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Ascend: SbA (Stats by Actions) — short overview

Ascend turns vanilla Minecraft into a lightweight, persistent RPG: train attributes by doing things in-game, gain Ascend levels, spend points to boost combat, movement, magic and social skills, and watch those choices change how your character performs.

What it does (quick)

  • Adds an Ascend level & XP system (max level 20, 15 points per level).
  • Players earn XP from actions: killing mobs, mining certain blocks, taking damage, crafting/smelting, using potions, trading with villagers, using weapons, and periodic checks for risky situations (low health, debuffs, darkness).
  • Spend earned points on 10 attributes (strength, agility, fortitude, intelligence, willpower, charisma, and weapon/magic scaling stats).
  • Client UI: press V (configurable keybind) to open a compact stats screen and spend points. Server-authoritative with packet sync.

Key mechanics & examples

  • Strength: +attack damage, +knockback, and armor-bypass bonus calculated on hit.
  • Agility: small movement speed bonus; XP for agile actions (sprinting, climbing, jumping).
  • Fortitude: increases max health, knockback resistance, chance to resist/cleanse harmful effects.
  • Intelligence: increases mana (and integrates with Iron’s Spellbooks if present), lengthens beneficial potion effects, reduces enchantment costs/effects.
  • Willpower: reduces sanity drain and increases tempo/stamina gains (API helpers available).
  • Charisma: grants trade discounts by adjusting merchant offers when opening trades.
  • Scaling stats: light/medium/heavy weapon scaling and magic scaling multiply damage based on attack speed or magic damage type.

Playstyle & design goal

Ascend is built to be unobtrusive and organic: your playstyle trains the corresponding attributes. Want a heavy-hitter who tanks? Smash armor and spend in Strength/Fortitude. Prefer spellcasting? Farm XP and invest in Intelligence and Magic Scaling. It’s about emergent progression. No grindy menus, just meaningful choices.

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