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Stats Surge

An RPG-style progression mod where you collect Blood from mobs to upgrade stats like Vitality, Strength, and Agility.
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Stats Surge Final / 1.21.1

File namestatsurge-0.5.jar
Uploader
ZomerAhrisZomerAhris
Uploaded
Sep 7, 2026
Downloads
79
Size
340.1 KB
Mod Loaders
NeoForge
File ID
8826804
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:stats-surge-1425810:8826804"

Learn more about Curse Maven

What's new

Stats Surge 1.21.1 Final

  • Added visual shield layer animation for Endurance's Force Field effect

NEW: Penetration
An offensive stat that reduces a target's damage mitigation — both vanilla armor and Endurance's reduction — applying to both melee and projectile attacks.

  • Reduces target's Armor and Armor Toughness, plus Endurance's damage reduction on player targets, by a percentage based on level
  • Scaling: 1% at level 1, up to 75% at level 20
    • Levels 1-5: 1% → 5%
    • Levels 6-14: 9% → 35%
    • Level 15: holds at 35%
    • Levels 16-20: 44% → 75%
  • Against entities with no real armor (Warden, Ender Dragon, Wither), the effect has no impact by design
  • Unlocks at level 5 — Precise Strike: landing a critical melee hit arms a bonus; the next attack (critical or not) deals +20% bonus damage, scaling up to +40% based on Strength level. Consecutive critical hits chain the bonus without breaking it
  • Unlocks at level 15 — True Damage: every 4th connected hit (melee or projectile) ignores all damage mitigation entirely. Global hit counter, resets after triggering. A charging visual effect (white particles rising from the player) telegraphs when the next hit will be the true damage strike
  • Unlocks at level 20 — Penetration Aura: any living entity within a 7-block radius is continuously affected by the perforation effect, no hit required. Outside the radius, the effect persists for 3 seconds after the last hit (refreshes, doesn't stack). True Damage trigger frequency increases to every 3rd hit. Golden particles rise from the ground on entities affected by your own aura; other players' auras appear in dimmer gold
  • Upgrade cost scaling: levels 1-10 cost 110 per level (110 - 1,100 total per level); levels 11-20 double the base cost (2,420 - 4,400 per level)
  • Total accumulated cost from level 1 to 20: 40,150 Blood Points

QoL

  • Added a keybind (default: 0) to toggle visibility of the Blood Points gear icon in the HUD — the point counter remains visible regardless

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