Description
Better Survival Reforged
A Minecraft Forge mod for 1.20.1 that adds new weapon types, enchantments, potion systems, and cross-mod integrations to enhance your survival experience.
Original Author: BlockVader (Better Survival)
Since I'm usually busy with other matters, if you have any feedback or need a faster response from me, please use this channel.
Weapons
Five new weapon categories, each with a full material tier progression (Wood → Stone → Iron → Gold → Diamond → Copper → Emerald → Crying Obsidian):
| Weapon | Description |
|---|---|
| 🔨 Hammer | Right-click to ground slam |
| 🗡️ Dagger | Bonus damage from behind |
| 🪓 Battle Axe | Can disarm opponents |
| 🔱 Spear | Throwable with extended reach |
| 🥊 Nunchaku | Combo weapon: hit faster, hit harder |
Cross-Mod Material Tiers
- Silver — Ice and Fire CE integration, +2 damage to undead
- Dragonbone / Fire / Ice / Lightning Dragonbone — Crafted with Ice and Fire CE materials with elemental effects
- Fire / Ice / Lightning Dragonsteel — Top-tier weapons with dragon element powers
- Umbrium / Scarlite — Defiled Lands integration with bleeding/vampirism effects
Enchantments
25+ unique enchantments including:
- Vampirism — Heal on hit
- Education — Bonus XP
- Assassinate — Enhanced backstab damage
- Bash — Stun on hit
- Combo — Increasing damage per consecutive hit
- Disarm — Knock items from enemy hands
- Arrow Recovery / Multishot / Rapid Fire / Range — Ranged enhancements
- Tunneling / Diamonds Everywhere / Versatility — Mining improvements
- Agility / High Jump / Vitality — Armor boosts
Potion System
- Potion Cauldron — Coat weapons with potion effects
- Custom potions: Blindness, Decay, Warp, Antiwarp, Milk, Cure, Dispel
- Full support for Splash, Lingering, and Tipped Arrow variants
Dependencies
| Mod | Required | Purpose |
|---|---|---|
| Defiled-Lands-Reforged | ❌ Optional | Added Umbrium and Scarlite series weapons |
| Ice and Fire CE | ❌ Optional | Dragon material weapons & silver weapons |
| Ice and Fire: Dragons | ❌ Optional | Dragon material weapons & silver weapons |
| Ice and Fire RLC | ❌ Optional | Added the chain lightning effect from IAF-RLC as a new attack effect for Lightning Dragons All dragon-themed weapons in this version have had their special effects reworked. |
| L_Ender 's Cataclysm | ❌ Optional | Ancient Metal,Black Steel,Cursium,
Ignitium,Witherite |
| The Twilight Forest | ❌ Optional | Ironwood,Steeleaf,Knightmetal,Fiery |
| End-Parasitize and Convert All | ❌ Optional | The Living and Sentient weapon sets don't ship with crafting recipes for now. Two reasons: EPCA updates fairly often, and these materials still aren't finely tuned on our side (we're waiting on the artist to fix and finish their textures). So rather than lock in numbers and recipes that will change, we've left them open. For now, please add your own recipes with KubeJS (or any recipe-adding mod), and adjust the concrete values in this mod's config file. |
| Enigmatic Legacy | ❌ Optional | Etherium |
Supported Materials
RLC version (Ice and Fire: RLCraft edition)
The RLC build is wired to RLCraft's Ice and Fire fork, which unlocks the Dragon Steel endgame tier. All dragon steels are harvest lv4 · 4000 durability · +10 attack — top-end gear.
The three elemental Dragon Steels
| Material | On-hit effect | Anti-dragon |
|---|---|---|
| Fire Dragon | Stacking Melt — an armor-shredding burn that piles up the more you hit | +12 vs Ice Dragons |
| Ice Dragon | Stacking Frostbite — freeze that builds up and shatters | +12 vs Fire Dragons |
| Lightning Dragon | Chain Lightning that leaps between nearby enemies, plus a voltage charge | +6 vs Fire & Ice Dragons |
Fire Dragon — Melt (armor meltdown + burn)
Every hit stacks Melt on the target (up to 10 stacks, refreshed each hit, lasts ~8s):
- Armor meltdown: each stack strips −5% Armor and −5% Armor Toughness. At 10 stacks that's −50% to both — a heavily-armored target basically becomes paper the longer you stay on it.
- Burn-over-time: once per second it takes magic damage equal to its current stack count (so up to ~10 dmg/s at full stacks), and this ignores armor.
- Anti-cheese: if the target has Fire Resistance, Melt can't burn it — instead it gets Blindness, so fire-immune mobs don't walk away free.
- Anti-dragon: +12 damage vs Ice Dragons.
Ice Dragon — Frostbite → Frost Shatter (charge-and-detonate)
Every hit stacks Frostbite. Frostbite by itself just piles up — the payoff is the Shatter:
- When stacks reach that mob's shatter threshold (varies by mob type), the frost detonates: glass-shatter sound, dragon-ice particles, and two hits at once —
- 5% of the target's max HP as armor-ignoring magic damage, plus
- a physical burst of weapon damage × (11 − stacks at shatter). The fewer stacks it took to pop, the bigger the multiplier — shattering something at low stacks can hit for roughly up to ~10× your weapon damage.
- After it pops, the target is left with Frostburn, and it can't be re-frostbitten while that lingers.
- Anti-dragon: +12 damage vs Fire Dragons.
Lightning Dragon — Chain Lightning + Voltage (spread and overcharge)
Two mechanics working together:
- Chain Lightning (on hit): the bolt hits your target and then leaps to the nearest other enemy in range with line of sight, hop after hop (damage tapers off per hop, values are config-driven). It powers up any Creeper it strikes, won't jump to players or your own pets, and has a short weapon cooldown so you can't spam it.
- Voltage (a stacking charge): every enemy the chain touches gets Voltage — −5% attack speed per stack (up to −50%), and, crucially, it charges up as the enemy moves (running around literally builds its own charge). Weather accelerates it: rain adds ×2, a thunderstorm under open sky adds ×3 per hit.
- Discharge: when Voltage hits that mob's threshold, it self-detonates for weapon damage × voltage stacks (armor-ignoring), with a thunderclap. So lightning gear turns a mob's own mobility (and the weather) into a delayed nuke.
- Anti-dragon: +6 damage vs Fire and Ice Dragons.
Bonus — Chaos Reactions
Because all three run on Ice-and-Fire's elemental system, hitting a target that's already loaded with an opposing element can trigger a Chaos Reaction instead of a normal stack — mixing fire/ice/lightning on the same enemy has extra payoffs.
RLC-exclusive: Gold Dragon Steel
| Material | On-hit effect |
|---|---|
| Gold Dragon Steel | Sacred Sigil power — the signature holy effect of the Gold/Sun dragon line (only RLCraft's IaF has gold dragons, so this material and its weapons exist only in the RLC build) |
L_Ender's Cataclysm (5 materials)
| Material | Ingot | Tier / Durability | Signature |
|---|---|---|---|
| Ancient Metal | cataclysm:ancient_metal_ingot |
Iron-tier · 750 | Straight stats, no on-hit effect |
| Black Steel | cataclysm:black_steel_ingot |
Iron-tier · 750 | Straight stats, no on-hit effect |
| Cursium | cataclysm:cursium_ingot |
Diamond-tier · 2600 · fireproof | On hit, stacks Strength on you ("the curse's fury") |
| Ignitium | cataclysm:ignitium_ingot |
Diamond-tier · 2600 · fireproof | Applies Cataclysm's native Blazing Brand (armor shred) + sets the target on fire |
| Witherite | cataclysm:witherite_ingot |
Diamond-tier · 3000 (highest) · fireproof | Wither II + fire, a chance to Stun (Cataclysm's native effect), and self-Regen when you're below half health |
Twilight Forest (4 materials)
| Material | Ingot | Tier / Durability | Signature |
|---|---|---|---|
| Ironwood | twilightforest:ironwood_ingot |
Iron-tier · 512 | Straight stats |
| Steeleaf | twilightforest:steeleaf_ingot |
Diamond-tier · 400 | Straight stats (durability raised from vanilla-ish 131 to 400) |
| Knightmetal | twilightforest:knightmetal_ingot |
Diamond-tier · 512 | Bonus damage vs armored foes — the more armor they have, the more (up to +6) |
| Fiery | twilightforest:fiery_ingot |
Diamond-tier · 1024 · fireproof | Sets the target on fire for 15s on hit |
Enigmatic Legacy (1 material) — Etherium
| Material | Ingot (blade) | Tier / Durability | Signature |
|---|---|---|---|
| Etherium | enigmaticlegacy:etherium_ingot |
Harvest lv5 (above netherite) · 8888 · +8 attack · high enchantability | Etherium Shield + drain-on-hit + extra reach |
Etherium is the mod's flagship high-risk / high-reward set (ported from EnigmaticSpartan's Etherium Shield trait). It only exists when Enigmatic Legacy is installed.
- Etherium Shield — the lower your health (anywhere between 40% and full), the stronger a damage shield you get: up to 50% melee damage reduction, near-total projectile immunity at its peak, and it knocks the attacker back. (Below 40% HP the shield stops, leaving that deep-health zone to Enigmatic Legacy's own Etherium armor set.)
- Drain on hit — every hit you land drains about 5% of your max HP (never below the 40% floor), deliberately pushing you down into that strong-shield zone. Bleed yourself to become tankier.
- +1 block of attack reach, plus ether particles while the shield is up.
- Every number — durability, damage, shield threshold/strength, drain %, reach — lives in this mod's config and can be tuned.
Living & Sentient series — no recipes yet
The Living and Sentient weapon sets don't ship with crafting recipes for now. Two reasons: EPCA updates fairly often, and these materials still aren't finely tuned on our side (we're waiting on the artist to fix and finish their textures). So rather than lock in numbers and recipes that will change, we've left them open. For now, please add your own recipes with KubeJS (or any recipe-adding mod), and adjust the concrete values in this mod's config file.
🙏 Credits
- BlockVader — Original Better Survival mod author







