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Sol's Relic System (Crit System, Stats, and more.)

Minecraft's equipment into a full-blown RPG artifact system. Every weapon and armor piece that enters your inventory becomes a Relic — a piece of equipment with randomized stats, an XP-based leveling system, crit mechanics, set bonuses, and much more.

File Details

1.16.5 - v1.2.5 : Balance, Loot, and Progression cleanup update!

  • R
  • May 23, 2026
  • 281.93 KB
  • 0
  • 1.16.5
  • Forge

File Name

sols_relicsystem-1.16.5-1.2.5.jar

Supported Versions

  • 1.16.5

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:sols-relic-system-1478294:8134564")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

1. Crit system rebalance
Crit Damage now scales more smoothly and balanced.

New crit multiplier curve:

  • 50% Crit DMG = 1.0x
  • 100% Crit DMG = 1.25x
  • 150% Crit DMG = 1.50x
  • 200% Crit DMG = 1.75x
  • 250% Crit DMG = 2.0x
  • 300% Crit DMG = 2.25x
  • Very high Crit DMG no longer explodes as hard as before
  • Strong relic setups are still rewarding, but more reasonable in vanilla-style play.

2. Dust of Enlightenment chest drops buffed
Base Dust chest chance was increased:

  • old: 0.3%
  • new: 1.2%

That means Dust is still rare, but no longer feels quite so brutally scarce.

New Dust chest chances
These are the final effective rates after chest multipliers.

  • Mineshaft: 1.2%
  • Desert Pyramid: 1.2%
  • Ruined Portal: 1.2%
  • Woodland Mansion: 1.8%
  • Bastion Treasure: 1.8%
  • Nether Bridge: 1.8%
  • Stronghold Library: 1.8%
  • Buried Treasure: 1.8%
  • Monster Room / Simple Dungeon: 1.2%
  • End City: 3.6%

3. Aster Core chest drops reworked
Aster Core chest drops were reworked so the config values now behave much more directly.

Before:

  • the system was harder to read
  • some versions effectively made chest drops rarer than the config suggested

Now:

  • tier1DropChancetier2DropChance, and tier3DropChance behave as direct per-tier chances before chest multipliers
  • balancing chest loot is much easier and more intuitive

Current default base chances remain:

  • Tier 1 Aster Core: 2.5%
  • Tier 2 Aster Core: 5.0%
  • Tier 3 Aster Core: 10.0%

So on a normal 1.0x chest:

  • Tier 1 = 2.5%
  • Tier 2 = 5.0%
  • Tier 3 = 10.0%
  • Any Aster Core at all = 17.5%

4. Stronger chests can now give more than 1 Aster Core
Aster Cores from chest loot are no longer hard-locked to a single item in every case.

Stronger chest categories can now give multiple cores:

  • weaker / standard chests: usually 1
  • stronger chests: can give 2
  • some top-end chest categories can give even more for lower-tier cores

5. Progression config settings now actually work
Several relic progression settings existed before, but were not fully wired into live gameplay. That has now been fixed.

These settings now properly affect the real system:

  • baseXPPerLevel
  • xpScalingFactor
  • subStatUpgradeInterval
  • maxSubStats
  • critSubStatWeightMultiplier

6. Crit substat weighting now works properly
critSubStatWeightMultiplier is now truly applied during substat rolling.

With the default value:

  • Crit Rate and Crit DMG substats are less likely to appear than many other substats

This helps keep crit from dominating too easily while still letting dedicated crit relics exist.

7. Upgrade milestone displays now follow config
Milestone-based relic UI and preview logic now properly follow the configured substat upgrade interval.

That means:

  • preview screens
  • tooltip projections
  • anvil upgrade forecasting