The
Ring of Last Will is a Relic from Reliquified Ars Nouveau that's worn in a Ring slot. It stops you from dying once, leaving you with one heart, and then it has to recharge for a while before it's able to save you again.
- Upgrade Points
- 0
- Relic Experience So Far
- 0
- Next Level Costs
- 100
This is the Reliquified Ars Nouveau beta for Minecraft 1.21.1, which needs the Relics 0.12 beta and was checked against version 0.8.1. It's still being worked on by the developer, and the numbers might change in a later build.
The
Ring of Last Will has been rebuilt for the Relics beta, and its one ability is called Last Will. Instead of leaving you on one heart, it pulls you back along your path to where you were 3 seconds earlier, with the health that you had back then.
- Upgrade Points
- 0
- Relic Experience So Far
- 0
- Next Level Costs
- 100
Obtaining
You'll find the
Ring of Last Will in Chests on 1.21.1 that sit inside an Archwood Forest or a Sparse Jungle, and in magic-themed structures from other mods, like wizard towers, crypts and arcane libraries. Around a third of those Chests will hold a Relic, which is picked from every Relic that matches.
| Where | Chance | Roughly |
|---|---|---|
| Wilden Den in an Archwood Forest | 1.7% | 1 in 59 |
| Plains Village in an Archwood Forest | 1.6% | 1 in 62 |
| Dungeon in a Sparse Jungle | 1.7% | 1 in 61 |
These are the chances with only Relics and Reliquified Ars Nouveau installed. Any other add-on that has Relics of its own might join the same pick if its loot rules match, which would lower them a little.
The beta looks in the same places for the
Ring of Last Will, which means any Chest in an Archwood Forest or a Sparse Jungle. Only one Chest in five will hold a Relic in the beta though, so you're going to open more of them than you would on 1.21.1.
| Where | Chance | Roughly |
|---|---|---|
| Wilden Den in an Archwood Forest | 1% | 1 in 99 |
| Plains Village in an Archwood Forest | 0.9% | 1 in 112 |
| Dungeon in a Sparse Jungle | 1% | 1 in 99 |
These are the chances with only Relics and Reliquified Ars Nouveau installed. Any other add-on that has Relics of its own might join the same pick if its loot rules match, which would lower them a little.
Archwood Forests are added by Ars Nouveau, but they'll only generate when TerraBlender is installed as well. Any Chest inside one counts, like the ones in Wilden Dens and in Plains Villages that spawn there, and a Sparse Jungle works too if you're playing without TerraBlender.
There isn't a recipe for any of these Relics, which leaves Chests as the main way to get one. If you've got Reliquified Artifacts in your pack as well, a Mimic is able to drop one, and you can use Mimi-Dust to turn a Chest that's holding one into a Mimic.
Relic Quality & Rerolling
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.
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
When a hit would kill you on 1.21.1, the
Ring of Last Will cancels your death and sets you to one heart, with Ars Nouveau's rewind effect playing on screen. You don't actually go back in time on 1.21.1 though, which matters if you're still standing in Lava or next to the mob that hit you.
A Totem of Undying in your hand gets used up before the Ring does, as the game checks for one first. The cooldown on the Ring only counts down while it's being worn, so swapping it out for another Ring won't help it recharge.
In the beta, the
Ring of Last Will steps in as soon as a hit is big enough to take the rest of your health, and that hit is cancelled. Then you're dragged back along the path you took for 3 seconds, and you can't move until it's over, which ends with your health set back to what it was.
It checks the hit before your armor has reduced it, so any hit that's bigger than your health will set it off, even one that your armor would have brought down. The cooldown in the beta keeps running even when the Ring is taken off, as it's counted from the time it was used.
Rank 1 makes your next melee hit on the mob that nearly killed you deal extra damage, and rank 3 gives that mob Paralysis as soon as you're rewound. Rank 5 gives you Immortality for a few seconds after it triggers, which covers you while you're getting away.
Abilities
There's only one ability on the
Ring of Last Will on 1.21.1, called Second Chance, and it's able to go up to level 10. The Ring reaches Relic level 10 as well, which gives you exactly the 10 Upgrade Points that you'll need to max it.
Second Chance
- Upgrade Points
- 0
- Experience Points
- 0
| Stat | Starting Roll | At Ability Level 10 | Your Relic |
|---|---|---|---|
| Cooldown | 60 to 50 seconds | 30 to 25 seconds |
Each point takes a twentieth off the cooldown that was rolled, which halves it by level 10, so you'll end up somewhere between 25 and 30 seconds. A lower cooldown is a better roll here, which is why the best starting roll is the shortest one.
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.
Last Will is the only ability on the
Ring of Last Will in the beta, and it goes up to level 10 before the Ring can be ranked up. Only the cooldown works on a new Ring, as the damage bonus, Paralysis and Immortality stats are used by the effects that unlock at ranks 1, 3 and 5.
Last Will
- Upgrade Points
- 0
- Experience Points
- 0
| Stat | Starting Roll | At Ability Level 10 | Your Relic |
|---|---|---|---|
| Revenge Damage Bonus | 25 to 50% | 39 to 79% | |
| Paralysis Time | 1 to 3 seconds | 1.2 to 3.6 seconds | |
| Immortality Time | 1 to 3 seconds | 1.7 to 5 seconds | |
| Cooldown | 100 to 75 seconds | 81 to 60.7 seconds |
The cooldown starts much longer in the beta, but a perfect roll is able to bring it down to 25 seconds once the Ring is fully ranked. The damage bonus only applies to one hit, and only if it's a melee hit on the mob that dealt the fatal blow.
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.
Experience Sources
The
Ring of Last Will gains 1 Relic experience on 1.21.1 each time it saves you from a death, which is its only source. That makes it one of the slowest Relics to level, as it'll only earn anything when it's off cooldown and you're about to die.
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.
In the beta the
Ring of Last Will earns 1 Relic experience each time it rewinds you, and its ranks add a little more. Rank 1 gives 1 for the hit that gets the revenge bonus, and rank 3 gives 1 whenever it gives Paralysis to the mob that nearly killed you.
Leveling
The first Relic level costs 100 Relic experience on 1.21.1, and each one after that will cost 100 more than the last. You'll need 5,500 in total to reach level 10, which is exactly enough points to max Second Chance.
| Relic Level | Unlocks | Relic Experience | Total |
|---|---|---|---|
| 1 | — | 100 | 100 |
| 2 | — | 200 | 300 |
| 3 | — | 300 | 600 |
| 4 | — | 400 | 1,000 |
| 5 | — | 500 | 1,500 |
| 6 | — | 600 | 2,100 |
| 7 | — | 700 | 2,800 |
| 8 | — | 800 | 3,600 |
| 9 | — | 900 | 4,500 |
| 10 | Maximum Level | 1,000 | 5,500 |
A new Ring of Last Will can reach Relic level 10 in the beta, which takes 5,500 Relic experience with each level costing 100 more than the last. Once it's there you're able to rank it up, and the fifth rank raises its level cap to 35.
| Relic Level | Unlocks | Relic Experience | Total |
|---|---|---|---|
| 1 | — | 100 | 100 |
| 2 | — | 200 | 300 |
| 3 | — | 300 | 600 |
| 4 | — | 400 | 1,000 |
| 5 | — | 500 | 1,500 |
| 6 | — | 600 | 2,100 |
| 7 | — | 700 | 2,800 |
| 8 | — | 800 | 3,600 |
| 9 | — | 900 | 4,500 |
| 10 | Maximum Level | 1,000 | 5,500 |
Config
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.
Related Relics
The
Illusionist's Mantle is able to save you from a death too on 1.21.1, and it's worn on your back, so you can have both of them on at once. The
Mana Ring and
Ring of Thrift go in the Ring slots as well, which means they'll compete with it for space.
The
Illusionist's Mantle has a synergy with the Ring in the beta called Illusory Trace, which leaves an illusion where the rewind started. Every mob near it is made to attack it while you're given Vanishing, which keeps them busy while you're pulled away. The
Mana Ring and the
Ring of Thrift are still Rings in the beta, so they'll compete with it for space.
FAQ
It's found in Chests inside Archwood Forests and Sparse Jungles, as well as in magic-themed structures from other mods, like wizard towers and crypts. Around one Chest in three holds a Relic on 1.21.1, whereas it's one in five in the beta.
It only does in the beta, where you're pulled back to where you were 3 seconds earlier with the health you had then. On 1.21.1 it just plays the rewind effect and leaves you where you are, with one heart left.
A Totem in your hand is checked first on 1.21.1, so it gets used up and the Ring stays ready for later. In the beta it's the other way around, as the Ring steps in before the hit has landed, which leaves the Totem for the next time.
Both of them can be worn together, as one goes in a Ring slot and the other on your back. In the beta they share a synergy, which leaves an illusion behind for mobs to attack whenever the Ring rewinds you.











