Skip to content

Custom Attributes

maucon edited this page Apr 12, 2026 · 5 revisions

This mod adds custom attributes that can modify your character’s stats beyond vanilla Minecraft (for example: damage, survivability, mobility, resource gain, etc.). These attributes can come from gear, upgrades, consumables, effects, or progression systems added by the mod.

Note: Exact numbers and scaling can change by mod version and config. Treat values shown in tooltips as the source of truth for your current install.


How attributes work (in plain terms)

What an “attribute” is

An attribute is a stat the game uses to calculate something about your character—like how hard you hit, how much damage you take, or how fast you move.

Base value + modifiers

Most attributes are calculated from:

  • Base value (your starting amount)
  • Modifiers (bonuses/penalties from items, upgrades, effects, etc.)

Modifiers can apply in different ways (depending on how the mod defines them), commonly:

  • Flat bonus: +2
  • Multiplicative bonus: +10% (sometimes shown as x1.10)
  • Conditional bonus: only active in certain situations (e.g., “while below 50% HP”)

Stacking rules (important)

If you have multiple sources of the same attribute:

  • Flat bonuses usually add together
  • Percent bonuses may add or multiply depending on how they’re implemented
  • Some effects may have caps (maximums) to prevent extreme builds

If an attribute feels like it “stops increasing,” check for a cap in the mod’s config or documentation.


Attribute list

Below is a list of the custom attributes introduced by the mod and what they do.

If you want this page to be perfectly accurate, replace the placeholders with the exact names shown in-game (tooltips) or in the mod config.

(ATTRIBUTE NAME 1)

What it does: Describe the gameplay effect in one sentence.
Common sources: e.g., “Endgame armor sets, relics, boss drops”
How it scales: Flat/percent, notable breakpoints, caps
Notes: Interactions, when it’s most useful


(ATTRIBUTE NAME 2)

What it does:
Common sources:
How it scales:
Notes:


(ATTRIBUTE NAME 3)

What it does:
Common sources:
How it scales:
Notes:


Where do these attributes come from?

Custom attributes can appear on:

Gear & equipment

  • Armor, weapons, tools, curios/trinkets (if supported)
  • Some items may roll random values or tiers (if the mod uses rarity/affixes)

Upgrades & crafting

  • Reforging / infusions / augment slots (if present)
  • Crafting components that permanently improve an item

Effects, buffs, and debuffs

  • Potions, foods, beacons, set bonuses, boss auras, etc.

Progression systems (if applicable)

  • Skill trees / milestones / research
  • Permanent player upgrades

How to check your current attribute totals

In tooltips

Most items will show attribute bonuses directly in the tooltip. Look for lines like:

  • +X (Attribute Name)
  • +Y% (Attribute Name)

In the character screen

If the mod adds a custom stats screen, it may show:

  • Your total for each attribute
  • The breakdown of sources
  • Any caps currently applied

If you don’t see a UI, try equipping/unequipping an item and watching the effect (damage numbers, movement speed, etc.) to confirm it’s working.


How to build around attributes (practical examples)

Example: “glass cannon” damage build

Prioritize attributes that increase:

  • Damage output (flat or %)
  • Attack speed / crit chance (if present)
  • Boss/elite damage (if present)

Trade-offs:

  • Lower survivability, so you may need mobility or shields

Example: tank / survivability build

Prioritize attributes that increase:

  • Max health / effective HP
  • Damage reduction / resistances
  • Healing received / regeneration

Trade-offs:

  • Slower kills unless you also add sustain damage

Example: mobility / farming build

Prioritize attributes that increase:

  • Move speed / sprint efficiency
  • Looting / resource gain (if present)
  • Utility stats that reduce downtime

Known interactions / compatibility notes

  • Some attributes may not behave correctly if another mod also modifies the same vanilla stat pipeline.
  • Server configs can override client expectations—if tooltips differ from actual behavior, confirm the server’s mod/config versions.

FAQ

Do these attributes work on multiplayer servers?

Yes, as long as the server is running the mod and the same (or compatible) config/version.

Why don’t I see the attribute doing anything?

Common causes:

  • The bonus is conditional (only applies in certain states)
  • You’re hitting an attribute cap
  • The item is in the wrong slot (some modifiers require being equipped/held)
  • Another mod is overriding the same mechanic

Do attribute bonuses stack from multiple items?

Usually yes, but stacking rules depend on whether the bonus is flat, percent, or multiplicative.

Can I respec / remove attribute upgrades?

If the mod includes respec items or a reset mechanic, describe it here:

  • How to respec: (placeholder)
  • Cost/limitations: (placeholder)

Changelog (optional)

  • YYYY-MM-DD: Page created
  • YYYY-MM-DD: Updated for mod version X.Y.Z (adjusted scaling / new attributes)

Clone this wiki locally