Medieval Origins Revival
A complete guide to every playable origin, its abilities, controls, weaknesses, and frequently asked questions.
This guide covers the origins included in Medieval Origins Revival 6.7.8 for Forge 1.20.1. It is based on the powers and English descriptions contained in the mod files. Arcadia RPG does not change or alter any origins.
Before You Choose
- Impact 1 — Low: Easy to understand and close to normal Minecraft gameplay.
- Impact 2 — Medium: Noticeable strengths and weaknesses that affect everyday play.
- Impact 3 — High: A specialized or difficult playstyle that may substantially change survival.
- Active abilities use the Primary Active, Secondary Active, or Medieval Origins: Tertiary Active keybinds. Check Options → Controls and bind all three before playing.
- Some abilities activate through normal actions such as sneaking, jumping, right-clicking, holding a specific item, drawing a bow, entering water, or standing in a certain biome.
- A cooldown bar near the HUD shows when many active abilities are ready again.
Important Enchantments
Featherweight
Featherweight can be applied to heavy armor to prevent movement penalties for Alfiq, Arachnae, Elves, and winged origins. It does not remove every material-specific restriction; for example, Fae still cannot tolerate iron or silver armor.
Mirroring
Mirroring is a helmet enchantment that protects the wearer from a Gorgon's Petrifying Gaze. It also prevents Dwarf sunlight blindness.
Playable Origins
| Origin | Impact | General Playstyle |
|---|---|---|
| Alfiq | Low | Agile, unarmed, feline rogue |
| Arachnae | Medium | Climbing, poison, and crowd control |
| Banshee | High | Phasing, disruption, and cursed equipment |
| Dwarf | Medium | Mining and underground survival |
| Fae | High | Support magic, farming, and hovering |
| Goblin | Low | Gold equipment, luck, and speed |
| Gorgon | High | Petrification, poison, and revenge damage |
| High Elf | Medium | Item-channelled magic and mana |
| Incubus | Medium | Fire, Nether bonuses, and risky damage buffs |
| Moon Elf | High | Darkness, stealth, dodging, and daggers |
| Ogre | High | Axes, durability, size, and rage |
| Pixie | Medium | Tiny size, unusual flight, luck, and mischief |
| Plague Victim | High | Passive disease damage and survival through suffering |
| Revenant | High | Undead summons, life siphoning, and necromancy |
| Siren | Medium | Aquatic survival, regeneration, and control |
| Valkyrie | Medium | Flight, healing, and anti-undead combat |
| Wood Elf | Low | Archery, mobility, and forest stealth |
| Yeti | Medium | Ice control, high health, and cold-biome bonuses |
Alfiq
Impact: Low
Best for: Players who enjoy speed, unarmed combat, sneaking, and unusual movement.
Alfiq are agile anthropomorphic felines. They are strongest when fighting with empty hands and moving lightly, but handled weapons, tools, and heavy armor are less effective for them.
Abilities
- Clawed: Empty-handed attacks deal additional damage. Claws also allow wall climbing and clinging to steep surfaces. Wall climbing can be toggled with Secondary Active.
- Poor Grip: Tools break blocks more slowly, and handled weapons such as swords and axes deal reduced damage.
- Agile Preference: Light armor is preferred. Heavy armor causes a penalty unless it has Featherweight.
- On Your Feet: Look directly downward while landing to completely avoid fall damage.
- Crepuscular: Movement and attack speed increase near sunrise and sunset. Alfiq are slightly slower during the rest of the day and night.
- Pickpocket: Sneak behind a villager with empty hands and right-click to attempt to steal emeralds. The attempt can fail and may have consequences. Player pickpocketing is also supported by the power data.
- Pounce: Sneak briefly to charge the meter, then jump to leap forward. Hitting an enemy during the pounce deals bonus damage.
- Carnivore: Alfiq require meat-based food.
- Velvet Paws: Footsteps do not create normal step vibrations.
- Scare Creepers: Creepers are frightened by Alfiq.
- Meow: Press Primary Active to meow.
Common Questions
Press Secondary Active to toggle the climbing portion of Clawed, then move against a wall.
Poor Grip intentionally reduces damage with handled weapons. Empty-handed claw attacks are the origin's intended melee option.
Remain crouched until the charge meter is almost full, then jump. The meter drains when you stop sneaking.
Yes, but it causes a penalty unless the armor has the Featherweight enchantment.
Arachnae
Impact: Medium
Best for: Players who enjoy wall climbing, poison, dark environments, and trapping enemies.
Arachnae combine humanoid weapon use with spider-like movement and venom. Their combat control is strong, but they eat more, have reduced health, and struggle with heavy armor.
Abilities
- Climber: Climb walls using the fine bristles on your legs. Toggle climbing with Secondary Active.
- Many Eyes: Gain excellent low-light vision. Toggle it with Medieval Origins: Tertiary Active.
- Venomous Bite: Attacks have a chance to inflict Poison.
- Web Slinger: Press Primary Active to immobilize nearby opponents in webs. The base cooldown is approximately 30 seconds.
- Bottomless Stomach: Hunger drains more quickly than it does for humans.
- Brittle: Armor heavier than iron hinders movement. Featherweight prevents this penalty.
- Fragile: Maximum health is slightly lower than a human's.
- Carnivore: Only meat-based foods provide proper nourishment.
- Master of Webs: Cobwebs do not hinder Arachnae in the same way they hinder ordinary creatures.
- Arthropod: Arachnae count as arthropods and are vulnerable to effects intended for that creature group, including Bane of Arthropods.
Common Questions
Bind Medieval Origins: Tertiary Active in the controls menu. Many players have Primary and Secondary bound but forget the mod's third active key.
Treat it as normal crowd control rather than a boss-disable ability. Bosses and specially tagged creatures may resist control effects.
Armor above iron weight triggers Brittle. Apply Featherweight or return to lighter armor.
Yes. Bottomless Stomach increases exhaustion, and Carnivore limits useful food choices.
Banshee
Impact: High
Best for: Players who want phasing, area disruption, cursed equipment, and a radically different hunger system.
Banshees are fragile spirits that draw energy from moonlight rather than food. Their ability to become spectral is powerful, but they have only half normal health and cannot tolerate suppressive metals.
Abilities
- Spectral: Press Secondary Active to become intangible. While spectral, you can move through the physical world but cannot interact normally. It consumes substantial energy and cannot be activated while your hunger resource is too low. The base cooldown is approximately 45 seconds.
- Preemptive Elegy: Press Primary Active to unleash a shriek that pushes nearby entities away, creates a protective circle, and disorients directly hit targets. The base cooldown is approximately 40 seconds.
- Lunar Nexus: Food does not restore hunger. Direct moonlight restores your energy instead. You cannot die from starvation.
- Dimeritium Shackles: Iron, silver, and other magically suppressive metals are intolerable as equipment.
- Hexed: Attackers have a small chance to receive a deadly curse when they hit you.
- Immaterial: Maximum health is half that of a normal human.
- Cursed Sigil: Cursed weapons deal increased damage in your hands.
- Cursed Ward: Each piece of cursed armor increases your damage resistance.
- Sleepless: When the corresponding survival compatibility is active, Banshees do not need or cannot use normal sleep mechanics.
Common Questions
That is Lunar Nexus. Stand where the night sky and moonlight can reach you. A roof, cave, or daytime sky will not provide the same energy.
No. Spectral is primarily for movement, escape, scouting, and passing through obstacles. Interaction is intentionally restricted while intangible.
Dimeritium Shackles rejects magically suppressive metals. This is a material restriction, not merely a heavy-armor penalty.
Immaterial halves normal health. Cursed armor can offset some of that weakness through Cursed Ward.
Dwarf
Impact: Medium
Best for: Miners, cave builders, and players who spend most of their time underground.
Dwarves mine quickly, see in darkness, and fit into very small tunnels. They are poorly suited to sunlight and water.
Abilities
- Dwarven Tech: Mine stone without a pickaxe and mine blocks faster than ordinary players.
- Stocky: Your short, broad body can fit inside one-block-high tunnels.
- Nocturnal Eyes: Press Secondary Active to toggle vision in complete darkness.
- Darkness Dweller: Direct sunlight temporarily blinds you. A gold helmet or a helmet enchanted with Mirroring prevents this.
- Dense: You sink rapidly in water and cannot swim normally.
- Potent Brew: Press Primary Active to drink a restorative brew and fully recover health. The base cooldown is approximately three minutes.
- Mythril Resonance: Powerful compatible metals associated with Dwarven crafting may provide additional strength. This is implemented as a hidden supporting power and depends on available tagged equipment.
Common Questions
Wear a gold helmet or any helmet with Mirroring.
Dense makes Dwarves sink. Use boats, ladders, water elevators designed around the restriction, or avoid deep water.
No. It lets you mine stone without a pickaxe and improves mining speed, but proper tools are still needed for many drops and specialized blocks.
No. It has a long cooldown of roughly three minutes.
Fae
Impact: High
Best for: Support players, farmers, healers, and players who prefer mobility over durability.
Fae are small magical woodland beings. They can hover, heal allies, fertilize plants, and resist magic, but have low health and attract attention from far away.
Abilities
- Wings: Press Primary Active to toggle levitation or hovering. ( Disabled in Arcadia RPG)
- Nature's Blessing: Press Medieval Origins: Tertiary Active to channel life energy for a short period. While active, you automatically plant seeds on stepped-on farmland and repeatedly heal and cleanse nearby allies. The base cooldown is approximately 45 seconds.
- Nourishment: Press Secondary Active to fertilize plants in a wide area around you. The base cooldown is approximately 15 seconds.
- Forest Kin: Regenerate health more effectively while inside forest biomes.
- Nature's Ward: Immune to Poison and Nausea and resistant to magical damage.
- Allure: Hostile and neutral mobs can notice and pursue you from farther away.
- Diminutive: Fae are much shorter than humans.
- Magical Suppression: Iron and silver equipment suppress Fae magic and cannot be worn comfortably.
- Fragile Frame: Maximum health is lower than a human's.
Common Questions
Allure greatly increases the range from which mobs can target a Fae. Use height, hovering, forests, and allies to compensate.
Bind and press Medieval Origins: Tertiary Active for Nature's Blessing. Secondary Active is the plant-fertilizing burst.
Its healing pulse checks allied relationships. It is intended to support you and your allies rather than every nearby entity.
Featherweight can address weight penalties, but Magical Suppression is a separate material aversion. Iron and silver remain unsuitable.
Goblin
Impact: Low
Best for: Loot-focused players who enjoy gold equipment, speed, and a small character model.
Goblins turn normally fragile gold equipment into a practical playstyle. They are quick and lucky but physically frail.
Abilities
- Greedy: Golden weapons, tools, and armor provide special bonuses.
- Careful Hoarder: Gold equipment loses durability much more slowly in a Goblin's hands.
- Cunning: Increased Luck improves the chance of finding rare loot in systems that use the Luck attribute.
- Nimble: Increased movement speed.
- Stunted: Goblins are less than half normal human height.
- Frail: Reduced maximum health and increased vulnerability to damage.
Common Questions
Yes. Greedy and Careful Hoarder are specifically designed to make gold gear stronger and more durable for this origin.
No. It increases Luck, but only loot tables and systems that read the Luck attribute are affected.
Frail reduces survivability, and vanilla gold armor is not naturally very protective. Goblin bonuses help, but positioning and speed remain important.
Gorgon
Impact: High
Best for: Players who enjoy dangerous crowd control, poison retaliation, caves, and high-risk combat.
Gorgons can petrify creatures that meet their gaze and become stronger near death. Water, sunlight, iron, and silver create major survival problems.
Abilities
- Petrifying Gaze: Press Primary Active to affect visible creatures within approximately 12 blocks that are facing you. Normal mobs are frozen briefly; players receive extreme Slowness, Weakness, and Mining Fatigue for a shorter period. Bosses are immune. The base cooldown is approximately 25 seconds.
- Revenge: Damage increases significantly while your health is low.
- Hydrophobe: Water damages you on contact.
- To Stone: Direct daylight petrifies you until night unless you are wearing a helmet.
- Silver Aversion: Silver gear cannot be worn, and holding silver damages you. The mod also treats iron as silver for this weakness.
- Poisoned Blood: Immune to Poison. When struck, you may splash nearby enemies with poisonous blood.
- Thirst Resistance: If the matching environmental compatibility mod is installed, Gorgons receive its thirst-resistance trait.
Common Questions
The target must be in range, visible, facing you, not tagged as a boss, and not protected by a Mirroring helmet.
Yes, but players receive severe debuffs rather than having their AI disabled like a normal mob.
Wear a helmet before entering direct daylight. Unlike Dwarf blindness, the Gorgon's daylight restriction only checks that a helmet is equipped.
Yes. The origin's data explicitly treats iron as silver for Silver Aversion.
High Elf
Impact: Medium
Best for: Magic-focused players who enjoy combining held items with contextual abilities.
High Elves deal and resist additional magic damage, possess increased mana in supported magic systems, and can channel the essence of ordinary items into specialized powers. They are physically fragile and perform poorly in heavy armor.
Abilities
- Draw Essence: The Primary Active key performs a different action depending on the item held:
- Ice block: Gain a Frost Walker-like Glacial Step across water.
- Obsidian: Walk safely across lava through Extrusive Movement.
- Golden apple: Right-click a zombie villager to cure it directly without first applying Weakness.
- Ender pearl: Press Primary Active to teleport toward the point you are looking at, up to approximately 50 blocks.
- Coal: Press Primary Active to cast a weak cone of flame.
- Blaze powder: Press Primary Active to cast a stronger cone of flame.
- Bottled dragon's breath: Press Primary Active to cast a strong magical flame cone that scales with Fire and Arcane/Ender spell power.
- Mystic Affinity: Deal more magical damage and take less magical damage.
- Highborne: Gain additional mana in supported magic systems. Secondary Active channels rapid mana regeneration, with a long base cooldown of approximately two and a half minutes.
- Towering: Slightly taller and more slender than a human.
- Elegant: Heavy armor slows you unless it has Featherweight. Maximum health is also reduced.
- Fragile: Physical attacks deal increased damage to you, and your health pool is lower.
Elemental Specializations
The mod's language and origin-layer data define three High Elf specializations:
- Arcanist: +1 Arcane Spell Power; intended starting equipment is an Arcane Wand and 16 Arcane Runes.
- Pyromancer: +1 Fire Spell Power; intended starting equipment is a Fire Wand and 16 Fire Runes.
- Cryomancer: +1 Frost Spell Power; intended starting equipment is a Frost Wand and 16 Frost Runes.
Pack maintainer note
In the uploaded 6.7.8 archive, the subclass layer references these specializations, but their individual origin JSON files are not present. They may not appear or function unless another datapack supplies the missing files.
Common Questions
Draw Essence is contextual. The item in either hand determines which spell or utility effect is selected.
With Draw Essence, an Ender Pearl can fuel Void Warp. Aim at a valid destination and press Primary Active.
The mod contains separate compatibility versions for different mana systems. Normally only the version matching the installed magic mods should apply.
High Elves are designed around magic. Fragile increases physical vulnerability, while Mystic Affinity rewards spell-based combat.
Incubus
Impact: Medium
Best for: Fire-magic players who intend to live in the Nether or frequently travel there.
Incubi are immune to fire and become much stronger in the Nether, but water, holy effects, and the Overworld are dangerous.
Abilities
- Demon Fire: Press Secondary Active to release a burst or cone of flame. Damage scales with Fire Spell Power.
- Hellborne: Immune to fire. Standing in fire also restores hunger.
- Carnivore: Only animal flesh is suitable food.
- Unholy Deal: Press Primary Active to sacrifice some life force for a temporary power increase. The base cooldown is approximately 90 seconds.
- Hydrophobe: Water damages you on contact.
- Impure: Smite and holy effects deal additional damage. Healing and Harming effects are reversed as they are for undead creatures.
- Realm Advantage: Weaker in dimensions with sunlight, especially the Overworld, but considerably stronger in the Nether.
- Nether Spawn: Begin in the Nether when the inherited Origins power is active.
- Environmental Compatibility: With supported temperature or survival mods, Incubi gain heat resistance or immunity, may drink lava, and may become vulnerable to cold.
Common Questions
Fire immunity and hidden lava-swimming support are built into the origin, while some lava-drinking behavior depends on compatibility mods. Water remains dangerous.
Impure reverses Healing and Harming effects. Harming can heal you, while Healing can damage you.
The Nether. Realm Advantage intentionally makes the Incubus weaker in the Overworld and stronger in its home dimension.
It spends health to grant power, so using it carelessly at low health is dangerous even if the activation itself is restricted by available health.
Moon Elf
Impact: High
Best for: Stealth players who use daggers, darkness, and hit-and-run tactics.
Moon Elves can disappear by crouching in darkness and deal devastating opening attacks. They are fragile, cannot sleep normally in the Overworld, and dislike heavy armor.
Abilities
- Moonlight Rogue: Daggers and knives deal increased damage.
- To the Shadows: Sneak in darkness to become invisible. Moving while invisible consumes a stealth meter. Your first attack from stealth deals bonus damage, gains an even larger bonus with a dagger, and ends invisibility.
- Ethereal: Your appearance is thin, slightly translucent, and blue-tinted.
- Foreign World: Cannot sleep in the Overworld.
- Elegant: Heavy armor slows you unless it has Featherweight.
- Nimble: A small chance to dodge incoming attacks entirely.
- Fragile: Reduced maximum health and increased physical damage taken.
- Towering: Slightly taller than humans.
- Sleepless Compatibility: Supported survival mods may formally remove sleep requirements.
Common Questions
Enter a sufficiently dark area and crouch. There is no separate activation key.
Attacking ends stealth, bright conditions prevent it, and moving consumes the stealth meter. After a stealth strike, a short cooldown must expire before it can trigger again.
A weapon recognized by the mod's dagger tag or dagger compatibility check.
No. Featherweight removes the heavy-armor slowdown; it does not remove Fragile or increase maximum health.
Ogre
Impact: High
Best for: Players who want enormous size, high durability, axes, and short bursts of overwhelming melee power.
Ogres are extremely large and durable. Their size makes buildings difficult to navigate, their hunger drains quickly, and their movement is slower than normal.
Abilities
- Gargantuan: Enormous size prevents fitting through doors and many ordinary structures.
- Bloodlust: Press Primary Active while healthy enough to enter a short rage with major Speed and Haste, limited vision, and a health cost. The base cooldown is approximately 30 seconds.
- Ravager: Axes deal increased damage.
- Lead Belly: Immune to Poison and Hunger effects.
- Stocky: Increased health and physical durability.
- Ravenous: Hunger drains much faster, requiring frequent meals.
- Sluggish: Reduced movement speed outside Bloodlust.
- Unwieldy: Hidden supporting restrictions prevent certain items from working comfortably with the Ogre's enormous body.
- Illness Resistance: Supported survival mods may grant resistance to illness.
Common Questions
The power requires more than approximately six hearts of health because activating it damages the Ogre.
Gargantuan changes the player's dimensions. Build wider and taller entrances instead of relying on standard doors.
No. It protects against the Hunger status effect and Poison, while Ravenous still increases normal food consumption.
Axes receive the origin's direct damage bonus through Ravager.
Pixie
Impact: Medium
Best for: Players who enjoy technical movement, tiny size, exploration, and chaotic utility.
Pixies are tiny, immune to fall damage, and capable of a unique resource-based flight system. Villagers distrust them, and water interferes with their movement.
Abilities
- On the Dusts: Pixies can glide, hover, and dash by spending Flight Power (FP).
- Pixie jumps are approximately two blocks high.
- Press Jump in the air to glide. Gliding uses no FP.
- Quickly tap Jump twice to begin hovering. Hovering slowly drains FP.
- Quickly press Medieval Origins: Tertiary Active twice to dash forward.
- Quickly press Tertiary Active, then Jump, to dash upward.
- FP regenerates primarily while grounded. Glow Berries and Dragon's Breath restore FP, and defeating the Ender Dragon improves its regeneration.
- Sneak and press the vanilla Load Toolbar Activator key to toggle flight sounds and particles.
- Feather Footed: Completely immune to fall damage.
- Shortcut: Right-click another player with empty hands to sit on their head.
- Good Fortunes: Mining ordinary stone can occasionally produce valuable bonus loot.
- Mischief Maketh Man: Press Secondary Active to trigger one of several random pranks or disruptive effects. The base cooldown is approximately 30 seconds.
- Troublemaker: Villagers refuse to trade with you.
- Bitesize: Pixies are extremely small. This is implemented through hidden size-supporting powers.
- Soaked: Water slows Pixies and interferes with flight.
- Curse of Flight: Chest armor is limited to leather-level protection, and alternative wing systems cannot replace Pixie flight.
Common Questions
Hovering requires a quick double-tap of Jump and sufficient FP. Gliding needs only one press while airborne and costs no FP.
Bind Medieval Origins: Tertiary Active, then press it twice quickly. Dashing while gliding costs more FP than a normal dash.
Land and remain grounded. Glow Berries and Dragon's Breath also restore FP.
No. Troublemaker causes villagers to refuse trading.
Plague Victim
Impact: High
Best for: Experienced players who want passive area damage and an intentionally punishing survival challenge.
Plague Victims spread disease merely by existing. They cannot wear armor, cannot sleep, have low health and speed, and terrify villagers. In return, they resist disease effects and periodically refuse to die.
Abilities
- Foul Aura: Continuously damages living creatures near you over time.
- Plague Immunity: Immune to Poison and Wither.
- Contagious Hex: Attacks have a chance to infect the target with a harmful effect.
- Contagious: Villagers refuse to trade with you.
- Insomniac: Cannot sleep.
- Sensitive Skin: Cannot wear armor.
- Skin and Bones: Reduced maximum health and movement speed.
- Eternal Suffering: Once every five minutes, fatal damage is prevented and you are kept alive instead.
- Undead Nature: Hidden origin data classifies the Plague Victim as undead for compatible effects.
- Illness Resistance: Supported survival mods may provide additional resistance to illness.
Common Questions
It targets nearby living creatures. Avoid standing close to creatures you want to keep safe unless your pack's team/alliance rules prevent the effect.
Sensitive Skin is a direct armor restriction. Featherweight does not remove it.
No. It prevents one death only when its five-minute cooldown is ready. You can die normally while it is recharging.
No. Insomniac blocks normal sleep.
Revenant
Impact: High
Best for: Players who enjoy pet management, summoning, item preparation, and complex undead mechanics.
Revenants summon and command undead servants, consume undead materials to empower future summons, and siphon life from enemies. They cannot trade with villagers, cannot farm normally, and take increased damage from many mobs.
Abilities
- Revenance: Press Primary Active while holding the required materials to create an undead servant. Up to five combat summons can be sustained at once.
- Skeleton: 4 Bones in the main hand; lasts 10 minutes.
- Skeleton Horse: 12 Bones in the main hand and a Saddle in the offhand; permanent.
- Wither Skeleton: 12 Bones in the main hand and a Wither Skeleton Skull in the offhand; lasts 30 minutes.
- Zombie: 4 Rotten Flesh in the main hand; lasts 5 minutes.
- Zombie Horse: 12 Rotten Flesh in the main hand and a Saddle in the offhand; permanent.
- Summoned combat undead act as pets, follow and teleport, and can be equipped with weapons or armor. Zombies cannot use bows.
- Command Undead: Press Medieval Origins: Tertiary Active to cycle combat summons between follow, sit, and teleport-to-owner commands.
- Putrid Communion: Eating bones, rotten flesh, or certain monster heads charges the next matching summon. Combat summon duration increases and can become permanent at maximum charge; undead steeds gain improved attributes.
- Reaper's Ward: Press Secondary Active to raise a ring of inert skeletons that blocks movement and damages nearby enemies. The base cooldown is approximately 45 seconds.
- Essence Extraction: Taking hits builds a resource. Attacking a living creature spends it to drain life, with scaling from Soul/Blood spell power.
- Necrotic Curse: Immune to Wither, Poison, and Regeneration. Smite deals extra damage. Healing and Harming are reversed.
- Chaotic Ally: Villagers refuse to trade and Iron Golems attack on sight. Pillagers tolerate you.
- Black Thumb: Crops cannot be harvested normally and may wilt at your touch.
- Disturbed: Cannot sleep.
- Unguarded: Most mobs deal increased damage to you.
Common Questions
The result depends on the exact items in your main hand and offhand. Check the recipes above and make sure you have not reached the five-combat-summon limit.
Charge Putrid Communion with the matching undead food or head before summoning. At maximum charge, combat summons become permanent.
Press Medieval Origins: Tertiary Active to cycle the current command mode.
Necrotic Curse uses undead potion rules. Harming heals; Healing damages.
Siren
Impact: Medium
Best for: Ocean exploration, underwater bases, aquatic combat, and utility control.
Sirens thrive while submerged and regenerate rapidly in water. Land blocks natural regeneration, and even brief contact with fire can be fatal.
Abilities
- Amphibious: Breathe, see, mine, and interact normally underwater. Swim faster than ordinary players.
- Sirens' Song: Press Primary Active to captivate enemies in a large area, temporarily preventing them from harming you. It does not work on bosses or players. The base cooldown is approximately 75 seconds.
- Holy Water: Regenerate health much faster while fully submerged.
- Out of Your Depth: Natural regeneration is disabled on land. Potions can still restore health.
- Flammable: Fire damage is massively increased and may kill you almost immediately.
- Like Water: Inherited aquatic movement powers reduce normal water penalties.
- Captivating: Press Secondary Active near a villager to gain favor and improve trades. The base cooldown is approximately 30 seconds.
- Fabulous Fins: When the compatible merfolk mod is installed, Sirens receive its fin appearance or movement integration.
- Environmental Compatibility: Supported environment and temperature mods may grant water-dweller traits, cold resistance or immunity, and cold-blooded behavior.
Common Questions
Out of Your Depth disables normal land regeneration. Enter water or use a potion.
No. The power's description explicitly excludes players, and bosses are also immune.
Extremely dangerous. Flammable multiplies fire damage enough that even a short exposure can be fatal.
Stand near the villager and press Secondary Active to use Captivating.
Valkyrie
Impact: Medium
Best for: Mobile support players, healers, spear users, and anti-undead combat.
Valkyries fly freely, smite enemies every third attack, and heal allies by crashing into the ground. Undead creatures weaken them until enough have been slain to build Vanquisher stacks.
Abilities
- Feathered: Permanent white wings allow free flight.
- Divine Smite: Every third attack triggers an area smite. Damage scales with Healing or Holy Spell Power.
- Corruption: Nearby undead reduce your movement and attack strength, and undead attacks deal additional damage.
- Vanquisher: Killing an undead enemy triggers Divine Smite and adds a stack that reduces Corruption. Half of your stacks are lost on death.
- Intervention: Press Primary Active to launch upward while grounded or dash forward while already flying. You gain fall protection until landing. Landing releases holy energy that cleanses negative effects and heals nearby allies. The base cooldown is approximately 60 seconds.
- Heavenly Implements: Increased Healing/Holy Spell Power and bonus effectiveness with lances, spears, and similarly tagged weapons.
Common Questions
Use Intervention, then land. The healing and cleansing pulse occurs when you strike the ground.
Corruption scales with nearby undead. Kill undead to gain Vanquisher stacks or create distance from them.
The counter belongs to the Valkyrie, not a particular target. Every third qualifying attack triggers Divine Smite.
Weapons recognized by the mod's Valkyrie weapon tags, especially lances and spear-like weapons.
Wood Elf
Impact: Low
Best for: Archers, scouts, forest bases, and players who favor speed over melee strength.
Wood Elves deal strong ranged damage, track struck enemies, and hide in foliage. They cannot digest meat and are less durable in close combat.
Abilities
- Natural Archer: Arrows deal increased damage.
- Forest Vision: While inside leaves or tall shrubbery, crouch to gain night vision and become difficult for nearby mobs to detect.
- Focus: Draw a bow for approximately three seconds to fully charge a shot with greater speed, range, accuracy, and piercing.
- Eagle Eyed: Damaged targets remain visible or trackable for a short period even after leaving direct sight.
- Towering: Slightly taller than a human.
- Steward: Meat cannot be digested; use plant-based food.
- Elegant: Reduced maximum health. Heavy armor slows you unless it has Featherweight.
- Graceful: Melee attacks deal reduced damage but attack slightly faster.
- Starting Equipment: A hidden spawn power may grant origin-specific starting gear according to the pack's configuration.
Common Questions
No. Keep drawing the bow until the charge meter reaches full, then release the arrow.
The bow must remain drawn for the full charge duration, approximately three seconds.
No. It specifically requires foliage such as leaves or tall shrubbery and activates while crouching.
Graceful trades melee power for faster attacks. This origin is intended to rely primarily on bows.
Yeti
Impact: Medium
Best for: Tank players, cold-biome survival, and close-range area control.
Yetis have greatly increased health, ignore Slowness, and dominate icy environments. Fire and hot biomes counter their strengths.
Abilities
- Frigid Pulse: Press Primary Active to entomb nearby enemies in ice. It does not work in the Nether or on bosses. The base cooldown is approximately 30 seconds.
- From Whence You Came: Move faster and ignore fall damage in icy biomes.
- Frosty Breath: Nearby opponents are automatically slowed.
- Titanic: Greatly increased maximum health.
- Unstoppable: Immune to the Slowness status effect.
- Winter Body: Taller and significantly wider than a human.
- Flammable: Fire deals increased damage.
- Thick Fur: Desert and hot-biome conditions reduce movement speed and maximum health.
- Cold Compatibility: Supported temperature mods may grant cold resistance or complete cold immunity.
Common Questions
The power explicitly checks the dimension and cannot create its ice prison in the Nether.
Not necessarily. Unstoppable blocks the Slowness status effect, while Thick Fur can apply attribute penalties directly in hot biomes.
Snowy and icy biomes provide the strongest mobility and fall-damage benefits while avoiding Thick Fur penalties.
The base origin is naturally cold-themed. Full temperature-system immunity depends on which compatibility mods are installed.
General FAQ
Open the Origins information screen using the key assigned under Options → Controls → Origins. Exact default keys can vary by installation and by conflicts with other mods — in Arcadia it is simply O.
Normally, an Orb of Origin reopens origin selection. Server administrators can also change origins with Origins commands. Your modpack or server may alter or restrict both methods.
Several powers are compatibility integrations for optional magic, temperature, thirst, survival, or merfolk mods. Only the integration matching installed mods may load. Datapacks and server configuration can also replace origin definitions.
Check all of the following:
- Primary, Secondary, and Medieval Origins: Tertiary Active are bound.
- The power is off cooldown.
- The required item, biome, light level, hunger, health, or target condition is satisfied.
- Another mod is not using the same key.
- Both the server and client have matching mod and datapack versions.
Yes. Small origins may fit through narrow openings, while large origins may be unable to use normal doors or corridors. Reach, camera height, collision, mounts, and animations can also be affected depending on the installed scaling support.
It prevents heavy armor from slowing origins such as Arachnae, Elves, Alfiq, and winged characters. It does not remove reduced health, physical vulnerability, material aversions, or complete armor bans.
A Mirroring helmet protects other players from a Gorgon's gaze and prevents Dwarf sunlight blindness. The Gorgon's own daylight weakness only requires a helmet.
Incubi and Revenants use undead-style effect handling. Instant Healing harms them, while Instant Harming can restore health. Smite also deals additional damage.
The values in this guide are the base values found in version 6.7.8. A server datapack can replace power files and change cooldowns, ranges, damage, or restrictions.
Unavailable or Incomplete Origin Data
The following entries exist in part of the 6.7.8 archive but are not complete playable choices in the included origin layer.
Troll
A complete Troll origin file exists, but Troll is not included in the playable origin layer, and its in-game description states “NOT CURRENTLY IMPLEMENTED.” Its defined powers include:
- Ironhide: Natural armor and greatly increased health.
- Ham Fisted: Strong unarmed attacks but no shield use.
- Mountainous: Approximately twice normal human size.
- Apex Predator: Cannot eat ordinary food and instead gains nourishment by killing creatures.
- Lumbering: Reduced movement speed.
- Old Blood: Natural healing works only in mountainous or hilly homelands.
- Out of Stock: Cannot wear normal armor.
Keres
Keres has an icon, English descriptions, badge text, and one partial wing power, but no complete origin JSON file is included. The language data describes a soul-based flying death spirit with Bleeding, life siphoning, permanent Soul progression, no normal regeneration, sunlight Soul drain, and weakness to holy damage. It should not be documented as playable until the missing power and origin files are supplied.
Paladin
medievalorigins:paladin is referenced by the main origin layer, but the uploaded archive contains no Paladin origin file, power directory, icon, or English description. It is therefore a broken or leftover reference rather than a usable origin.
High Elf Subclasses
Arcanist, Pyromancer, and Cryomancer are referenced by the High Elf subclass layer and have language entries, but their individual origin JSON files are absent from the archive. See the High Elf section for their intended bonuses.
