Additional Attributes
Modby Cadentem
Adds additional attributes to the game
Type
Mod
CurseForge Downloads
2,417,841
CurseForge ID
986624
Modrinth Downloads
229,673
Modrinth ID
z7dzpcw6
Last Updated
Jun 12, 2026
Description
# 1.21
Documentation is currently located [here](https://github.com/SiverDX/additional_attributes/tree/1.21)
* `Respiration` attribute has been removed (due to vanilla oxygen attribute)
* The spell level syntax has been unified (`spell_school` and `spell_type` have been changed to `spell//` and `school//`
---
# Enchantment Attributes
- Looting (`additional_attributes:looting`)
- Respiration (`additional_attributes:respiration`)
- Fishing Lure (`additional_attributes:fishing_lure`)
- Fishing Luck (`additional_attributes:fishing_lure`)
The base value for these is the enchantment value which gets checked
- Meaning there won't be any benefits using `multiply_base` / `multiply_total` if you don't have the enchantment
- `addition` will be affected by `multiply_total`
# Harvest Attribute
Can be used to increase the amount of harvested items
- ID is `additional_attributes:harvest`
- `addition` of `1` means one additional crop (not seed)
- The base value is the initial harvested amount
# Apotheosis
## Apothic Crafting
An attribute that adds a chance to affix crafted items
Logic works as follows (using the baseline `Apotheosis` rarities):
- **0 to 1**: Chance between nothing happening and `common` rarity
- **1 to 2**: Chance between `common` and `uncommon` rarity
- **2 to 3**: Chance between `uncommon` and `rare` rarity
- **3 to 4**: Chance between `rare` and `epic` rarity
- **4 to 5**: Chance between `epic` and `mythic` rarity
- **5 to 6**: Chance between `mythic` and `ancient` rarity
- **6 to ?** : Can only roll `ancient` rarity
- (This is just an example - the attribute value corresponds to the ordinal of the rarity)
If the attribute value is exactly 0 nothing will happen
A value of `1.3` has a 30% chance to consider `uncommon` rarity - The `luck` attribute will still affect the actually picked rarity
### Configurations:
- There is a server config that can limit the max. crafted rarity
- There is a blacklist item tag (`additional_attributes:apothic_crafting_blacklist`)
- You can define min / max rarity clamps per items using a datapack (applies after the server config), see example of wooden tools:
- Directory: `additional_attributes/rarity_definitions`
- Clamp entry:
- `items`: A tag, single entry or a list of entries
- `min_rarity`: Min. rarity (if said rarity is above the max. rarity of the current attribute value, it will not be considered) (Optional)
- `max_rarity`: Max. rarity (if said rarity is above the max. rarity of the current attribute value, it will not be considered) (Optional)
# Iron's Spells 'n Spellbooks
## Increase or decrease spell levels
- General attribute (meaning all spells) (`additional_attributes:spell_general`)
- Attribute for each school type (`additional_attributes:spell_school_<...>`)
- Example: `additional_attributes:spell_school_fire`
- Third-party schools have the syntax `additional_attributes:school//`
- Attribute for each spell type (`additional_attributes:spell_type_<...>`)
- Example: `additional_attributes:spell_type_shockwave`
- Third-party spells have the syntax `additional_attributes:spell//`
- Example: `additional_attributes:spell/traveloptics/orbital_void`
How it works:
- The base value of these attributes is the level of the spell being used - meaning modifying the base has no effect
- Spells with a maximum level of `1` won't have their spell level increased, since there usually is no reason to do so (configurable)
- The three attribute types function as one - their modifiers are gathered together before calculation
- There is no rounding - meaning a spell level of `1.75` will result in `1`
- If the spell level reaches 0 (due to negative modifiers) the spell cannot be cast
- These attributes are present for all entities not just the player
## Add spells to the spell selection
These spells will be available independent of the current spellbook, weapon, etc.
- Attribute for each school type (`additional_attributes:innate_school//`)
- Example: `additional_attributes:innate_school/irons_spellbooks/fire`
- Attribute for each spell type (`additional_attributes:innate_spell//`)
- Example: `additional_attributes:innate_spell/irons_spellbooks/cloud_of_regeneration`
## Other
Added an attribute to potentially not use up a scroll
- ID is `additional_attributes:keep_scroll`
- Value between `0` (`0%` chance) and 1 (`100%` chance)
- Using `multiply_base` will have no effect since the base value is `0`
- Using `multiply_total` without prior `addition` will also have no effect
---
References:
- School Types https://github.com/iron431/Irons-Spells-n-Spellbooks/blob/1.19.2/src/main/java/io/redspace/ironsspellbooks/api/registry/SchoolRegistry.java
- Spell Types https://github.com/iron431/Irons-Spells-n-Spellbooks/blob/1.19.2/src/main/java/io/redspace/ironsspellbooks/api/registry/SpellRegistry.java
Compatibility
Mod Loaders
Forge
Neoforge
Game Versions
1.19.2
1.20
1.20.1
1.21
1.21.1
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