Riftforged

Somewhere out there, the next monster you kill might tear the world open.
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v1.0.10 · Minecraft 26.1
A Rift structure mid-event: guards converging, a boss landing in a channeled summon effect, a player and their Deviant standing ready

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

One Rift, whole server. Territory Events aren't a personal instance — there's only ever one active, so a Rift opening is a server-wide call to arms, not background noise.
Bosses that actually fight. Six boss types, each with 4-6 named abilities — telegraphed line-shots you dodge, AoE slams, and mass-seize ultimates that mark everyone in range simultaneously.
Gear you build, not just find. A boss kill gives you the ingredients, not the item — every one of the 129 gear pieces is crafted at a table from materials you earned, and every one has its own proc'd skill layered on top of its vanilla effect.
Real upgrade decisions. The Combine Forge gives gear five distinct things you can do to it — socket, unlock a socket, level a stone, remove one, repair — instead of one repetitive grind wheel.
Elytra that plays differently, not just looks different. Craft one and you're picking a real archetype — extra speed and lower fall damage, more armor, or more attack at the cost of defense — not a cosmetic skin.
A companion with its own build. Deviants wear their own five-piece loadout, independent of yours, and scale off the same stat system your own gear uses — no separate leveling grind, no timer, just gear it up and it fights.
Your normal play already levels you. Six attributes — Strength, Agility, Dexterity, Vitality, Intelligence, Luck — grow off vanilla XP you're already earning, with points to spend any time via one GUI.
Still Minecraft. None of this replaces vanilla — structures, mobs, and crafting are all still exactly where you left them, just with a lot more waiting underneath.

Getting Started

The beginner path — core features and Deviants, everything you need for your first Rift.

1

Your character: Attributes

The /updatestats GUI: six stat tiles (STR/AGI/DEX/VIT/INT/LUK) with +1/+10 buttons

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.

2

Finding a Rift: the Rift Board

The /riftboard GUI: a list of structures with boss-type icons, level, and cleared/not-cleared color coding

/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.

3

Opening one: build a frame at the right structure

A hollow rectangular frame of emerald blocks near a desert structure, glowing with swirling portal particles

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.

4

Surviving the event

A structure under siege: a wave of armed guards converging, a title card reading 'RIFT OPENED — Level N'

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.

5

The boss fight

A boss mid-ability with a visible telegraph/mark effect on the ground, a player dodging

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.

6

What you walk away with

A loot chest back in the real world surrounded by celebration particles, plus a personal drop notification listing an Enchantment Stone and a Gear Core

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.

7

Building gear: the crafting table

A crafting table with a Heartstone, two different bosses' materials, and currency ore laid out

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.

Dying breaks your gear. Every gear item you're carrying — equipped or not — shatters the moment you die, and a broken item's skill (plus any stat lines socketed into it) stops working entirely until it's fixed. It'll show a red "BROKEN" line in its tooltip when this happens. Head to the Combine Forge's Repair mode to bring it back before your next fight.
8

Growing your gear: the Combine Forge

The Combine Forge GUI with six labeled modes: Socket, Unlock, Level, Remove, Repair, Refine

/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.

9

Taking to the sky: Elytra

Three elytra side by side labeled Speedster, Tank, Glass Cannon, with a stat comparison

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.

10

Fighting alongside something: Deviants

A player standing beside their fully-geared Deviant companion, both facing outward

/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 (18s cooldown)

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 (45s cooldown)

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 (100s cooldown)

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 (80s cooldown)

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 (100s cooldown)

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 (75s cooldown)

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 (42s cooldown)

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 (16s cooldown)

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 (55s cooldown)

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 (20s cooldown)

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 (90s cooldown)

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 (85s cooldown)

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 (90s cooldown)

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 (55s cooldown)

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 (20s cooldown)

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 (18s cooldown)

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 (15s cooldown)

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 (38s cooldown)

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 (auto-chained off Quaking Stomp)

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 (75s cooldown)

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 (78s cooldown)

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 (78s cooldown)

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 (45s cooldown)

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 (20s cooldown)

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 (15s cooldown)

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 (10s cooldown)

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 (20s cooldown)

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 (20s cooldown)

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 (60s cooldown)

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 (20s cooldown)

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 (100s cooldown)

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 (70s cooldown)

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 (40s cooldown)

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 (14s cooldown)

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 (60s cooldown)

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 (90s cooldown)

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 (90s cooldown)

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 (50s cooldown)

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 (35s cooldown)

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 (16s cooldown)

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 (60s cooldown)

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 (20s cooldown)

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 (20s cooldown)

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 (10s cooldown, below 50% HP)

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 (20s cooldown, below 60% HP)

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 (60s cooldown)

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 (40s cooldown)

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 (22s cooldown)

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 (18s cooldown)

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 Slaying Blade

Dragon's Wrath

Right-click to unleash a linear slash

in front of you.

Activate: Right-click, either hand (10s cooldown)

Effect: A normal hit (not affected by attack cooldown)

+ 16 bonus damage to everyone in the slash.

Refine 6: x2 | Refine 12: x3

Composite Bow

Composite Bow

Piercing Volley

Fully-charged shots detonate in a 5-block radius.

Activate: Hold the draw for 5s until charged, then release (releasing early is a normal shot; no cooldown — holding is the charge)

Effect: 12 damage to every enemy within a 5-block radius.

Refine 6: x2 | Refine 12: x3

+ Bleed: 3/4.5/7.5 dmg per sec for 5s (Refine 0 / 6 / 12).

Dagger

Dagger

Backstab

Punishes a target that isn't watching you; every strike quickens your feet.

Activate: Speed III (1.5s) on every hit, always; +5 backstab bonus damage only while the target isn't facing you (no cooldown)

Always: Speed III for 1.5s on every hit (whether or not it's a backstab).

Effect: +10 bonus damage + 1s Slowness II on a backstab.

Refine 6: +20 dmg | Refine 12: +30 dmg

Corrupted Sword

Corrupted Sword

Voidgrasp

Hits can corrupt a foe's body and mind.

Activate: On-hit chance proc (no cooldown)

Effect: 12% chance to inflict Slowness VI, Wither I, Blindness, and Weakness II for 10s.

Refine 6: 12.5s | Refine 12: 15s

Golden Splitter

Golden Splitter

Splitting Edge

A killing blow's leftover force chains to a second foe.

Activate: On a killing blow only (no cooldown)

Effect: Chains to the nearest enemy for 80% of the kill damage.

Refine 6: 110% | Refine 12: 140%

Royal Slash

Royal Slash

Sovereign's Edict

Marks a foe as fair game for the whole party.

Activate: On-hit chance to mark Exposed — the next hit from anyone on that target crits

Effect: 12% chance, Exposed lasts 3s.

Refine 6: 4s | Refine 12: 5s

Daedric

Daedric

Windup Shot

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

Activate: Hold the draw — 50%+ of a 7s charge = bonus tier, a full 7s hold = bigger bonus + brief root on release (releasing under 50% is a normal shot; no cooldown — holding is the charge)

Effect: 50%+ held = +24 dmg; fully held = +48 dmg + 5s root, to every enemy within 7 blocks.

Refine 6: +48/+96 dmg | Refine 12: +72/+144 dmg

Magi Scythe

Magi Scythe

Soul Siphon

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

Activate: On a fully-charged hit, chance to siphon a buff and life from the target (no cooldown).

Effect: 15% chance to grant +4 flat bonus damage for 6s, and heal for 20% of this hit's damage dealt.

Refine 6: 20% chance, 30% heal | Refine 12: 25% chance, 40% heal

Watcher Claymore

Watcher Claymore

Vigilant Eye

It watches back — and answers whoever dares watch first.

Activate: Passive — bonus damage against a mob currently targeting you (no cooldown, no chance).

Effect: +20 bonus damage vs. a mob whose AI target is you (mobs only — players never trigger it).

Refine 6: +30 | Refine 12: +40

Zombified Piglin

Netherite Crossbow

Netherite Crossbow

Molten Bolt

Bolts explode in a fire burst on impact.

Activate: Any hit or landing while off cooldown (6s cooldown)

Effect: 18 fire damage, 6-block radius, knockup/knockback, ignites for 10s.

Refine 6: x2 | Refine 12: x3

Bloodthirst

Bloodthirst

Blood Drain

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

Activate: Right-click to enter Blood Drain for 30s (cooldown 30s once it ends). Every hit while active applies a 10s bleed on the target (refreshed, not stacked, by later hits).

Effect: bleed deals 10% of that hit's damage over its 10s duration. Each bleed tick heals you back for the same amount, as long as you're still wielding this weapon.

Refine 6: 20% of hit damage | Refine 12: 30% of hit damage

Yamato

Yamato

Perfect Cut

A planted, patient stance cuts deepest.

Activate: Bonus scales with time stood still before swinging, capped at 5s (no cooldown)

Effect: +10 true damage per 0.5s still, capped at +100.

Refine 6: cap +160 | Refine 12: cap +220

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

Yamato Thunder Sword

Stormcaller

A blade that calls down the storm — fiercer still when the sky itself answers.

Activate: On a fully-charged hit, chance to strike the target with real lightning (no cooldown).

Effect: 20% chance to strike the target with lightning, dealing +15 bonus damage and Slowness II (2s). While it's thundering in your world: guaranteed, +50% bonus damage, and a second bolt chains to the nearest enemy within 4 blocks.

Refine 6: 25% chance, +30 bonus damage | Refine 12: 30% chance, +45 bonus damage

Brimstone Claymore

Brimstone Claymore

Molten Wake

Every third swing leaves the ground itself burning.

Activate: Every 3rd hit erupts a lingering fire zone at the target's feet (4s, no cooldown on the trigger).

Effect: The zone ticks 8 fire damage per second to anyone standing in it (radius 2).

Refine 6: 12/tick | Refine 12: 16/tick

Ember Blade

Ember Blade

Simmer

Keep swinging and the blade keeps getting hotter.

Activate: Passive — consecutive hits build Simmer stacks (max 5, no cooldown). Taking damage cools the blade, clearing all stacks.

Effect: +10 bonus fire damage per Simmer stack, max 5 stacks (50 at cap).

Refine 6: +20/stack (100 at cap) | Refine 12: +30/stack (150 at cap)

Soul Stealer

Soul Stealer

Wraith's Mark

A stolen soul arms the very next strike.

Activate: On killing blow, arms your next hit with bonus true damage and lifesteal (no cooldown).

Effect: +50 bonus true damage on the next hit after a kill, plus 100% lifesteal on that hit.

Refine 6: +100 | Refine 12: +150

Whisperwind

Whisperwind

Silent Gale

A blade that moves as quietly as the wind itself.

Activate: Passive — bonus damage and lifesteal while sneaking (no cooldown, no chance).

Effect: +3 bonus damage and 10% lifesteal while sneaking.

Refine 6: +6 | Refine 12: +10

Warden

Mythic Blade

Mythic Blade

Arcane Surge

Walk for 3s to charge a true-damage strike.

Activate: Charge while walking (not sneaking) for 3s, then land a hit. No cooldown.

Effect: 20 true damage + knockback.

Refine 6: x2 | Refine 12: x3

Guaranteed minimum: 30 damage.

Creation Splitter

Creation Splitter

Reality Cleave

Right-click to unleash a wide half-moon slash

in front of you.

Activate: Right-click, either hand (10s cooldown)

Effect: A normal hit (not affected by attack cooldown)

+ 16 bonus damage to everyone in the slash.

Refine 6: x2 | Refine 12: x3

Bloodvein

Bloodvein

Rupture

Hits open a stacking bleeding wound.

Activate: Any hit (no cooldown)

Effect: 3 bleed dmg/tick per stack, 1s ticks for 4s, max 4 stacks.

Refine 6: x2 tick damage | Refine 12: x3

Demonic Greatsword

Demonic Greatsword

Vengeance

The closer to death, the harder it hits back.

Activate: Passive — scales with your own missing HP% (no cooldown)

Effect: +0.6 bonus damage per 1% missing HP, caps at 75% missing.

Refine 6: x2 rate | Refine 12: x3 rate

Demonic Sword

Demonic Sword

Fell Presence

Hits can blind a foe while the sword feeds on their pain.

Activate: On-hit chance proc (no cooldown)

Effect: 15% chance to Blind the target for 5s, dealing 4 bonus damage and healing you 1.

Refine 6: 6 dmg / 2 heal | Refine 12: 8 dmg / 3 heal

Frostmorne

Frostmorne

Soulreap

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

Activate: On killing blow, permanently gain a Soul stack (max 15). Resets on death or when you switch away from this weapon (no cooldown).

Effect: +3 bonus damage per Soul stack, max 15 stacks. At max stacks, nearby enemies (radius 3) are slowed (Slowness II).

Refine 6: +6 bonus damage/stack | Refine 12: +9 bonus damage/stack

Demigod's Unholy Blade

Demigod's Unholy Blade

Unholy Execution

The lower they fall, the harder this blade finishes them.

Activate: Passive — bonus damage scales up the lower the target's HP is (no cooldown, no chance).

Effect: +17 bonus true damage, scaling from 0 at 50% target HP to full value at 20% HP and below.

Refine 6: +24 full-scale | Refine 12: +30 full-scale

Fallen God Spear

Fallen God Spear

Skyfall Pin

A relic of a god that fell — it still remembers how to pin things down.

Activate: On a fully-charged hit, chance to root the target in place (no cooldown).

Effect: 20% chance to root the target (Slowness VI, movement negated) for 1.5s, dealing +20 bonus damage.

Refine 6: 25% chance, +40 bonus damage | Refine 12: 30% chance, +60 bonus damage

Legendary Sword

Legendary Sword

Legend's Might

No gimmick. No condition. Just a legendary edge.

Activate: Passive — flat bonus damage on every hit, no gate at all.

Effect: +10 bonus damage, every hit.

Refine 6: +15 | Refine 12: +20

True Creation Splitter

True Creation Splitter

Genesis Cut

A single cut, given the chance to happen twice — and spread.

Activate: On a fully-charged hit, chance to deal an instant second hit that also cleaves outward (no cooldown).

Effect: 12% chance to deal a second hit (50% of the original) on the same target, and cleave that amount to every other hostile enemy within 5 blocks.

Refine 6: 16% chance | Refine 12: 20% chance

Witch

Dark Blade

Dark Blade

Umbral Reap

Right-click to shroud yourself in dark power

for 10s — every full swing adds damage + Blindness + Slowness.

Activate: Right-click, either hand (20s cooldown after the buff ends)

Effect: Full swings (not on attack cooldown) add 16 damage +

2s Blindness + Slowness VI (1s) while active.

Refine 6: x2 | Refine 12: x3

Toxic Long Sword

Toxic Long Sword

Venom Cascade

Strike the ground to summon a lingering

poison cloud.

Activate: Hit the ground, left-click a block (20s cooldown)

Effect: 4 damage per tick to hostile monsters, 15-block radius, lingers 10s. Enemy players count as hostile too, but only while the server's real PVP setting is on.

Refine 6: x2 | Refine 12: x3

Thundering Pulse

Thundering Pulse

Thunderclap Arrow

Fully-charged shots detonate in an 8-block AoE burst.

Activate: Hold the draw for 8s until charged, then release (releasing early is a normal shot; no cooldown — holding is the charge)

Effect: 45 damage, 8-block radius, plus a real lightning

strike on every enemy hit for another 45 damage, plus a 3s root + 3s Blindness.

Refine 6: x2 | Refine 12: x3

Riesling Crossbow

Riesling Crossbow

Frost Lock

A blast on impact slows, fatigues, and damages everyone nearby.

Activate: Any hit or landing while off cooldown (7s cooldown)

Effect: 30 damage + Slowness II + Mining Fatigue I (2s), to everyone within a 7-block radius.

Refine 6: x2 damage & duration | Refine 12: x3

Corrupted Greatsword

Corrupted Greatsword

Corruptor's Toll

Rewards opening a fight hard, not finishing it.

Activate: Any hit (no cooldown; scales off the target's current HP%)

Effect: Up to +12 bonus damage at 100% target HP, tapering to 0 below 30% HP.

Refine 6: cap +24 | Refine 12: cap +36

Death Bringer

Death Bringer

Reaper's Toll

Spend your own blood to empower the next strike.

Activate: Right-click, spends 10% of your current HP (10s lockout)

Effect: Full swings (not on attack cooldown) add +3.2 bonus damage per 1% HP spent.

Refine 6: x1.2 ratio | Refine 12: x1.6 ratio

Murasama

Murasama

Blood Frenzy

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

Activate: Right-click to enter Blood Frenzy for 8s (cooldown 18s once it ends). Each landed hit costs 3% of your current HP and grants a Frenzy stack (max 5, 2s independent expiry).

Effect: +15 bonus damage per Frenzy stack, max 5 stacks (75 at cap). Requires a fully-charged swing.

Refine 6: +30/stack (150 at cap) | Refine 12: +45/stack (225 at cap)

Awakened Lichblade

Awakened Lichblade

Withering Curse

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

Activate: On hit, applies a Curse mark on the target (4s duration, 10s cooldown, no chance).

Effect: -8% of the target's Max Health while cursed.

Refine 6: -12% Max Health | Refine 12: -16% Max Health

Hero Sword

Hero Sword

Heroic Surge

Every fallen foe fuels the next swing.

Activate: On killing blow, empowers you with bonus damage for 8s, refreshed by subsequent kills (no cooldown).

Effect: +20 bonus damage for 8s after a killing blow.

Refine 6: +30 | Refine 12: +40

Holy Moonlight Sword

Holy Moonlight Sword

Lunar Ward

Its edge only truly gleams under moonlight.

Activate: Passive — bonus damage while it's night in your world (no cooldown, no chance).

Effect: +20 bonus damage at night.

Refine 6: +30 | Refine 12: +40

Soul Render

Soul Render

Rend the Soul

Every strike tears a little more of the soul loose.

Activate: Every hit applies/refreshes your own Soul Rend mark on the target (max 3 stacks, 4s each, no cooldown).

Effect: +15 bonus true damage per Soul Rend stack (max 3 = +45), plus Wither I (4s) per hit while stacked.

Refine 6: +20/stack (60 max) | Refine 12: +25/stack (75 max)

Waxweaver

Waxweaver

Bound in Wax

Each strike winds another thread of wax around its victim.

Activate: Every hit stacks a Waxbound mark on the target (max 3, 4s each, no cooldown).

Effect: Weakness (amplifier = stack count), plus +10 bonus damage per stack.

Refine 6: +15/stack | Refine 12: +20/stack

Ravager

Assassination

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.

Activate: Hold the draw for 6s until charged, then release (releasing early is a normal shot; no cooldown — holding is the charge)

Effect: marks every enemy within 6 blocks; 5s later, every enemy

still marked takes 36 bonus execute damage.

Refine 6: x2 | Refine 12: x3

Creation Weaver

Creation Weaver

Life Weave

Walk for 3s to charge a life-giving strike.

Activate: Charge while walking (not sneaking) for 3s, then land a hit. No cooldown.

Effect: +8 damage + Regeneration I (10s) on hit.

Refine 6: x2 | Refine 12: x3

Guaranteed minimum: 30 bonus damage.

Dante's Devilsword

Dante's Devilsword

Devil Trigger

Bank hits in a short window, then unleash them all at once.

Activate: Right-click opens a 30s window (20s cooldown after it closes)

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).

Effect: deals the sum of every banked hit's own damage, all at once, on window close (no bonus damage added).

A visible aura surrounds you for the whole window — enemies can see it charging.

Awakened Devilsword

Awakened Devilsword

Rebellion Surge

Every 4th strike echoes with a free phantom hit.

Activate: Passive — every 4th consecutive hit (no cooldown)

Effect: A phantom repeat-hit for 100% of the triggering hit's damage, 0.5s later.

Refine 6: 120% | Refine 12: 140%

Wolf's Gravestone

Wolf's Gravestone

Pack Alpha

Every landed hit quickens your stride.

Activate: Any hit within the last 4s adds a speed stack (max 3, no cooldown)

Effect: Speed I at 1 stack, Speed II at 2 stacks, Speed III at 3 stacks, 4s duration refreshed per hit.

Refine 6: +1s base duration

Thorned Blade

Thorned Blade

Bramble Ward

Thorns wrap the blade — every strike against its wielder is answered in kind.

Activate: Passive. 50% chance to retaliate whenever you take melee damage (no cooldown).

Effect: Reflects +10 bonus damage and Poison I for 3s back at the attacker.

Refine 6: +15 dmg, 4s Poison | Refine 12: +30 dmg, 5s Poison

Bloody Death

Bloody Death

Death's Harvest

A killing blow doesn't end the feast — it starts it.

Activate: On killing blow, unleash a life-drain nova (no cooldown — gated by landing a kill).

Effect: Drains 15% of each nearby enemy's (radius 5) current HP as bonus true damage, healing you for the total drained.

Refine 6: 20% drained | Refine 12: 25% drained

Edge of the Astral Plane

Edge of the Astral Plane

Void Rend

A wound from beyond the stars refuses to close.

Activate: On a fully-charged hit, chance to open a void wound that ticks bonus damage over time (no cooldown).

Effect: 20% chance to inflict a Bleed-like wound dealing 6 damage/sec for 4s (2 ticks/sec, non-stacking).

Refine 6: 25% chance, 9 dmg/sec | Refine 12: 30% chance, 12 dmg/sec

Stormbringer

Stormbringer

Gale Cutter

A gale rides every swing of this blade.

Activate: On a fully-charged hit, chance to unleash a gust (no cooldown).

Effect: 20% chance to knock up all enemies within radius 3 of the target, dealing +10 bonus damage.

Refine 6: 25% chance, +20 bonus damage | Refine 12: 30% chance, +30 bonus damage

Storm's Edge

Storm's Edge

Momentum

The faster you move, the harder this blade lands.

Activate: Passive — bonus damage scales with how far you've moved since your last hit with this weapon (no cooldown, no chance).

Effect: Up to +20 bonus damage, scaling linearly with blocks moved (capped at 10 blocks).

Refine 6: up to +40 | Refine 12: up to +60

Thunderbrand

Thunderbrand

Branding Curse

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

Activate: On a fully-charged hit, chance to brand the target (no cooldown).

Effect: 20% chance to brand for 5s; while branded, 20% of any damage the target deals to anyone is reflected back onto itself.

Refine 6: 25% chance | Refine 12: 30% chance

Thunderbringer

Thunderbringer

Overcharge

Every strike builds a charge that has to go somewhere.

Activate: Passive — every hit builds a Charge stack (max 5); at 5 stacks, auto-releases a chain to nearby enemies and resets (no cooldown).

Effect: +8 bonus damage per stack; at 5 stacks, chains to up to 3 nearby enemies (radius 4) for the accumulated total.

Refine 6: +12/stack | Refine 12: +16/stack

Evoker

Cyber Katana

Cyber Katana

Neon Slash

Right-click to dash through foes in a

neon blur.

Activate: Right-click, either hand, dash up to 10 blocks (10s cooldown)

Effect: A normal hit (not affected by attack cooldown)

+ 12 bonus damage to everyone struck along the dash.

Refine 6: x2 | Refine 12: x3

Flamatic Katana

Flamatic Katana

Cinder Combo

Sneak for 8s to build a charge — a charged hit

roots both fighters and lands 10 rapid slashes.

Activate: Charge while sneaking for 8s (persists after you stop

sneaking), then land a hit. No cooldown.

Effect: 2 absorption on every hit and on charge;

Refine 6: x2 | Refine 12: x3

charged hit: 3s root + 10 rapid slashes.

Blue Rose

Blue Rose

Winter's Embrace

Blooms a circle of frost that punishes hostile monsters

and soothes everyone else who lingers.

Activate: Right-click to summon a 10-block-radius freezing field centered on you, lasting 10s

Effect: Deals 4 damage per second and applies Slowness II to hostile monsters inside (won't refresh an already-slowed target). Enemy players count as hostile too, but only while the server's real PVP setting is on. Everyone else — including you, while standing in your own field — instead gains Regeneration II for as long as the field remains. Cooldown: 30s.

Refine 6: 20s cooldown | Refine 12: 10s cooldown

Grim

Grim

Grim Ledger

Marks a debt only you can collect on.

Activate: On-hit chance to mark; your own follow-up hit in the window is a guaranteed crit

Effect: Mark window 3s.

Refine 6: 4s | Refine 12: 5s

Angelic Greatsword

Angelic Greatsword

Aegis Zeal

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

Activate: Any hit grants a shield stack (max 3); reaching 3 stacks locks the skill out for 25s

Effect: +3 shield per stack, 4s independent expiry each; at 3 stacks, the skill locks out (no new stacks) for 25s.

Refine 6: +5/stack | Refine 12: +7/stack

Angelic Sword

Angelic Sword

Radiant Focus

Consecutive strikes build toward a guaranteed judgment.

Activate: Every hit builds a Focus stack (max 5, 6s expiry each); the 5th stack unleashes a guaranteed Judgment strike

Effect: below 5 stacks, +2 dmg per stack. At 5 stacks: guaranteed 3.6x damage + heal 15% of the damage dealt, then resets.

Refine 6: +4 dmg/stack, 4.0x + 20% heal | Refine 12: +6 dmg/stack, 4.4x + 25% heal

Infinity

Infinity

Overflow

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

Activate: Any hit shaves cooldowns on your other equipped gear skills (no cooldown of its own)

Effect: -0.3s off other active cooldowns per hit.

Refine 6: -0.5s | Refine 12: -0.8s

Excalibur

Excalibur

Smite the Unholy

A king's blade, sworn against everything that should not walk.

Activate: Passive — bonus damage against Undead-type enemies specifically (no cooldown, no chance).

Effect: +40 bonus damage vs. Undead targets (zombies, skeletons, withers, zombified piglins, etc).

Refine 6: +60 vs. Undead | Refine 12: +80 vs. Undead

Star's Edge

Star's Edge

Mortal Edge

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

Activate: 30% chance on hit — bonus damage scales with the target's missing health (no cooldown).

Effect: 30% chance per hit to deal +10 bonus damage at full health, ramping up to +30 bonus damage as the target nears death.

Refine 6: up to +45 | Refine 12: up to +60

Wick Piercer

Wick Piercer

Piercing Wick

A needle-fine edge that finds the gaps in any armor.

Activate: Passive — every hit pierces a portion of the target's Armor mitigation (no cooldown, no chance).

Effect: Pierces 20% of the target's Armor mitigation on this hit.

Refine 6: 30% pierced | Refine 12: 40% pierced

Armor

Piglin Brute

Dragonsbane Set

Dragonsbane Helmet

Dragonsbane Helmet

Keen Eye - chance to force a critical strike

Activate: Passive: always active while worn

Effect: 5% chance per hit to crit (1.5× damage).

Refine 6: x2 | Refine 12: x3

Dragonsbane Chestplate

Dragonsbane Chestplate

Dragonhide Ward - periodic absorption shield

Activate: Automatic pulse every 20s while worn

Effect: Absorption II pulse every 20s.

Refine 6: x2 | Refine 12: x3

Dragonsbane Leggings

Dragonsbane Leggings

Steady Footing - knockback resistance

Activate: Passive: always active while worn

Effect: 20% knockback resistance.

Refine 6: x2 | Refine 12: x3

Dragonsbane Boots

Dragonsbane Boots

Hunter's Stride - speed vs. weak/marked foes

Activate: Passive: always active while worn

Effect: Speed I, 4s vs. marked/low-HP targets.

Refine 6: x2 | Refine 12: x3

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

Champion Petra Helmet

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

Activate: Passive — rolled each time blast/splash-potion/magic dmg lands

Effect: 40% chance to fully cancel blast, splash-potion, and magic damage.

Refine 6: 50% chance | Refine 12: 60% chance

Champion Petra Chestplate

Champion Petra Chestplate

Petravein Regen - regens below half health

Activate: Automatic pulse every 15s while below 50% HP

Effect: Regen I every 15s below 50% HP.

Refine 6: x2 | Refine 12: x3

Champion Petra Leggings

Champion Petra Leggings

Bulwark Stance - less damage while sneaking

Activate: Triggers on taking damage while sneaking

Effect: 20% dmg reduction while sneaking.

Refine 6: x2 | Refine 12: x3

Total reduction is capped at 60% max, however stacked.

Champion Petra Boots

Champion Petra Boots

Earthshaker Step - fall-landing shockwave

Activate: Triggers on landing

Effect: Fall-landing AoE knockback + 4 dmg.

Refine 6: x2 | Refine 12: x3

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 Helmet

Fox Sense - pings nearby mobs

Activate: Automatic pulse every 15s while worn

Effect: Pings hostile mobs (Glowing) every 15s, 10 blocks.

Refine 6: x2 | Refine 12: x3

Fox Chestplate

Fox Chestplate

Nimble Core - chance to dodge a hit

Activate: Triggers on taking damage (chance-based)

Effect: 5% chance to dodge a hit entirely.

Refine 6: x2 | Refine 12: x3

Fox Leggings

Fox Leggings

Swift Legs - Speed I burst on taking damage

Activate: Triggers on taking damage (skipped if Speed already active)

Effect: Speed I for 4s when hit.

Refine 6: 7s | Refine 12: 10s

Fox Boots

Fox Boots

Silent Paws - 40% chance to negate fall damage, less aggro

Activate: Triggers on fall damage (40% chance)

Effect: 40% chance to negate fall damage, halved mob aggro radius.

Refine 6: 50% chance | Refine 12: 60% chance

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

Grimdark Gold Helmet

Gilded Greed - chance for bonus gold nuggets on kill

Activate: Triggers on kill (chance-based)

Effect: 1% chance for bonus gold nuggets on kill.

Refine 6: 2% chance | Refine 12: 3% chance

Grimdark Gold Chestplate

Grimdark Gold Chestplate

Golden Bulwark - absorption on big hits

Activate: Triggers when hit for 6+ damage (6s cooldown)

Effect: Absorption I when hit for 6+ dmg.

Refine 6: x2 | Refine 12: x3

Grimdark Gold Leggings

Grimdark Gold Leggings

Molten Legguards - chance to ignite attackers

Activate: Passive — rolled each time you're hit

Effect: 40% chance to ignite an attacker on being hit.

Refine 6: 50% chance | Refine 12: 60% chance

Grimdark Gold Boots

Grimdark Gold Boots

Heavy Steps - knockback resistance

Activate: Passive: always active while worn

Effect: 15% knockback resistance.

Refine 6: x2 | Refine 12: x3

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

Grimdark Dark Helmet

Iron Will - chance to resist Blindness & knockback

Activate: Passive — rolled each time Blindness would apply

Effect: 40% chance to resist Blindness + 20% knockback resist.

Refine 6: 50% chance | Refine 12: 60% chance

Grimdark Dark Chestplate

Grimdark Dark Chestplate

Netherite Core - flat % damage reduction

Activate: Passive — reduces every hit taken

Effect: 10% flat damage reduction on every hit.

Refine 6: x2 | Refine 12: x3

Total reduction is capped at 60% max, however stacked.

Grimdark Dark Leggings

Grimdark Dark Leggings

Grim Stability - chance to resist Slowness

Activate: Passive — rolled each time Slowness would apply

Effect: 40% chance to resist Slowness.

Refine 6: 50% chance | Refine 12: 60% chance

Grimdark Dark Boots

Grimdark Dark Boots

Grounded - reduced knockback near ledges

Activate: Passive: always active while worn

Effect: 25% reduced knockback near ledges.

Refine 6: x2 | Refine 12: x3

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 Helmet

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

Activate: Triggers when dropped to ≤20% HP (30s cooldown, chance-based)

Effect: 40% chance for Resistance II (5s) + Absorption when critically low HP.

Refine 6: 50% chance | Refine 12: 60% chance

Halo Chestplate

Halo Chestplate

Sanctified Core - heals you in combat

Activate: Automatic pulse every 10s while in combat

Effect: Heals 1 heart every 10s in combat.

Refine 6: x2 | Refine 12: x3

Halo Leggings

Halo Leggings

Blessed Guard - chance to resist Poison & Wither

Activate: Passive — rolled each time Poison/Wither would apply

Effect: 40% chance to resist Poison and Wither.

Refine 6: 50% chance | Refine 12: 60% chance

Halo Boots

Halo Boots

Grace Step - 40% chance to negate fall damage

Activate: Triggers on fall damage (40% chance)

Effect: 40% chance to negate fall dmg + Slow Falling while sneak-falling.

Refine 6: 50% chance | Refine 12: 60% chance

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

Ellegaard Helmet

Tinker's Sight - reveals invisible enemies + highlights mobs

Activate: Automatic pulse every 20s while worn

Effect: Reveals invisible enemies + highlights nearby mobs every 20s, 8 blocks.

Refine 6: x2 | Refine 12: x3

Ellegaard Chestplate

Ellegaard Chestplate

Reinforced Plating - absorption when low on health

Activate: Triggers when hit while below 50% HP

Effect: Absorption I when hit below 50% HP.

Refine 6: x2 | Refine 12: x3

Ellegaard Leggings

Ellegaard Leggings

Servo Legs - Speed II burst on sprint start

Activate: Triggers when you start sprinting (8s cooldown)

Effect: Speed II for 3s when you start sprinting.

Refine 6: 5s | Refine 12: 7s

Ellegaard Boots

Ellegaard Boots

Piston Step - increased jump height

Activate: Triggers when you jump

Effect: +0.3 block jump height.

Refine 6: x2 | Refine 12: x3

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

Black Ninja Helmet

Shadow Veil - sneaking grants Resistance II

Activate: Triggers when you start sneaking (8s cooldown)

Effect: Sneaking grants Resistance II for 3s.

Refine 6: x2 | Refine 12: x3

Black Ninja Chestplate

Black Ninja Chestplate

Umbral Guard - less damage while sneaking

Activate: Triggers on taking damage while sneaking

Effect: 15% dmg reduction while sneaking.

Refine 6: x2 | Refine 12: x3

Total reduction is capped at 60% max, however stacked.

Black Ninja Leggings

Black Ninja Leggings

Silent Step - sneak-attacks have a chance to crit

Activate: Passive — rolled on every melee hit while sneaking

Effect: 40% chance to force a critical hit (1.5x dmg) while sneaking.

Refine 6: 50% chance | Refine 12: 60% chance

Black Ninja Boots

Black Ninja Boots

Shadow Dash - speed burst exiting sneak

Activate: Triggers when you stop sneaking (6s cooldown)

Effect: Speed II burst on exiting sneak.

Refine 6: x2 | Refine 12: x3

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

White Ninja Helmet

Clear Mind - chance to resist Blindness & Nausea

Activate: Passive — rolled each time Blindness/Nausea would apply

Effect: 40% chance to resist Blindness and Nausea.

Refine 6: 50% chance | Refine 12: 60% chance

White Ninja Chestplate

White Ninja Chestplate

Light Guard - absorption on heavy hits taken

Activate: Triggers when you take 6+ damage (5s cooldown)

Effect: Absorption I when hit for 6+ damage.

Refine 6: x2 | Refine 12: x3

White Ninja Leggings

White Ninja Leggings

Swift Steps - periodic Speed I pulse

Activate: Automatic pulse every 15s while worn

Effect: Speed I for 3s every 15s.

Refine 6: 6s | Refine 12: 9s

White Ninja Boots

White Ninja Boots

Featherfall - 40% chance to negate fall damage

Activate: Triggers on fall damage (40% chance)

Effect: 40% chance to negate fall damage.

Refine 6: 50% chance | Refine 12: 60% chance

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

Adamantium Helmet

Adamant Will - chance to resist Weakness & Mining Fatigue

Activate: Passive — rolled each time Weakness/Mining Fatigue would apply

Effect: 40% chance to resist Weakness and Mining Fatigue.

Refine 6: 50% chance | Refine 12: 60% chance

Adamantium Chestplate

Adamantium Chestplate

Adamant Core - regenerating absorption shield

Activate: Automatic pulse every 10s while worn

Effect: Regenerating Absorption pool, 4 pts max.

Refine 6: x2 | Refine 12: x3

Adamantium Leggings

Adamantium Leggings

Adamant Legs - full knockback immunity + thorns reflect

Activate: Passive: always active while worn

Effect: Full knockback immunity + 1 reflected damage to melee attackers.

Refine 6: x2 | Refine 12: x3

Adamantium Boots

Adamantium Boots

Adamant Step - 40% chance to negate stomp damage

Activate: Triggers when attacked (40% chance to negate)

Effect: 40% chance to fully negate mob stomp/trample damage.

Refine 6: 50% chance | Refine 12: 60% chance

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

Green Ninja Helmet

Poison Ward - chance to cleanse Poison + grant Regeneration

Activate: Passive — rolled on every Poison damage tick

Effect: 40% chance per tick to cure Poison, granting Regeneration for 10s.

Refine 6: 50% chance, 15s Regen | Refine 12: 60% chance, 20s Regen

Green Ninja Chestplate

Green Ninja Chestplate

Verdant Core - regen in sustained combat

Activate: Automatic pulse every 8s while worn

Effect: Regen I after 5+ consecutive combat seconds.

Refine 6: x2 | Refine 12: x3

Green Ninja Leggings

Green Ninja Leggings

Thicket Legs - thorns/knockback resist

Activate: Passive: always active while worn

Effect: Immune to thorns/cactus/berry dmg + 10% KB resist.

Refine 6: x2 | Refine 12: x3

Green Ninja Boots

Green Ninja Boots

Leaf Step - foliage fall-dodge + landing Strength

Activate: Triggers on every landing; foliage dodge is chance-based

Effect: 40% chance to negate fall damage on grass/foliage + Strength I (5s) on any landing.

Refine 6: 50% dodge chance | Refine 12: 60% dodge chance

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

Blue Ninja Helmet

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

Activate: Water Breathing/Vision while in water; root chance rolled on your melee hits

Effect: Water Breathing + Night Vision underwater; 40% chance to Slowness II your target on hit.

Refine 6: 50% chance | Refine 12: 60% chance

Blue Ninja Chestplate

Blue Ninja Chestplate

Frost Core - chance to slow your attacker

Activate: Triggers on taking damage (chance-based)

Effect: 10% chance to Slowness I your attacker.

Refine 6: x2 | Refine 12: x3

Blue Ninja Leggings

Blue Ninja Leggings

Tide Legs - swim speed + knockback resistance

Activate: Swim speed while in water; KB resist always active

Effect: +30% swim speed + 20% knockback resistance.

Refine 6: x2 | Refine 12: x3

Blue Ninja Boots

Blue Ninja Boots

Glide Step - Depth Strider III + landing Speed burst

Activate: Depth Strider always active; Speed burst on landing

Effect: Depth Strider III enchantment (real vanilla enchant) + Speed I (3s) on landing.

Refine 6: 6s Speed | Refine 12: 9s Speed

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

Red Ninja Helmet

Blood Focus - bonus damage at low health

Activate: Passive while below 50% HP

Effect: +10% damage while below 50% HP.

Refine 6: x2 | Refine 12: x3

Red Ninja Chestplate

Red Ninja Chestplate

Ember Core - Regeneration pulse at low health

Activate: Automatic pulse every 15s while below 50% HP

Effect: Regeneration I for 8s, every 15s while below 50% HP.

Refine 6: Regen II for 16s | Refine 12: Regen III for 24s

Red Ninja Leggings

Red Ninja Leggings

Scarlet Legs - Speed I at low health

Activate: Passive while below the HP% threshold

Effect: Speed I while below 10% HP.

Refine 6: below 15% HP | Refine 12: below 20% HP

Red Ninja Boots

Red Ninja Boots

Cinder Step - Speed I burst on taking damage

Activate: Triggers on taking damage (skipped if Speed already active)

Effect: Speed I for 4s when hit.

Refine 6: 7s | Refine 12: 10s

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

Grimdark Diamond Helmet

Mind Ward - cleanses Levitation & Wither over time

Activate: Passive — rolled every second of Levitation / every Wither damage tick

Effect: 40% chance per second/tick to cleanse Levitation and Wither.

Refine 6: 50% chance | Refine 12: 60% chance

Grimdark Diamond Chestplate

Grimdark Diamond Chestplate

Spectral Core - chance to negate projectiles

Activate: Triggers on taking projectile damage (chance-based)

Effect: 10% chance to negate incoming projectile dmg.

Refine 6: x2 | Refine 12: x3

Grimdark Diamond Leggings

Grimdark Diamond Leggings

Arcane Legs - chance to resist Slowness & Weakness

Activate: Passive — rolled each time Slowness/Weakness would apply

Effect: 40% chance to resist Slowness and Weakness.

Refine 6: 50% chance | Refine 12: 60% chance

Grimdark Diamond Boots

Grimdark Diamond Boots

Phase Step - chance to blink away, fully damage-immune

Activate: Triggers on taking damage (chance-based)

Effect: 15% chance per hit to blink 3 blocks away + 1s full damage immunity.

Refine 6: 20% chance | Refine 12: 25% chance

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

Kalam0n's Pickaxe

Purely reskinned — no active skill.

Activate: No activation — passive stat item

Effect: Normal vanilla mining + Telekinesis (blocks go straight to your inventory).

Telekinesis: 1

Kalam0n's Axe

Kalam0n's Axe

Purely reskinned — no active skill.

Activate: No activation — passive stat item

Effect: Normal vanilla chopping/combat + Telekinesis (blocks go straight to your inventory).

Telekinesis: 1

Kalam0n's Hoe

Kalam0n's Hoe

Purely reskinned — no active skill.

Activate: No activation — passive stat item

Effect: Normal vanilla tilling + Telekinesis (blocks go straight to your inventory).

Telekinesis: 1

Kalam0n's Shovel

Kalam0n's Shovel

Purely reskinned — no active skill.

Activate: No activation — passive stat item

Effect: Normal vanilla digging + Telekinesis (blocks go straight to your inventory).

Telekinesis: 1

Zombified Piglin

Spade

Spade

Purely reskinned — no active skill.

Activate: No activation — passive stat item

Effect: Normal vanilla digging + Telekinesis (blocks go straight to your inventory).

Telekinesis: 1

Warden

Hoe

Hoe

Purely reskinned — no active skill.

Activate: No activation — passive stat item

Effect: Normal vanilla tilling + Telekinesis (blocks go straight to your inventory).

Telekinesis: 1

Lumberjack

Lumberjack

Sunder

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

Activate: Any hit adds a stacking mark on the target (max 3, no cooldown on application)

Effect: +8% damage taken from all sources per stack, 5s independent expiry each.

Refine 6: +10%/stack | Refine 12: +12%/stack

Arcanethyst

Arcanethyst

Arcane Echo

A crystal-etched blade that bends a strike back through time.

Activate: On a fully-charged hit, chance to store an Echo that replays part of this hit's damage ~0.75s later (no cooldown).

Effect: 20% chance to echo 50% of the original hit's damage as bonus true damage.

On proc: grants you Speed II and the target Slowness X, both for 3s.

Refine 6: 25% chance | Refine 12: 30% chance

Ice Whisper

Ice Whisper

Frostbitten Edge

A whisper of frost that saps the strength from any strike.

Activate: Every hit weakens the target's own damage output (always-on, no cooldown, no chance).

Effect: Weakness V for 3s, refreshed on each hit.

Witch

Lucky Pick

Lucky Pick

Purely reskinned — no active skill.

Activate: No activation — passive stat item

Effect: Normal vanilla mining + Telekinesis (blocks go straight to your inventory).

Telekinesis: 1

Demigod's Unholy Halberd

Demigod's Unholy Halberd

Impaling Reach

Long enough to run two enemies through in the same thrust.

Activate: Passive — every hit also strikes a second enemy directly behind the target in a line, if one is standing there (no cooldown).

Effect: The second enemy takes 60% of the primary hit's damage.

Refine 6: 70% of primary | Refine 12: 80% of primary

Evoker

Soft Pick

Soft Pick

Purely reskinned — no active skill.

Activate: No activation — passive stat item

Effect: Normal vanilla mining + Telekinesis (blocks go straight to your inventory).

Telekinesis: 1

Elytra

Piglin Brute

Mondstadt Wings

Mondstadt Wings

Tier ISpeedster

Movement Speed +10%

Fall Damage -25%

Safe Fall Distance +4 blocks

Gravity -35%

Liyue Wings

Liyue Wings

Tier ITank

Armor +8

Armor Toughness +2

Sumeru Wings

Sumeru Wings

Tier IGlass Cannon

Attack Damage +10

Armor -5

Inazuma Wings

Inazuma Wings

Tier ISpeedster

Movement Speed +10%

Fall Damage -25%

Safe Fall Distance +4 blocks

Gravity -35%

Yellow Wings

Yellow Wings

Tier IISpeedster

Movement Speed +18%

Fall Damage -45%

Safe Fall Distance +7 blocks

Gravity -55%

Yellow Maple Wings

Yellow Maple Wings

Tier IITank

Armor +8

Armor Toughness +3

Knockback Resistance +10%

Royal Wings

Royal Wings

Tier IIGlass Cannon

Attack Damage +20

Armor -10

Zombified Piglin

Fontaine Wings I

Fontaine Wings I

Tier ITank

Armor +8

Armor Toughness +2

Fontaine Wings II

Fontaine Wings II

Tier ISpeedster

Movement Speed +10%

Fall Damage -25%

Safe Fall Distance +4 blocks

Gravity -35%

Frost Wings

Frost Wings

Tier IGlass Cannon

Attack Damage +10

Armor -5

Musa Believix Wings

Musa Believix Wings

Tier ITank

Armor +8

Armor Toughness +2

Blue Wings

Blue Wings

Tier IIGlass Cannon

Attack Damage +20

Armor -10

Leaf Wings

Leaf Wings

Tier IISpeedster

Movement Speed +18%

Fall Damage -45%

Safe Fall Distance +7 blocks

Gravity -55%

Maple Wings

Maple Wings

Tier IITank

Armor +8

Armor Toughness +3

Knockback Resistance +10%

Warden

Sheikah Wings

Sheikah Wings

Tier IGlass Cannon

Attack Damage +10

Armor -5

Zonai Wings

Zonai Wings

Tier ISpeedster

Movement Speed +10%

Fall Damage -25%

Safe Fall Distance +4 blocks

Gravity -35%

Zora Wings

Zora Wings

Tier ITank

Armor +8

Armor Toughness +2

Dark Wings

Dark Wings

Tier IIGlass Cannon

Attack Damage +20

Armor -10

Ripped Cape

Ripped Cape

Tier IISpeedster

Movement Speed +18%

Fall Damage -45%

Safe Fall Distance +7 blocks

Gravity -55%

Insect Wings

Insect Wings

Tier IITank

Armor +8

Armor Toughness +3

Knockback Resistance +10%

Jet Wings

Jet Wings

Tier IIGlass Cannon

Attack Damage +20

Armor -10

Witch

Descension Wings

Descension Wings

Tier ITank

Armor +8

Armor Toughness +2

Feasting Wings

Feasting Wings

Tier IGlass Cannon

Attack Damage +10

Armor -5

First Flight Wings

First Flight Wings

Tier ISpeedster

Movement Speed +10%

Fall Damage -25%

Safe Fall Distance +4 blocks

Gravity -35%

Blue Demon Wings

Blue Demon Wings

Tier IITank

Armor +8

Armor Toughness +3

Knockback Resistance +10%

Lesser Demon Wings

Lesser Demon Wings

Tier IIGlass Cannon

Attack Damage +20

Armor -10

Red Demon Wings

Red Demon Wings

Tier IISpeedster

Movement Speed +18%

Fall Damage -45%

Safe Fall Distance +7 blocks

Gravity -55%

True Demon Wings

True Demon Wings

Tier IITank

Armor +8

Armor Toughness +3

Knockback Resistance +10%

Ravager

Gerudo Wings

Gerudo Wings

Tier IGlass Cannon

Attack Damage +10

Armor -5

Goron Wings

Goron Wings

Tier ITank

Armor +8

Armor Toughness +2

BotW Paraglider

BotW Paraglider

Tier ISpeedster

Movement Speed +10%

Fall Damage -25%

Safe Fall Distance +4 blocks

Gravity -35%

Green Dragon Wings

Green Dragon Wings

Tier IISpeedster

Movement Speed +18%

Fall Damage -45%

Safe Fall Distance +7 blocks

Gravity -55%

Red Dragon Wings

Red Dragon Wings

Tier IIGlass Cannon

Attack Damage +20

Armor -10

White Dragon Wings

White Dragon Wings

Tier IITank

Armor +8

Armor Toughness +3

Knockback Resistance +10%

Evoker

Companionship Wings

Companionship Wings

Tier ISpeedster

Movement Speed +10%

Fall Damage -25%

Safe Fall Distance +4 blocks

Gravity -35%

Music Wings

Music Wings

Tier IGlass Cannon

Attack Damage +10

Armor -5

Prime Wings

Prime Wings

Tier ITank

Armor +8

Armor Toughness +2

Angel Wings

Angel Wings

Tier IISpeedster

Movement Speed +18%

Fall Damage -45%

Safe Fall Distance +7 blocks

Gravity -55%

Guardian Wings

Guardian Wings

Tier IITank

Armor +8

Armor Toughness +3

Knockback Resistance +10%

White Wings

White Wings

Tier IIGlass Cannon

Attack Damage +20

Armor -10

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.

Reading this list: a plain chip is required by a full gear recipe; a chip with a colored outline is required by a Telekinesis tool recipe instead. Counts run 12–23 items per material, since GearRecipeRegistry cycles its cross-boss material picker through every material in a boss's pool rather than fixing on one.

Piglin Brute

Molten Piglin Tusk16 items
Dragon Slaying BladeKalam0n's HoeRoyal SlashDaedricBloodthirstYamatoBlue Ninja BootsAssassinationGrimdark Diamond ChestplateGrimdark Diamond LeggingsEllegaard HelmetEllegaard ChestplateDark BladeToxic Long SwordHero SwordHoly Moonlight Sword
Cindermaw Scale15 items
Dragonsbane BootsChampion Petra HelmetKalam0n's PickaxeKalam0n's ShovelFox LeggingsFox BootsWhisperwindAdamantium HelmetThorned BladeBloody DeathBlue RoseGrimBloodveinBlack Ninja LeggingsBlack Ninja Boots
Bloodforged Gold Shard12 items
Kalam0n's AxeGrimdark Dark HelmetGrimdark Dark ChestplateGreen Ninja ChestplateGreen Ninja LeggingsThunderbringerRed Ninja HelmetStar's EdgeWick PiercerArcanethystDemigod's Unholy BladeCorrupted Greatsword

Zombified Piglin

Goldrot Marrow20 items
Dragon Slaying BladeComposite BowFox BootsGrimdark Gold HelmetYamatoYamato Thunder SwordGreen Ninja LeggingsGreen Ninja BootsBloody DeathEdge of the Astral PlaneGrimdark Diamond LeggingsGrimdark Diamond BootsWick PiercerHalo HelmetBloodveinDemonic GreatswordToxic Long SwordThundering PulseCorrupted GreatswordDeath Bringer
Withered Gold Dust23 items
Champion Petra HelmetChampion Petra ChestplateDaedricMagi ScytheGrimdark Dark ChestplateGrimdark Dark LeggingsSpadeAdamantium HelmetAdamantium ChestplateAssassinationCreation WeaverRed Ninja HelmetRed Ninja ChestplateGrimAngelic GreatswordEllegaard ChestplateEllegaard LeggingsDemigod's Unholy BladeFallen God SpearBlack Ninja BootsWhite Ninja HelmetHoly Moonlight SwordSoul Render

Ravager

Bonecrusher Hide16 items
Composite BowDragonsbane HelmetMagi ScytheWatcher ClaymoreYamato Thunder SwordBrimstone ClaymoreCreation WeaverDante's DevilswordGrimdark Diamond BootsCyber KatanaEllegaard LeggingsEllegaard BootsThundering PulseRiesling CrossbowSoul RenderWaxweaver
Splintered Horn14 items
Champion Petra ChestplateChampion Petra LeggingsGrimdark Gold HelmetGrimdark Gold ChestplateAdamantium ChestplateAdamantium LeggingsEdge of the Astral PlaneStormbringerAngelic GreatswordAngelic SwordDemonic GreatswordDemonic SwordWhite Ninja HelmetWhite Ninja Chestplate
Warpath Sinew13 items
DaggerGrimdark Dark LeggingsGrimdark Dark BootsGreen Ninja BootsBlue Ninja HelmetRed Ninja ChestplateRed Ninja LeggingsHalo HelmetHalo ChestplateFallen God SpearIce WhisperDeath BringerMurasama

Evoker

Hexweaver Totem Shard23 items
Dragonsbane HelmetDragonsbane ChestplateDaggerCorrupted SwordGrimdark Gold ChestplateGrimdark Gold LeggingsBrimstone ClaymoreEmber BladeBlue Ninja HelmetBlue Ninja ChestplateStormbringerStorm's EdgeCyber KatanaFlamatic KatanaSoft PickHalo ChestplateHalo LeggingsDemonic SwordLumberjackRiesling CrossbowBlack Ninja HelmetMurasamaAwakened Lichblade
Illusory Ichor21 items
Champion Petra LeggingsChampion Petra BootsWatcher ClaymoreFox HelmetGrimdark Dark BootsNetherite CrossbowAdamantium LeggingsAdamantium BootsDante's DevilswordAwakened DevilswordRed Ninja LeggingsRed Ninja BootsAngelic SwordInfinityEllegaard BootsMythic BladeIce WhisperLegendary SwordWhite Ninja ChestplateWhite Ninja LeggingsWaxweaver

Warden

Direwail Sculk Node13 items
Dragonsbane ChestplateDragonsbane LeggingsFox HelmetFox ChestplateEmber BladeSoul StealerAwakened DevilswordWolf's GravestoneFlamatic KatanaMythic BladeCreation SplitterBlack Ninja HelmetBlack Ninja Chestplate
Resonant Echo Shard14 items
Champion Petra BootsGrimdark Gold LeggingsGrimdark Gold BootsAdamantium BootsGreen Ninja HelmetStorm's EdgeThunderbrandInfinityExcaliburHoeLumberjackFrostmorneWhite Ninja LeggingsWhite Ninja Boots
Deep Dark Marrow13 items
Corrupted SwordGolden SplitterNetherite CrossbowBlue Ninja ChestplateBlue Ninja LeggingsRed Ninja BootsGrimdark Diamond HelmetHalo LeggingsHalo BootsLegendary SwordTrue Creation SplitterAwakened LichbladeDemigod's Unholy Halberd

Witch

Hexbrewer's Bile22 items
Dragonsbane LeggingsDragonsbane BootsGolden SplitterRoyal SlashGrimdark Gold BootsGrimdark Dark HelmetSoul StealerWhisperwindBlue Ninja LeggingsBlue Ninja BootsThunderbrandThunderbringerBlue RoseHalo BootsEllegaard HelmetFrostmorneArcanethystBlack Ninja ChestplateBlack Ninja LeggingsLucky PickDemigod's Unholy HalberdHero Sword
Cauldron-Bound Essence15 items
Fox ChestplateFox LeggingsBloodthirstGreen Ninja HelmetGreen Ninja ChestplateWolf's GravestoneThorned BladeGrimdark Diamond HelmetGrimdark Diamond ChestplateExcaliburStar's EdgeCreation SplitterTrue Creation SplitterDark BladeWhite Ninja Boots

Setup Guide

For the server admin putting Riftforged on a server for the first time.

1

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.

2

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.

3

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.

4

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.

Core vs. optional: Rifts and the full Gear/Elytra/Crafting system are always on — there's no toggle for them and no setup step to enable them. The self-hosted Resource Pack is core too (no toggle either), but its auto-serving is off by default so a fresh install never conflicts with a pack you already run — see step 6 below to turn it on. Everything else — the Deviant companion system, Potion/Totem Stacking, the Revive System, and Damage Indicators (the floating damage/heal number popups shown on hits — handy to leave off if your server already runs its own) — ships off by default.
5

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.

6

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.

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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.

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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.

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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

v1.0.10 (2026-08-19) — Rifts now open through a deliberate action instead of a random chance: build a closed frame out of the configured material near an eligible structure, then right-click it with Flint and Steel to open a rift. Walking into an already-open frame still works exactly as before. Fixed ruined portals (and their biome variants) genuinely sending you to the real Nether when they happen to sit inside an eligible structure — that portal now correctly leads into an active or joinable rift instead. Fixed entering an active rift through a different, distant structure's frame than the one currently active sometimes dropping you outside the playable area and immediately kicking you back to the real world. Rifts that open but that nobody ever steps into now correctly time out and fail after 5 minutes instead of sitting open forever.
v1.0.9 (2026-08-16) — Gear-skill readiness feedback (the weapon-slot sidebar next to your hotbar, plus every related action-bar/chat message — Devil Trigger's countdown, Sunder's stack readout, and the rest) has been removed; particles and sound are now the only signal that a gear skill is charged or off cooldown. Fixed Composite Bow, Thundering Pulse, Assassination Bow, and Daedric: their charged-shot detonation used to be gated by a plain cooldown, so a rushed shot could trigger the same AoE as a patient one. All four now require genuinely holding the draw for the full charge time before releasing — let go early and it's just a normal shot — with no cooldown at all anymore, since the hold itself paces it; drawing any of these (plus Netherite Crossbow and Riesling Crossbow) now shows tip particles while charging and a burst when it's ready. Fixed rift/Territory Event skeleton archers dealing flat, level-independent arrow damage instead of scaling with the encounter like their melee counterparts do.
v1.0.8 (2026-08-14) — Rift loot chests now put on a real celebration when they appear: fireworks, totem sparkles, and level-up chimes keep going for a while and can be seen and heard from much further away, instead of a single quiet burst. Potions found in loot chests are now drinkable, not throwable splash potions. /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).
v1.0.7 (2026-08-09) — Every World Boss now has a second, alternate 5-skill "variant" kit that can spawn in its place — same boss, same stats, a completely different fight (see the Boss Guide tab above for all 6). Resource pack serving can now be turned off in 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.
v1.0.6 (2026-08-09) — Fixed vanilla stats not always resetting properly after death. Losing or reallocating Vitality points (including the automatic reset on death) could leave your health bar showing more hearts than it should until you next took damage. Dying while mid-charge on Yamato's Perfect Cut skill could also leave you immune to knockback after respawning. Both are now cleaned up immediately on death/respawn.
v1.0.5 (2026-08-09) — Rift loot chests now drop the full reward pool (enchanted books, splash potions, golden apples/carrots, ores, armor trim templates, and more) instead of a small placeholder set, and totems/potions found there now stack properly instead of taking up a slot each. Fixed a bug where a rift that was actually won (boss killed) could get silently recorded as a failure if everyone left during the victory window before being pulled back to the real world. Fixed a gap where a player who reached an active rift by teleporting directly to someone already inside — rather than walking through the portal themselves — wasn't tracked properly, which could strand them or end the rift under them while they were still fighting. Also fixed a rift being left stuck in an "in-progress" state if the server restarted while one was open.
v1.0.4 (2026-08-08) — Rift reliability pass: fixed a server freeze that could occasionally happen when a rift's arena reset ran into far-away terrain, fixed a rare case where a rift could get stuck open forever after a solo player died inside it, fixed other players sometimes not being able to walk into an already-open rift portal, fixed a rift's leftover mobs and copied blocks sometimes surviving a server restart on certain hosting setups (checked more thoroughly now, regardless of hosting layout), fixed a second, unrelated server freeze that could happen every time a rift's arena was rebuilt, fixed a third server freeze that could happen while copying a large or far-away structure's blocks into the rift, quieted repetitive console log spam from routine kills that didn't happen to be near a rift structure, and confirmed armor/weapon durability never degrades while fighting inside a rift.
v1.0.3 (2026-08-08) — New /hidegears and /hideelytragears commands: toggle whether other players see your worn gear armor or World Boss elytra skin (vanilla armor/elytra is unaffected either way). Flight particles and trails still show regardless of the toggle.
v1.0.2 (2026-08-07) — Rifts no longer need a sign: killing a monster near an eligible structure now has a chance to tear one open on the spot, portal and all. Fixed a bug where a Deviant could occasionally target or be attacked by its own master.
v1.0.1 (2026-08-06) — Fixed RPG level: it now tracks your current vanilla XP level directly (level 20 = RPG 2, 30 = RPG 3, and so on), instead of only counting XP earned after your first join.
v1.0.0 (2026-08-04) — Initial release. Rifts, the full 129-item Gear/Elytra/Crafting system with Combine Forge and Ascension, Deviant companions, and the self-hosted resource pack are all live from day one.