Umbrella

Minecraft Guides
13 Min Read

Relics is a mod that introduces over 20 new items into Minecraft, offering additional functionality to players at all stages of the game. It’s also compatible with other mods, such as Artifacts, from which the Umbrella originates, adding over another 30 Relics.

Each Relic comes with a single ability or multiple, that can be leveled up and upgraded over time. You can learn about all the other available items in our Relics Mod Wiki.

Obtaining

Softens the fall, providing safe landing from any height. When skillfully used, it can serve as a reliable Shield, keeping enemies at bay.

Players have the highest chances of finding the Umbrella by searching in Villages and Pillager Outposts. Though they can also spawn in any Chest (with a lower chance) within biomes that match Mountains, Peak, Summit, Ridge, Alp, Highland, Hill, Cliff, or Height.

Relic Quality & Rerolling

When picking up a Relic, it comes with a Relic Quality indicator, which can be seen by hovering over the portrait image or looking at the circles underneath. Each Relic has a rating of between 0 and 5 and is determined by the quality of the Relic’s individual abilities.

An ability can have its stats rerolled, with there being a minimum and maximum value for each stat (see the abilities section below). Increasing the stats further than this requires the ability being improved using Upgrade Points. Rerolling costs 50 Minecraft Experience for each attempt. Each time the stats are rerolled, the Luck value will be increased by a single percent for each stat that hasn’t been successfully improved.

As Luck gets higher, the chances of rerolled stats improving will increase. However, each percentage of Luck will also increase the reroll cost by an additional 5 Minecraft Experience. So at 10% Luck, a reroll will cost 100 Minecraft Experience. At 50% Luck, the price is 300 Minecraft Experience, and so on.

Usage

The Umbrella can be used both as a means of transport, and as a Shield. Firstly, it can negate fall damage, so is useful for falling from high places. While falling, players can propel themselves backwards too, which can help get out of tricky situations.

Falling with an Umbrella

When on the ground, it acts as a Shield instead when holding the right-mouse button, which knocks targets back when they get close. The Umbrella can be used in both the main-hand and off-hand slots.

Abilities

The Umbrella has two different abilities, which are Soft Fall and Air Shield. Soft Fall comes with the Umbrella after researching it, whereas Air Shield requires a Relic Level of 5 before it’s unlocked.

Soft Fall

When held in hand, it reduces the player’s vertical speed, negating fall damage. Pressing LMB propels the player backward and triggers a cooldown of X seconds. The push can be used up to Y times in succession before the player touches the ground.

Each upgrade of the Soft Fall ability costs 2 Upgrade Points. As the Umbrella has a maximum level of 15, Soft Fall can only be upgraded to 7 times, despite it having a maximum level of 10, leaving 1 Upgrade Point to spare.

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Soft Fall Chances

VARIABLE
BASE VALUE
MAX VALUE
X
1.5 – 2 Seconds
0.8 Seconds
Y
1 – 3 Times
10 Times

Air Shield

When used, functions as a Shield, pushing targets up to X blocks away.

Air Shield has a maximum level of 10, and costs 1 Upgrade Point per level. Unlike Soft Fall, it is able to reach the maximum level.

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Air Shield Chances

VARIABLE
BASE VALUE
MAX VALUE
X
1 – 3 Blocks
6 Blocks

Constellations

To unlock an ability, it’s necessary to connect the stars hidden beneath the fog in such a way that the resulting constellation matches the image in the background. When the constellation is correctly aligned, the ability will automatically be researched.

Above are the two constellations for the Umbrella, allowing players to unlock the Soft Fall and Air Shield abilities. Hints can be unlocked in the research window for 50 Minecraft Experience each, or the entire constellations can be revealed for 500 and 650 Minecraft Experience.

Experience Sources

To level up abilities and gain Upgrade Points, Relic Experience is required. The Umbrella offers four different ways to obtain Relic Experience.

For each second a player falls with the Soft Fall ability, +1 Relic Experience is gained. Doing a mid-air dash also gives +1 Relic Experience. Each time the Air Shield ability is activated, a further +1 Relic Experience is given.

Like many other Relics, the Umbrella makes use of Experience Spreading. Each time any Relic in the inventory gains experience, regardless of the method, 25% of that experience is also gained by the Umbrella. 

Leveling

The Umbrella Relic has a maximum level of 15, providing 15 Upgrade Points. The Soft Fall and Air Shield abilities also have a maximum level of 10, meaning players need to be considerate of where they spend points.

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Umbrella Leveling

LEVEL
Minecraft XP
Total XP
1
50
50
2
100
150
3
150
300
4
200
500
5
250
750
6
300
1050
7
350
1400
8
400
1800
9
450
2250
10
500
2750

To level an ability to level 10, a total of 2750 Minecraft Experience is required, equating to 45 Minecraft levels, as well as 10 Upgrade Points.

Config

To edit the configuration for an Artifact-compatible Relic, players will need to head to the config folder of their Minecraft world or server. Inside of the ‘rarcompat’ folder, edit the umbrella.yml file.

abilitiesData:
    abilities:
        glider:
            # 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:
                count:
                    # 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: 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
                cooldown:
                    # Maximum base value of the stat. A random value within this range is assigned when the relic is first created
                    maxInitialValue: 1.5
                    # 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: 2.0
                    # 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: -0.07
                    # 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
        shield:
            # Highest level to which the ability can be upgraded
            maxLevel: 10
            # Relic level at which the ability becomes unlocked
            requiredLevel: 5
            # Number of leveling points needed to increase the ability level
            requiredPoints: 1
            stats:
                knockback:
                    # 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: 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: 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
levelingData:
    # Amount of experience required to level up to relic level 1
    initialCost: 100
    # Maximum level of the relic
    maxLevel: 15
    # 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:
        - .*
        tables:
        - '[\w]+:chests\/[\w_\/]*(village|pillage)[\w_\/]*'
        weight: 500
    -   biomes:
        - '[\w]+:.*(mountain|peak|summit|ridge|alp|highland|hill|cliff|height)[\w_\/]*'
        dimensions:
        - .*
        tables:
        - '[\w]+:chests\/[\w_\/]*[\w]+[\w_\/]*'
        weight: 300