Drowned Belt
The
Drowned Belt is one of over 30 unique Relics added by the Relics mod for Minecraft. Each Relic gives you powerful abilities that you can level up and customize, adding new gameplay options whether you’re just starting out or deep into the endgame.
Relics use Curios slots – special equipment slots added by the Curios mod that let you wear accessories alongside your regular armor. You can find Relics in loot
chests throughout the world, with each one appearing in specific biomes and structures based on its theme. Once you find a Relic, you can upgrade it using experience to unlock stronger abilities and better stats.
This guide covers everything you need to know about the Drowned Belt, including how to obtain it, its abilities, leveling costs, and configuration options. For information on other items from this mod, visit our Relics Mod Wiki.
Obtaining
The Drowned Belt is an aquatic-themed belt that transforms you into an underwater powerhouse – dramatically increasing your damage while submerged and letting you use your
trident‘s Riptide ability anywhere, not just in water or rain. This Relic is equipped in the Belt slot.

The Drowned Belt can be found in chests within ocean biomes and other water-related areas. Any chest located in an Ocean, Sea, Beach, River, or similar aquatic biome in any dimension has a chance to contain it. This includes Shipwrecks, Ocean Ruins, Buried Treasure, and any structures near water.
Relic Quality & Rerolling
Every Relic you find has a quality rating between 0 and 5 stars, shown by the circles beneath its portrait. This rating reflects how good the starting stats rolled when the Relic was generated – higher quality means better initial values.
Each stat on a Relic has a minimum and maximum possible value. When you first obtain a Relic, its stats are randomly rolled within this range. If you’re unhappy with the roll, you can reroll the stats by spending 20 Minecraft Experience. This gives you a chance at better values, though results are still random.
Every time you reroll and a stat doesn’t improve, your Luck percentage increases by one. Higher Luck improves your odds of rolling better stats on future attempts. However, each point of Luck also adds 5 Experience to the reroll cost. At 10% Luck the cost rises to 70 Experience, and at 50% Luck it reaches 270 Experience.
To push stats beyond their maximum base values, you’ll need to spend Upgrade Points earned from leveling the Relic. Rerolling only affects the base stat range – upgrades are applied on top of whatever values you roll.
Usage
Equip the Drowned Belt in your Belt slot to unlock a suite of aquatic abilities. The most game-changing is Water Attraction, which lets you activate your
trident‘s
Riptide Enchantment anywhere – on land, underground, or even in the Nether. Normally, you can only use Riptide while in water or rain, but with this belt, you’re free to fly wherever you want.
The belt comes with a trade-off: the Dead Weight ability reduces your swimming speed and makes you sink faster when underwater. At first, this makes ocean exploration more challenging – you’ll descend quickly and swim sluggishly. However, as you level up Dead Weight, these penalties shrink until they’re completely eliminated at max level. A good initial roll can reduce these penalties significantly from the start.

When you dive underwater for combat, Water Flows dramatically amplifies your damage. At max level, you deal 400% damage while submerged – that’s quadruple your normal output. Combined with a trident, you become incredibly lethal against
Drowned,
Guardians, or any underwater threat. The damage boost applies to all attack types, not just tridents.
Load Capacity provides bonus Charm slots, letting you equip additional accessories from the Relics mod or compatible add-ons. This makes the Drowned Belt valuable even outside of water situations, as those extra slots can hold powerful passive effects. Unlike other abilities, Load Capacity costs 2 points per level, so you’ll need to balance your upgrade priorities carefully.
Abilities
The Drowned Belt has 4 abilities: Load Capacity, Dead Weight, Water Flows, and Water Attraction. With a maximum Relic level of 10, you can earn up to 10 Upgrade Points to distribute across these abilities.
All four abilities unlock immediately at Relic level 0, so you can start using them as soon as you find the belt. Load Capacity costs 2 points per level (max 5 levels), while the other three abilities cost 1 point per level (max 10 levels each). Since you only have 10 total points, you’ll need to prioritize which abilities matter most for your playstyle.
Load Capacity

Increases the maximum number of amulet equipment slots by +X.
This ability adds extra Charm slots to your Curios equipment. Charms are small accessories that provide passive bonuses, and having more slots means you can stack more effects simultaneously. At base values, you start with 0-2 extra slots, scaling up to 7 slots at max investment.
Load Capacity is expensive at 2 points per level, limiting you to 5 levels maximum. This means you can reach 7 slots if you invest all 10 points here – but then you’d have nothing left for other abilities. Most players take 2-3 levels (4-5 total slots) and invest remaining points elsewhere. Consider your Charm collection before committing heavily to this ability.
Load Capacity unlocks at Relic level 0 and costs 2 Upgrade Point(s) per level, with a maximum ability level of 5.
Base Value
Max Value
Dead Weight

Reduces swimming speed by X% and increases the wearer’s sinking speed by Y%.
Dead Weight is the Drowned Belt’s downside ability – it penalizes your movement while underwater. At worst values, you swim 50% slower and sink 500% faster, making you feel like you’re wearing
iron boots. However, these penalties decrease as you level up, eventually reaching 0% at max level where the ability has no effect at all.
Getting a high-quality roll on this ability is valuable, as better base stats mean less severe penalties from the start. If you roll 25% slowness instead of 50%, you can reach 0% with fewer upgrade points. For players who spend significant time underwater, maxing Dead Weight early removes the belt’s main drawback. If you primarily use the belt for its Riptide freedom on land, you can leave this ability untouched.
Dead Weight unlocks at Relic level 0 and costs 1 Upgrade Point(s) per level, with a maximum ability level of 10.
Base Value
Max Value
Water Flows

Increases the damage dealt by the player underwater by X%.
Water Flows turns you into an underwater killing machine. This passive ability multiplies all your damage while both you and your target are submerged. At base values, you deal 125-200% damage (that’s 25-100% bonus damage), scaling up to a massive 400% at max level – quadruple your normal output.
This damage bonus works with any weapon, not just tridents. Swords, axes, and even fists all benefit from the multiplier. When fighting
Drowned armies in Ocean Monuments or battling the
Elder Guardian, this ability makes underwater combat trivial. Max this ability first if you plan to spend significant time fighting underwater, or if you’re tackling modded underwater content like Cataclysm’s Leviathan boss.
Water Flows unlocks at Relic level 0 and costs 1 Upgrade Point(s) per level, with a maximum ability level of 10.
Base Value
Max Value
Water Attraction

Allows the trident’s «Riptide» enchantment ability to be used without rain or water, adding a cooldown of X seconds per enchantment level.
Water Attraction is the Drowned Belt’s signature ability, removing Riptide’s environmental restrictions entirely. Normally, you can only use Riptide while standing in water or during rain. With this ability, you can launch yourself across any terrain – deserts, caves, the Nether, anywhere. The trident becomes a universal mobility tool.
The trade-off is a cooldown that scales with your Riptide enchantment level. At base stats with Riptide III, you’d wait 15-30 seconds between uses. At max ability level, the cooldown drops to 0 seconds per enchantment level, meaning no cooldown at all. With a fully upgraded Water Attraction, you can chain Riptide launches indefinitely for incredibly fast travel. Prioritize this ability if you use the belt primarily for land mobility rather than underwater combat.
Water Attraction unlocks at Relic level 0 and costs 1 Upgrade Point(s) per level, with a maximum ability level of 10.
Base Value
Max Value
Experience Sources
Relic Experience is required to level up a Relic, gain Upgrade Points, and spend those points on upgrading abilities. The Drowned Belt offers 1 different way to earn Relic Experience.
The Water Attraction ability grants Relic Experience when you successfully use Riptide. You earn +1 Relic Experience per Riptide enchantment level on your trident each time you activate the ability. With a Riptide III trident, that’s +3 experience per use. Since Water Attraction lets you use Riptide anywhere, you can farm experience by repeatedly launching yourself – just make sure you have a safe landing spot.
Like all Relics, the Drowned Belt benefits from Experience Spreading. Whenever any equipped Relic gains experience, 25% of that amount is shared with all other Relics in your inventory.
Experience Spreading is a passive mechanic that helps level up Relics you aren’t actively using. If you gain 100 Relic Experience on one item, every other Relic in your inventory receives 25 bonus experience. This makes it worthwhile to carry multiple Relics even before you can use them all.
Leveling
The Drowned Belt has a maximum level of 10, providing 10 Upgrade Points total. Each level requires progressively more Minecraft Experience, as shown in the table below.
XP Cost
Total XP
Reaching level 10 requires a total of 5,500 Minecraft Experience, equivalent to approximately 69 player levels.
The Drowned Belt has 4 abilities competing for just 10 points, so you’ll need to specialize. For underwater combat builds, max Water Flows first for 400% damage, then invest in Dead Weight to remove the swimming penalties. For overworld Riptide mobility, prioritize Water Attraction to eliminate the cooldown, ignoring the underwater abilities entirely.
Load Capacity is only worth investing in if you have valuable Charms to equip – otherwise, skip it. A balanced approach might put 5 points in Water Flows, 3 in Dead Weight, and 2 in Water Attraction, giving you solid combat power with manageable swim speed and occasional Riptide use.
Related Relics
Works Well With: The
Amphibian Boot increases swim speed over time, helping offset Dead Weight’s penalties before you’ve leveled it up. The
Aqua Walker lets you walk on water when you need a break from swimming. For ultimate aquatic dominance, pair with the
Flippers from Artifacts compatibility for additional swim speed.
Alternatives: If you don’t need underwater combat power, the
Elytra Booster offers superior overworld mobility without requiring a trident. For pure swim speed without the damage bonuses, the Flippers provide a simpler option with fewer trade-offs.
Config
Server operators and modpack creators can customize the Drowned Belt through configuration files. To enable per-Relic configuration, first set enabledExtendedConfigs: true in the main relics.yaml file located in your Minecraft config folder.
After restarting the game, a Relics folder will appear in the config directory. The Drowned Belt can be configured by editing drowned_belt.yaml.
abilitiesData:
abilities:
slots:
# 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:
charm:
# 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: 0.0
# 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
anchor:
# 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:
slowness:
# Maximum base value of the stat. A random value within this range is assigned when the relic is first created
maxInitialValue: 0.25
# 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: 0.5
# 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: -0.05
# 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
sinking:
# Maximum base value of the stat. A random value within this range is assigned when the relic is first created
maxInitialValue: 3.0
# 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: 5.0
# 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: -0.1
# 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: ADD
pressure:
# 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: 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: 1.25
# 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
riptide:
# 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:
cooldown:
# Maximum base value of the stat. A random value within this range is assigned when the relic is first created
maxInitialValue: 5.0
# 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: 10.0
# 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:
- '[w]+:.*(ocean|sea|marine|pelagic|beach|shore|coast|strand|sandbank|river|stream|creek|brook|water|tributary)[w_/]*'
dimensions:
- .*
tables:
- '[w]+:chests/[w_/]*[w]+[w_/]*'
weight: 300
