> ## Documentation Index
> Fetch the complete documentation index at: https://docs.nmentities.net/llms.txt
> Use this file to discover all available pages before exploring further.

# All Mechanics

> Every available mechanic, grouped by category.

Mechanics are the **what** of an effect line: the action itself. Every mechanic takes its options in a `{key=value;key=value}` block written directly after the name, with no space:

```yaml theme={null}
- potion{type=poison;duration=10s;level=1}  #onHurt @target
```

## Rules that apply to every mechanic

* **Names, aliases and attribute keys are case-insensitive.** `Damage`, `damage` and `DAMAGE` are the same.
* **Durations accept time units:** `2s`, `1.5m`, `500ms`, `40t` or plain `40` (ticks). Works in every duration attribute.
* **Colors** use legacy `&` codes: `&6Golden text`.
* Message mechanics accept a bare quoted string: `narrate "hi"` equals `narrate{message=hi}`.
* Player-only mechanics (messages, titles, item gives) silently skip non-player targets.

## Categories

| Category                               | What's in it                                           |
| -------------------------------------- | ------------------------------------------------------ |
| [Messaging & UI](mechanics-messaging)  | chat messages, action bars, titles, sounds, commands   |
| [Health & Damage](mechanics-health)    | damage, heal, potions, fire, feeding, removal          |
| [Movement & Force](mechanics-movement) | velocity, push, pull, throw, leap, lunge, teleport     |
| [World & Visuals](mechanics-world)     | lightning, explosions, particle shapes, time, weather  |
| [Combat & Summons](mechanics-combat)   | summons, fireballs, stuns, freezes, item drops, taunts |
| [Entity State](mechanics-entity-state) | names, speed, gravity, glow                            |

Looking for `repeat`, `delay`, `if` or `var`? Those are systems with their own pages: [Timers & Auras](timers-auras), [Flow Control](flow-control) and [Variables](variables).
