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Changelog

V1.0.17 Changelog

NEW!:

    • Early Dungeon Version

      To enter the Dungeon, you will have to create a Tuff Brick Portal; the minimum portal size is 4x5(x/z and y coordinate) with the corner blocks in place. You can activate the portal using a flint and steel (for now).

      The Dungeon will then be generated as a 5x5 grid of Dungeon Rooms with the Spawn Room at the center. Each room is connected by a hallway and the end of the grid closed off by a dead-end.

      One Dungeon Room is 64x102x64(xyz) blocks in size and is separated into 3 floor layers. There are entry/exit ways on 4 cardinal directions (NSEW) that connect to a hallway leading to the other Dungeon Rooms.

      Once the Dungeon generates, you will be teleported inside the Spawn Room. There is an Exit Portal inside the Spawn Room, this will be your way back.

      The Dungeon has a 15-minute timer. Anything you mine and loot is yours to keep, that is if you could exit the dungeon on time. If you run out of time or get killed inside the dungeon, your gear and loot are gone forever (unless it is Soulbound to you).

What’s included in the Dungeon?

  • Dungeon Spawner
    The Dungeon Spawner spawns 3 – 5 monsters per wave. It can have 1 – 3 waves by default. After the Dungeon Spawner finishes spawning all the waves, it will destroy itself.
  •  Dungeon Chests
    These chests are typically near Dungeon Spawners and have loot depending on the type of chest. Breaking the chests with an axe is the easiest way to loot!
    • Runewood Dungeon Cache - Drops random loot
    • Ironbound Armory Cache - Drops Armor, Tool, Weapon from leather/wood to Netherite and has a small chance to be enchanted

    • Amethyst Forge Reliquary - Drops RarityForge-related items from Crafting Components to Complete Catalysts

    • Gilded Ore Coffer - Drops Ores from Coal to Netherite Scraps

    • Diamond Astral Vault - Drops ultra-rare items! Typically, items that can be acquired through gameplay like: Heart of the Sea, Wither Skull, Nether Star, Elytra, etc.
  • Dungeon Shrines
    • Upon Interacting with the shrine, it creates a mini-objective that will give you rewards
    • It spawns once per floor on every Dungeon Room
  • Dungeon Level
    • The Dungeon Level determines the level of the mobs you will encounter in the Dungeon. Yes, Mob Levels was the system I was cooking up for this Dungeon. Outside of the Dungeon, the chances of encountering mobs with Levels are minimal. Those mobs will also scale based on your Dungeon Level, not with the number of days.

    • You can gain Dungeon Levels by killing mobs, mining ores and breaking chests while inside the Dungeon.

    • OH! And yes, this Dungeon Level has a custom XP bar displaying your XP Progress and Dungeon Level.

    • The Dungeon Level will only update upon completion of the Dungeon, regardless if you die or survive.
  • Dungeon Modifiers
    • On Dungeon Level 5, the Dungeon will start having modifiers. Modifiers are effects added to the Dungeon to change how the way things operate.
    • On Dungeon Level 10, Negative Modifiers appear.
    • These Modifiers can stack.
    • The higher the Dungeon Level, more Modifiers appear.

      Here are some sample modifiers:
    • Positive Modifiers
      • Extended - Adds 5 minutes to the starting dungeon timer per stack.
      • Rich - Adds +5% ore replacement chance per stack.
      • Stocked - Adds +1 dungeon chest per room per stack.
      • Runic - Adds +10 weight to Runewood Dungeon Cache chance per stack.
      • Ironbound - Adds +10 weight to Ironbound Armory Cache chance per stack.
      • Amethystine - Adds +10 weight to Amethyst Forge Reliquary chance per stack.
      • Gilded - Adds +10 weight to Gilded Ore Coffer chance per stack.
      • Astral - Adds +10 weight to Diamond Astral Vault chance per stack.
      • Learned - Adds +20% final dungeon XP per stack.
      • Quiet - Reduces Dungeon Spawner wave count by 1 per stack.
      • Sparse - Reduces mobs spawned per Dungeon Spawner wave by 1 per stack.
      • Merciful - Temporarily reduces effective Dungeon Level by 1 per stack.
      • Softened - Reduces dungeon mob health or damage per stack.
      • Stable - Increases Dungeon Spawner wave delay per stack.
      • Calm - Increases the delay before a Dungeon Spawner begins its first wave.
      • Swift - Gives the player a small movement speed boost during the dungeon per stack.
      • Lucent - Increases light or safe-feeling block placement during dungeon generation.
    • Negative Modifiers
      • Fleeting - Removes 5 minutes from the starting dungeon timer per stack.
      • Barren - Removes -5% ore replacement chance per stack.
      • Empty - Removes 1 dungeon chest per room per stack.
      • Withered - Removes 10 weight from Runewood Dungeon Cache chance per stack.
      • Rusted - Removes 10 weight from Ironbound Armory Cache chance per stack.
      • Cracked - Removes 10 weight from Amethyst Forge Reliquary chance per stack.
      • Tarnished - Removes 10 weight from Gilded Ore Coffer chance per stack.
      • Dim - Removes 10 weight from Diamond Astral Vault chance per stack.
      • Draining - Removes 20% final dungeon XP per stack.
      • Swarming - Adds +1 Dungeon Spawner wave per stack.
      • Crowded - Adds +1 mob spawned per Dungeon Spawner wave per stack.
      • Brutal - Temporarily increases effective Dungeon Level by 1 per stack.
      • Vital - Increases dungeon mob health per stack.
      • Frenzied - Reduces Dungeon Spawner wave delay per stack.
      • Rushed - Reduces the delay before a Dungeon Spawner begins its first wave.
      • Hasted - Gives dungeon mobs a small movement speed boost per stack.
      • Cursed - Increases cursed dungeon-room weighting or applies dungeon-wide curse pressure.
      • Darkened - Reduces light or safe-feeling block placement during dungeon generation.

 

  • Upgraded Visual
    • Layered Hearts!
    • New Stat Compendium Look
    • The RarityForge brand
    • Make sure to remove the old v16 RP file

    • New Item: Cardboard
      • Only available in creative
      • Let’s you modify an item
        • Set Rarity
        • Select Stats and set the Value
        • Integrity Checker will still cap the stats if it exceeds value bounds

FIX:

  • Stat Bugs
    • Movement Speed was not applying to the player
    • Survivor does not proc
    • Full Knockback Resistance still knocks you up
    • Stun Duration not completely extending
    • Shield Bash procs even when the stat does not exist on both the player or enemy
    • Block Chance was not negating Pierce Chance
    • Bleed Kills now assigns the kill ownership to the player who applied the bleed

    • Sidebar
      • It was overriding vanilla Title and Actionbar functions
      • Created an independent view for the sidebar

CHANGES:

  • Mob Level
    • Has a 15% chance to spawn outside the dungeon and now uses your Dungeon Level instead of world day. I guess some leveled mobs found a way to squeeze themselves through dimensional cracks?
    • scaling adjusted to be slower
    • added stat caps to the mob stats
    • Transcendant mobs scaling lowered

    • Knockback Strength NERFED

BEFORE

AFTER

Rare: 20 – 30%

Epic: 31 – 60%
Legendary: 61 – 100%

Cursed: -100 – 100%

Rare: 5 – 10%

Epic: 11 – 20%
Legendary: 21 – 40%

Cursed: -40 – 40%

 

  • Durability Boost INCREASED

BEFORE

AFTER

Common: 50 - 100

Uncommon: 101 - 200

Rare: 201 - 300

Epic: 301 - 400
Legendary: 401 - 1000

Cursed: -500 - 500

Common: 100 - 200

Uncommon: 201 - 400

Rare: 401 - 600

Epic: 601 - 800
Legendary: 801 - 1000

Cursed: -1000 - 1000

 

  • Piercing Chance now only deals the remaining % if it procs
    • Example: Block Chance 54% vs Piercing Chance 72% = proc chance is only 18%. If it Procs, it only deals 18% of the final damage instead of the full damage.

    • Lifesteal was always guaranteed when to proc when you hit an enemy, this makes someone almost-invincible during fights unless you get one-shot.
      • Nerfed chance to proc by 25-50%. The Percentage indicated on the Lifesteal indicates how much HP you can siphon on your attacks.
    • Dynamic XP Gain for non-vanilla mobs NERFED
      • From maxHP/2 down to maxHP/5
    • New Particles for Debuff Stats!

 

Downloads

  • RarityForge(v1.0.17) (5.29 MB)

Show all downloads (8 older files)

Supported Minecraft versions

Installation Guides

1
I have a question about transcendent equipment. I keep getting messages about transcendent equipment in my chat box. What are these messages about?
1
It seems like auto smelting chance, vein miner, and ore duplication chance dont work i made a new world with only this pack to test got a legendary diamond pickaxe with a 94% auto smelting chance and broke at least 30 iron ore none were smelted. I had vein miner on that pickaxe as well and it never activated
1
Equipment enchanted with Soulbound disappears upon death. Is this a bug? If so, I would appreciate it if you could fix it.
1
33 dias en un mundo hardcore (muy dificil de avanzar porque era un mundo modificado), con armadura buena y muero por el retroceso de matar un hoglin. La estadisticas de los mobs estan totalmente fuera de control. Ya me habia pasado anteriolmente en un mundo plano, donde mori de la misma forma ( por el retoceso por haber eliminado un mob) pense que ersa porque no tenia armadura y ahora me vuelve a pasar con armadura puesta. Por favor revisa las estadistica de los mobs porque me gusta mucho jugar con este complemento pero despues de estos dos suceso no voy a volver a jugar con esta version, mejor sigo usando la anterior
1
OnlyCommentsWhenAddonIsGood12 May 27, 2026 at 11:11 am
I've been using this addon as far as i could remember 😭😭, and honestly it's great! (i even sometimes subconsciously activating the pack whenever i create a world as if it's part of my vanilla mc now). Sure there's issues here and there but i really couldn't care less, I'm getting this for free and this feels like premium ngl. I'm just waiting for the update, keep it up Erebus.
1
hey one thing that would be really nice is if it had a cap for the mob stats because I'm on a world thats day 2000 some and it's really out of control
1
is this compatible with other mods?
1
can you make the mob health change from the levels a lot more drastic because the player can get way more op than the mobs can even past day 40 so can you make the resistance and health and damage increased a lot like level 1 mob has 100 hp level 10 175 hp this would balance it more I believe
1
For some reason, I'm not seeing any forged mobs.
1
Please fix the bug when I take an artifact item from another add-on, its status also changes to damaged. Please fix it, I want to combine your add-on.

Please make this add-on compatible with the Archaism Trinkets add-on. Before the update, it could be combined with that add-on, but after the update, there are several bugs because they are combined, such as the artifact status bug caused by the add forge. So please fix it so that they can be combined again, because I want to play the combined add-ons.
1
me paso y lo que hice fue colorcar el add-on de artefac5os arriba que el de reforge y se soluciono
1
There's a bug for random loot table. When a generated structure spawn with a chest on it, open the chest and there's loot ofc, but when you close that chest menu and open it again the loot respawns with a random loot and your only loot randomizer is the only one respawning nothing like other resources. I encountered this while playing with your mod and a vanilla friendly structure mod(meaning no custom blocks or items) I haven't tried this on vanilla villages/structures.
1
ive been having the same issue! ive been trying to tell the dev that it's been happening to me forever! like if you find a naturally placed chest inside a structure like a village, stronghold, etc any structures at all they will put new randomized items inside it again when you close it!
1
This should not be the case and this was fixed a long time ago.

RarityForge keeps track of all the player opened chest and player-placed chest. This is then being saved to the world memory. Could it be possible that another script is messing up the world memory?

I will have to look further.
1
unfortunately the issue still persists. i have recently made a new world to test it out with the latest hotfix of your addon only without any other addons and it seems like it's still happening. the chests in vanilla structures still randomize random loot as long as you dont break it and just open it over and over again. i think the best way for you to solve this is create a bunch of small jigsaw structures then have the loot spawn in them instead of spawning in vanilla structures. doesn't have to be anything grand, just small structures like ruins or something and have the chests hidden or placed somewhere within the structures. it might be the best way to solve the issue
1
i used the mod with survival reworked, everything work well but I can't save and exit from the world, notthing happen when I click on it,plz fix it
1
Does this work on modded items?
1
It does! Well, as long as those custom items were configured correctly on their JSON files and is being considered by minecraft as a weapon, gear or tool.
1
too similar to Rarity & Stats
1
I've seen this too! Rarity & Stats is also a great addon!