Riftforged is a Minecraft Java Edition MMORPG plugin — attributes, gear, companions, and boss fights layered on top of vanilla, running on a real multiplayer server. Do that inside the right structure and the whole server feels it — only one Rift can be active at a time, so when one opens, it's not your private instance, it's the event everyone converges on. Guards trickle in first, then a second wave, then the structure's boss itself lands in a full summoning ritual. These aren't reskinned vanilla mobs: each of the six boss types runs its own skill kit — telegraphed attacks you can actually dodge, and "mass seize" abilities that lock down everyone nearby at once. Scripted skill damage always lands (no evade-stat cheese); ordinary swings are still dodgeable.
Win, and the boss doesn't hand you a finished weapon — it hands you the pieces: an Enchantment Stone, a shot at a crafting core, materials specific to that boss. Take those to a crafting table and build one of 129 gear items yourself, each with its own real skill, not just bigger numbers. Then push it further at the Combine Forge — socket stones into it, unlock more sockets, level a stone up, or repair it after it breaks. Elytra skins work the same way: craft one and you're choosing an actual archetype — Speedster, Tank, or Glass Cannon — not a reskin.
And you don't have to do any of it alone. Buy a Deviant — a companion mob you gear up piece by piece, exactly like your own equipment — and it fights beside you, matches your pace, and gets stronger as you level, no separate grind required.
What makes this different
Getting Started
The beginner path — core features and Deviants, everything you need for your first Rift.
Your character: Attributes
Six stats drive everything you do: Strength (flat damage, melee and ranged and splash alike), Agility (attack speed + movement speed), Dexterity (bow/crossbow damage), Vitality (max health), Intelligence (potion/healing power and damage resistance to magic, poison, fire, and wither), Luck (crit chance). You don't grind a separate bar for these — your RPG level rises off the vanilla XP you're already earning, and every level gives you points to spend in /updatestats. One thing worth knowing early: dying resets all six stats to zero. Points aren't lost forever — you just have to reallocate them once you're back on your feet — but it's the reason a first death stings more than you'd expect.
Finding a Rift: the Rift Board
/riftboard lists every structure that's ever produced a rift — its level, which boss it summons, whether it's been cleared, and when. Click an entry for a free tracking compass straight to it. A rift's portal is also physically there in the world once it exists — a swirling vortex with its own ambient sound, more active-sounding while a fight is underway and quieter while it's just sitting dormant, waiting to be replayed. If nothing's listed yet, you haven't found one — go fight near one of the game's eligible structures instead: villages, pillager outposts, ruined portals, ancient cities, and more all qualify.
Opening one: build a frame at the right structure
Rifts open on purpose, not by chance. Build a closed rectangular frame — emerald blocks, by default — near one of the game's eligible structures, then right-click the frame with Flint and Steel. Get the shape right and the frame lights up on the spot: it stays exactly the blocks you placed (nothing swaps into a vanilla portal texture), just with a steady drift of portal particles marking it as live. Only one rift can exist on the entire server at a time: while any rift is currently open or was left unfinished somewhere, a fresh frame won't do anything until you clear (or officially abandon) whatever's active — build it early if you like, it'll simply wait. Once a structure has a working frame, it never disappears on its own — even after that rift is cleared or fails, the frame stays lit, ready for someone to walk back in and start a fresh attempt (the world remembers how tough it was last time and adjusts from there). Walking into a lit frame doesn't teleport you in instantly, either — a 10-second countdown gives you a moment to back out if you change your mind; step away before it finishes and it cancels.
Surviving the event
Stepping through the portal pulls you into a private copy of the structure — nothing you do there touches the real world, and nothing can be taken from it either: you can't place a block, break anything but loose grass and plants, pour a bucket, launch a boat, or so much as open a chest or barrel while you're inside. Combat doesn't start until the first player actually steps through — guards then spawn in escalating waves, armed with real weapons some of the time, so don't expect pushovers. After two waves, the structure's boss lands in a full summoning ritual with its own escort. Wander too far from the portal's center and you're pulled back out to reality; if the copy empties out entirely, the rift fails and resets.
The boss fight
Every boss type has its own kit — telegraphed attacks you can see coming and dodge, and periodic "mass seize" abilities that mark and lock down everyone nearby at once, so don't fight one solo if you can help it. Learning a boss's specific tells before your first attempt goes a long way.
What you walk away with
Killing the boss spawns a loot chest back in the real world, right where the structure stands — emeralds, a Totem of Undying, and an Enchantment Stone, free for whoever gets there first. On top of that, everyone who damaged the boss gets their own personal reward the instant it dies: an Enchantment Stone and a Gear Core, dropped as glowing, owner-locked items only they can pick up. You've got 60 seconds after the kill before the rift pulls you back to reality, so grab what's yours before then. None of this is a finished weapon yet — it's what you build one from.
Building gear: the crafting table
Take your materials to a normal crafting table. Every one of the game's gear items has a fixed recipe built from a crafting core, materials from two different bosses, and some currency ore — meaning a full build means fighting more than one boss type. Each item comes out with its own unique skill already active, just no open sockets yet. Not sure what a recipe needs, or don't want to lay it out by hand? /gearcraft opens a browsable list of every craftable gear item and elytra skin — each one shows its exact ingredients, live have/need counts against your inventory, and a click crafts it instantly if you've got everything.
Growing your gear: the Combine Forge
/ascenditem opens the Forge. Socket an Enchantment Stone into an open slot, spend a Socket Stone to unlock another slot (up to 5), sacrifice a spare stone to level up a kept one, pull a stone back out if you change your mind, or repair a piece that broke. This is the loop you'll keep coming back to after every boss kill.
Refine is the sixth mode: spend 1 of the item's own crafting-recipe materials to push its Refine level up by one, from 0 to a cap of 12. Refine 1 through 6 always succeed; past that the odds drop with every step (90% for the 6→7 attempt, all the way down to 10% for the final 11→12 push) — and the material is spent whether the roll lands or not. Refine 6 and Refine 12 unlock a stronger tier of the item's own skill, and every single Refine step also adds a small permanent boost while the item is equipped: melee weapons hit harder, bows/crossbows make you move faster (up to +20% at Refine 12), and armor pieces soak more damage. A refined item shows it right in the name — "+6 Dark Blade" — and once that prefix means something, gear can no longer be renamed at a vanilla anvil.
Taking to the sky: Elytra
Craft an elytra skin and you're picking a real archetype: Speedster for movement speed and softer landings, Tank for armor, Glass Cannon for damage at the cost of defense. /elytragear gives you a quick-swap loadout so you can stow your elytra and re-equip your chestplate (or the reverse) without digging through your inventory, plus auto-refilling firework rockets while you glide.
Fighting alongside something: Deviants
/deviant buy gets you a Deviant skull for 64 emeralds — right-click it to summon or recall your companion, shift-right-click to manage it. It's not a mount; it follows you, breaks off to fight whatever you're fighting, and returns once the fight's over. Gear it up in /deviant equip with its own armor and weapon, exactly like gearing yourself — that's what makes it stronger, not a level bar. Want to test it against someone else's? /deviantduel <player> sets up a straight 1v1 wherever you're both standing.
Boss Guide
Every World Boss's kit — what each skill does, how it's telegraphed, and how to dodge or counter it. Every boss also has a second, alternate "variant" kit that can spawn in its place — same boss, same stats, a completely different set of skills — so check both sections below for whichever type you're up against.
Piglin Brute
A melee/lava brawler. Also periodically buffs its own speed and resistance for a few seconds while closing in — not something you can play around, just a sign it's about to hit harder for a moment.
Magma Cleave
Fires a locked-in flame/lava line 20 blocks in a fixed direction — melee damage, knockback, and 2s of fire.
Telegraph: 1.2s growing flame/lava line while the boss stands frozen. Dodge: step off the line before it fires.
Ground Slam Shockwave
A 5-block-radius AoE slam — melee damage and strong knockback to anyone still inside.
Telegraph: 2s growing dust ring around the boss. Dodge: leave the ring before it resolves.
Molten Rage
A 6s channel that marks 3 nearby players/Deviants with a lava-crack tile; anyone still on their tile when it ends takes damage, 5s fire, and the boss gains a 20s Strength II buff.
Telegraph: channel % on the action bar, plus a personal warning under each marked tile. Counter: move off your tile before it resolves — or deal 15% of the boss's max HP during the channel to interrupt it outright.
Molten Manacle
Shackles everyone within 100 blocks; after a windup, anchors and hits each target 4 times with lava eruptions plus fire.
Telegraph: "You are shackled!" warning with a 1.5s windup. Counter: players can escape by getting more than 10 blocks away during the windup — Deviants can't.
Piglin Brute — Bloodgorger (Variant Kit)
An alternate kit that can spawn in place of the standard kit above — same stats, same Piglin Brute, a completely different fight: an executioner/berserker theme instead of the lava-hazard kit's. Also periodically buffs its own Strength and Speed the lower its own HP drops — not something you can play around, just a sign it's fighting more dangerously while low.
Executioner's Oath
Marks the lowest-HP nearby player/Deviant and channels for 4s; if the mark is still in range when it resolves, they take an unblockable heavy hit (roughly 1.8x normal melee) and the boss gains a 10s Strength II buff.
Telegraph: crimson crit particles over the marked target for the full 4s channel. Dodge: get outside 30 blocks of the boss before the channel ends.
Chain Shackles
Hooks up to 3 players/Deviants within 40 blocks and yanks them into a tight cluster near the boss after a 1s windup; anyone still clustered after a short pause takes an AoE burst.
Telegraph: crit particles on marked targets during the windup. Counter: sprint away from the cluster point in the brief pause before the burst detonates.
Warstomp Eruption
A 5-block-radius AoE slam — damage plus 5s Weakness II to anyone still inside, instead of the base kit's knockback.
Telegraph: 2s growing dust ring around the boss. Dodge: leave the ring before it resolves.
Piercing Javelin
Fires a locked-in spear line 20 blocks in a fixed direction that pierces through every entity in its path — damage plus 2s Slowness II each.
Telegraph: 1s growing line while the boss stands frozen. Dodge: step off the line before it fires.
Zombified Piglin
A swarm/chaos fighter that leans on real decoy mobs instead of a solo AoE fight. Also periodically buffs its own speed and fire resistance while closing in.
Golden Horde
Spawns 4 mobile clones that chain-detonate — killing one primes it for a 0.4s fuse before it explodes, which can chain-prime nearby clones, and any survivor auto-detonates after 10s.
Counter: spread your kills out so one detonation can't chain into the next.
Soul Brand
Brands a random nearby player with a 5s tether; if it holds, it detonates for damage and knockback.
Telegraph: a visible gold tether line from boss to target. Dodge: get more than 8 blocks away or break line of sight before it fires.
Chaos Rush
Three blinks (~0.7s apart) to points near the target, each leaving a scorch patch that lingers for 3s — the final blink's patch hits immediately.
Dodge: watch where each blink lands and stay out of the fire rings, especially the last one.
Feeding Frenzy
Marks everyone in range and surrounds each target with 3 decoy Revelers during a 1.5s windup; if it holds, anchors and hits the target 4 times with slows.
Counter: one of the 3 decoys is a hidden "anchor" — killing it before the windup ends breaks the grapple for that target.
Zombified Piglin — Plaguemaw (Variant Kit)
An alternate kit that can spawn in place of the standard kit above — a decay/plague theme instead of the base kit's chaos/gold-swarm one. Also pulses a short Wither aura on anyone standing within melee range — a passive zone-control threat, in contrast to the base kit's speed-focused buff.
Grave Contract
A 4s channel that curses up to 3 nearby players/Deviants; unbroken curses detonate for heavy damage plus 3s Wither II when the channel ends.
Telegraph: soul particles gathering over each cursed target for the full channel. Dodge: get outside 30 blocks of the boss before it resolves.
Chain of Greed
Golden chains bind up to 3 players/Deviants within 40 blocks and pull them into a cluster near the boss after a 1s windup, followed by an AoE burst.
Counter: sprint away from the cluster point in the brief pause before the burst detonates.
Rotting Legion
Raises 3 weak, non-persistent zombie adds that burst into a poison cloud when killed — anything still standing after 8s quietly rots away instead.
Counter: kill the adds at range so their poison burst doesn't catch you.
Plague Volley
A 1s telegraph, then a spread of rotten gold ingots that shatter into lingering poison clouds on impact.
Dodge: watch where each impact ring is telegraphed and stay out of the clouds after they land.
Ravager
A trample/charge/quake fighter — earthy particles and roars instead of Piglin Brute's fire theme. Also periodically buffs its own speed and strength while closing in.
Bull Rush
A 12-block stepped charge after a windup — the first entity it clips takes damage, knockback, and Nausea II.
Telegraph: 0.9s of pawing the ground with dust particles. Dodge: side-step the charge line.
Quaking Stomp
A 6-block-radius AoE slam — damage, strong knockback, Slowness III, and Darkness — that automatically chains into Quake Fireballs.
Telegraph: 2s growing dust ring. Dodge: leave the ring before impact.
Quake Fireballs
5 lobbed fireballs arc toward players within 20 blocks and explode on impact, igniting the ground.
Dodge: track the flame/smoke trails and move off the spot each one is arcing toward.
Warhorn Bellow
A 5s freeze during which the boss reflects damage, then launches a boulder at every player/Deviant within 20 blocks — damage, Slowness III, and knockback.
Counter: the 5s freeze is a punish window — burst it down while it can't act. Dodge the boulders afterward by breaking line of sight or moving.
Tectonic Impale
Marks everyone within 100 blocks with a 1s growing crack underfoot; unbroken marks get anchored and hit 3 times with Slowness IV.
Telegraph: "the ground cracks beneath you — JUMP!" Dodge: jumping right as the crack resolves fully avoids it for players — Deviants can't.
Ravager — Thornback (Variant Kit)
An alternate kit that can spawn in place of the standard kit above — a nature/entangle theme instead of the base kit's earth/quake one. Also gains stacking Resistance the longer it stays roughly still, resetting the moment it moves — worth knowing since baiting it to reposition strips the buff.
Bramble Fury
A 4.5s channel that roots the ground under up to 3 nearby players/Deviants; anyone still standing there when it ends takes heavy damage plus 3s Slowness IV.
Telegraph: a ring of thorns growing at each marked player's feet. Dodge: move off your marked spot before the channel ends.
Thorned Snare
Roots up to 3 players/Deviants within 40 blocks in place for 1.5s, then bursts around each of them.
Not escapable once rooted — unlike most of this boss's other seize skills, there's no player-only counter here, so focus damage on the boss instead.
Splintering Charge
A 16-block stepped charge after a telegraph that damages everyone it clips and leaves thorn patches behind that slow anyone who stands in them for the next 4s.
Telegraph: 1.2s of pawing the ground. Dodge: side-step the charge line, then stay off the leftover thorn patches.
Spore Burst
A 1s telegraph followed by a 10-block cone of spore pods — damage plus Poison to everyone caught in the cone.
Dodge: step outside the cone's arc before it fires.
Evoker
A mage/caster — its normal vanilla spellcasting (vexes, fangs, curing) is fully disabled in favor of this kit. Also periodically buffs its own speed and absorption while closing in.
Arcane Bolt
Fires a locked-in particle line 22 blocks in a fixed direction — damage plus 2s Weakness II on the first hit.
Telegraph: 1s growing particle line while the boss stands frozen. Dodge: step off the line before it fires.
Arcane Cataclysm
A 12-block-radius AoE burst — damage and strong knockback to anyone still inside.
Telegraph: 2s growing purple ring. Dodge: leave the ring before it resolves.
Spectral Conscription
Telegraphs 4 spawn points in a line, then summons 4 real Vindicators there (they despawn after 6s) as extra adds.
Not dodgeable, but the 1.5s telegraph gives you a heads-up that adds are about to land — use it to reposition.
Glacial Ascension
Marks everyone within 100 blocks (requires line of sight); an unbroken mark gets hoisted into the air and hit by 5 icicles while suspended.
Telegraph: a 5s mark, cancelled by breaking line of sight or leaving range. Counter: hide behind terrain until the mark window passes.
Ritual of Unmaking
A 6s channel that marks 3 nearby players/Deviants with a rune; anyone still on it when it ends takes damage, Darkness, and the boss gains a 20s Strength II buff.
Telegraph: channel % on the action bar, plus a personal warning under each rune. Counter: move off your rune before it resolves — or deal 15% of the boss's max HP during the channel to interrupt it.
Evoker — Voidcaller (Variant Kit)
An alternate kit that can spawn in place of the standard kit above — a shadow/teleport theme instead of the base kit's ice/arcane one. Also periodically turns briefly invisible with a burst of speed while repositioning — a deliberate contrast to the base kit, which avoids invisibility on purpose so its telegraphs stay visible.
Rite of Unraveling
A 5s channel that opens shrinking void zones under up to 3 nearby players/Deviants; anyone still standing in a zone once it fully collapses takes heavy damage.
Telegraph: a shrinking particle ring at each marked player's feet. Dodge: step out of your zone before it fully closes.
Umbral Tethers
Silently tethers up to 3 players/Deviants with line of sight within 22 blocks, draining their HP every half-second for 4s and healing the Evoker for half of what's drained.
Counter: break line of sight or get outside 22 blocks to sever the tether early.
Collapsing Rift
Opens a rift overhead after a telegraph, then implodes — pulls everyone within 8 blocks toward its center and deals damage.
Telegraph: a swirling purple portal forming above the boss for about 2s. Dodge: get outside 8 blocks before it collapses.
Void Lance
Blinks directly behind its current target, then fires a piercing dark bolt in a line from its new position — hits everyone it passes through.
Telegraph: the teleport itself is the tell, with only a brief beat before the bolt fires. Dodge: move out of the new firing line immediately.
Warden
A sonic/vibration fighter. Also periodically buffs its own speed and haste while closing in. Its normal ranged Sonic Boom attack still fires and is dodged the usual vanilla way — line of sight and distance.
Charge Scream
A 5s charge-up that ends in a scream — halves the current HP of every player within 4 blocks and heals the Warden by the total HP drained.
Telegraph: a full 5s "charging... X%" action-bar warning plus growing sculk particles. Dodge: get outside 4 blocks before it releases.
Resonant Grasp
Marks everyone within 100 blocks — works through walls, no line of sight needed. An unbroken mark gets anchored and hit 3 times with Slowness IV and Mining Fatigue III.
Telegraph: "You are marked! Go still or it will seize you!" over a 4s window. Counter: unlike every other seize skill, the way out is standing still or sneaking, not running — players can break it that way, Deviants can't.
Warden — Hollowshade (Variant Kit)
An alternate kit that can spawn in place of the standard kit above — a close-quarters theme instead of the base kit's sound/pursuit one. Also gains Speed II and Haste II while any player/Deviant is within melee range, so it hits and reacts faster the longer you stay in its face.
Deafening Collapse
A 3.5s channel that ends in a full-radius shockwave — damage plus knockback to everyone within 8 blocks, instead of the base kit's single-target grasp.
Telegraph: growing sculk particles around the boss for the full channel. Dodge: get outside 8 blocks before it resolves.
Umbral Snare
Reaches out to up to 3 players/Deviants within 26 blocks and clouds their senses with Blindness plus Slowness III for 3.5s.
Not escapable once it lands — the debuff has to be waited out, so keep your distance beforehand.
Tremor Pulse
3 expanding damage rings stomped out in quick succession, growing out to 9 blocks — damage to anyone caught as each new ring passes over them.
Dodge: move ahead of or well outside the rings as each one telegraphs outward.
Piercing Shriek
Fires a locked-in sonic-beam line 20 blocks in a fixed direction that pierces through everyone in its path.
Telegraph: 1.1s growing beam while the boss stands frozen. Dodge: step off the line before it fires.
Witch
A mage/caster. Ordinary potion throws are still its vanilla AI (damage-capped to one hit per 5s), not a scripted skill below. Also periodically buffs its own speed with a brief levitation burst while repositioning.
Baleful Hex
Marks everyone in range (requires line of sight); an unbroken mark gets anchored and hit 4 times with Slowness IV and Nausea II.
Telegraph: "You are hexed! Break line of sight or it will seize you!" over a 4s window. Counter: hide behind terrain until the mark passes.
Lingering Miasma
Lobs a vial that leaves a lingering poison cloud (6s, 3.5-block radius) ticking damage on anyone standing in it.
Dodge: watch the arc, don't stand in the purple cloud after it lands.
Potion Shower
3 waves of 5 potions landing near the Witch's own position — damage plus Poison II, mainly punishing anyone fighting her in melee.
Counter: back off from melee range while this is going off.
Noxious Backlash
An instant, no-telegraph shove — pushes everyone within 5.5 blocks away and applies Slowness II.
Counter: this is a punish for crowding a low-HP Witch in melee — back off once she's under half health.
Restorative Draught
Heals the Witch for 5% of her max HP.
Not dodgeable, but its 1s drinking telegraph is a signal a heal is about to land — good bait for a burst window if you can interrupt or outpace it.
Witch — Cursemother (Variant Kit)
An alternate kit that can spawn in place of the standard kit above — a curse/control theme instead of the base kit's potion-throwing one. Also gains stacking Resistance while any target is currently bound by Wither Bind below — punishing groups that let a bind sit unbroken.
Coven's Reckoning
A 3.5s channel on its current target; if they're still in range when it resolves, they take a heavy hit plus 7s of Weakness III and Slowness II.
Telegraph: swirling hex particles on the target for the full channel. Dodge: get outside 26 blocks of the Witch before it resolves.
Wither Bind
Roots up to 3 players/Deviants within 26 blocks in place for 3s and weakens their outgoing damage for the duration — while bound, they're also what fuels Blood Sacrifice below.
Not escapable once rooted — burst the Witch down instead, or focus killing her before the bind matters.
Blood Sacrifice
Drains HP from any currently-bound target(s) and heals the Witch for most of what's drained.
Counter: this only has something to drain while Wither Bind is active — breaking line of sight or killing the Witch before a bind lands denies it entirely.
Cursed Bramble Volley
A 1s telegraph, then a 12-block cone of hex-thorns — damage plus 5s of stacking Poison II.
Dodge: step outside the cone's arc before it fires.
Gear Info
Every craftable weapon, armor piece, tool, and elytra skin — the skill, effect, and stats shown on its actual in-game tooltip.
Weapons
Piglin Brute

Dragon Slaying Blade
Dragon's Wrath
Right-click to unleash a linear slash
in front of you.
+ 16 bonus damage to everyone in the slash.

Composite Bow
Piercing Volley
Fully-charged shots detonate in a 5-block radius.
+ Bleed: 3/4.5/7.5 dmg per sec for 5s (Refine 0 / 6 / 12).

Dagger
Backstab
Punishes a target that isn't watching you; every strike quickens your feet.
Always: Speed III for 1.5s on every hit (whether or not it's a backstab).

Corrupted Sword
Voidgrasp
Hits can corrupt a foe's body and mind.

Golden Splitter
Splitting Edge
A killing blow's leftover force chains to a second foe.

Royal Slash
Sovereign's Edict
Marks a foe as fair game for the whole party.

Daedric
Windup Shot
A patient draw detonates in a 7-block radius; a rushed one doesn't.

Magi Scythe
Soul Siphon
A mage's reaping blade, drawing both power and life from its victims.

Watcher Claymore
Vigilant Eye
It watches back — and answers whoever dares watch first.
Zombified Piglin

Netherite Crossbow
Molten Bolt
Bolts explode in a fire burst on impact.

Bloodthirst
Blood Drain
A starving edge that drinks its foe's blood to mend its wielder's wounds.

Yamato
Perfect Cut
A planted, patient stance cuts deepest.
A fully-charged strike cannot be evaded.
While charging or fully charged: immune to knockback — only moving on your own breaks the stance.

Yamato Thunder Sword
Stormcaller
A blade that calls down the storm — fiercer still when the sky itself answers.

Brimstone Claymore
Molten Wake
Every third swing leaves the ground itself burning.

Ember Blade
Simmer
Keep swinging and the blade keeps getting hotter.

Soul Stealer
Wraith's Mark
A stolen soul arms the very next strike.

Whisperwind
Silent Gale
A blade that moves as quietly as the wind itself.
Warden

Mythic Blade
Arcane Surge
Walk for 3s to charge a true-damage strike.
Guaranteed minimum: 30 damage.

Creation Splitter
Reality Cleave
Right-click to unleash a wide half-moon slash
in front of you.
+ 16 bonus damage to everyone in the slash.

Bloodvein
Rupture
Hits open a stacking bleeding wound.

Demonic Greatsword
Vengeance
The closer to death, the harder it hits back.

Demonic Sword
Fell Presence
Hits can blind a foe while the sword feeds on their pain.

Frostmorne
Soulreap
A blade that hungers for the fallen, growing colder with every soul it claims.

Demigod's Unholy Blade
Unholy Execution
The lower they fall, the harder this blade finishes them.

Fallen God Spear
Skyfall Pin
A relic of a god that fell — it still remembers how to pin things down.

Legendary Sword
Legend's Might
No gimmick. No condition. Just a legendary edge.

True Creation Splitter
Genesis Cut
A single cut, given the chance to happen twice — and spread.
Witch

Dark Blade
Umbral Reap
Right-click to shroud yourself in dark power
for 10s — every full swing adds damage + Blindness + Slowness.
2s Blindness + Slowness VI (1s) while active.

Toxic Long Sword
Venom Cascade
Strike the ground to summon a lingering
poison cloud.

Thundering Pulse
Thunderclap Arrow
Fully-charged shots detonate in an 8-block AoE burst.
strike on every enemy hit for another 45 damage, plus a 3s root + 3s Blindness.

Riesling Crossbow
Frost Lock
A blast on impact slows, fatigues, and damages everyone nearby.

Corrupted Greatsword
Corruptor's Toll
Rewards opening a fight hard, not finishing it.

Death Bringer
Reaper's Toll
Spend your own blood to empower the next strike.

Murasama
Blood Frenzy
A cursed katana that thirsts for blood — sate it, or bleed for it.

Awakened Lichblade
Withering Curse
A lich's curse doesn't just hurt — it shrinks what you are.

Hero Sword
Heroic Surge
Every fallen foe fuels the next swing.

Holy Moonlight Sword
Lunar Ward
Its edge only truly gleams under moonlight.

Soul Render
Rend the Soul
Every strike tears a little more of the soul loose.

Waxweaver
Bound in Wax
Each strike winds another thread of wax around its victim.
Ravager

Assassination
Mark for Death
A pulse in a 6-block radius marks enemies; marked enemies detonate for bonus damage once the mark's particle effect fades.
still marked takes 36 bonus execute damage.

Creation Weaver
Life Weave
Walk for 3s to charge a life-giving strike.
Guaranteed minimum: 30 bonus damage.

Dante's Devilsword
Devil Trigger
Bank hits in a short window, then unleash them all at once.
Only full swings bank a stack. Released as a 10-block burst hitting every hostile monster in range (enemy players too, but only while the server's real PVP setting is on).
A visible aura surrounds you for the whole window — enemies can see it charging.

Awakened Devilsword
Rebellion Surge
Every 4th strike echoes with a free phantom hit.

Wolf's Gravestone
Pack Alpha
Every landed hit quickens your stride.

Thorned Blade
Bramble Ward
Thorns wrap the blade — every strike against its wielder is answered in kind.

Bloody Death
Death's Harvest
A killing blow doesn't end the feast — it starts it.

Edge of the Astral Plane
Void Rend
A wound from beyond the stars refuses to close.

Stormbringer
Gale Cutter
A gale rides every swing of this blade.

Storm's Edge
Momentum
The faster you move, the harder this blade lands.

Thunderbrand
Branding Curse
A brand that turns a foe's own strength against itself.

Thunderbringer
Overcharge
Every strike builds a charge that has to go somewhere.
Evoker

Cyber Katana
Neon Slash
Right-click to dash through foes in a
neon blur.
+ 12 bonus damage to everyone struck along the dash.

Flamatic Katana
Cinder Combo
Sneak for 8s to build a charge — a charged hit
roots both fighters and lands 10 rapid slashes.
sneaking), then land a hit. No cooldown.
charged hit: 3s root + 10 rapid slashes.

Blue Rose
Winter's Embrace
Blooms a circle of frost that punishes hostile monsters
and soothes everyone else who lingers.

Grim
Grim Ledger
Marks a debt only you can collect on.

Angelic Greatsword
Aegis Zeal
Every hit wraps you in a growing barrier of light — push it too far and it overloads.

Angelic Sword
Radiant Focus
Consecutive strikes build toward a guaranteed judgment.

Infinity
Overflow
Every strike spills over into your other gear's cooldowns.

Excalibur
Smite the Unholy
A king's blade, sworn against everything that should not walk.

Star's Edge
Mortal Edge
Its edge grows hungrier as its foe's strength fades.

Wick Piercer
Piercing Wick
A needle-fine edge that finds the gaps in any armor.
Armor
Piglin Brute
Dragonsbane Set

Dragonsbane Helmet
Keen Eye - chance to force a critical strike

Dragonsbane Chestplate
Dragonhide Ward - periodic absorption shield

Dragonsbane Leggings
Steady Footing - knockback resistance

Dragonsbane Boots
Hunter's Stride - speed vs. weak/marked foes
4-Piece Set Bonus
Damage dealt to boss-tier enemies +15% (Refine 6: +30%, Refine 12: +45%).
Taking damage from a boss-tier enemy grants Strength I for 8s (Refine 6: 16s, Refine 12: 24s) — 10s internal cooldown.
Champion Petra Set

Champion Petra Helmet
Warlord's Focus - chance to cancel blast, splash & magic dmg

Champion Petra Chestplate
Petravein Regen - regens below half health

Champion Petra Leggings
Bulwark Stance - less damage while sneaking
Total reduction is capped at 60% max, however stacked.

Champion Petra Boots
Earthshaker Step - fall-landing shockwave
4-Piece Set Bonus — Champion's Resolve
On any kill, gain Absorption: 2 pts/1 heart (Refine 6: 4 pts/2 hearts, Refine 12: 6 pts/3 hearts) for 10s.
Zombified Piglin
Fox Set

Fox Helmet
Fox Sense - pings nearby mobs

Fox Chestplate
Nimble Core - chance to dodge a hit

Fox Leggings
Swift Legs - Speed I burst on taking damage

Fox Boots
Silent Paws - 40% chance to negate fall damage, less aggro
4-Piece Set Bonus — Fox's Fortune
5% chance (Refine 6: 10%, Refine 12: 15%) to fully evade any incoming hit — separate from Nimble Core's own per-piece dodge roll.
Grimdark Gold Set

Grimdark Gold Helmet
Gilded Greed - chance for bonus gold nuggets on kill

Grimdark Gold Chestplate
Golden Bulwark - absorption on big hits

Grimdark Gold Leggings
Molten Legguards - chance to ignite attackers

Grimdark Gold Boots
Heavy Steps - knockback resistance
4-Piece Set Bonus — Golden Frenzy
Every 30s: Strength I and Resistance I for 5s (Refine 6: Strength II and Resistance II for 10s, Refine 12: Strength III and Resistance III for 15s).
Grimdark Dark Set

Grimdark Dark Helmet
Iron Will - chance to resist Blindness & knockback

Grimdark Dark Chestplate
Netherite Core - flat % damage reduction
Total reduction is capped at 60% max, however stacked.

Grimdark Dark Leggings
Grim Stability - chance to resist Slowness

Grimdark Dark Boots
Grounded - reduced knockback near ledges
4-Piece Set Bonus
Below 30% HP, every 60s: Resistance I for 5s (Refine 6: Resistance II for 10s, Refine 12: Resistance III for 15s).
Warden
Halo Set

Halo Helmet
Halo Sight - Guardian's Grace: near-death save

Halo Chestplate
Sanctified Core - heals you in combat

Halo Leggings
Blessed Guard - chance to resist Poison & Wither

Halo Boots
Grace Step - 40% chance to negate fall damage
4-Piece Set Bonus
Every 20s: Regeneration I for 3s (Refine 6: Regeneration II, Refine 12: Regeneration III) and clears every negative effect on you.
Ellegaard Set

Ellegaard Helmet
Tinker's Sight - reveals invisible enemies + highlights mobs

Ellegaard Chestplate
Reinforced Plating - absorption when low on health

Ellegaard Leggings
Servo Legs - Speed II burst on sprint start

Ellegaard Boots
Piston Step - increased jump height
4-Piece Set Bonus — Engineer's Mark
Every 10s, marks a random nearby monster (or an enemy player in PvP-enabled worlds). Damaging the marked target deals +3 bonus damage (Refine 6: +6, Refine 12: +9) — the mark expires after 10s.
Witch
Black Ninja Set

Black Ninja Helmet
Shadow Veil - sneaking grants Resistance II

Black Ninja Chestplate
Umbral Guard - less damage while sneaking
Total reduction is capped at 60% max, however stacked.

Black Ninja Leggings
Silent Step - sneak-attacks have a chance to crit

Black Ninja Boots
Shadow Dash - speed burst exiting sneak
4-Piece Set Bonus — Night's Embrace
The first hit landed right after a Shadow Veil sneak-triggered stealth window ends deals +6 bonus damage (Refine 6: +12, Refine 12: +18).
White Ninja Set

White Ninja Helmet
Clear Mind - chance to resist Blindness & Nausea

White Ninja Chestplate
Light Guard - absorption on heavy hits taken

White Ninja Leggings
Swift Steps - periodic Speed I pulse

White Ninja Boots
Featherfall - 40% chance to negate fall damage
4-Piece Set Bonus
At night, 8% chance (Refine 6: 16%, Refine 12: 24%) per melee hit to force a 1.5× critical strike.
Ravager
Adamantium Set

Adamantium Helmet
Adamant Will - chance to resist Weakness & Mining Fatigue

Adamantium Chestplate
Adamant Core - regenerating absorption shield

Adamantium Leggings
Adamant Legs - full knockback immunity + thorns reflect

Adamantium Boots
Adamant Step - 40% chance to negate stomp damage
4-Piece Set Bonus
Every 25s: Resistance I for 4s (Refine 6: Resistance II for 8s, Refine 12: Resistance III for 12s).
Green Ninja Set

Green Ninja Helmet
Poison Ward - chance to cleanse Poison + grant Regeneration

Green Ninja Chestplate
Verdant Core - regen in sustained combat

Green Ninja Leggings
Thicket Legs - thorns/knockback resist

Green Ninja Boots
Leaf Step - foliage fall-dodge + landing Strength
4-Piece Set Bonus
Every melee hit (not vs. Deviants) poisons the target: Poison I for 3s (Refine 6: Poison II for 6s, Refine 12: Poison III for 9s).
Blue Ninja Set

Blue Ninja Helmet
Tidal Sight - water breathing/vision + chance to root on hit

Blue Ninja Chestplate
Frost Core - chance to slow your attacker

Blue Ninja Leggings
Tide Legs - swim speed + knockback resistance

Blue Ninja Boots
Glide Step - Depth Strider III + landing Speed burst
4-Piece Set Bonus
Every 20s: pulses a 4-block radius (Refine 6: 8, Refine 12: 12) that applies Slowness II for 3s (Refine 6: Slowness III for 6s, Refine 12: Slowness IV for 9s) to nearby enemies.
Evoker
Red Ninja Set

Red Ninja Helmet
Blood Focus - bonus damage at low health

Red Ninja Chestplate
Ember Core - Regeneration pulse at low health

Red Ninja Leggings
Scarlet Legs - Speed I at low health

Red Ninja Boots
Cinder Step - Speed I burst on taking damage
4-Piece Set Bonus
Below 50% HP, melee hits (not vs. Deviants) heal you for 10% of that hit's damage dealt (Refine 6: 20%, Refine 12: 30%).
Grimdark Diamond Set

Grimdark Diamond Helmet
Mind Ward - cleanses Levitation & Wither over time

Grimdark Diamond Chestplate
Spectral Core - chance to negate projectiles

Grimdark Diamond Leggings
Arcane Legs - chance to resist Slowness & Weakness

Grimdark Diamond Boots
Phase Step - chance to blink away, fully damage-immune
4-Piece Set Bonus
Roughly every 30s (Refine 6: ~40s, Refine 12: ~50s): grants Absorption 2 pts/1 heart (Refine 6: 4 pts/2 hearts, Refine 12: 6 pts/3 hearts) and Regeneration I for 10s (Refine 6: Regeneration II for 20s, Refine 12: Regeneration III for 30s).
Tools
Piglin Brute

Kalam0n's Pickaxe
Purely reskinned — no active skill.
Telekinesis: 1

Kalam0n's Axe
Purely reskinned — no active skill.
Telekinesis: 1

Kalam0n's Hoe
Purely reskinned — no active skill.
Telekinesis: 1

Kalam0n's Shovel
Purely reskinned — no active skill.
Telekinesis: 1
Zombified Piglin

Spade
Purely reskinned — no active skill.
Telekinesis: 1
Warden

Hoe
Purely reskinned — no active skill.
Telekinesis: 1

Lumberjack
Sunder
Cracks a target's defenses wide open. First-ever active axe skill.

Arcanethyst
Arcane Echo
A crystal-etched blade that bends a strike back through time.
On proc: grants you Speed II and the target Slowness X, both for 3s.

Ice Whisper
Frostbitten Edge
A whisper of frost that saps the strength from any strike.
Witch

Lucky Pick
Purely reskinned — no active skill.
Telekinesis: 1

Demigod's Unholy Halberd
Impaling Reach
Long enough to run two enemies through in the same thrust.
Evoker

Soft Pick
Purely reskinned — no active skill.
Telekinesis: 1
Elytra
Piglin Brute

Mondstadt Wings

Liyue Wings

Sumeru Wings

Inazuma Wings

Yellow Wings

Yellow Maple Wings

Royal Wings
Zombified Piglin

Fontaine Wings I

Fontaine Wings II

Frost Wings

Musa Believix Wings

Blue Wings

Leaf Wings

Maple Wings
Warden

Sheikah Wings

Zonai Wings

Zora Wings

Dark Wings

Ripped Cape

Insect Wings

Jet Wings
Witch

Descension Wings

Feasting Wings

First Flight Wings

Blue Demon Wings

Lesser Demon Wings

Red Demon Wings

True Demon Wings
Ravager

Gerudo Wings

Goron Wings

BotW Paraglider

Green Dragon Wings

Red Dragon Wings

White Dragon Wings
Evoker

Companionship Wings

Music Wings

Prime Wings

Angel Wings

Guardian Wings

White Wings
Material Ledger
Every world-boss crafting material, and every gear item whose recipe actually draws on it. A gear item's recipe always needs 2 materials from 2 different bosses — not necessarily its own — plus 1–3 currency ore and a Heartstone core.
GearRecipeRegistry cycles its cross-boss material picker through every material in a boss's pool rather than fixing on one.Piglin Brute
Zombified Piglin
Ravager
Evoker
Warden
Witch
Setup Guide
For the server admin putting Riftforged on a server for the first time.
What your server needs
A Paper server (or a Paper-based fork) running the matching Minecraft version, on Java 25 or newer. Riftforged is a single plugin jar — it doesn't need any other plugin installed to function.
Install the jar
Drop the built Riftforged.jar into your server's plugins/ folder and restart the server once. A hot-reload command is not enough for a first install — it needs a real restart to register its commands and listeners.
What gets created on first run
On that first startup, Riftforged writes its own config files into plugins/Riftforged/ — most notably features.yml (every optional gameplay feature, off by default) and admin_commands.yml (a per-command allowlist of OP player names for debug/admin tooling; every command is always active, but nobody can run one until their name is added — empty by default). You can hand-edit either file and restart to change the defaults, but you won't need to touch them just to start playing.
Give yourself operator
The admin-only tools — /featuretoggle, debug/give commands, and anything else gated to staff — all require server operator status. Make sure your own account is OP before you go looking for them.
Turn on optional features
Run /featuretoggle in-game to open a menu of every optional system and flip on whichever ones you want for your server. Nothing here is required before players can start using the core loop — Rifts, gear, and Deviants all work with every optional feature left off.
Turn on (or host) the resource pack
Riftforged's custom gear/elytra textures ship as a resource pack, but it doesn't send itself to players out of the box. On every startup the plugin extracts a ready copy to plugins/Riftforged/resourcepack/pack.zip on your server's own files and just leaves it sitting there until you decide what to do with it — this way a fresh install never conflicts with a resource pack you might already be running.
Want Riftforged to host and send it for you? Set serve-enabled: true in plugins/Riftforged/resourcepack.yml and restart — it'll start its own small built-in HTTP server and prompt every player to download the pack on join. Already running your own resource pack (via server.properties' resource-pack setting or another plugin)? Leave serve-enabled at its default false and instead grab plugins/Riftforged/resourcepack/pack.zip from the server's files to fold Riftforged's textures into your own combined pack. A client can only be sent one resource-pack request at a time, so only flip serve-enabled on if you're not also pushing your own pack some other way — whichever one wins, players may end up with the wrong pack, no pack, or a broken prompt.
Haven't set public-url either? Even with serve-enabled: true, an unconfigured server still hands players a working pack automatically — Riftforged falls back to a pinned copy it hosts itself (SHA-1 ed5dedcc775eb52541dfaa770613b6be89b2cff4) instead of a broken link.
Or: force the pack through Minecraft's own settings
Some hosts (and some admins) prefer letting Minecraft itself handle the resource pack instead of a plugin — this works too, and needs no plugin config at all. In your server's server.properties, set:
resource-pack=https://github.com/mosiahranier-netizen/rf-resource-pack/releases/download/v1/seizon-rp.zip
resource-pack-sha1=ed5dedcc775eb52541dfaa770613b6be89b2cff4
require-resource-pack=true (forces players to accept it — set false to let them decline)
resource-pack-prompt= (optional, your own custom prompt text)
Restart, and vanilla Minecraft handles the download and prompt on its own — no port to forward, no HTTP server running. If you go this route, set serve-enabled: false in plugins/Riftforged/resourcepack.yml (its default) so the plugin doesn't also try to send its own resource pack on top of the vanilla one — a client can only be sent one resource-pack request at a time.
Or: the ForcePack plugin
For the most control — blocking movement and damage until the pack finishes loading, auto-kicking players who decline or fail the download, resending the prompt if someone dodges it — a third-party plugin called ForcePack is a solid option, and what this server actually runs in production. It's a separate download, not something Riftforged bundles.
In plugins/ForcePack/config.yml, under Server > packs > all, add Riftforged's pack to the urls and hashes lists:
urls: ["https://github.com/mosiahranier-netizen/rf-resource-pack/releases/download/v1/seizon-rp.zip"]
hashes: ["ED5DEDCC775EB52541DFAA770613B6BE89B2CFF4"] (with generate-hash: false, so this exact hash is used as-is)
A few other settings worth knowing about, matching what this server runs: prevent-movement: true and prevent-damage: true keep players safely frozen in place while the pack downloads; under Actions, DECLINED/FAILED_DOWNLOAD/FAILED_RELOAD/DISCARDED set to kick: true remove anyone who doesn't end up with a working pack, while ACCEPTED/DOWNLOADED/SUCCESSFULLY_LOADED stay kick: false; and web-server.enabled can stay false since the pack is already hosted on GitHub rather than through ForcePack's own embedded server. As with the other two methods above, set serve-enabled: false in plugins/Riftforged/resourcepack.yml so ForcePack is the only thing sending a resource pack — a client can only be sent one at a time.
You're live
From here, it's a normal server with a Rift waiting somewhere in the world. Point your players at the Player Guide tab above for their own first steps — finding a Rift, opening it, and walking away with their first pieces of gear.
Version History
/gearcraft's menu gained a third "Ready to Craft" view that filters the gear list down to items whose boss materials you already have on hand. Fixed a bug where a Totem of Undying held in your hand wasn't always saving you from a fatal hit. Watcher Claymore, Awakened Lichblade, and Arcanethyst all got skill fixes to match their intended behavior (see the Gear Info tab). Enchantment Stones now have their own unique icon per stat instead of sharing plain vanilla item textures. Also a batch of internal Rift/Territory Event fixes and balance tweaks (guard-kill pacing, portal ambience, cooldown messaging, and more).resourcepack.yml (new serve-enabled setting) for server owners who want to host their own merged pack instead — that file's settings are also documented with real comments now.