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Eligible equipment

Eligibility runs in this order:

  1. A registered special relic is accepted.
  2. The JSON blacklist rejects a matching item or namespace.
  3. The JSON whitelist accepts a matching item or namespace.
  4. Otherwise, normal weapon and armor detection runs.

The blacklist therefore wins over the whitelist.

Armor

Any non-empty stack with a valid armor equipment slot is accepted:

  • head;
  • chest, including equippable elytra-like items;
  • legs;
  • feet.

The item's real equipment slot decides its main-stat pool. Armor only grants its relic stats when worn in that correct slot.

Weapons

The detector accepts several routes:

  • native trident, mace, bow, crossbow, projectile-weapon, or weapon-like classes;
  • NeoForge/Forge melee and ranged weapon/tool tags;
  • sword-sweep or trident-throw item abilities;
  • a positive main-hand attack-damage entry;
  • class names containing weapon, weapons, or battleaxe;
  • registry paths containing recognized weapon tokens.

Recognized registry-path families include:

sword, katana, blade, dagger, rapier, spear, trident, mace,
bow, crossbow, gun, rifle, pistol, staff, scythe, weapon

Qualified combat axes include names such as battle_axe, waraxe, great-axe, and doubleaxe.

Utility tools are intentionally excluded

The current v1.56 code detects utility behavior before accepting generic tags or attack damage. Normal instances of these are not relic weapons:

  • pickaxes and mining drills/hammers;
  • shovels and spades;
  • hoes and sickles;
  • ordinary axes, hatchets, and lumber axes;
  • similarly named modded mining tools detected from block-breaking behavior.

This is intentional. A server owner can allow a specific tool through relic_whitelist.json.

Server-safe compatibility fix

Prefer whitelisting one item ID, such as someweapons:moon_blade. Whitelisting a whole namespace forces every item from that mod—including food, materials, and blocks—through relic eligibility as a main-hand item.

Shields, fishing rods, and unusual equipment

They are not automatically accepted merely because players think of them as equipment. They need a recognized weapon route, special-relic integration, or whitelist entry. Use F3+H to find the registry ID and test with a specific whitelist entry.

When an item still does not work

Check in this order:

  1. general.enabled is true.
  2. The item or its namespace is not in relic_blacklist.json.
  3. It is actually equippable armor or detected as a weapon.
  4. If it is a utility/unusual item, add its exact ID to the whitelist.
  5. Run /srs reload, then reacquire or reprocess the item.