Compatibility
Minecraft: Java Edition
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Supported environments
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Details
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 100. - 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 Modrinth 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.


