Additional Attributes
Modby Cadentem
Adds additional attributes to the game
Type
Mod
CurseForge Downloads
3,661,891
CurseForge ID
Modrinth Downloads
399,421
Modrinth ID
Last Updated
Nov 6, 2026
Description
1.21
Documentation is currently located here
Respirationattribute has been removed (due to vanilla oxygen attribute)- The spell level syntax has been unified (
spell_schoolandspell_typehave been changed tospell/<namespace>/<path>andschool/<namespace>/<path>
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_totalif you don't have the enchantment additionwill be affected bymultiply_total
Harvest Attribute
Can be used to increase the amount of harvested items
- ID is
additional_attributes:harvest additionof1means 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
commonrarity - 1 to 2: Chance between
commonanduncommonrarity - 2 to 3: Chance between
uncommonandrarerarity - 3 to 4: Chance between
rareandepicrarity - 4 to 5: Chance between
epicandmythicrarity - 5 to 6: Chance between
mythicandancientrarity - 6 to ? : Can only roll
ancientrarity - (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 entriesmin_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)
- Directory:
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/<namespace>/<path>
- Example:
- Attribute for each spell type (
additional_attributes:spell_type_<...>)- Example:
additional_attributes:spell_type_shockwave - Third-party spells have the syntax
additional_attributes:spell/<namespace>/<path>- Example:
additional_attributes:spell/traveloptics/orbital_void
- Example:
- Example:
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
1won'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
1.75will result in1 - 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/<namespace>/<path>)- Example:
additional_attributes:innate_school/irons_spellbooks/fire
- Example:
- Attribute for each spell type (
additional_attributes:innate_spell/<namespace>/<path>)- Example:
additional_attributes:innate_spell/irons_spellbooks/cloud_of_regeneration
- Example:
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_basewill have no effect since the base value is0 - Using
multiply_totalwithout prioradditionwill 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
Game Versions
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