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Item attributes and changer (Reforged)

Turn XP levels into a forge for vanilla gear. Set damage/speed/range/armor to exact values, add hold/armor/hit effects, and chase 1 of 7 weapon or 5 armor Flux Cores for unique passives and abilities. Fully configurable via /itemattr and one config file.
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Beta 2.0 reforge (REQUESTING FEDBACK AND BUGS ALSO CHECK CHANGELOG)

File nameItemAttributeReforged-2.0.jar
Uploader
Jack_RabitJack_Rabit
Uploaded
Aug 8, 2026
Downloads
20
Size
2.7 MB
Mod Loaders
Forge
File ID
8599885
Type
B
Beta
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:item-attributes-and-changer-1536101:8599885")

Learn more about Curse Maven

What's new

<header class="top">

THE BIGGEST UPDATE THIS MOD HAS EVER SHIPPED

This is the largest content update I have made for the mod so far, and everything listed here is new to you.

IMPORTANT CHECK section 18!

Two brand-new bosses. Real summoning rituals. A legendary endgame sword. An entire adaptation system. Nineteen new pieces of Gear. Six Stellar items. Five Compactor tiers. A completely new dimension. A new server Utility-Only master switch. Major balance changes. New status effects. New Item Forge artwork. Bug fixes across multiple existing systems.

None of this has ever been public before.

This catalog covers everything I have added, changed, reworked, or started building since the version you currently have.


FEEDBACK PRIORITY

THESE ARE THE THINGS I MOST WANT YOUR INPUT ON

I don't just want bug reports from this build.

I want opinions.

Tell me when something feels:

  • Too strong

  • Too weak

  • Too expensive

  • Too cheap

  • Too rare

  • Too common

  • Too annoying

  • Too easy

  • Too difficult

  • Too grindy

  • Too complicated

  • Or simply not fun

A lot of these numbers are still first-pass values.

If something needs to change, I want to know before I treat it as final.


HIGH-PRIORITY FEEDBACK

LYX & MALGORATH

Both are completely new boss fights.

Both have:

  • Full combat kits

  • Real summoning rituals

  • Unique mechanics

  • 5,000 HP

I want to know:

  • Are they difficult without becoming tedious?

  • Is 5,000 HP too much?

  • Is 5,000 HP too little?

  • Are their attacks readable?

  • Do the fights feel different from each other?

  • Are you dying because you made a mistake, or because something feels unfair?


THE ALMIGHTY SWORD

This includes:

  • Law of Time

  • Calamity

  • Death Beam

  • Almighty Slash

  • Almighty Pulse

  • God's Grasp

  • Godfather inheritance

  • Sublime Adaptation

Nobody outside my own testing has properly used the complete weapon yet.

I especially want to know whether it feels appropriately absurd for what it is without becoming boring because nothing can challenge it.


SUBLIME ADAPTATION

The Almighty Sword runs adaptation at half the normal timer and adds several entirely new adaptation categories.

I want to know:

  • Does it adapt too quickly?

  • Too slowly?

  • Do permanent adaptations feel earned?

  • Are there things it should never adapt to?

  • Does permanent sealing remove too much danger from combat?


ITEM FORGE COSTS

The Item Forge economy has changed significantly.

I want people testing it at different stages of progression.

Especially:

  • Level 5

  • Level 20

  • Level 50+

Do the costs feel fair?


FLUX CORE RARITY

Rare Flux Cores have been made more obtainable.

Jackpot Gear also introduces a pity mechanic.

I want to know if rare cores now feel:

  • Obtainable

  • Still exciting

  • Too common

  • Still impossibly rare


GODFATHER / PRIMORDIAL RETUNING

Several existing abilities received significant number changes.

The biggest example:

Almighty Push: 500 → 5,000 damage

That is intentionally a huge change.

I want actual player reactions before deciding whether those numbers stay.


INTENTIONAL / DO NOT REPORT

These are currently intentional:

Kutar standing completely still

His combat AI has not been added yet.

The Void Realm being almost completely empty

The dimension is intentionally being shown early.

Both are covered later in the catalog.


01 — LYX, THE WITCH OF ZERO

Status: NEW
Category: Boss
HP: 5,000
Feedback: HIGH PRIORITY

Lyx is one of two completely new bosses in this update.

She is built around:

  • Mobility

  • Positioning

  • Ice abilities

  • Crowd pressure

  • Punishing players who stop paying attention


SUMMONING RITUAL

Burn:

  • Nether Stars

  • One fully Compacted item

The ritual must happen:

  • In fire

  • Inside a snowy biome


COMBAT STYLE

Lyx is designed to move.

She does not simply stand in place trading attacks with the player.

She:

  • Kites

  • Repositions

  • Teleports

  • Creates distance

  • Attempts to control where the player fights


NEBULA

Lyx teleports behind the player.

She then:

  • Blasts them

  • Launches them

  • Applies a debuff when they land


ICE CLONES

At:

70% HP

Lyx unleashes her Ice Clone swarm.

This happens:

Once per fight


FEEDBACK WANTED

I want to know:

  • Is she mobile enough?

  • Does she move too much?

  • Is Nebula readable before it hits?

  • Are the Ice Clones threatening?

  • Are the Ice Clones annoying?

  • Does 5,000 HP feel right?

  • Does the fight feel difficult because of mechanics instead of a giant health bar?


02 — MALGORATH, THE BEAST OF THE DYING STAR

Status: NEW
Category: Boss
HP: 5,000
Feedback: HIGH PRIORITY

Malgorath is the second completely new boss.

His fight is built around:

  • Fire

  • Terrain destruction

  • Increasing aggression

  • Punishing fights that drag on too long


SUMMONING RITUAL

Burn:

  • Blaze Rods

  • Nether Stars

  • One Compacted Golden Sword

The ritual can currently be performed in:

  • The Nether

  • Soul Sand Valley

  • Badlands


PHOENIX BELOW

Malgorath unleashes a beam that tears through the terrain it crosses.


FURY

Malgorath permanently gains Fury while the battle continues.

The longer the player allows the fight to continue:

The more dangerous Malgorath becomes.


FEEDBACK WANTED

I want to know:

  • Does Fury ramp quickly enough?

  • Does Fury become ridiculous too quickly?

  • Does Phoenix Below feel fair?

  • Is the terrain destruction fun?

  • Does the terrain destruction become irritating?

  • Should Malgorath be more aggressive?

  • Does his fight feel different enough from Lyx?


03 — SHARED BOSS MECHANICS

Lyx and Malgorath share several mechanics.


SUNDERING STRIKE

A telegraphed execution-style attack.

The attack is intentionally visible before it lands.

The player is expected to:

See it and dodge it.

If Sundering Strike connects, it deals a combination of:

  • Normal damage

  • Unblockable damage


SUNDERED

Reduces healing.


ARMOR BREAK

Temporarily bypasses:

  • Normal armor

  • This mod's own damage reduction

It also causes:

One durability hit

Even Unbreakable equipment is not protected from the armor-bypass portion.


BOSS HEALTH REBALANCE

Both bosses originally had:

15,000 HP

They now have:

5,000 HP

I intentionally moved difficulty away from enormous health bars and toward actual mechanics.

I would rather have a boss defeat you because you failed its attacks than because you had to hit it for twenty minutes.


FEEDBACK WANTED

Tell me if that actually worked.


04 — THE ALMIGHTY SWORD

Status: NEW
Category: Unique Legendary Weapon
Availability: Currently Unobtainable
Ownership: Permanent
Feedback: EXTREMELY HIGH PRIORITY

The Almighty Sword is a unique weapon intended to exist only once.

It fuses with a:

Godfather-cored item

and becomes permanently bound to its owner.


GODFATHER INHERITANCE

The Almighty Sword automatically inherits the Godfather's entire kit.

That includes:

  • Halo

  • Wings

  • Day Aura

  • Flight

  • Truth Orbs

  • Full buff suite

  • Guaranteed 3× true-damage melee

The Almighty version of these effects uses a:

Red-and-black visual theme


05 — LAW OF TIME

Weapon: Almighty Sword

Freezes everyone except the wielder.

This includes:

Other players

Duration:

60 seconds


FEEDBACK WANTED

Is 60 seconds:

  • Appropriate?

  • Too long?

  • Too short?

  • Completely insane in multiplayer?

I especially want PvP feedback here.


06 — CALAMITY

Weapon: Almighty Sword
Type: Channeled Ultimate
Channel Time: 60 seconds
Damage: 50,000 True Damage

Calamity is one of the Almighty Sword's largest abilities.

During its one-minute channel:

  • Large-scale terrain destruction occurs

  • A defensive shockwave activates partway through

  • A massive sky beam concludes the attack


COUNTERPLAY

Calamity can be interrupted.

If the wielder takes enough incoming damage during the channel:

The ultimate fails.

The goal is to give sufficiently powerful opponents an actual way to stop it.


FEEDBACK WANTED

I want to know:

  • Is 60 seconds too long?

  • Is interruption too easy?

  • Is interruption too difficult?

  • Is 50,000 true damage enough?

  • Is 50,000 true damage too much?

  • Does the channel feel worth surviving?


07 — DEATH BEAM

Weapon: Almighty Sword

Death Beam transforms the Truth Orbs into:

One continuous beam

Hold the ability key to charge it.

Every:

5 seconds

the damage:

Doubles

This continues for as long as the player can maintain the charge.


FEEDBACK WANTED

Please try to break this.

I want to know whether:

  • Scaling becomes absurd too quickly

  • Charging is too easy

  • Charging is too difficult

  • The doubling mechanic needs a cap


08 — ALMIGHTY SLASH & ALMIGHTY PULSE

ALMIGHTY SLASH

Automatically activates every:

5th normal attack


ALMIGHTY PULSE

Automatically activates every:

30 seconds

Nearby enemies are briefly:

  • Frozen

  • Prevented from regenerating health


09 — GOD'S GRASP

Weapon: Almighty Sword
Category: Signature Ability
Feedback: HIGH PRIORITY

Hold the ability bind while looking at a target.

The target is seized.

While held:

  • The target is frozen in time

  • The target is continuously damaged

  • Armor cannot block the damage

  • Adaptation cannot block the damage

  • Invulnerability effects cannot block the damage


FINAL SLAM

If the target is pulled completely toward the player:

200 unblockable damage

is dealt.

The slam also causes:

  • A massive explosion

  • Crippled


CRIPPLED

Normally:

+50% Damage Taken

Duration:

60 seconds

If the target has Regeneration:

5 seconds


FEEDBACK WANTED

God's Grasp is intentionally extreme.

I want to know whether it feels like an Almighty ability or whether it removes too much interaction from combat.


10 — ALMIGHTY SWORD OWNERSHIP

The Almighty Sword is:

Hotbar Locked

Attempting to:

  • Drop it

  • Throw it

  • Put it inside a chest

  • Otherwise remove it

causes the sword to return directly to its owner.


BASE DAMAGE

Current value:

2,500

I intentionally settled on a lower base number than some earlier ideas.

The real power is supposed to come from:

  • Abilities

  • Godfather inheritance

  • True damage

  • Adaptation

  • Utility

rather than simply giving the normal attack stat an absurd number.


11 — DIVINE ADAPTATION

Status: NEW SYSTEM
Source: Godfather Core
Categories: 4
Feedback: HIGH PRIORITY

The basic idea:

Get exposed to the same threat enough times and eventually it stops being a threat.

Divine Adaptation contains four categories.


EFFECT ADAPTATION

Repeated exposure to the same effect can eventually grant permanent immunity.


ENVIRONMENT ADAPTATION

Environmental hazards can eventually stop harming the player.


DAMAGE-SOURCE ADAPTATION

Repeated exposure to the same source of damage eventually allows the player to adapt to it.


CUSTOM-EFFECT ADAPTATION

Modded and custom effects can also be learned by the system.


12 — SUBLIME ADAPTATION

Status: NEW SYSTEM
Source: Almighty Sword
Additional Categories: 4
Feedback: EXTREMELY HIGH PRIORITY

The Almighty Sword extends Divine Adaptation into a second tier.


DEFENSE ADAPTATION

Tracks individual attackers.

Repeated attacks from the same enemy teach the sword how to defend against that specific attacker.


ATTACK ADAPTATION

Rewards repeated successful attacks.

The more the wielder successfully fights something:

The more the sword learns.


WEAKNESS SCANNING

The sword can learn an enemy's defensive profile.

Once understood:

The weapon can bypass its resistances.


SEAL

The first time one of six vanilla attributes gets reduced:

The lowest value reached becomes permanently remembered.

That value becomes the new minimum.

Nothing can ever reduce the attribute below that value again.


UNIFIED ALMIGHTY ADAPTATION

While the Almighty Sword is active:

Every adaptation category runs under one unified system.

All adaptation timers operate at:

50% of normal duration


FEEDBACK WANTED

This is one of the systems I need the most testing on.

Tell me:

  • What adapts too quickly?

  • What adapts too slowly?

  • Which immunities feel satisfying?

  • Which immunities destroy too much danger?

  • Does permanent adaptation feel earned?

  • Are there specific damage types that should never become completely irrelevant?


13 — NINETEEN NEW PIECES OF GEAR

Status: NEW
System: Gear
Feedback: WANTED

These are socketable modifiers with:

  • Drop tables

  • Crafting recipes

  • Boss sources

  • Progression requirements

Some are deliberately unobtainable in the current build because their acquisition content is still being developed.


ATTACK GEAR

GOLDEN ATTACK

Socket: Weapon
Availability: Craftable / Rare Drop

Effect:

+25% Attack Damage

Feedback Wanted

Does this feel useful enough as the first Attack Gear tier?


DIAMOND ATTACK

Socket: Weapon
Availability: Craftable / Rare Drop

Effect:

+50% Attack Damage


CORRUPT ATTACK

Socket: Weapon
Availability: Boss Drop Only

Effects:

  • +100% Attack Damage

  • 25% Lifesteal

  • Disables blocking when the attack connects

Feedback Wanted

This is intended to be considerably stronger than the earlier tiers.

Does a boss-only reward justify the power jump?


ELEMENTAL ARMOR GEAR

Elemental Gear stacks depending on how many pieces are equipped.

Stack Range: 1–4


GEAR OF FROST

Availability: Rare Snowy-Biome Drop

1 Piece

Chance to dodge Frostbite.

2 Pieces

Frozen duration becomes capped.

3 Pieces

Complete immunity to Frozen.

4 Pieces

Immunity to every related cold effect except:

Absolute Zero itself

Feedback Wanted

Does the four-piece progression actually make Frost Gear worth building around?


GEAR OF INFERNO

Availability: Rare Nether Drop

Progression includes:

  • Capped Burn duration

  • Capped Scorch duration

  • Full Fire Immunity

  • Night Vision

  • Extremely fast lava swimming


BLOOD LUST & GOD SLAYER

GEAR OF BLOOD LUST

Availability: Earned
Drop Source: None

Unlock Requirement

Land:

100 killing blows in a row

while remaining at:

½ Heart or less

Effects

  • 50% Lifesteal

  • 2.5× Critical Damage

  • 25% chance to inflict Ravaged


RAVAGED

A stacking bleed effect.


FEEDBACK WANTED

The requirement is intentionally supposed to be difficult.

Tell me whether it sounds:

  • Too easy

  • Reasonable

  • Extremely difficult

  • Basically impossible


GOD SLAYER

Availability: Craftable

Recipe

Place:

8 Five-Star Gear Cores

around:

Any Boss Heart

Effect

Deals:

+500% Damage

against targets above:

55 HP


GOD SLAYER + BLOOD LUST COMBINATION

Using both creates a unique interaction.


GOD SLAYER BONUS

Damage increases from:

+500% → +1000%


RAVAGED UPGRADE

Instead of activating 25% of the time:

Ravaged activates every time.

Its upgraded version deals:

25% of the target's maximum HP

over:

2 minutes


WOUNDED

Also applies:

  • -15% Armor

  • Slowness

  • Weakness

Duration:

15 minutes

The combination also grants:

Its own advancement


FEEDBACK WANTED

The combination is deliberately ridiculous because obtaining both is supposed to be difficult.

Does the reward justify the requirement?


BOW GEAR

Socket: Bow Only
Availability: Craftable


HOMING

Arrows automatically track the nearest target.


INFINITY ARROWS

Offhand ammunition never runs out.


EXPLOSIVE ARROW

Arrows explode on impact.


BARRAGE

Hold the attack input to rapidly fire arrows.

No redraw is required between shots.


FEEDBACK WANTED

Bow Gear is supposed to fundamentally change how a bow plays rather than simply adding more damage.

Which of these actually feels worth using?


RARE GEAR

PUNCTURE

Availability: Weaponsmith Loot Only

Every hit has a:

10% chance

to completely bypass:

  • Armor

  • Resistances


AEGIS

Availability: Ender Dragon Drop Only

Projectile Defense

Projectiles cannot reach the player.

Melee Defense

Provides:

5 Perfect-Block Charges

Charges regenerate over time.

Feedback Wanted

I especially want Aegis tested against:

  • Modded bosses

  • Large enemy groups

  • Rapid attacks

  • Projectile-heavy encounters


ARMOR DEFENSE GEAR

Defense Gear stacks across:

1–4 Armor Pieces


IRON DEFENSE

Availability: Craftable / Common Drop

Per-piece:

+5 Armor

Maximum damage reduction:

20%


DIAMOND DEFENSE

Availability: NOT CURRENTLY OBTAINABLE

Per-piece:

+10 Armor

Maximum damage reduction:

30%

A proper acquisition path is coming later.


CORRUPTED DEFENSE

Availability: Boss Drop Only

Per-piece:

+30 Armor

Maximum damage reduction:

50%


FEEDBACK WANTED

Defense is extremely easy to overtune.

Tell me if high-tier Defense Gear makes you powerful without making enemies irrelevant.


UTILITY SOCKET GEAR

Utility Gear is equipped directly to the:

Player

rather than a weapon or armor piece.


JACKPOT GEAR

Availability: Boss / Grass / Lucky Roll

Effects include:

  • Large Luck increase

  • Chance for 64× kill drops

  • Chests always generate full and boosted

  • Increased Flux Core rarity

  • Interaction with Flux Core pity rolls


FEEDBACK WANTED

I especially want loot feedback.

Does Jackpot feel exciting?

Does it make rare items too common?

Does 64× happen often enough to notice?

Does it happen so often that progression falls apart?


GEAR OF INFINITY

Availability: NOT CURRENTLY OBTAINABLE

Hold the ability to endlessly duplicate whatever you're looking at.

A real acquisition path is planned.


GEAR OF WAY FINDING

Availability: NOT CURRENTLY OBTAINABLE

Unlocks survival access to:

/itemattr locate

and:

/itemattr tp

No administrator permissions are required.

A real acquisition path is planned.


14 — SIX STELLAR ITEMS

Status: PARTIALLY COMPLETE
Feedback: IDEAS VERY WELCOME

Stellar items do nothing simply by being held.

They must be attached to a weapon using:

Stellar Link

inside the:

Item Forge

Once linked:

The Stellar item fuses into the weapon.

Three currently have working kits.

Three currently exist primarily as cosmetic concepts while I determine their final abilities.

I especially want ideas for those unfinished three.


STELLAR — ABSOLUTE ZERO

Source: Lyx
Status: FUNCTIONAL

Unlocks:

  • Summit

  • Absolute Zero Ultimate

Both receive their own keybinds.


WEAPON EFFECTS

Every successful attack progresses:

Frostbite → Frozen → Shatter

Additional effects:

  • Passive freezing aura

  • Frost Beam every swing


FEEDBACK WANTED

  • Does freezing happen too quickly?

  • Does freezing happen too slowly?

  • Should Shatter require more setup?

  • Does the weapon make normal enemies completely irrelevant?


STELLAR — HELLSCAPE

Previously called:

Sacred Flame

Source: Malgorath
Status: FUNCTIONAL

Unlocks:

  • Hellfire

  • Solar Ray

  • Aether Beam


WEAPON EFFECTS

  • Every attack inflicts Scorched

  • Permanent Fire Resistance

  • Flame Beam every swing


FEEDBACK WANTED

Does HellScape feel different enough from Absolute Zero instead of simply feeling like:

Absolute Zero but fire?


STELLAR — NATURE'S CREST

Source: None Yet
Status: FULL KIT BUILT / BOSS MISSING

Nature's Crest already has its abilities.

Its boss and acquisition path simply do not exist yet.


EFFECTS

  • Bonus Health

  • Complete Knockback Resistance

  • Permanent Regeneration

  • Permanent Saturation

  • 50% Lifesteal

  • 100% Thorns


TREE OF LIFE

Provides:

Death-saving charges


MEDITATION

Provides:

Total damage immunity


PLANNED BOSS

Edward the Everlasting


FEEDBACK WANTED

I want ideas for:

  • Edward's ritual

  • Edward's attacks

  • Edward's arena

  • Edward's phases

  • Edward's mechanics

  • How Nature's Crest should actually drop


STELLAR — OMEN'S SEAL

Status: COSMETIC / CONCEPT PHASE

Currently provides:

  • Particle aura

There is no complete combat kit yet.


CURRENT CONCEPT

I am currently considering making Omen's Seal offensive.

The idea:

The longer you fight one specific target:

The more Omen's Seal learns about them.

Eventually it could permanently seal a vulnerability onto that target.


I WANT IDEAS

Would you rather see:

  • Permanent vulnerability stacking?

  • Ability sealing?

  • Resistance suppression?

  • Buff removal?

  • Something completely different?

This ability is not locked in.


STELLAR — ABSOLUTE JUDGMENT

Status: COSMETIC / CONCEPT PHASE

No finished kit exists yet.


CURRENT CONCEPT

An execution ability against low-health targets feels appropriate for something named:

Absolute Judgment

But that is only the current direction.


I WANT IDEAS

If you have something better than a normal execution mechanic:

Tell me.

I would rather build something unique now than finish an ability and replace it later.


STELLAR — THE ANOMALY

Status: COSMETIC / CONCEPT PHASE

Currently uncoded.


CURRENT DIRECTION

I want The Anomaly to feel like actual:

Reality manipulation

The main concept right now is:

Gravity manipulation / forced attraction

rather than another:

  • Freeze

  • Burn

  • Beam

because the other Stellar items and Almighty Sword already cover those spaces.


I WANT IDEAS

The Anomaly is probably the Stellar item I am most open to completely changing.

If you have a weird mechanic that makes it feel like reality itself is malfunctioning:

I want to hear it.


15 — NEW STATUS EFFECTS

Four effects now have proper status icons.


SUNDERED

Reduces healing.


HEART ATTACK

Completely prevents healing.


ARMOR BREAK

Temporarily bypasses:

  • Armor

  • This mod's damage reduction

Works through Unbreakable equipment.

Also causes:

One durability hit


CRIPPLED

Increases incoming damage.

Despite the name:

Crippled does NOT root the target in place.


INTERNAL / NON-ICON EFFECTS

Several additional systems behave like status effects without displaying normal potion-style icons.

These include:

  • Frostbite

  • Frozen

  • Shatter

  • Permafrost

  • Scorched

  • Ravaged

  • Wounded


16 — COMPACTOR EXPANSION

FIVE TOTAL TIERS

The Compactor system now extends beyond:

  • Basic

  • Advanced

Three new tiers have been added:

  • Master

  • Elite

  • Sublime

The goal is simple:

Late-game compacting should become faster and cheaper as progression increases.

I do not want better Compactors somehow becoming more annoying than the machines they replace.


MASTER COMPACTOR

Input Slots: 4
Cycle Time: 7.5 Seconds


ELITE COMPACTOR

Input Slots: 3
Cycle Time: 3 Seconds


SUBLIME COMPACTOR

Input Slots: 2
Cycle Time: Near-Instant

Additional presentation:

  • Unique beacon sound

  • Animated rainbow name


BONUS REPLICA CHANCE

Previously:

25%

Now:

50% per compact


RECIPE REBALANCE

Elite and Sublime originally had recipes so expensive that they were nearly impossible to reach legitimately.

I reworked both.

The intended experience is now:

Hard grind, but realistically obtainable.

Not:

Technically possible, but nobody is ever doing this.


FEEDBACK WANTED

Please tell me how progression actually feels in Survival.

Recipe balance can look completely different after several hours of actual gameplay.


RAINBOW ITEM NAMES

Every:

  • Stellar Item

  • Boss Heart

now displays an:

Animated rainbow name


17 — ITEM FORGE ECONOMY & BALANCE

Status: FIRST-PASS NUMBERS
Feedback: HIGH PRIORITY

The Item Forge economy has been redesigned.


STAT COSTS

Stat upgrades now behave more like enchanting.

Every value has:

  • A level requirement

  • A fixed XP charge at that threshold

You can also no longer:

Downgrade a stat that has already been increased.


FEEDBACK WANTED

Please test this at different progression points.

Especially:

  • Level 5

  • Level 20

  • Level 50+

Tell me whether the cost progression feels natural.


FLUX CORE RARITY

The previous Flux Core distribution had a problem.

Rare tiers combined represented only around:

~0.2% of rolls

That created more of a rarity cliff than a progression curve.

I increased their overall presence.

Rare cores should now be:

  • Noticeably obtainable

  • Still clearly the rarest results


FEEDBACK WANTED

This is absolutely not a number I consider untouchable.

If rare Flux Cores suddenly feel common:

Tell me.

If you roll for an hour and see nothing interesting:

Tell me that too.


JACKPOT PITY SYSTEM

While Jackpot Gear is equipped:

Every:

5th Weapon-Core Roll

guarantees access to a better result pool instead of using the normal odds.


FEEDBACK WANTED

Does the fifth-roll guarantee feel rewarding without removing the excitement of naturally rolling something rare?


EXISTING ABILITY RETUNING

Status: EXISTING CONTENT / NEW NUMBERS
Feedback: WANTED

These abilities are not new.

They already exist in the version you currently have.

Only their values changed.

I checked all three against the actual old values before changing them.


GODFATHER — ALMIGHTY SLASH

Old: 150
New: 650


GODFATHER — ALMIGHTY PUSH

Old: 500
New: 5,000


DRACONIC SHOCKWAVE HP COST

Old: 95%
New: 50%


FEEDBACK WANTED

Almighty Push is obviously the biggest change.

I want actual gameplay reactions before deciding whether:

5,000 stays.


ITEM FORGE ACTION-SCREEN ART

Status: COSMETIC
Gameplay Changes: NONE

Eight Item Forge action screens now use proper artwork instead of flat panels.

Affected screens include:

  • Value Input

  • Effect Picker

  • Effect Remover

  • Weapon Core Picker

  • Armor Core Picker

  • Compact

  • Infuse

  • Stellar Link

Buttons and slots have not moved.

The redesign is purely visual.


KNOWN ISSUE

The individual action screens are not scaled perfectly yet.

You do not need to report this.

It is already on my list.

The main Item Forge hub should display normally.


18 — SERVER UTILITY-ONLY MASTER SWITCH

Status: NEW
Config Section: [itemattributes]
Option: serverUtilityOnly
Default: false
Purpose: Disable the self-service RPG layer for normal players
Admins: UNAFFECTED
Feedback: WANTED

As the mod has grown, it has expanded far beyond where it originally started.

Bosses, Stellar Orbs, Gear, Infusion, Compacting, summoning rituals, dimensions and survival progression have all turned the mod into something much larger than a simple item-stat editor.

I like that direction.

But I also don't want the mod's original purpose to disappear.

Because of that, I added a new:

MASTER UTILITY-ONLY SWITCH

The config option is:

serverUtilityOnly = false

When this is changed to:

serverUtilityOnly = true

the server runs the mod as a much more traditional:

Pure item-stat-editing utility

for normal players.


WHAT THIS ACTUALLY DOES

This setting does not remove systems from the mod.

It does not disable the administrative tools.

It does not stop admins from creating or testing RPG content.

Instead, it shuts off the:

Self-service RPG layer for normal players.


DISABLED FOR NORMAL PLAYERS

When:

serverUtilityOnly = true

the following are disabled for players.


SURVIVAL MENU

The normal survival-facing menu is disabled.

Players no longer have self-service access to the mod's RPG progression through that menu.


STELLAR ORBS

Stellar Orbs are disabled for normal players.

That includes:

  • Stellar Linking

  • Stellar abilities

  • Stellar functionality

  • Player-facing Stellar progression


COMPACTING

The Compacting system is disabled for normal players.

That removes normal survival access to the Compactor progression layer.


GEAR / INFUSE SYSTEM

The Gear and Infuse systems are disabled for normal players.

That includes the normal RPG progression associated with:

  • Gear

  • Infusion

  • Socketing progression


GEAR LOOT DROPS

Gear loot drops are disabled.

If the server is intentionally running Utility-Only Mode, RPG Gear should not continue appearing naturally through gameplay.


NATURAL BOSS SUMMONING

Boss summoning rituals no longer trigger from natural gameplay.

Players cannot accidentally progress into the boss side of the mod while the server is intentionally configured as a utility-only setup.


ADMINS ARE COMPLETELY UNAFFECTED

This is the most important distinction.

Turning on:

serverUtilityOnly = true

does not disable:

/itemattr

for admins.

The administrative command system keeps working exactly as before.

Admins can still use actions for things such as:

  • Setting damage

  • Setting attack speed

  • Setting range

  • Setting armor

  • Adding effects

  • Removing effects

  • Linking Stellar Orbs

  • Setting Compact stars

  • Applying special item systems

  • Using Gear systems

  • Using Infuse systems

  • Spawning bosses

  • Testing boss content

  • Creating custom equipment

  • Managing special items

The actual RPG systems still exist.

They simply stop being available as a normal self-service progression layer for players.


WHY I ADDED THIS

The mod originally started much closer to:

ITEM ATTRIBUTES AND CHANGER

A tool for modifying items.

Things such as:

  • Weapon Damage

  • Attack Speed

  • Range

  • Armor

  • Effects

  • Item customization

  • Custom equipment

  • Server-created rewards

As the mod grew, I started building:

  • Bosses

  • Gear

  • Stellar Orbs

  • Compacting

  • Infusion

  • Rituals

  • Adaptation

  • Dimensions

  • Endgame progression

I don't want all of that new content to force server owners into using my RPG systems if they only wanted the original item-editing utility.


FULL RPG MODE

Leave:

serverUtilityOnly = false

for the complete survival experience.

Normal players retain access to systems including:

  • Survival menu

  • Stellar Orbs

  • Stellar Linking

  • Stellar abilities

  • Compacting

  • Gear

  • Infusion

  • Gear loot

  • Boss rituals

  • Survival progression

This is the intended option for people who want the full RPG experience I am building.


UTILITY-ONLY MODE

Set:

serverUtilityOnly = true

if you want the mod to behave much closer to its original roots.

Normal players lose the self-service RPG systems.

Admins keep the tools.

That means a server owner can still create extremely customized equipment using the mod and then distribute those items however they want.

For example, an admin could create a weapon with:

  • Custom Damage

  • Custom Attack Speed

  • Custom Range

  • Special effects

  • Stellar Link

  • Compact stars

  • Gear

  • Infusion

and then distribute that item through:

  • Quests

  • Shops

  • Bosses from another mod

  • Server events

  • Custom progression

  • Commands

  • Loot systems

without giving normal players direct access to the systems used to create it.


MODPACK & SERVER USE

This is especially useful for:

  • Modpack creators

  • Server owners

  • Adventure packs

  • RPG servers

  • Kitchen-sink packs

  • Custom progression packs

A modpack creator might already have:

  • Their own bosses

  • Their own dimensions

  • Their own loot progression

  • Their own RPG mechanics

  • Their own endgame

but still want Item Attributes and Changer for:

  • Custom weapons

  • Custom armor

  • Special rewards

  • Server-controlled equipment

Instead of having two RPG progression systems competing with each other:

Turn Utility-Only Mode on.

The pack creator keeps the administrative power of the mod while players follow whatever progression system the pack itself uses.


CURRENT CONFIG

[itemattributes]
#Master switch. When true, this server runs the mod as a pure item-stat-editing utility:
#the survival menu, Stellar Orbs (linking and every ability), Compacting, and the Gear/Infuse
#system (including loot drops) are all disabled for players, and boss summoning rituals no
#longer trigger from natural play. Admins are UNAFFECTED - the /itemattr command and all its
#actions (setting stats, linking orbs, setting compact stars, spawning bosses, etc.) keep
#working exactly as before; this only turns off the self-service RPG layer for players.
serverUtilityOnly = false

FEEDBACK WANTED

I especially want feedback from:

  • Server owners

  • Modpack creators

  • People who used older versions

  • Players who mainly use /itemattr

  • People who don't want the RPG progression

Tell me:

  • Does Utility-Only Mode disable everything you expect?

  • Is something still accessible that shouldn't be?

  • Is something disabled that should remain available?

  • Should I eventually add separate switches for individual RPG systems?

  • Would individual toggles for Stellar Orbs, Gear, Compacting or bosses be useful?

The purpose of this switch is simple:

The RPG expansion should add to the mod without replacing what the mod originally was.


19 — FIRST LOOK: THE VOID REALM

Status: VERY EARLY
Purpose: PREVIEW

This is an intentionally early look at the dimension connected to Kutar the Almighty.

The Void Realm is currently:

  • Dark

  • Silent

  • Almost completely empty

  • Mostly just a floor

That is intentional.

The environment is being included early so players can test:

  • Dimension entry

  • Ritual behavior

  • Discovery triggers

  • Stability

before I fill it with its final content.


20 — VOID REALM ENTRY RITUAL

The Void Realm is accessed through actual gameplay.

No command is required.


ENTRY STEPS

  1. Enter the End.

  2. Fall into the void.

  3. Fall far enough to begin taking void damage.

  4. Throw an Ender Pearl.

If performed correctly:

The player is transported into the Void Realm.


DISCOVERY ACHIEVEMENT

Entering the Void Realm for the first time grants:

A one-time discovery achievement


21 — KUTAR THE ALMIGHTY

Status: PREVIEW ONLY
AI: NOT IMPLEMENTED
Combat: NOT IMPLEMENTED

Kutar is already physically present inside the Void Realm.

He currently:

  • Does not move

  • Does not attack

  • Does not have combat AI

This is:

Intentional

Do not report Kutar standing still as a bug.

He currently exists so players can see:

  • The boss

  • The dimension

  • The ritual

  • The direction of the upcoming encounter

before his full fight is completed.


PLANNED KUTAR FIGHT

The completed Kutar encounter is planned around:

75,000 Total HP

spread across:

3 escalating lives

His actual abilities and combat behavior are coming later.


FUTURE BOSSES

Three additional bosses are also planned beyond the content currently shown.


22 — BUG FIX CATALOG

This update includes several fixes in addition to all the new content.


ALMIGHTY SLASH CLICK COUNTER

Almighty Slash could silently fail to activate on a fresh character.

Cause:

Integer overflow inside its click counter

Fixed.

The ability should now work correctly even on characters who have never activated it before.


STALE CONFIG VALUES

Several balance changes were correctly changed during development but never actually appeared live because an old config file was still being loaded.

Affected systems included:

  • Boss HP

  • Ability damage

  • Flux Core weights

The values on disk should now match the intended code values.


UTILITY SOCKET DEATH BUG

Dying previously caused Utility Socket Gear to silently unequip.

This included:

Jackpot Gear

Fixed.

Utility Socket state now survives death.


COSMETIC TOGGLE DEATH BUG

Cosmetic toggles previously reset after death.

Fixed.


COMPACTOR EXTRACTION SHIFT-CLICK

Shift-clicking extraction mode previously activated twice from one click.

That caused the selected extraction mode to skip.

Fixed.


MALGORATH DROP DESTRUCTION

Malgorath's own fire aura could destroy his boss drops before the player collected them.

Fixed.


VOID REALM FALL DAMAGE

A fall-damage interaction could have caused players entering the Void Realm to die immediately.

Fixed.


MALGORATH HITBOX

Malgorath's collision size was accidentally:

4× vanilla Warden size

instead of the intended:

2×

Fixed.

His collision should now better match his actual model.


23 — COMING SOON

Several additional systems are already planned.


ADAPTATION CONTROL

Players will eventually be able to prevent Divine or Sublime Adaptation from adapting to specific threats.

Example:

A modded status effect you intentionally want to continue affecting you could be excluded.


FEEDBACK WANTED

If there are specific Adaptation Control options you think should exist:

Tell me while I am still designing it.


DIAMOND DEFENSE ACQUISITION

A proper survival acquisition path is coming.


GEAR OF INFINITY ACQUISITION

A proper survival acquisition path is coming.


GEAR OF WAY FINDING ACQUISITION

A proper survival acquisition path is coming.


EDWARD THE EVERLASTING

A completely new boss is planned as the acquisition path for:

Stellar Orb — Nature's Crest

I am very open to ideas for:

  • Summoning ritual

  • Arena

  • Attacks

  • Phases

  • Environmental mechanics

  • Drops

  • Personality

  • Visual effects


KUTAR'S FULL KIT

Kutar's real combat system is still being developed.

The current build is only intended to preview:

  • Void Realm

  • Entry ritual

  • Boss model

  • Discovery system

  • Future progression


THREE ADDITIONAL BOSSES

Three more boss encounters are also planned beyond the content currently shown.


24 — RELEASE CHANNEL

BETA

This is:

Not the mod's first release.

A stable public version already exists.

This build is a massive feature update being developed on top of that stable version.

That is exactly why I am distributing it through:

The Beta Channel

Players who remain on the normal Release channel will not automatically receive this build.

Players who specifically want to:

  • Test systems

  • Try unfinished balance

  • Find bugs

  • Test bosses

  • Try new equipment

  • Give ideas

  • Help shape mechanics

can opt into Beta.


CURRENT TESTING STATE

Everything listed here has been:

  • Built

  • Compiled

  • Smoke-tested

Most of it has also been personally tested by me.

What it has not received is large-scale player testing.

That is why I want outside feedback.


EXCEPTION — KUTAR / VOID REALM

Kutar and the Void Realm genuinely are early development content.

That is why they are clearly labeled:

FIRST LOOK

rather than being presented as finished content.


25 — BEFORE YOU TEST

BACK UP YOUR WORLD

Please back up important worlds before opening them in the Beta.

This update interacts with:

  • Player data

  • Permanent attribute modifiers

  • Utility Socket data

  • Adaptation data

  • New equipment systems

  • New boss systems

  • A completely new dimension

Nothing here is intentionally destructive.

But:

This is a Beta.

These systems have not been tested across enough worlds for me to guarantee there are zero edge cases.


26 — WHEN REPORTING A BUG

Please tell me what you were actually doing when the issue happened.

Useful information includes:

  • Singleplayer or Multiplayer?

  • Which boss?

  • Which weapon?

  • Which Gear?

  • Which Stellar item?

  • Which ability?

  • Which dimension?

  • What happened directly before the bug?

  • Can you reproduce it?

  • Does relogging fix it?

  • Does restarting the game fix it?

If you can provide a log:

Even better.

The more context I have, the easier it is for me to figure out what actually happened.


27 — BALANCE & DESIGN FEEDBACK

PLEASE DO NOT HOLD BACK

I genuinely want feedback.

Especially on anything marked:

FEEDBACK WANTED

or:

HIGH PRIORITY

These numbers are not sacred.

Most are first-pass values.


IF SOMETHING IS RIDICULOUSLY OVERPOWERED

Tell me.


IF SOMETHING SOUNDS OVERPOWERED BUT ACTUALLY FEELS TERRIBLE

Tell me.


IF A BOSS IS TOO EASY

Tell me.


IF A BOSS IS DIFFICULT FOR THE WRONG REASONS

Tell me.


IF A DROP RATE DESTROYS PROGRESSION

Tell me.


IF A DROP RATE IS SO LOW YOU WOULD NEVER REALISTICALLY FARM IT

Tell me.


IF AN UNFINISHED STELLAR ABILITY SOUNDS BORING

Give me a better idea.


IF YOU THINK AN ENTIRE SYSTEM SHOULD WORK DIFFERENTLY

Explain why.

That kind of feedback is useful.


THIS BETA ISN'T JUST FOR FINDING CRASHES

I want players helping determine where these systems go next.

That includes:

  • Balance

  • Boss mechanics

  • Gear progression

  • Recipes

  • Drop rates

  • Ability design

  • Stellar concepts

  • Adaptation

  • RPG configuration

  • Utility-Only Mode

  • Modpack compatibility

  • Endgame progression

If something is unfinished:

Give me ideas.

If something feels wrong:

Tell me why.

If something is fun:

Tell me what made it fun.

If something feels perfect:

Tell me that too so I don't accidentally change it.

The goal of this Beta is not just to make sure everything technically works.

I WANT TO KNOW WHETHER IT'S ACTUALLY FUN TO PLAY.

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