This addendum to Stressful Difficulty adds:

- Magic Spells:
Some mobs have a very rare chance to drop a mysterious tome, allowing you to cast various magic attacks. These spells consume XP levels, and can only be used above a certain XP level.

- Respawn Penalty System:
Dying will no longer respawn you with full health and full hunger. Once the respawn cycle is complete, you will be left with 1 heart, and 3 hunger points.

- The High-Jump: Jumping once functions as normal, but a second jump immediately after will double in height.

- Super Sprint: In addition to the full health speed boost, sprinting for a short while will activate a secondary speed boost that will remain active so long as you continue to sprint.

- Crouch Sneak: Whilst moving in the sneaking position for a moment, you will gain an invisibility bonus, allowing you to tip-toe past enemies so long as you continue sneaking.

- Emerald Arrows:
Strike the top surface of an emerald block with spectral arrows to convert them into emerald arrows. With these, it is possible to teleport to an emerald block by shooting it on any side with these highly useful projectiles. They will also return XP orbs to the player if they land on anything other than an emerald block, or a mob.

- Gibs System:
Not just for show! Damaging mobs will cause chunks of "flesh" to erupt randomly from them, landing on the floor just long enough for you to pick them up. Gathering a stack of these special items grants a unique effect based on the class of the mob. Additionally, when you gather a stack of these in close proximity to other mobs, they too will begin showering you with their viscera, intensifying the cycle of raw destruction.

- Minor changes to some mobs:
Zombies have a touch more health, but move a tiny bit slower. Drowned and Skeletons have more health. Jaws will emerge from stone if bats fly too close to the ground, and if you move to close to a bat while this happens, the jaws may attempt to bite you, too! The Guardian is able to electrify water, and getting too close to their aura will stun you in place. For Elder Guardians, this aura is slightly larger. Elder Guardians also possess 300% more health.

- Balance Adjustments:
You will lose 3x more XP points per hit. XP Bottles will vanish upon touching water.