dust trail. |
Use /morph off (or revert) to return to mortal form. The morph visual is cleaned up on quit and re-applied on your next login if it was active.
The Gadget System
Gadgets are fun cosmetic tools — items you hold and right-click to trigger a purely-visual effect. They live in your inventory (not in a slot) and each carries its gadget id in a PDC tag. Every gadget has its own cooldown to prevent spam. Gadgets never deal damage, never teleport you against your will (except the self-targeted Orb of Mercury), and never affect gameplay — they're toys.
| Gadget | Cooldown | What it does |
|---|---|---|
| Jupiter's Bolt | 2s | Summons a visual lightning bolt where you aim (no damage). |
| Roman Candle | 2s | Shoots a random-coloured firework from your location. |
| Launch Pad | 3s | Bounces you into the air with a cloud puff. |
| Party Popper | 3s | Bursts confetti particles and plays a celebration sound. |
| Fake TNT | 3s | Spawns explosion + lava particles — no actual explosion, no damage. |
| Hunter's Hook | 3s | Fires a fishing hook that yanks entities toward you. |
| Paint Bomb | 5s | Explodes a rainbow of coloured particles around you. |
| Apollo's Steed | 5s | Launches a pig that flies forward and despawns after 5s. |
| Orb of Mercury | 4s | Throws a snowball that teleports you to where it lands. |
| Prism Cloak | 10s | Leaves a 30-second rainbow particle trail behind you. |
Every gadget activation counts toward USE_GADGETS daily quests, so popping party poppers and launching pigs isn't just fun — it's progress. The rainbow trail runs for exactly 30 seconds (600 ticks); the Orb of Mercury teleports you to wherever the snowball lands.
Trail Performance and Low-End Mode
Trail particles spawn every 4 ticks at your location, but only for viewers within a 64-block radius (distance² < 4096). The OptimisationService is consulted per-viewer: players flagged as low-end devices see only 1 particle per tick instead of 3, halving the render cost. If you're on a low-FPS client, enable low-end mode in your settings to soften the trail load.
Persistence and Reload
Your unlocked cosmetics, active trail, active hat, active kill effect, and active mine effect all persist in a single player_cosmetics row keyed by UUID. The row is loaded async on join and saved async on every equip/unequip (a snapshot copy is saved to avoid concurrent mutation). On quit, your in-memory cache is flushed to disk.
Admins can hot-reload the catalog with /ImperiumMC reload — definitions refresh from cosmetics.yml, but per-player DB state (unlocked and active cosmetics) is untouched. A player with a now-removed cosmetic active keeps it until they re-equip.
Command Reference
| Command | What it does |
|---|---|
/cosmetics | Open the cosmetics menu — browse, equip, and unequip every visual cosmetic you own. |
/cosmetics equip <id> | Equip a cosmetic by its id (must be unlocked). |
/cosmetics unequip <id> | Unequip a cosmetic by its id (or by type). |
/pet | Open the pet menu — equip, level, and rename pets (pets are separate from /cosmetics). |
/morph <type> | Transform into a Roman beast (unlocking with Civitas if not yet owned). |
/morph off | Revert from morph form back to mortal (alias: revert). |
/morph list | Show every morph, its Civitas cost, and whether you own it (alias: index). |
/gadget give <type> | Spawn a gadget item into your inventory. |
PlaceholderAPI hooks include %imperiummc_cosmetic_trail%, %imperiummc_cosmetic_hat%, %imperiummc_cosmetic_killeffect%, and %imperiummc_cosmetic_mineeffect% for each active slot.
Tips
- Match your Trail to your Mine Effect. Two clashing particle effects look noisy — pick a palette and stick to it.
- Hats don't destroy helmets. Equip freely; your real helmet is backed up and returned on unequip.
- Save your Civitas for Leo. The Colosseum lion is the priciest morph but the flex is unmatched.
- Use gadgets for dailies. A party popper per day keeps the USE_GADGETS quest ticking.
- One pet at a time. Swap pets and you stall XP gains — pick one and commit to maxing it.
- Donor tiers raise your active quota. Want a Hat AND a Kill Effect AND a Trail AND a Mine Effect? Check your donor tier's cosmetic quota.
- Low-end client? Turn off trails in your optimisation settings — the particle count drops to a third.
- Re-equip after a reload. If staff remove a cosmetic you had active, re-equipping a different one clears the stale slot.
Cosmetics are the personality layer of Imperium. With four visual slots, dozens of pets, six morphs, and ten gadgets — and a hard no-P2W guard — your look is limited only by what you've unlocked. Chase the cosmetics that match your playstyle and wear them with pride.