# Relic Armor Smithing
**Fuse your relics into your armor. Wear the armor, keep the effect, spend none of your curio slots.**
---
## The problem
Curio slots run out fast. You find twenty relics worth wearing and you have three charm slots to put them in. Most of your collection sits in a chest doing nothing.
## The solution
Relic Armor Smithing adds one item: the **Relic Smithing Template**. Take it to a smithing table with any armor piece and any Curios relic, and the relic gets fused into the armor.
Put the armor on and the relic works. Take the armor off and it stops. Your own curio slots are never touched.
Four armor pieces means up to four extra relics active at once.
---
## How it actually works
This is the part that matters, because most "extra slot" mods break relics with complex behaviour.
Relic mods drive their effects by **continuously scanning your Curios inventory**. A mod that only fakes the API callbacks from the outside will break any relic that looks itself up in that inventory - and a lot of them do.
So this mod does not fake anything. When you equip fused armor it asks Curios to **grant you one extra slot of the relic's own type**, then parks the relic there. From the relic mod's point of view the relic is simply equipped, because it genuinely is. Every native mechanic keeps working:
- Per-tick logic
- Passive and set/combo effects
- Active abilities
- Self lookups inside the Curios inventory
- Relics' levelling and random stat system
Because the mod adds exactly the slot it consumes, your own capacity is unchanged.
### Relic state is preserved
Relics store live state on their own item stack - the Reflecting Necklace accumulates a damage `charge`, Rage Glove counts berserk stacks, Holy Locket tracks faith, and every Relics item carries XP and level.
That state is mirrored back onto the armor once per second, so it survives:
- Taking the armor off and putting it back on
- Dropping the armor and picking it up
- Dying and recovering your gear
Charging relics actually charge and fire. Levelled relics keep their levels.
---
## Usage
**1. Craft the template** (crafting table, yields 2):
```
Netherite Ingot
Netherite Nether Star Netherite
Netherite Ingot
```
**2. Fuse at a smithing table:**
| Slot | Item |
|------|------|
| Template | Relic Smithing Template |
| Base | Any armor piece |
| Addition | Any Curios relic or accessory |
**3. Wear it.** Hover the armor to see `Embedded: <relic name>`.
---
## Compatibility
**Armor:** anything in `#minecraft:trimmable_armor` - all vanilla armor sets, turtle shell helmet, and most modded armor.
**Relics:** anything Curios accepts - head, necklace, back, body, bracelet, hands, ring, belt, charm, curio.
Tested against:
- **Relics** by SSKirillSS
- **Celestial Artifacts** by lcy0x1
Any other Curios-based accessory mod should work without extra compat code.
---
## Requirements
**Required:** Curios API
**Optional but pointless without at least one:** a mod that provides Curios accessories, e.g. Relics (needs OctoLib + Architectury API) or Celestial Artifacts (needs Celestial Core + L2 Library).
Installing this mod alone will not crash - it just has nothing to fuse.
---
## Configuration
`config/relicarmor-common.toml`
```toml
[general]
useRealSlot = false
```
- `false` (default) - grant a temporary extra slot. Net slot cost: zero. Works even when you have no free slots.
- `true` - occupy one of your existing free slots instead. Use this only if something in your pack requires a fixed total slot count.
---
## Notes
- One relic per armor piece; re-smithing replaces it
- Fusing consumes the relic; there is currently no way to extract it again
- Required on both client and server
- The granted slot only exists while the armor is worn, and is revoked on unequip, death, and logout - no slot creep
---
## License
MIT. Include it in modpacks freely.