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Details
Licensed MIT
Published 3 weeks ago
Updated last month
All versions
1.2.1
Beta
STAT Mod 1.2.1last month 20
Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client and server
Changes
Changelog
[1.2.1] - 2026-07-13
Added
- Adventurers' City (floor 0) expanded with denser districts, decorated interiors, a protected duel arena, spectator stands, PvP isolation, bounty/merchant NPCs, and dedicated warrior, archer, and mage training grounds with real training dummies
- Room encounters on combat floors: enemies now spawn progressively when players enter each required room instead of loading the whole floor as one global wave
- Explicit normal, elite, and boss roles for dungeon health scaling
Changed
- Dungeon monster health now scales from x3 at floor 1 to x15 at floor 100, continuing through the Abyss up to x25; elites receive x1.25 and bosses x1.5
- Combat floors are completed only after every required room encounter is cleared
- STAT Mod version advanced to 1.2.1 for Minecraft 1.21.1 / NeoForge 21.1+
Fixed
- Long Iron's Spellbooks casts being repeatedly cancelled when another mod refreshed durability or components on the same equipped casting item
- Tensura spell metadata queried before registry initialization no longer remains cached as an incorrect instant, zero-tick cast
- Dungeon health modifiers no longer stack or fully heal damaged mobs when reapplied
[1.2.0-public] - 2026-07-12 — First public release (Modrinth + CurseForge)
Added
- Trial Dungeon: endless procedural dungeon dimension — 100 rotating themes across 10 arcs, serpentine room-chain floors, giant open-sky boss arenas with a 40+ boss altar roster, treasure vaults, secret rooms, ultra-secret relic sanctuaries, command-block traps
- Dungeon Rush: kill combos, jackpots, flawless-floor bonuses, personal records
- Dungeon points economy: kills → points → currency exchange; physical FDP currency (coins & notes), magic banker, SDM shop bridge with detailed catalog
- Dungeon mage mobs with real caster AI (modeled on Iron's wizard AI): kiting with player-facing backpedal, spell telegraphs (sound + particles), line-of-sight checks, distance-scaled cast cadence, hit retaliation, squad cohesion — and counterplay: hitting a casting mage interrupts its spell
- Natural mage squads from floor 3+ (wither mages 15+), always escorted by a tank knight and an archer
- Team co-op dungeon conquest (FTB Teams): shared unlocks, assist points
- PlayerRevive, Waystones, Lootr, L2 Hostility dungeon integrations
Fixed
- Custom mage spawn eggs: NBT now nested under NeoForgeData + spawn-guard authorization (mobs previously vanished on spawn)
- Mage AI lost on chunk reload/restart (goal re-attached via in-memory guard)
- Invalid Iron's Spellbooks spell ids (ice_storm → blizzard, summon_skeleton → raise_dead)
- Natural mage wave conversion was dead code with a full modpack installed
[1.2.0] - 2026-06-21
Added
- Unified magic tree — Iron's Spellbooks Phase 1 (common trunk + Fire school active)
- 8 magic schools structurally present (locked, pending Phase 2)
- Arcane and school point system with persistence
- IronSpellEventBridge for event-driven spell casting
- Puffish Skills mirror UI for magic tree
/magiccommand for tree management- Magic node unlock/gating with race affinity cost adjustment
- Client-side magic tree cache with sync on join
Fixed
- Audit M1 — 10 critical/important/minor fixes from code review (065d57a)
- SwordSoaringClientModEventsMixin cleanup
- Magic state sync on player join/respawn
Changed
- Port NeoForge 1.21.1 finalized (zero Forge residuals in src/)
- Perk gating integrates with Tensura skill level
- Build CI targets JDK 21, NeoForge 1.21.1
[1.1.0] - 2026-06-04
Added
- Full config externalization: XP rates, perk thresholds, skill levels, thirst rates, weapon XP, cooldown multiplier
README.mdwith installation, commands, and progression documentationCHANGELOG.md(this file)
Fixed
- StatPassiveSkill UUID collision: Each stat+tier now has a unique UUID, preventing passives from overwriting each other
- LevelUpHandler: Particle effects now trigger correctly per milestone level
- FatigueHandler: Config values are now read once at load instead of every tick
- System.currentTimeMillis(): Replaced with server game ticks in
StatActiveSkilland mana blocking for deterministic cooldowns - ThirstHandler: All thirst rates are now configurable
- PerkTickHandler: Added early return when player has no perks
Removed
- Stale
META-INF/mods.tomlat project root (WeaponsOfMiracles artifact)
Changed
- Perk tier thresholds now read from config (were hardcoded 20/50/80)
- Skill unlock levels now read from config (were hardcoded 20/50/80/100)
- XP formula multiplier configurable (was hardcoded 50)
- Weapon mastery max level configurable (was hardcoded 50)
[1.0.0] - 2026-05-27
Initial Release
- 23 character stats across 5 categories
- 60+ Epic Fight custom skills
- 42 perks (3 per stat)
- Fatigue system with 7 debuff thresholds
- Thirst system with dehydration effects
- Weapon mastery for 13 weapon types
- Mana pool system
- 48-minute day cycle
- Adrenaline potions and effect
- Full French and English localization
/statmodadmin command with list/get/set/xp/reset- Character Screen (P) and Perk Screen (O)
- HUD: fatigue bar, global level overlay, combo counter
- ParCool integration
- AAA Particles integration
Optional dependencies
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:s6kZZpsn:qf3Sc2JW"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:s6kZZpsn:qf3Sc2JW"
}

