Midnight Robe

The Midnight Robe is a Relic that's worn in the Back slot, and it'll turn you invisible when you're standing somewhere dark. On Minecraft 1.20.1 and 1.21.1 it has a toggle called Vanish, which hides you from mobs and makes you faster in low light, along with Betrayal, which adds damage to a hit that's made while hidden. You'll find it in Mineshaft, Stronghold and End City Chests on 1.20.1, or in any Chest in the End on 1.21.1. It's replaced by the Midnight Mantle in the 1.21.1 beta, which has four abilities that follow the phase of the moon, hide you in the shadows and summon stars. Each of them has a constellation that needs to be solved first.

Relics Wiki Updated 12 min read

Select Your Version
1.20.1

The Midnight Robe is a Relic that's worn in the Back slot, and it'll turn you invisible when you're standing somewhere dark. Your first hit from the shadows deals extra damage, but it also reveals you until you've gotten away from the target.

Midnight Robe
+1 experience point for every 2 units of damage when attacking while being invisible from the Disappearing ability.
Maximum Relic level 10, which takes 5,500 Relic experience in total and gives 10 Upgrade Points.
1.21.1

The Midnight Robe is a Relic that's worn in the Back slot, and it'll turn you invisible when you're standing somewhere dark. Your first hit from the shadows deals extra damage, but it also reveals you until you've gotten away from the target.

Midnight Robe
+1 experience point for every 2 units of damage when attacking while being invisible from the Disappearing ability.
Maximum Relic level 10, which takes 5,500 Relic experience in total and gives 10 Upgrade Points.
beta
Beta Version

This is the Relics 0.12 beta for Minecraft 1.21.1, which was checked against version 0.12.8. It's still being worked on by the developer, and the numbers might change in a later build.

The Midnight Robe has been replaced by the Midnight Mantle in the Relics beta, which is a much bigger Relic. It still hides you in the dark, but it also has abilities that follow the phase of the moon and summon stars, and it's the only Relic with seven ranks.

Midnight Mantle
The relic changes with the Moon: under a full moon, the wearer strikes faster and harder, while under a new moon, they become tougher and recover from wounds more easily. In darkness, it hides them from prying eyes until light reveals their silhouette again. And if the wearer is wounded, stars flare around them, ready to form a deadly constellation.
Maximum Relic level 40, which takes 118,000 Relic experience in total and gives 40 Upgrade Points.

Obtaining

1.20.1

You'll find the Midnight Robe in a lot of different Chests on 1.20.1, with each one having a 2.5% chance to hold it. Mineshafts, Strongholds and Pillager Outposts all count, along with End Cities, Ancient Cities and Woodland Mansions.

The game is checking the name of the Chest's loot table on 1.20.1, which is why the biome doesn't matter. Structures from other mods can have it too, if they've got mineshaft, city, stronghold or outpost in that name.

1.21.1

You'll find the Midnight Robe in any Chest that's in the End on 1.21.1, which mostly means End Cities. It can be inside of a Stronghold Chest as well, as those are counted as an End structure.

Around a third of Chests will have a Relic inside on 1.21.1, which gets picked from all of the Relics that match. An End City in the End Highlands is slightly worse, as three mountain Relics are added to the pick in that biome.

Chance of a Midnight Robe per Chest on 1.21.1
Where Chance Roughly
End City in the End Midlands5.5%1 in 18
Stronghold5%1 in 20
End City in the End Highlands4.4%1 in 23

These are the chances with only the Relics mod installed. Any add-on that has Relics of its own will be part of the same pick, which is going to lower them a little.

beta

You'll find the Midnight Mantle in the same places in the beta, which is any Chest in the End, along with the ones inside of a Stronghold. Only one Chest in five will have a Relic inside though, which gets picked from all of the ones that match.

Chance of a Midnight Mantle per Chest in the Beta
Where Chance Roughly
End City in the End Midlands3.9%1 in 26
Stronghold3.7%1 in 27
End City in the End Highlands3.5%1 in 28

There are five Relics tied to the End in the beta, and they've all got the same chance in these Chests. It'll be lower once you've got add-ons installed, as their Relics are a part of the same pick.

Relic Quality & Rerolling

1.20.1

Each stat on a new Relic is rolled between a lowest and a highest value, which is shown by the stars under its portrait. If you aren't happy with them, an ability can be rerolled as many times as you'd like, with all of its stats being rolled again.

A reroll costs 100 experience points for an ability with one stat, and it gets cheaper for the ones that have more. You'll pay 50 for an ability with two stats, or 25 if it has four of them.

1.21.1

Each stat on a new Relic is rolled between a lowest and a highest value, which is shown by the stars under its portrait. An ability can be rerolled for 50 experience points, but the new roll might turn out worse than the one you had.

Whenever a reroll comes out worse, you'll gain some Luck, which makes better rolls more likely from then on. Every point of Luck adds 5 experience points to the cost of a reroll though, and you're able to hold Shift to keep rerolling until it's perfect.

beta

Each stat on a new Relic is rolled between a lowest and a highest value, and they're all rolled separately. An ability can be rerolled for 150 experience points, which will always give a different result, but it might be a worse one.

Usage

1.20.1 · 1.21.1

Vanish is a toggle on the Midnight Robe, and it has to be switched on before it'll do anything. With it on, you'll turn invisible and move faster whenever the light around you is low enough, and mobs won't be able to see you at all.

Player wearing the Midnight Robe from the Relics mod
The Midnight Robe Worn in the Back Slot

It needs a lot less light than you'd expect, as block light counts in full and the sky only counts for half. Open sky is still too bright for a new Robe, even at night, which means caves and roofed areas are where it's going to work.

Hitting a mob while you're hidden will deal extra damage through Betrayal, but it breaks the invisibility and marks a circle around the target. You won't be able to Vanish again until that mob is dead, or you've moved outside of the circle.

beta

A new Midnight Mantle only has Lunar Phase in the beta, which works at night and gets stronger or weaker with the moon. You'll pick between Full Moon for damage and attack speed, or New Moon for health and regeneration, with each being strongest on its own phase.

Shadow is unlocked at Relic level 5, and it's what's left of the old Midnight Robe. You'll turn invisible whenever it's dark enough, with no toggle needed, but it goes on cooldown once you've been revealed, and that timer won't count down while a mob can still see you.

The last two abilities are unlocked at levels 10 and 15, and they both summon stars in the beta. Constellation releases them when you take damage, whereas Starfall has a chance to drop one on your target each time that you deal damage.

Abilities

1.20.1

There are two abilities on the Midnight Robe, which can both be upgraded to level 10. You'll only earn 10 Upgrade Points though, and Vanish takes 2 of them for every level, which means it can't go past level 5 even with every point.

1.

Vanish

Gives the wearer complete invisibility and increases the speed of their movement at a sufficiently low light level. Minimum light level: 1 to 2. Speed multiplier: 10 to 35%.
  • Unlocks at Relic Level 0
  • 2 Points per Upgrade
  • Toggle Ability
StatStarting RollAt Ability Level 5
Highest Light Level1 to 26 to 7
Speed Bonus10 to 35%28 to 96%

Every upgrade raises the light level that you're able to hide in by 1, which matters more than the speed. The limit is half as high again at night, and it's checked at the block that your head is in.

2.

Betrayal

An attack from the Vanish ability deals increased damage, outlining a circle around the target and dispelling the invisibility effect of the wearer. Reuse of the Vanish ability is possible only after the wearer leaves the circle. Damage multiplier: 25 to 75%. Circle radius: 15 to 20 blocks.
  • Unlocks at Relic Level 0
  • 1 Point per Upgrade
StatStarting RollAt Ability Level 10
Damage Dealt25 to 75%150 to 250%
Circle Radius15 to 20 blocks10 to 15 blocks

The damage on this card is the bonus that's added to the hit, which means 25% is a quarter more than normal. A smaller circle is better for you, but a perfect roll on 1.20.1 gives the biggest one, as the game has the two ends of that stat the wrong way around.

Upgrading an ability will take Upgrade Points, along with some of your own experience points, which goes up with every level. Resetting one costs 50 experience points for each level that it had, and you'll be given all of its points back.

1.21.1

There are two abilities on the Midnight Robe, which can both be upgraded to level 10. You'll only earn 10 Upgrade Points though, and Vanish takes 2 of them for every level, which means it can't go past level 5 even with every point.

1.

Vanish

Grants the wearer complete invisibility and increases their movement speed by 10 to 35% when the total light level does not exceed 1 to 2.
  • Unlocks at Relic Level 0
  • 2 Points per Upgrade
  • Toggle Ability
StatStarting RollAt Ability Level 5
Highest Light Level1 to 26 to 7
Speed Bonus10 to 35%28 to 96%

Every upgrade raises the light level that you're able to hide in by 1, which matters more than the speed. The limit is half as high again at night, and it's checked at the block that your head is in.

2.

Betrayal

An attack while using the 'Vanish' ability deals 25 to 75% increased damage, marking a circle with a radius of 20 to 15 blocks around the target and dispelling the wearer's invisibility. The 'Vanish' ability can only be used again after the wearer exits the circle.
  • Unlocks at Relic Level 0
  • 1 Point per Upgrade
StatStarting RollAt Ability Level 10
Damage Dealt25 to 75%150 to 250%
Circle Radius20 to 15 blocks15 to 10 blocks

The damage on this card is the bonus that's added to the hit, which means 25% is a quarter more than normal. A smaller circle is better for you on 1.21.1, as it's how far you have to move before Vanish will work again.

Upgrading an ability will take Upgrade Points, along with some of your own experience points, which starts at 50 and goes up by 50 each time. Resetting one costs 250 experience points for each level that it had, and you'll be given all of its points back.

beta

There are four abilities on the Midnight Mantle in the beta, and a new one goes up to Relic level 40. That's enough Upgrade Points to max all of them, as each one stops at level 10 until the Relic has been ranked up.

1.

Lunar Phase

Full Moon: Increases damage dealt by the relic wearer by 25 to 50% and their attack speed by 25 to 50%. The effectiveness of the bonuses depends on how close the current Moon phase is to the full moon. New Moon: Increases the relic wearer's maximum health by 25 to 50% and their regeneration by 25 to 50%. The effectiveness of the bonuses depends on how close the current Moon phase is to the new moon.
  • Unlocks at Relic Level 0
  • 1 Point per Upgrade
  • Needs Research
  • Level Cap Rises with Rank
StatStarting RollAt Ability Level 10
Full Moon: Damage25 to 50%43 to 86%
Full Moon: Attack Speed25 to 50%43 to 86%
New Moon: Maximum Health25 to 50%34 to 68%
New Moon: Regeneration25 to 50%34 to 68%
Switch Boost Time5 to 10 seconds15 to 30 seconds
Switch Boost10 to 25%19 to 48%

These numbers are what you'll get on the exact night of a full or new moon, and they fall by a quarter for each phase away from it. It does nothing during the day, and at rank 1 it's boosted for a short time after you switch modes.

2.

Shadow

When light level is below 10 to 25%, cloaks the relic wearer in shadow, granting them invisibility. Upon leaving the shadows, the ability cannot trigger again for 15 to 10 seconds, and also not until all targets within 16 blocks lose sight of the relic wearer.
  • Unlocks at Relic Level 5
  • 1 Point per Upgrade
  • Needs Research
  • Level Cap Rises with Rank
StatStarting RollAt Ability Level 10
Highest Brightness10 to 25%14 to 34%
Cooldown15 to 10 seconds12.5 to 8.4 seconds
Strike Bonus Damage25 to 50%43 to 86%

Brightness is measured against full daylight in the beta, with torches and the sky both adding to it. At rank 3 you'll unlock Strike, which adds damage to a hit that's made from the shadows, and then starts the cooldown.

3.

Constellation

Taking damage has a 10 to 20% chance to release a star in a random direction, which will merge with other such stars within 5 to 7 blocks into a constellation. Crossing a constellation line applies tremor to the target for 0.3 to 1 seconds, and touching a star instantly explodes it, dealing 1 to 5 damage to all targets within 0.5 to 1 blocks. Stars also explode automatically 10 to 15 seconds after appearing.
  • Unlocks at Relic Level 10
  • 1 Point per Upgrade
  • Needs Research
  • Level Cap Rises with Rank
StatStarting RollAt Ability Level 10
Chance to Release a Star10 to 20%52 to 62%
Linking Distance5 to 7 blocks7.3 to 10.3 blocks
Tremor0.3 to 1 seconds0.7 to 2.6 seconds
Explosion Radius0.5 to 1 blocks1.1 to 2.2 blocks
Explosion Damage1 to 52.6 to 13.2
Star Lifetime10 to 15 seconds22.7 to 34.1 seconds
Stun1 to 2.5 seconds5.5 to 7 seconds

Stars that are close enough will link up with lines, and a mob that crosses one is given tremor. They'll explode when they're touched or when their time runs out, and at rank 5 the explosion is going to stun as well.

4.

Starfall

When the relic wearer deals damage, there is a 10 to 25% chance to summon a falling star from the sky, which upon landing creates a shockwave with a radius of 1 to 2 blocks, dealing 25 to 50% of the originally dealt damage and stunning the target for 0.3 to 0.5 seconds.
  • Unlocks at Relic Level 15
  • 1 Point per Upgrade
  • Needs Research
  • Level Cap Rises with Rank
StatStarting RollAt Ability Level 10
Chance to Summon a Star10 to 25%14 to 34%
Shockwave Radius1 to 2 blocks1.7 to 3.5 blocks
Share of Your Damage25 to 50%66 to 132%
Stun0.3 to 0.5 seconds1.1 to 2.2 seconds
Bounce Chance5 to 15%7 to 21%

The shockwave deals a share of the hit that triggered it, which means it scales with your weapon. Bounce is unlocked at rank 7, and it gives a fallen star a chance to bounce and land again, with a smaller shockwave each time.

Shadow, Constellation and Starfall each have a lock on them in the beta when their level is reached, which is opened by clicking on the ability card five times. They'll need their constellation to be solved after that, before they can be used.

Upgrading an ability will take Upgrade Points, along with some of your own experience points, which starts at 50 and goes up by 50 each time. Resetting one costs 250 experience points for each level that it had, and you'll be given all of its points back.

Ranks have been added on top of levels in the beta. Once a Relic has reached its maximum level, it's able to be ranked up, which raises the level cap on its abilities and unlocks the extra effects that are listed on them.

beta

Constellations

All four abilities on the Midnight Mantle have a constellation in the beta, which is a research puzzle that has to be solved before the ability will work. You'll need to join the stars together in the research screen until they match the patterns below, which are the solutions for each one.

1234
Lunar Phase
4 stars, 4 links · Available at Relic Level 0Connect
  1. 1 to 2
  2. 1 to 3
  3. 2 to 4
  4. 3 to 4
Buying every link as a hint costs 200 experience points.
1234567
Shadow
7 stars, 10 links · Available at Relic Level 5Connect
  1. 1 to 2
  2. 2 to 3
  3. 2 to 4
  4. 2 to 5
  5. 3 to 4
  6. 3 to 6
  7. 4 to 5
  8. 4 to 6
  9. 5 to 6
  10. 6 to 7
Buying every link as a hint costs 500 experience points.
1234
Constellation
4 stars, 3 links · Available at Relic Level 10Connect
  1. 1 to 2
  2. 2 to 3
  3. 3 to 4
Buying every link as a hint costs 150 experience points.
12345678
Starfall
8 stars, 11 links · Available at Relic Level 15Connect
  1. 1 to 2
  2. 1 to 3
  3. 1 to 4
  4. 2 to 3
  5. 2 to 5
  6. 3 to 4
  7. 3 to 5
  8. 4 to 5
  9. 5 to 7
  10. 6 to 7
  11. 7 to 8
Buying every link as a hint costs 550 experience points.

The research screen is opened by holding Left Shift while your cursor is over the Relic in your inventory. It has to be in your own inventory for this to work, as it can't be researched from inside of a Chest.

If you'd rather not solve them yourself, a hint can be bought for 50 experience points, which adds one of the correct links. Paying for every link would cost 200 for Lunar Phase, 500 for Shadow, 150 for Constellation and 550 for Starfall.

Experience Sources

1.20.1 · 1.21.1

The Midnight Robe will only gain Relic experience from Betrayal, which gives half of the damage that the hit would've dealt before the bonus. Being invisible doesn't earn anything on its own, which means it has to be used for ambushes to level up.

1.20.1
Experience Spreading

A quarter of the experience that a Relic earns will also be given to one other Relic that you're carrying, as long as it isn't at its maximum level. Once a Relic has been maxed out, all of the experience it earns gets passed on instead.

1.21.1
Experience Spreading

A quarter of the experience that a Relic earns will also be given to one other Relic that you're carrying, as long as it isn't at its maximum level. A Relic that's been maxed out won't earn any more experience, which means it has nothing to pass on.

beta

Each ability on the Midnight Mantle earns its own experience in the beta. Lunar Phase gains it from the bonus damage and the extra healing that it gives, whereas Shadow gains 1 for every second that you're invisible and 1 for each Strike.

Constellation gains 1 for every star that's released, along with 1 for each point of damage that they deal. Starfall gains 1 for every star as well, with 1 more for each mob that's caught in a shockwave and for every bounce.

Leveling

1.20.1 · 1.21.1

The first Relic level costs 100 Relic experience, and each one after that will cost 100 more than the last. You'll need 5,500 in total to reach level 10, and both abilities are available from the start.

Midnight Robe Relic Levels
Relic Level Unlocks Relic Experience Total
1—100100
2—200300
3—300600
4—4001,000
5—5001,500
6—6002,100
7—7002,800
8—8003,600
9—9004,500
10Maximum Level1,0005,500
beta

The Midnight Mantle is a lot more expensive than other Relics in the beta, as its first level costs 1,000 Relic experience and each one after costs 100 more. A new one goes up to level 40, which takes 118,000 in total, and then it's able to be ranked up.

Midnight Mantle Relic Levels in the Beta
Relic Level Unlocks Relic Experience Total
5Shadow1,4006,000
10Constellation1,90014,500
15Starfall2,40025,500
20—2,90039,000
25—3,40055,000
30—3,90073,500
35—4,40094,500
40Maximum Level4,900118,000
1.20.1 · 1.21.1

Config

1.20.1

Before a single Relic can be changed, you'll need to open the Relics config file and set enabledExtendedConfigs to true. After a restart, a separate file will be created for every Relic, which holds its stat ranges, leveling costs and the chance for each type of Chest.

1.21.1

Before a single Relic can be changed, you'll need to open the Relics config file and set enabledExtendedConfigs to true. After a restart, a separate file will be created for every Relic, along with a loot file that has the chance for a Chest to hold one.

abilitiesData:
    abilities:
        vanish:
            # Highest level to which the ability can be upgraded
            maxLevel: 10
            # Relic level at which the ability becomes unlocked
            requiredLevel: 0
            # Number of leveling points needed to increase the ability level
            requiredPoints: 2
            stats:
                light:
                    # Maximum base value of the stat. A random value within this range is assigned when the relic is first created
                    maxInitialValue: 2.0
                    # Maximum threshold value for the stat, representing hard limits that cannot be surpassed through ability level upgrades or other methods
                    maxThresholdValue: 1.7976931348623157E308
                    # Minimum base value of the stat. A random value within this range is assigned when the relic is first created
                    minInitialValue: 1.0
                    # Minimum threshold value for the stat, representing hard limits that cannot be surpassed through ability level upgrades or other methods
                    minThresholdValue: 4.9E-324
                    # Modifier applied to the base value of the stat, depending on the [upgradeOperation] parameter.
                    upgradeModifier: 1.0
                    # Type of mathematical operation used to calculate the stat's value based on the ability level. Supported operations include:
                    # MULTIPLY_BASE: x + ((x * y) * z),
                    # MULTIPLY_TOTAL: x * (y + 1)^z,
                    # ADD: x + (y * z).
                    # 
                    # ...where x - Base stat value, y - Value of [upgradeModifier], z - Current relic level
                    upgradeOperation: ADD
                speed:
                    # Maximum base value of the stat. A random value within this range is assigned when the relic is first created
                    maxInitialValue: 0.35
                    # Maximum threshold value for the stat, representing hard limits that cannot be surpassed through ability level upgrades or other methods
                    maxThresholdValue: 1.7976931348623157E308
                    # Minimum base value of the stat. A random value within this range is assigned when the relic is first created
                    minInitialValue: 0.1
                    # Minimum threshold value for the stat, representing hard limits that cannot be surpassed through ability level upgrades or other methods
                    minThresholdValue: 4.9E-324
                    # Modifier applied to the base value of the stat, depending on the [upgradeOperation] parameter.
                    upgradeModifier: 0.35
                    # Type of mathematical operation used to calculate the stat's value based on the ability level. Supported operations include:
                    # MULTIPLY_BASE: x + ((x * y) * z),
                    # MULTIPLY_TOTAL: x * (y + 1)^z,
                    # ADD: x + (y * z).
                    # 
                    # ...where x - Base stat value, y - Value of [upgradeModifier], z - Current relic level
                    upgradeOperation: MULTIPLY_BASE
        backstab:
            # Highest level to which the ability can be upgraded
            maxLevel: 10
            # Relic level at which the ability becomes unlocked
            requiredLevel: 0
            # Number of leveling points needed to increase the ability level
            requiredPoints: 1
            stats:
                damage:
                    # Maximum base value of the stat. A random value within this range is assigned when the relic is first created
                    maxInitialValue: 1.75
                    # Maximum threshold value for the stat, representing hard limits that cannot be surpassed through ability level upgrades or other methods
                    maxThresholdValue: 1.7976931348623157E308
                    # Minimum base value of the stat. A random value within this range is assigned when the relic is first created
                    minInitialValue: 1.25
                    # Minimum threshold value for the stat, representing hard limits that cannot be surpassed through ability level upgrades or other methods
                    minThresholdValue: 4.9E-324
                    # Modifier applied to the base value of the stat, depending on the [upgradeOperation] parameter.
                    upgradeModifier: 0.1
                    # Type of mathematical operation used to calculate the stat's value based on the ability level. Supported operations include:
                    # MULTIPLY_BASE: x + ((x * y) * z),
                    # MULTIPLY_TOTAL: x * (y + 1)^z,
                    # ADD: x + (y * z).
                    # 
                    # ...where x - Base stat value, y - Value of [upgradeModifier], z - Current relic level
                    upgradeOperation: MULTIPLY_BASE
                distance:
                    # Maximum base value of the stat. A random value within this range is assigned when the relic is first created
                    maxInitialValue: 15.0
                    # Maximum threshold value for the stat, representing hard limits that cannot be surpassed through ability level upgrades or other methods
                    maxThresholdValue: 1.7976931348623157E308
                    # Minimum base value of the stat. A random value within this range is assigned when the relic is first created
                    minInitialValue: 20.0
                    # Minimum threshold value for the stat, representing hard limits that cannot be surpassed through ability level upgrades or other methods
                    minThresholdValue: 4.9E-324
                    # Modifier applied to the base value of the stat, depending on the [upgradeOperation] parameter.
                    upgradeModifier: -0.5
                    # Type of mathematical operation used to calculate the stat's value based on the ability level. Supported operations include:
                    # MULTIPLY_BASE: x + ((x * y) * z),
                    # MULTIPLY_TOTAL: x * (y + 1)^z,
                    # ADD: x + (y * z).
                    # 
                    # ...where x - Base stat value, y - Value of [upgradeModifier], z - Current relic level
                    upgradeOperation: ADD
levelingData:
    # Amount of experience required to level up to relic level 1
    initialCost: 100
    # Maximum level of the relic
    maxLevel: 10
    # Increment in experience required for each subsequent level of the relic
    step: 100
lootData:
    # List of conditions for obtaining the relic. Supports both direct ID specification and regular expressions.
    entries:
    -   biomes:
        - .*
        dimensions:
        - minecraft:the_end
        tables:
        - '[\w]+:chests\/[\w_\/]*[\w]+[\w_\/]*'
        weight: 100
    -   biomes:
        - .*
        dimensions:
        - .*
        tables:
        - '[\w]+:chests\/[\w_\/]*(end|stronghold)[\w_\/]*'
        weight: 500
1.20.1

The Roller Skates and Magic Mirror are found in a lot of the same Chests as the Midnight Robe on 1.20.1, like the ones in Mineshafts and Strongholds. They're all rolled separately, which means a single Chest is able to hold more than one of them.

1.21.1

The Shadow Glaive, Elytra Booster, Phantom Boot, Ender Hand and Chorus Inhibitor are found in the same End Chests as the Midnight Robe on 1.21.1. They've all got the same chance in there, as each of them is tied to the End in the same way.

beta

The Glitchy Mantle, Kinetic Belt, Chorus Staff and Clot of Time are found in the same End Chests as the Midnight Mantle in the beta. The Glitchy Mantle is worn in the Back slot as well, which means you'll have to choose between the two of them.

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FAQ

Where do you find the Midnight Robe?
›

It depends on the version that you're playing. On 1.20.1 it has a 2.5% chance in Mineshaft, Stronghold, End City and Pillager Outpost Chests, whereas on 1.21.1 it's found in any Chest in the End, along with the ones in a Stronghold.

Why won't the Midnight Robe turn me invisible?
›

Vanish has to be switched on first, and then it only works when the light around you is very low, which a new Robe won't get under an open sky. It's also blocked after a Betrayal hit, until the marked mob has died or you've left its circle.

Is the Midnight Mantle the same as the Midnight Robe?
›

The Midnight Mantle replaces the Midnight Robe in the 1.21.1 beta, but it's a much bigger Relic. Its Shadow ability covers what the Robe used to do, and it adds Lunar Phase, Constellation and Starfall on top, along with seven ranks.

How do you solve the Midnight Mantle constellation puzzles?
›

Hold Left Shift over the Midnight Mantle in your inventory to open the research screen, then join the stars to match the pattern for each ability. All four solutions are shown in the Constellations section, and they're only needed in the 1.21.1 beta.