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Arcane Realms

Arcane Realms is a magic and adventure content mod for Minecraft Java Edition. It combines spell progression, custom artifacts, animated magical creatures, boss encounters, and handcrafted structures into a single experience.
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arcane-realms-neoforge-2.1.0+26.1.2.jar

File namearcane-realms-neoforge-2.1.0-26.1.2.jar
Uploaded
Oct 30, 2026
Downloads
21
Size
19.5 MB
Mod Loaders
NeoForge
File ID
9367291
Type
R
Release
Supported game versions
  • 26.1.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:arcane-realms-1639591:9367291"

Learn more about Curse Maven

What's new

Arcane Realms — 2.1

Minecraft 26.1.2 • NeoForge • Release

Three new dungeons and a new path of magic. Explore the Frozen Cemetery, the Sky Fortress and the Abyssal Rift, and build up Resonance: an altar that grows with you, powered by mana crystals.

Added

Resonance

  • The Resonant Altar (the old Ritual Altar) now grows from level 1 to 5. Build the next ring of its structure and infuse that level's Resonant Lamina on it; each level raises the altar's mana capacity and the area it powers. The Guide Book shows the structure of every level, and a hologram around the altar marks the blocks still missing. Sneak and use the altar with an empty hand to see the edge of its area.
  • Mana crystals fill the altar. Tune a Raw Crystal on the altar into one of seven: the Prismatic, Stellar, Deep and Storm crystals draw mana from daylight, the night sky, the depths or lightning; the Frost, Ember and Void crystals burn what you drop beside them (snow and ice; coal, magma, lava and blaze rods; chorus, ender pearls and shulker shells). Crystals inside the area link by themselves; the Linking Rod links far ones through a Resonant Prism. The Arcane Tuning Fork reads the altar and the crystals, and shows what a crystal would yield anywhere else.
  • Altar runes: a Blank Rune and a lamina make a Capacity, Range or Efficiency Rune, set in the orbs the altar opens at each level.
  • Forge Rite: a Forge Core and four Pedestals next to an altar of level 2 or more. Lay the core material on the Forge Core and the ingredients on the pedestals; the rite takes 8 seconds and 1,500 to 3,500 mana.
  • Receptors use the altar's mana: the Heat Receptor lights the furnace or brewing stand it touches, the Magnet Receptor pulls loose items into its container, the Cultivation Receptor makes nearby plants grow faster and the Herd Receptor makes young animals grow up, sheep regrow wool and hens lay sooner.
  • Resonant Sentinel: keeps monsters from spawning around it and strikes those that come in. Its reach grows with the altar's level.
  • Passage Stones: a Passage Core stores mana for travel, and stones fitted with a Passage Crystal attuned to it form a network. Stand still on a stone for 2 seconds to travel to another; crossing to another dimension needs a level 5 altar.
  • Arcane Projector and its six lenses: Light Bridge, Barrier, Illusory Wall, Ascension Column, Lumes and Wind Scaffold. Each projection lets through only who you allow (you, a list of players or everyone), and redstone switches it off.
  • Resonant Enchanter: learn enchantments from books, then enchant, extract and repair with the altar's mana. At level 5 it can enchant one level above the maximum.
  • Altar rituals: offer a water bucket for rain, a sunflower for clear skies, a clock for dawn, a lightning rod for a thunderstorm, or a honey bottle for ten minutes without monsters spawning in the area.

The Frozen Cemetery

  • A new dungeon in the snowy plains of the Overworld: a walled cemetery of runestones, burial mounds and stone ships, its Restless Graves raising skeletons and strays until they are broken. Under the Great Barrow a spiral stair winds down around a frozen waterfall.
  • Frozen Draugs sleep in ice coffins in the Hall of Awakening and break out with sword, axe or bow when you come near.
  • Draug Völva (mini-boss): the seeress of the ossuary, with frost lances, rune circles and a frost step, calling up the dead of the barrow. The treasure vault opens after her.
  • Draug Overlord (final boss): a king entombed in the ice of his throne, fighting with a giant sword and soul blades. Halfway through he sheds the ice for black armor and fights faster.
  • New materials: Barrow Iron Scrap, Barrow Iron Ingot, Funeral Ice, Soul Bone Dust, Seeress Crystal and Barrow King's Crown.
  • New blocks: barrow bricks and polished barrow stone, ossuary bricks, chiseled runestone, grave ice, permafrost, icicles, barrow shields, funeral beams and soul-frost lanterns.
  • The Dungeon Finder tracks it.

The Sky Fortress

  • A fortress on floating islands above the clouds, reached from the ground by the updraft of its Anchor Pylon, with lightning bridges, tesla towers and a storm rift back down to the pylon.
  • New enemies: Volt Drones, Stormcallers, Thunder Heralds with their standards, the Nimbus and Voltaic Sentinels, raised by Summoning Coils.
  • Coil Warden (mini-boss), who calls drones to the fight.
  • Storm King (final boss): he wakes on his throne when you reach the spire and fights with bolt volleys, thunderclaps and arcs swept across the arena. At half health he turns into a storm vortex and calls lightning down on marked spots.
  • New materials: Storm Core, Conductor Coil, Storm Glass Shard, Voltaic Ingot and Drone Wing.
  • New blocks: cloudstone, condensed cloud, storm glass, storm copper plating and grates, storm slate tiles, storm lanterns, conductor coils and the updraft vent.
  • The Dungeon Finder tracks it.

The Abyssal Rift

  • A new dungeon in the deep oceans of the Overworld: a crack in the seabed opens into a fully flooded rift that descends through the Throat, the Jellyfish Garden, the Hermit's Lair and the Whale Fall, lit only by its own glowing life. The Dungeon Finder tracks it and skips cleared rifts.
  • Roe Nests hatch the rift's creatures while players are near: the schooling Viperfish, the Abyssal Jellyfish with its electric pulse and slowing sting, and the Giant Isopod, which bites up close and rolls at you in its armoured ball.
  • Colossal Hermit (mini-boss): a giant hermit crab sleeping in a leviathan skull. Up close it slams with its crusher, jabs three times with its cutter and spins its skull round at anyone behind it; from afar it snaps a cavitation wave, charges sideways, leaps onto its prey and looses a fan of barnacles; pressed, it stirs a blinding silt cloud and comes round behind you. It withdraws into its skull to turn blows and return them, and below 40% health the skull cracks: faster and relentless, but more vulnerable. Its fall withers the lair's membranes.
  • Abyssal Angler (final boss): it draws players to its jaws with its lure, swallows them, and below half health puts out every light of the Whale Fall and hunts from the dark with decoy lures. Strike a dimmed glow bulb to light it again for a moment. Its fall opens a rising current back to the rim.
  • Hydrothermal vents erupt in turn with a warning of bubbles, then a scalding jet that pushes you up.
  • The rift's blocks: abyssal rock and its variants, abyssal silt, tube worms, glow bulbs, barnacled rock, hydrothermal vents and the abyssal membranes.

Diving Suit

  • The Arcane Diving Suit, crafted before the dive: helmet, chestplate, leggings and boots that ease underwater combat (breathing, sight, swimming and mining under water). The rift never requires it: potions, Respiration, Aqua Affinity or a conduit also work.

Rift materials

  • New materials dropped in the rift: Viper Fang, Glow Gel, Isopod Plate, Cavitation Chamber and Angler's Esca.

New catalysts

  • Seeress Staff (Frozen Cemetery): Frost Lance, Runic Circle and Frost Step.
  • Barrow King's Blade (Frozen Cemetery): Soul Blade, Raise the Dead and Grave Claws.
  • Cloud Scepter (Sky Fortress): Marked Storm, Storm Cloud and Updraft.
  • Storm Spear (Sky Fortress): Thunderous Throw, Lightning Leap and Lightning Rod.
  • Hermit's Claw (Abyssal Rift), a gauntlet: Cavitation Snap, Carapace and Pincer Rush.
  • Angler's Lure (Abyssal Rift), a staff: Lure, Abyssal Flash and Jaws of the Deep. Under water every spell of the Claw and the Lure reaches about 50% farther.
  • New spells for the starter catalysts: Refracted Ray for the Arcane Wand, Resonant Slam and Sustained Note for the Crystal Bracelet.

Instant Dungeons

  • Storm Trial: the Sky Fortress's creatures, in the Overworld.
  • Abyss Trial: flooded halls of the rift's creatures and the Colossal Hermit as its boss.

Guide Book

  • New articles for the three dungeons, the new catalysts and materials, the Arcane Diving Suit and every part of Resonance.

Changed

Catalysts are forged

  • Seventeen catalysts are now made with the Forge Rite instead of the crafting table: the Crystal Bracelet, Ice Bow, Glacial Horn Dagger, Ice Orb, Permafrost Scythe, Anvil Hammer, Slag Censer, Dorsal Fire Catalyst, Admiral's Saber, Boatswain's Anchor, Star Spyglass and the six new catalysts. The Arcane Wand and the Energized Gloves are still crafted.

Resonant Altar

  • The Ritual Altar is now the Resonant Altar. It no longer summons bosses: the Prismatic Sigil and its ritual were removed.

Guide Book

  • The Guide Book now opens as a book: two pages, section tabs, search and a back button. Articles turn pages with the mouse wheel.
  • Structures can be watched as animated scenes in the book (View in scene), and shown in the world beside the real block.

Visual effects

  • Reworked the visual effects of the catalysts' spells and of the Fire, Ice and Crystal school spells.

Inventory icons

  • The starter catalysts (Arcane Wand, Ice Orb, Energized Gloves, Crystal Bracelet, Ice Bow, Glacial Horn Dagger, Permafrost Scythe, Dorsal Fire Catalyst) and the Manifest sword now show a flat icon in the inventory instead of their 3D model; in hand they keep the 3D model.

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