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Origins

The eight origins of Arcadia: Shadowfall, who they were before the Crown cracked, and what they can do.

Origins

When the Crown cracked, every kingdom in Arcadia lost someone. These are the ones who were left to pick up the pieces.

When you first join, you choose one of eight origins. Each one is tied to a Character Path or one of the Seals, and each comes with its own history, strengths, weaknesses and a little starting gear.

At a glance

OriginPathImpactStrengthsWeaknesses
Oathblade of the ColiseumBlademasterMedium+10% attack speed, +15% damage with swords, Strength and Speed on killProjectiles do 50% less, gets hungry faster
Foundry-SwornGuardianMedium+3 armor, +2 hearts, knockback resistance, half fire damage, G: Hold the LineSlower movement and attacks
Vaultbound ArcanistBattle-MageMedium+100 mana, spell power, Ender and Eldritch magic, G: Ward of the VaultWeaker melee, 2 fewer hearts
Aviary WardenRangerMediumToo Many Bows bonuses, stronger vanilla arrows, G: Scatter the FlockWeaker melee, 2 fewer hearts
HollowbornShadowbladeHighInvisible while sneaking in the dark, +40% sneak damage, G: Slip AwayWeaker in sunlight, 2 fewer hearts
Mushroom Mines DelverArtisanLow+25% mining speed, extra luck, immune to Poison and NauseaMines slower in sunlight, weaker melee
Wildsworn of the GreenwoodSeal of the WildMediumNature magic, heals in forests, G: Circle of Mending heals nearby players3 fewer hearts in the Nether
Ashborn of the CataclysmSeal of RuinMedium+20% damage with axes, less fire and explosion damage, hits harder when lowCan't sleep, heals slower

Abilities marked G use the Origins ability key, which is G by default. You can rebind it under Options → Controls → Origins.


Oathblade of the Coliseum

Path: Blademaster · Tied to: Arena Orders · Brannoch Ironvein · Impact: Medium

The Arena Orders were never meant to be cruel. They were meant to be sure. Every heir to the Crown had to pass through the Coliseum, and someone had to stand across the sand from them. For a while, that someone was you.

Brannoch Ironvein still remembers your first bout. He lost a tooth. He kept it.

The stands have been empty since the Shadowfall, but you still bow to them before every fight. Old habits. Good habits.

Strengths

  • Arena Footwork: Sand teaches you to never stand still. +10% attack speed and +5% movement speed.
  • Champion's Edge: A sword in your hand is a promise to the stands. +15% melee damage while holding a sword.
  • Roar of the Stands: You can still hear the crowd when something falls. Killing a foe grants Strength I and Speed I for 4 seconds (5 second recharge).

Weaknesses

  • Showboat: The Arena Orders never respected a fighter who wouldn't close the distance. Your projectiles deal 50% less damage.
  • Glory's Hunger: You fight like the whole Coliseum is watching. You get hungry 25% faster.

Starting gear: Stone Sword


Foundry-Sworn

Path: Guardian · Tied to: The Foundry · Impact: Medium

Every blade in the Coliseum was born in the Foundry, and every one of them was tested on someone first. You were the someone.

You stood in front of the forge-hammers until you stopped flinching, then until they stopped leaving marks. The smiths called you the Anvil and meant it kindly.

The Foundry fires went cold on the night of the Shadowfall. You didn't. Someone has to stand in front of the next heir, and it may as well be the thing that doesn't break.

Strengths

  • Tempered Skin: You were hammered on the same anvils as the arena blades. +3 armor, +25% knockback resistance and 2 extra hearts.
  • Forge-Kissed: The Foundry fires went out the night of the Shadowfall. Your skin still remembers them. You take 50% less fire damage.
  • Hold the Line: Press G: plant your feet like an anvil. Resistance II and Slowness II for 6 seconds. 40 second recharge.

Weaknesses

  • Iron Weight: Anvils don't dance. -10% movement speed and -10% attack speed.

Starting gear: Shield


Vaultbound Arcanist

Path: Battle-Mage · Tied to: Orrin Vale · the Royal Vault · Impact: Medium

Orrin Vale is called the last archmage of Arcadia. That isn't quite true. Someone had to copy the Ledger, trim the candles and keep the wards beneath the Royal Vault, and for years that someone was you.

You learned your spells in the margins of other people's debts. On the night of the Shadowfall, every ward in the Vault sang at once, then went silent. The sound never quite left your blood.

The Ledger has a fifth entry no one admits to writing. You know the handwriting. You haven't decided what to do about that.

Strengths

  • Margins of the Ledger: You learned to store power the way Orrin stores debts: patiently. +100 max mana and 15% faster mana regeneration. (Requires Iron's Spells.)
  • Vault-Trained Focus: Years of reciting wards beneath the Royal Vault. +10% spell power and 5% cooldown reduction. (Requires Iron's Spells.)
  • Echo of the Crown: You heard the Crown crack. Something of that sound stayed in you. +15% Ender spell power and +10% Eldritch spell power. (Requires Iron's Spells.)
  • Ward of the Vault: Primary ability: raise the old Vault ward around yourself for 6 seconds (Absorption II and Resistance I). 30 second recharge.
  • Candlelit Eyes: A lifetime of reading by a single candle. Dark places are a little less dark to you.

Weaknesses

  • Ink-Stained Hands: You were taught to write wards, not swing swords. You deal 25% less melee damage.
  • Scholar's Frame: Too many nights in the stacks. You have 2 fewer hearts.

Starting gear: 3 × Arcane Essence, Lantern


Aviary Warden

Path: Ranger · Tied to: Wren Fletcher · the Aviary · Impact: Medium

The Aviary was once full of birds, and you kept them: hawks for the hunt, owls for the night letters, sparrows because Queen Isolde liked the noise.

On the night of the Shadowfall, every bird left at once, all flying the same direction. You have been following them ever since.

Wren Fletcher strung your first bow and said only, "No one ever regrets a longer one." You are starting to think the birds knew something the Concord didn't.

Strengths

  • Wren's Lesson: Wren Fletcher taught you to draw from the back, not the arm. Too Many Bows bows draw 15% faster and hit 10% harder. (Requires Too Many Bows.)
  • Falconer's Eye: You watched hawks pick one sparrow from a flock of a hundred. +10% bow critical hit chance. (Requires Too Many Bows.)
  • Steady String: Plain arrows from plain bows still fly true in your hands. Vanilla arrows and spectral arrows deal 20% more damage and make their target glow for 5 seconds.
  • Hollow Bones: You climbed the Aviary rafters every day. You move 5% faster and take half damage from falling.
  • Scatter the Flock: Primary ability: break and run like startled birds, gaining Speed II and Jump Boost II for 5 seconds. 20 second recharge.
  • Owl's Watch: The last birds to leave the Aviary were the owls. You learned their hours. You see better in the dark.

Weaknesses

  • Light Frame: Built for rafters, not shield walls. You have 2 fewer hearts.
  • Bowstring Hands: Your hands know a string, not a hilt. You deal 30% less melee damage.

Starting gear: Bow, 32 × Arrows


Hollowborn

Path: Shadowblade · Tied to: The Night of Abandonment · Impact: High

On the Night of Abandonment, a whole kingdom emptied in a single night. Every bed, every hall, every hearth. Except one.

You don't know why you were left behind. You woke to cold soup, open doors and a silence so complete you could hear the candles burning down.

Since then, the dark has felt less like a place and more like family. Shadows lean toward you. Light doesn't. Whatever emptied the kingdoms missed you, and you intend to find out if that was a mistake.

Strengths

  • Gift of the Empty Halls: The shadows lean toward you. While sneaking in darkness, you are invisible (armor hidden too).
  • From Behind: No one ever saw what took the kingdoms. Your enemies won't see you either. +40% melee damage while sneaking.
  • Quiet Step: You learned to walk through empty halls without waking anything. +10% movement speed.
  • Slip Away: Press G: step out of the light. Invisibility and Speed II for 4 seconds. 30 second recharge.
  • Used to the Dark: You woke up alone in a kingdom with no candles left. Darkness barely slows you.

Weaknesses

  • Sun-Sick: Light doesn't like you back. In direct sunlight you deal 20% less damage.
  • Left Behind: Whatever took everyone else took something from you, too. You have 2 fewer hearts.

Starting gear: 2 × Ender Pearls


Mushroom Mines Delver

Path: Artisan · Tied to: The Mushroom Mines · Impact: Low

The townsfolk say the fungus is "finishing" the tunnels. You're the one who has to go down and check what it means by finished.

You've spent so long in the Mushroom Mines that the spores have made their peace with you. The glow-caps light up when you pass. You've started saying good morning to them.

When the Shadowfall cracked the Crown, you were three hundred blocks down and didn't notice for a week. Somebody has to rebuild Arcadia. You'd prefer to do it from underneath.

Strengths

  • Deep Hands: Three hundred blocks down, nobody hurries you. +25% mining speed and a little extra luck with loot.
  • Spore-Friend: The fungus decided you were part of the tunnels. You are immune to Poison and Nausea.
  • Tunnel Eyes: Your eyes gave up on the sun a long time ago. You see well in the dark.

Weaknesses

  • Sky-Shy: The open sky makes your hands shake. You mine 30% slower in direct sunlight.
  • Pick, Not Sword: You swing like you're breaking stone, not bone. You deal 15% less melee damage.

Starting gear: Stone Pickaxe, 16 × Torches


Wildsworn of the Greenwood

Path: Seal of the Wild · Tied to: Sister Alenne · Impact: Medium

Sister Alenne says the wild isn't angry, it's ordered. Most people hear that as a riddle. You heard it as a job.

You were raised among the druids who kept the Seal of the Wild, learning which titans to let sleep and which wyrms to sing to.

When the Crown cracked, the wild didn't go mad. It went quiet, the way an animal does before it decides what you are. You're still trying to give it the right answer.

Strengths

  • Root-Song: You learned to sing to wyrms before you learned to read. +50 max mana, +15% Nature and +5% Holy spell power. (Requires Iron's Spells.)
  • Greenwood Mending: The forest remembers who kept it. In forest biomes you heal half a heart every 4 seconds.
  • Circle of Mending: Press G: heal yourself and every player within 6 blocks for 3 hearts and grant Regeneration I for 5 seconds. 45 second recharge.

Weaknesses

  • Far From Roots: Nothing grows in the Nether that wants you there. You have 3 fewer hearts in the Nether.
  • Gentle Hands: The druids taught you to mend first. You deal 10% less melee damage.

Starting gear: 4 × Oak Saplings, 8 × Bone Meal


Ashborn of the Cataclysm

Path: Seal of Ruin · Tied to: Veyra Ashe · the Cataclysm · Impact: Medium

Veyra Ashe still watches the horizon burn. So do you.

You marched against the eight thrones of the Cataclysm with a full company and came home with a heavier axe and no one to share a fire with.

Ask what sits on the eighth throne and you'll change the subject. Ask twice and you'll leave the room. The Seal of Ruin is out there in pieces now, and you're one of the few people alive who knows what it costs to carry.

Strengths

  • Heavy Hand: Veyra's company only trusted weapons you could break a door with. +20% melee damage while holding an axe.
  • Ash-Hardened: You walked out of the Cataclysm when the rest of your company didn't. You take 25% less fire and explosion damage.
  • Last One Standing: You've been the last one standing before. Below 3 hearts, you deal 30% more damage.

Weaknesses

  • The Eighth Throne: Every time you close your eyes you see what sits on the eighth throne. You cannot sleep, but beds still set your spawn.
  • Scar Tissue: Old wounds close slowly. You heal 20% less.

Starting gear: Stone Axe


Changing your origin

Your origin is meant to be permanent. Server operators can change it with /origin set <player> origins:origin <origin>, or hand out a one-time Orb of Origin with /origin orb <player> origins:origin.

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