Version

Chams

Renders selected entities through walls so they're visible regardless of line of sight.

Settings

Targets
What gets drawn through walls: Players, Armor Stands, Mobs, Items, Projectiles (arrows, snowballs, eggs, ender pearls), Fireballs and TNT. Hitboxes is different: it doesn't add an entity type, it draws the hitbox outline of whichever of the above are already ticked, showing through walls like the rest.
Override Render Dist
Forces Chams targets to render even when they're past the chunk's normal render distance, so distant entities still draw.
Disable Lighting
Skips the world-lighting shading on Chams targets so they render at full brightness regardless of the light level they're in.

ESP

Highlights entities so they stand out through walls. Multiple render styles are available, each with its own set of tunable visuals.

Settings

Mode
Box draws a 3D bounding box around each entity. Outline traces the entity's silhouette. 2D projects a flat rectangle in screen space.
Targets
Players is just real players. Living adds peaceful and hostile mobs. All adds every entity type Grave can highlight. Ground items are never included here - they belong to ItemESP.
Show Own
Also highlights you in third person view.
Show Health
Adds a health bar to the side of the entity - a floating 3D gauge in Box and Outline, a vertical bar pinned to the left edge of the rectangle in 2D.
Show Nametags
Re-renders vanilla's exact nametag where it normally sits, but through walls.
Color
The color every highlight is drawn in, and the alpha of its border. Use Team Colors and Use Entity Color both override it when either one applies.
Use Team Colors
Overrides the picked color with the entity's team color (from scoreboard teams) when one is set.
Outline → Use Entity Color
Tints the outline with the entity's actual model color instead of the picked color. A team color wins over this when one applies.
Filled
Fills the box/outline with a translucent color in addition to the border. Box and Outline only - the 2D rectangle is border-only.
Filled → Opacity
Alpha of the fill, 0.05 (barely visible) to 1.0 (fully opaque).
Box/2D → Line Thickness
Width (in pixels) of the border - the 3D box edge, or the 2D rectangle border. Outline mode has no equivalent, since its stroke width is fixed.
Box → Size
Multiplier on the rendered box size relative to the entity's actual bounding box. 1.0 is true size; higher values inflate it. Only applies to the player boxes in Box mode.
Box → Face Player
Rotates the 3D box to face where the target is looking, instead of being world-axis aligned.
2D → Corner Radius
Rounds the corners of the 2D box. 0 is a hard rectangle.
Outline → Clip Outlines
Keeps the outline of an entity visible when another entity is standing in front of it.
Glow
Additive bloom around the highlight. 0 turns it off. Box and Outline only - the 2D rectangle carries its own soft shadow instead.

Nametags

Configurable nametags that display information about the target entity.

Settings

Targets
Players is just real players. Living also includes peaceful and hostile mobs.
Render Own Nametag
Renders a nametag on your own player when you are in third person view.
Hide Original
Hides vanilla's built-in nametag rendering so only Grave's nametag shows. Without this, both stack on top of each other.
Show Info
Picks which extra info renders in the tag text: Health (with absorption) and Distance in meters. The name itself always shows.
Show Info → Show Brackets
Wraps the health and distance blocks in [ ] brackets. Only shown when at least one info block is enabled.
Show Brackets → Bracket Color
Color of the [ ] brackets.
Show Equipment
Renders the entity's currently equipped armor and held item on top of the nametag.
Show Equipment → Equipment Bar
How durability shows on damaged equipment: Bar draws the vanilla durability bar under the item, Number shows remaining/max durability colored green to red by how much is left, Hide shows nothing.
Show Equipment → Show Enchantments
Draws each item's enchantments above it as icons, reading left to right, with the level when above 1 (e.g. the armor icon + 4 for Protection IV). Unknown modded/custom enchant ids show their numeric id instead.
Show Enchantments → Enchantments
Pick which enchantments show, by name. Unknown modded/custom ids always show regardless of this list.
Show Effects
Renders icons for active potion effects on the entity, above the nametag and equipment.
Scale
Flat size of the nametag. Auto Scale then works off this as its base.
Auto Scale
Scales the nametag based on distance so it stays visible on entities at any distance.
Auto Scale → Multiplier
Base scale factor applied on top of the distance-based sizing. 1.0 leaves the distance sizing alone; higher values make tags bigger overall.
Auto Scale → Max Size
Caps how large auto-scaled tags can grow when entities are very close.
Show Background
Draws a backdrop behind the nametag so the text stays readable against bright terrain.
Show Background → Background Color
Color and opacity of that backdrop. Alpha down to 0 leaves the plate invisible while the text keeps its halo.
Show Background → Corner Radius
Rounds the backdrop's corners. 0 is a hard rectangle.
Show Background → Padding
Space between the text and the edge of the backdrop.
Glow
Additive bloom around the text. 0 turns it off. Capped low on purpose, since more bloom than a faint lift just blurs the text.

ItemESP

Highlights item drops on the ground along with their stack size + optional name.

Settings

Mode
Box draws a 3D bounding box around the item. Outline traces the item silhouette.
Tracked
Which drops get drawn, and in what color - the swatch on each row sets that item's box/outline color independently. Rows are picked in-game; the dashboard can't add them.
Armor Stand Items
Also highlights items held by invisible armor stands (a server trick used to fake item drops on some servers). These aren't real item entities, so they're skipped by the normal item scan.
Show Name
Draws the item's display name above the highlight. The label still appears without it whenever a pile holds more than one of something, since the count has to be shown somewhere.
Item Icons
Draws the actual item texture next to the label instead of text alone.
Background Color
Color and opacity of the plate behind the label. There is no separate toggle; alpha 0 hides it.
Scale
Flat size of the label text. Auto Scale then works off this as its base.
Auto Scale
Scales the stack size and name text with distance so distant drops stay readable.
Auto Scale → Multiplier
Base scale factor applied on top of the distance-based sizing.
Auto Scale → Max Size
Caps how large the auto-scaled highlight can grow when items are close.
Filled
Fills the box/outline with a translucent color in addition to the border.
Filled → Opacity
Alpha of the fill.
Box → Line Thickness
Width (in pixels) of the box border. Outline mode has no equivalent, since its stroke width is fixed.
Outline → Use Entity Color
Tints the outlines with the item's actual model color instead of the picked color.
Glow
Additive bloom around the highlight. 0 turns it off.

Indicators

Simulates every projectile in the air near you and flags the ones on course to hit you. Each one gets a blade on a ring around your crosshair, pointing at the direction the shot is coming from, with echoes running inward to show which way it is travelling. A card beside it shows which projectile it is.

The blade tracks time to impact rather than distance, so a slow arrow far away looks less urgent than a fireball closing in. As the time runs down the blade brightens and sharpens. The blade has no toggle; the settings only control what is drawn on top of it.

Settings

Types
Which projectiles the module tracks. Anything unticked isn't simulated, counted as a threat, or drawn.
Display
What gets drawn alongside the blade. Flight Line traces each tracked projectile's simulated trajectory through the world. Impact Marker rings the spot the shot will land on, with a second ring pulsing outward from it, and works with the line off. Distance and Time are the two readouts on the card: how far the projectile is, and how long until it reaches you. With both off, the card is just the projectile's icon.
Display → Impact Glow
Additive bloom on the impact rings. 0 turns it off.

Trajectories

Draws the predicted flight path of the projectile you're holding, through blocks and entities, and marks where it lands.

Settings

Types
Which held projectiles get an arc: bow, fishing rod, splash potion, ender pearl, egg, snowball, fireball. Only the thing currently in your hand is simulated - projectiles already in the air belong to Indicators.
Show Collisions
Also draws what stops the shot: the block's collision box, or a fill over the entity the arc lands on. The impact mark itself is always drawn.
Show Collisions → Color
Color and opacity of that collision volume. The arc and the impact mark keep their own colors.
Glow
Additive bloom on the arc, impact marker and collision box. 0 turns it off.

Tracers

Draws a line from your camera to nearby entities, so you can see them through walls and behind you.

Settings

Targets
Which entities to draw tracers for. Players: only other players. Living: players plus all living entities (mobs). All: everything except dropped items.
Handle Invisible
How to treat invisible entities. Skip: hide them entirely. Show: draw with the normal tracer color. Show Custom: draw with a separate color (the Invis Color picker below). Only: draw invisible entities only, hiding all visible ones.
Handle Invisible → Invis Color
Color used for invisible entity tracers when Handle Invisible is set to Show Custom.
Beam
Draws the tracer as a soft tapered beam - narrow at the eye, full width at the target - instead of a flat line.
Beam → Pulse
Speed of the light traveling along the beam. 0 leaves it static.
Line Width
Thickness of the tracer lines in pixels (1-5). Scales the beam's world width too.
Color
Color and opacity of the tracer lines.
Glow
Additive bloom on the lines. 0 turns it off.

Alerts

Sends a notification when other players hold/have equipped a tracked item.

Settings

Tracked Items
Items to flag. Players carrying any of them trigger an alert. The Bedwars and Hypixel MM buttons fill the list with a preset for that gamemode. Rows are picked in-game; the dashboard can't add them.
Item Format
Template string for the per-item alert notification. Placeholders for player name and item name.
Armor
Also checks armor slots for the tracked items. Held items and worn armor stay separate claims, so they get their own rows and their own message.
Armor → Armor Format
Template string for the armor alert notification.
Filters
Who and where the module refuses to flag. Ignore Teammates skips players Grave detects as your teammates. Lobby Check suppresses alerts while you're sitting in a Hypixel lobby, spotted by the lobby id on the scoreboard. Scoreboard Check only lets alerts through when the scoreboard header matches the text below, so the module stays quiet in the wrong gamemode. Changing any of them clears every currently flagged player, so nothing stays on screen under a rule that no longer applies.
Filters → Scoreboard Text
The header Scoreboard Check matches against, color codes stripped. Use 'Set To Current' to capture whatever's on the scoreboard right now.
Remove Unloaded
Drops a player from the alert list once they get unloaded (out of render distance), instead of keeping them flagged.
Write in Chat
Also writes the alert to the in-game chat so that every other player can see it.
Sparkle
Sends a plume of particles up off a player the moment they're flagged.
Show Targets
Outlines flagged players in the world.
Show Targets → Target Color
Color uses whatever you set below. Real uses the player's own model colors instead.
Show Targets → Color
The color the outline is drawn in, in Color mode.
Show Targets → Filled
Fills the indicator instead of drawing just its outline. Applies in both color modes.
Filled → Opacity
Alpha of that fill.

PickupAlerts

Notifies you whenever someone picks up a tracked item.

Settings

Tracked Items
Items to watch for. Rows are picked in-game; the dashboard can't add them.
Format
Template string for the pickup notification. Supports placeholders for player name, item name.
Notify Pickup Value
Minimum stack size before a pickup fires a notification. Off disables value-gating entirely.
Ignore Teammates
Skips pickups by players Grave detects as your teammates.
List Duration
How long a pickup row stays on the panel before it ages out. The running tally lasts exactly as long as the row, so once it's gone the next pickup starts counting from one again.
Write in Chat
Also writes the alert to the in-game chat so that other players in your game can see it.
Sparkle
Sends a burst of particles up off whoever collected the item.

BlockESP

Highlights tracked blocks in the world so you can spot specific ones (chests, ores, beds, etc.) at a glance even through walls.

Settings

Mode
Box draws a 3D bounding box around the block. Outline traces the block's silhouette.
Blocks
Which blocks get drawn, and in what color - the swatch on each row sets that block's highlight color independently. Rows are picked in-game; the dashboard can't add them.
Max Blocks
Cap on how many tracked blocks can render at once. Chunks are drawn nearest first, so the cap is always spent on what's closest to you. 1000+ removes the limit.
Outline → Use Block Color
Tints the outline with the block's intrinsic color instead of the per-id picker color.
Filled
Fills the box/outline with a translucent color in addition to the border.
Filled → Fill Opacity
Alpha of the fill, 0.0 (invisible) to 1.0 (solid).
Box → Line Thickness
Width (in pixels) of the box border lines. Outline mode has no equivalent, since its stroke width is fixed.
Glow
Additive bloom around the highlight. 0 turns it off.

DamageTags

Shows floating damage numbers above entities when their health changes, reading directly from the server's health/absorption updates.

Settings

Show Healing
Also shows green '+' numbers when an entity regains health, not just red damage numbers. Off shows damage only.
Combo Merge
Rolls repeat hits on the same entity into one running total instead of stacking a new number per hit. Sparks still fire per swing either way, so a merged combo still looks like several hits.
Duration
How long each damage number stays on screen, in milliseconds, before it fades out and rises away.
Scale
Size multiplier for the damage number text. 1.0 is unscaled; higher values make the numbers bigger.
Constant Size
Keeps the number the same on-screen size no matter how far away the entity is, instead of shrinking with distance.
Display
Extras drawn with the number, each independent of the rest. Shadow puts a drop shadow behind the text. Sparks throws a small particle burst out of the impact, sized by how hard the hit was. Trail leaves a fading comet streak behind the number as it rises - damage only, since a heal drifts too slowly for it. None of them changes which numbers appear.
Glow
Additive bloom on the numbers. 0 turns it off.

TargetHUD

Draws a floating panel beside whichever entity your aura is currently locked onto, showing its name, health, absorption and distance. The panel sticks to the target's head and follows them around the screen, sliding to the other side when they near the screen edge so it stays in view.

Absorption gets its own strip over the health bar rather than being added to the health number, so the health you see is what the target really has left. The chunk taken by the last hit stays marked until it fades.

The same panel also works on blocks. A bed BedBreaker is working on, or the block under your crosshair, gets the panel with its icon, name and coordinates, plus a progress bar while it's being broken. Entities always win over blocks, and a module's target always wins over your crosshair.

Wherever it ends up, the panel shifts sideways to stay clear of your crosshair and the Block Counter readout, so it never covers your aim.

Settings

Show For
Which modules the panel may take its target from. A module still has to be enabled and actually holding a target. When more than one is, the first one in the list wins, with the combat modules ahead of BedBreaker.
Show On Hover
When no module is holding a target, show the HUD for whatever is under your crosshair. A held module target always takes priority; this is the fallback for when you're just looking around.
Show On Hover → Hover
What the crosshair fallback picks up: Entities is living mobs and players only, Blocks is world blocks (with live break progress while you mine one), Both prefers an entity and falls back to a block.
Show On Hover → Hover Hold
How long the panel stays up after your crosshair leaves the target, in seconds, so it doesn't flicker when your aim slips off. 0 drops it the instant the crosshair moves away.
Display
What the panel shows. None of it changes which target is picked. Face draws the target's face on the left, from its real skin or texture, and it flashes red with the target's hurt animation. Distance runs from your eyes to the nearest point of the target's hitbox, the same way reach is measured, so a wide target doesn't read as further away. It turns green while KillAura can actually reach them, and stays neutral under a bow module, whose range isn't a reach. Position adds the target's live X, Y, Z. Hit Cooldown is a line along the bottom edge that closes inward while the target still can't be damaged, and vanishes the instant a swing will land. The name and the health bar are always there.
Preferred Side
Which side of the target the panel rests on. It only slides across to the other side when the target nears that screen edge.
Side Offset
How far to the side of the target the panel sits, in blocks, measured along your camera's right axis. 0 puts it directly over their head.
Scale
Size multiplier for the whole panel. Text, bars and face all scale together, and 1.0 is unscaled.
Background Opacity
Opacity of the panel's black backdrop. 0 leaves only the text and bars floating with no background.
Blur
Strength of the frosted-glass blur applied to whatever is behind the panel. 0 turns it off entirely.
Effects
Strength of the panel's animated layers: impact bloom, the low-health glow, and the target-switch and ready flashes. 0 keeps every readout intact and removes only the animation.

ItemAnimations

Reworks how your held item looks and swings in first person. Picks a custom block-blocking pose, scales the held item, speeds up the swing, and keeps the block animation visible through lag.

Settings

Block Style
The pose your item takes while blocking with a sword. Vanilla leaves the block pose untouched (Scale and Swing Speed still apply); every other option is a distinct held-item animation ported from popular clients.
Spoof Blocking On Lag
Keeps the sword-block pose showing client-side while Blink is holding your packets, so the block animation stays visible during lag instead of snapping back.
Swing Speed
How fast the arm swing animation plays, shown as its tick length. 6t is the vanilla swing; higher values stretch the swing out to as long as 20 ticks.
Scale
Size of the held item model in first person, as a percentage. 100% is vanilla; below shrinks it, above enlarges it.

Particles

Customizes how the game's particles are rendered.

Settings

Hide Particles
Multi-select of particle types to stop rendering entirely. Each entry covers the whole vanilla family it names: Explosions takes all three explosion sizes, Water takes splashes, bubbles, wakes and drips, and so on. Hiding wins over every other setting here: pick Sharpness and the enchanted-hit swirl stays gone even with Always Show Sharpness on.
Hide First Person Potion Particles
Removes the potion swirl your own active effects spawn around you, but only while you are in first person, since that's the one that drifts through the camera and blocks your view. Other players' swirls, and your own in third person, are left alone.
Hide Block-Breaking Particles
Removes the block dust thrown off while a block is being mined and the burst when it finally breaks, from anyone's mining, not just yours.
Always Show Sharpness
Spawns the enchanted-hit swirl on every entity you attack, instead of only when your weapon carries a damage enchantment. The particles are drawn locally the moment you swing, so they show up without waiting on the server's animation packet.

ExplosionRadius

Simulates TNT and fireball explosions ahead of time and outlines exactly which blocks will be destroyed, with an optional countdown to detonation.

Settings

Sources
Multi-select of which explosion sources to simulate and outline. TNT outlines the blast radius of primed TNT entities. Fireball outlines where a fireball will land and the blast radius it will create there, accounting for its current trajectory.
Show Timers
Draws a countdown showing how long until the explosion goes off, above the TNT or at the fireball's landing spot.
Show Timers → Format
Units for the countdown. MS shows whole milliseconds (e.g. 1200ms); Second shows seconds with two decimals (e.g. 1.20s).
Show Timers → Timer Scale
Base size of the countdown text. It still auto-scales with distance so it stays readable; this sets the baseline size on top of that.
Debris
Throws particle debris off the blocks that are going to be destroyed.
Color
Color of the highlighted blast volume. Its alpha sets the base fill opacity, which then fades in as the explosion gets closer to going off.
Glow
Additive bloom around the blast volume. 0 turns it off.

AntiDebuff

Hides negative visual effects (blindness and nausea). The server still applies the effect; only the client-side visual is suppressed.

Settings

Show Notifications
Notifies you when an effect is suppressed using Graves notification system. Must have notifications enabled in the settings.