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CurseForge · Minecraft mod

Sympathetic Attributes

RPG Attributes library mod that adds custom attributes that enhance gameplay. Designed mainly for rpg, advanture modpacks. It is the core mode/depency for upcoming mods.

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Quick answer

Which Sympathetic Attributes release should I use?

Updated 4 days ago
Latest stable file sympathetic_attributes-1.1.3.jar
Game version 1.21.1
Loader NeoForge

Sympathetic Attributes sympathetic_attributes-1.1.3.jar targets 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.

Where it goes

Is Sympathetic Attributes required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release NeoForge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does Sympathetic Attributes sympathetic_attributes-1.1.3.jar need?

sympathetic_attributes-1.1.3.jar. Change the file and its required mods may change too.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

Before you install it

Add Sympathetic Attributes without breaking your instance.

Built for Sympathetic Attributes sympathetic_attributes-1.1.3.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use sympathetic_attributes-1.1.3.jar. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside sympathetic_attributes-1.1.3.jar. It opens that exact file at the source.

About this project

What does Sympathetic Attributes add?

Sympathetic Attributes

Sympathetic Attributes is an RPG attribute framework for Minecraft 1.21.1. It adds a large set of
combat, movement, survival, ranged, body-size and mana attributes, then gives other mods, datapacks and
server operators a safe way to apply them to players, mobs and items.

These are functional gameplay attributes. A Jump Height bonus changes the real jump, Reach changes
block and entity interaction distance, Thickness and Length change the real body and hitbox, and
penetration attributes take part in the actual damage calculation. Values are synchronized by the
server and can be inspected in-game.

Sympathetic Attributes is also the required foundation for Sympathetic Jobs. It can be used without
Jobs, but it is important to understand what the standalone mod does: it provides the attributes,
mana system, commands, item data and public API. It does **not** randomly add bonuses to ordinary loot
or crafted equipment by itself. Those values must come from an addon such as Sympathetic Jobs, a
datapack, an operator command or another mod using the API.

Requirements

  • **Minecraft:** 1.21.1
  • **Mod loader:** NeoForge
  • **Supported NeoForge versions:** 21.1.235 or newer within the 21.1.x line
  • **Java:** 21
  • **Mod version:** 1.1.1
  • **Public API version:** 0.3.0
  • **Required mod dependencies:** None beyond Minecraft and NeoForge

Install the mod on both the client and the server. Do not keep two different versions of Sympathetic
Attributes in the same mods folder.

What players can see

  • Press **P** to open the rebindable Sympathetic Attributes screen. It shows the server's current
    effective values.
  • A six-part mana bar appears above the vanilla food bar. It shows current mana and regeneration.
  • Items carrying Sympathetic attribute data explain their bonuses and activation conditions in the
    tooltip.
  • English and Turkish translations are included.
  • The interface uses a solid, readable background rather than placing text over a heavily blurred
    view of the world.

Most attributes begin at zero, so the attribute screen focuses on values that are currently modified.

How attribute values work

Percentage bonuses from different sources are added together. For example, +25%, +10% and -5% become
a final +30% bonus; they are not multiplied into a more complicated result. Flat attributes add
ordinary points, blocks or points-per-second instead. Commands accept either 25% or the equivalent
ratio 0.25.

Protection and penetration are safely limited during combat, Execution cannot exceed a 50% health
threshold, and body size cannot go below 25% or above 400% of normal size.

All 45 built-in attributes

Percentage values below describe what a positive value does. Many attributes also accept negative
values, but their exact negative behavior depends on the attribute. Every attribute has safe limits
so broken data cannot create non-finite values or corrupt an entity.

Ranged and projectiles

  • **Draw Speed** (draw_speed) — reduces the time needed to fully draw bows and supported bow-like
    weapons. The bow animation and the server use the same timing.
  • **Arrow Damage** (arrow_damage) — increases damage dealt by arrows fired by the holder.
  • **Arrow Velocity** (arrow_velocity) — increases projectile launch speed. The value is captured
    when the projectile is fired.
  • **Magic Projectile Damage** (magic_projectile_damage) — increases damage dealt by projectiles
    classified as magical.
  • **Magic Projectile Protection** (magic_projectile_protection) — reduces incoming damage from
    magical projectiles.

Critical hits

  • **Critical Chance** (critical_chance) — gives eligible attacks a chance to critically strike. It
    does not require the vanilla jumping critical condition.
  • **Critical Damage** (critical_damage) — increases the extra damage added by a critical hit. By
    default, the normal critical bonus is 50%, and this attribute is added to that bonus.

Elemental damage

  • **Cold Damage** (cold_damage) — adds cold damage based on the main hit and builds freezing time on
    the target.
  • **Fire Damage** (fire_damage) — adds fire damage based on the main hit and ignites the target.

Cold and fire are handled as separate auxiliary damage sources. Safety guards prevent them from
recursively creating more auxiliary hits.

Health and sustain

  • **Life Steal** (life_steal) — heals the attacker for a portion of the health the target really
    lost. Absorption and overkill do not create extra healing.
  • **Max Health Damage** (max_health_damage) — adds physical damage equal to a portion of the
    attacker's own maximum health.
  • **Overheal** (overheal) — converts healing beyond maximum health into tracked temporary absorption
    hearts, up to a limit based on maximum health.
  • **Healing Received** (healing_received) — increases or reduces all normal healing received before
    excess healing is handled.
  • **Health Regeneration** (health_regeneration) — restores a flat number of health points every
    second. By default, passive regeneration pauses briefly after taking damage.
  • **Max Health** (max_health_flat) — adds a flat amount directly to maximum health.

General combat and utility

  • **Experience Gained** (experience_gained) — changes ordinary Minecraft experience gained from
    orbs and supported grants. It does not automatically alter Sympathetic Jobs XP.
  • **Hunger Efficiency** (hunger_efficiency) — reduces exhaustion created by actions, making the
    hunger bar drain more slowly.
  • **Mining Speed** (mining_speed) — increases block-breaking speed.
  • **Attack Speed Bonus** (attack_speed_bonus) — adds a flat number of attacks per second.
  • **Attack Damage** (attack_damage_bonus) — increases melee damage by a percentage of the effective
    weapon damage, including damage supplied by the held item.
  • **Attack Speed** (attack_speed_percent) — increases effective attack speed by a percentage.
  • **Armor** (armor_flat) — adds flat armor points.
  • **Armor Bonus** (armor_percent) — increases effective armor by a percentage, even when the base
    armor comes from equipped items.
  • **Armor Toughness** (armor_toughness_flat) — adds flat armor-toughness points.
  • **Armor Toughness Bonus** (armor_toughness_percent) — increases effective armor toughness by a
    percentage.
  • **Luck** (luck_flat) — adds flat Luck used by Minecraft loot-table rolls.
  • **Reach** (reach) — increases both block interaction range and entity interaction/attack range.
    Mods such as Better Combat that read the normal entity-interaction attribute receive the same
    result.

Movement

  • **Fall Resistance** (fall_resistance) — adds extra safe-fall distance before fall damage begins.
  • **Swim Speed** (swim_speed) — changes movement speed while swimming.
  • **Movement Speed Bonus** (movement_speed_bonus) — changes normal movement speed by a percentage.
  • **Step Height** (step_height) — increases how high an entity can step without jumping.
  • **Jump Height** (jump_height) — increases the real jump apex. The launch speed is applied to both
    client prediction and the server, and the extra jump distance receives matching safe-fall handling.

Armor and enchantment penetration

  • **Armor Pierce** (armor_pierce) — ignores a portion of the target's armor reduction.
  • **Armor Shred / Toughness Pierce** (armor_shred) — ignores a portion of the target's armor
    toughness for the current attack.
  • **Protection Pierce** (protection_pierce) — ignores a portion of the reduction supplied by general
    Protection enchantments.
  • **Projectile Protection Pierce** (projectile_protection_pierce) — ignores a portion of Projectile
    Protection for projectile hits. It combines with general Protection Pierce and is safely capped.

Mana

  • **Max Mana** (max_mana) — sets the maximum size of the Sympathetic mana pool. The base value is
  • **Mana Regeneration** (mana_regeneration) — restores a flat amount of mana each second.
  • **Mana Regeneration Bonus** (mana_regeneration_bonus) — multiplies flat mana regeneration. It has
    no effect when flat regeneration is zero.
  • **Mana Damage** (mana_damage) — increases magic damage according to the percentage of mana
    currently available. A fuller mana pool gives more of the listed bonus.

Execution

  • **Execution Limit** (execution_limit) — instantly executes a surviving target when its health
    percentage is at or below the threshold. The server has a hard maximum threshold of 50%.

Body size

  • **Thickness** (thickness) — changes body width and depth without changing height.
  • **Length** (length) — changes body height without changing width.

Body size is not only visual. It updates the collision hitbox, render model and interaction range.
Length also updates eye height, so the first-person camera and interaction ray start from the correct
position. The default safe body scale range is 25% to 400% of normal size.

Curses

  • **Curse Proficiency** (curse_proficiency) — increases outgoing damage classified as curse damage.
  • **Curse Protection** (curse_protection) — reduces incoming curse damage.

The mana system

Every living entity can use the independent Sympathetic mana pool. Current mana is stored and
synchronized separately from the attributes that define maximum mana and regeneration. Regeneration
is calculated every half second, only sends an update when the value changes, and never spends mana
partially when an ability requires more than is available.

By default, players return with full mana after respawning. Server owners can change that behavior.
Mana persists through dimension changes.

This mana pool is intentionally separate from Tensura, ManaScore and other mods' mana or energy
systems. Installing those mods does not merge, mirror or replace either resource. An addon must
explicitly choose which mana system it uses.

Entity grants

Attributes can be applied directly to any living entity. A grant can be permanent or timed, can be
configured to remain or disappear on death, and carries its own source identity. Updating or removing
one source affects only that source; it does not wipe bonuses supplied by another item, profession,
command or mod.

Timed grants are stored safely and resume with the correct remaining behavior after saving and
loading. Values are checked for valid numbers and clamped to the safe range of the chosen attribute.

Attribute-bearing items

Items can carry one or more attribute grants. Each grant states where the item must be for the effect
to work:

  • main hand, off hand or either hand;
  • head, chest, legs, feet or any armor slot;
  • any equipped location;
  • hotbar or full inventory;
  • any Curios slot or one named Curios slot when Curios is installed.

The tooltip groups bonuses by their activation condition, so the player can see whether an effect
requires the item to be held, worn or simply carried. A grant can optionally scale with stack count,
up to 64 items. Different sources of the same attribute can work together without replacing each
other. A single item can carry up to 64 grants. Items with identical attribute data can stack
normally; items with genuinely different grants remain separate so no bonus is lost.

Items can receive per-stack data from commands and addons, or type-wide data from a datapack data
map. Sympathetic Attributes itself ships with an empty item map, so ordinary items are not changed
unless a pack or another mod deliberately assigns values.

Commands for server operators

All management commands require operator permission level 2.

The /sympatheticattribute command can:

  • add permanent or timed attributes to living entities;
  • remove one attribute, one source or all direct grants;
  • inspect effective values and list active direct grants;
  • get, set, add, consume or refill mana;
  • add, remove and list grants on the item held in the main hand.

/sympatheticattributeitemgive creates an item with one or more attribute grants and a chosen
activation condition. Command suggestions include registered attributes, operations and supported
activation locations. Percentage amounts accept readable forms such as 25% as well as ratios such
as 0.25. Timed grants accept convenient durations such as 40t, 10s, 5m, 1h and 2d.

Configuration

The server config provides practical balance and behavior settings such as the base critical bonus,
execution threshold, elemental freeze and fire scaling, the post-damage regeneration pause, mana
refill on respawn and the fallback inventory rescan interval. The attribute-screen key can be changed
from Minecraft's normal Controls menu.

For modpack makers and addon developers

Public API 0.3.0 allows addons to:

  • read all built-in logical attribute definitions;
  • register additional logical attributes under the addon's own namespace;
  • create, update and remove exact-source entity grants;
  • read and edit per-stack item grants;
  • read and atomically spend Sympathetic mana;
  • provide custom attack-owner and projectile classification logic for modded combat systems.

NeoForge data maps can assign item grants through datapacks. Damage-type tags control whether a hit
can critically strike, execute, life-steal or create auxiliary elemental damage, and they allow custom
damage sources to join the correct category without a hard code dependency.

The API and saved data use bounded lists and stable source IDs. Removing one addon or one item does
not remove an unrelated modifier that happens to use the same attribute.

Compatibility

Curios is optional. When present, items carrying Sympathetic grants can activate from Curios slots;
when absent, the core mod starts normally and those activation conditions simply remain inactive.

Reach and body-size bonuses use Minecraft's standard block and entity interaction attributes, which
also allows Better Combat to read the resulting attack range. Other integrations prefer public
damage tags and the addon API instead of hard-loading optional mod classes.

Optional mods are not declared as required dependencies. Their absence does not create unnecessary
NeoForge "only supports" warnings. Sympathetic Attributes can run with only Minecraft and NeoForge.

Questions, bug reports and suggestions

Please use the comments on the CurseForge project page for questions, bug reports and suggestions.
Comments are read and answered there. When reporting a problem,
include the Sympathetic Attributes version, NeoForge version, a short list of other relevant mods, and
clear steps that reproduce the problem. Crash reports or the relevant part of latest.log are
especially helpful.

License

Sympathetic Attributes is distributed under **All Rights Reserved**. See the included LICENSE file
for the full notice.

Project description from CurseForge.

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