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CurseForge · Minecraft mod

MAR Relics

Addon for Relics that adds very powerful 21 artifacts with exclusive mechanics

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which MAR Relics release should I use?

Updated 2 days ago
Latest stable file MARRelics-1.20.1-1.0.6.jar
Game version 1.20.1
Loader Forge

MAR Relics MARRelics-1.20.1-1.0.6.jar targets 1.20.1 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.

Where it goes

Is MAR Relics required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release Forge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does MAR Relics MARRelics-1.20.1-1.0.6.jar need?

MARRelics-1.20.1-1.0.6.jar. Change the file and its required mods may change too.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

Before you install it

Add MAR Relics without breaking your instance.

Built for MAR Relics MARRelics-1.20.1-1.0.6.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use MARRelics-1.20.1-1.0.6.jar. It targets 1.20.1 with Forge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside MARRelics-1.20.1-1.0.6.jar. It opens that exact file at the source.

About this project

What does MAR Relics add?

MAR Relics

Magic And RPG Relics is an addon for the Relics mod: 22 relics with active abilities, passive effects, and their own leveling — relics gain experience as you use them and grow stronger. Some relics have very strong abilities, so the chance of dropping is significantly reduced. Every ability tells you what kind of damage it deals or stops — pure, magic or physical — right in its tooltip.

Requires Relics and its dependencies — Curios API, OctoLib and Architectury API. Everything else is optional: several relics gain extra behaviour when Blood Magic, Iron's Spells, Vampirism, Epic Fight are installed, and work fine without them. But I strongly recommend installing all mods For full compatibility.

Modpack friendly — no permission needed. Put it in any pack, public or private, free or monetised. Just credit the mod and link back here.


Where to find them

Most relics generate in the chests of vanilla structures. All relic loot can be switched off in the config.

Relic Where
Apostle of Decay Jungle temples
Blade of Seth The first desert pyramid opened in the world — once per world, never again
Blood Grimoire Ancient cities
Blood Rapier Mineshafts, strongholds
Cape of Illusions Ancient cities, desert pyramids
Crimson Cultist Ring Bastion remnants
Crimson Shield Nether fortresses, ruined portals
Damon's Blessing Nether fortresses, ruined portals
Demonic Crown Bastion remnants
Heart of Monster Villages
Immune Bar Mineshafts, strongholds — plus catacombs, citadels, towers, ice spider dens, evoker forts, impaled icebreakers (Iron's Spells)
Inexhaustible Chalice Vampire huts, vampire altars, crypts, vampire dungeons (Vampirism)
Lantern of Dead Light Ancient cities
Mana Break Catacombs, citadels, pyromancer towers, mountain towers, ice spider dens, evoker forts, impaled icebreakers (Iron's Spells — only, and only if the mod is installed)
Mana Flux Veil Pyromancer towers, mountain towers (Iron's Spells — only, and only if the mod is installed)
Oblivion Scepter Pyromancer towers, mountain towers — the mage towers (Iron's Spells — only, and only if the mod is installed)
Prism of Retribution Ocean ruins, ancient cities
Salted Shiv Shipwrecks, ocean ruins, buried treasure
Shade Blade Nether fortresses, ruined portals
Sunpiercer Wandering Trader, 64 emerald blocks — or boss reward chests (Twilight Forest)
Vessel of Ichor Bastion remnants
War Helmet Pillager outposts, woodland mansions

Relics cannot be crafted — they are found, not made.


Optional mods

Mod What it adds
Blood Magic LP powers the Crimson Cultist Ring, Blood Rapier and Blood Grimoire
Iron's Spells & Spellbooks Mana costs and mana-based effects for Mana Break, Mana Flux Veil, Oblivion Scepter, Apostle of Decay, Demonic Crown, Blood Grimoire; the Oblivion Scepter runs on its mana entirely
Vampirism The Inexhaustible Chalice, and its loot
Epic Fight Custom movesets for the weapon relics

The full setup

Everything on this list installed together is the complete mod: every relic obtainable, every integration active.

Required — the mod will not load without these

For full compatibility — optional, but seven relics depend on them

  • Blood Magic — the Crimson Cultist Ring, Blood Rapier and Blood Grimoire do not generate at all without it
  • Iron's Spells & Spellbooks — Mana Break, the Mana Flux Veil, the Oblivion Scepter and the Blood Grimoire do not generate at all without it, and the scepter has nothing to cast with
  • Vampirism — the Inexhaustible Chalice does not generate at all without it
  • Epic Fight — Compatibility with Illusions and Shadow Clones, all weapon have animation

Nothing in the second list is required. Install none of it and the mod still runs, with 15 of the 22 relics.


Configuration

  • Per-relic YAML files in config/marrelics/relics/ — every stat, ability value and level cap, plus lootData.entries: the chance that one relic is added to each loot table. The default everywhere is 0.025, the same number every relic in the base Relics mod uses. Raise it to make a single relic more common, set it to 0 to switch that relic off on its own
  • config/marrelics-common.tomlenableRelicLoot turns all relic loot off at once, and chaliceLootChance / sunpiercerLootChance set the two relics this mod places itself rather than through the Relics framework
  • A client options screen for the mod's visual effects, from the mod list

License

All rights reserved — with the ordinary things explicitly allowed:

  • Modpacks — yes, no permission needed. Public or private, free or monetised, with credit and a link back to this page
  • Videos, streams, screenshots, guides, wikis — yes, monetised or not, nothing owed
  • Addons — yes. Build against the mod and release your work under any terms you like
  • Re-uploading the mod anywhere else — no. Link here instead
  • Forks, ports and modified copies — no. Patch it for your own use all you like, just don't hand that version out

Anything else, ask — the answer is usually yes.


Languages: English, Russian.

Found a bug or have a suggestion? Please report it in the comments or the issue tracker. Mod is under development, bugs are possible

Author: Vladisss · Framework: Relics by sskirillss · Library: OctoLib

MAR Relics

MAR Relics

MAR Relics

MAR Relics

MAR Relics

Project description from CurseForge.

Pick your setup

MAR Relics by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

1 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

MAR Relics versions and loaders

6 of 6 releases match

Looking for an older file? The official CurseForge project page is in Resources.