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Dormant Power

A magic-superpower mod based around enhancing combat, transportation, and other game aspects

Автор: Skuffd_7753обновлён 20 июл. 2025 г.
ПриключенияМагияТранспорт

Описание

Welcome to Dormant Power! This mod adds 12 unique powers to Minecraft obtained in a few different ways. The entire mod is advancement-driven, so if you give yourself an advancement corresponding to a specific power, you'll unlock the power, too. (use /advancment grant @s from dormant_power:dormant_power to get all the powers, or grab the Talismans)

Really quick, if you do use this mod in a pack or video, make sure to credit me as the author. Thanks!

Each power is either an Active, or combat-incentivised ability, or a Passive, non-combat insentivised ability. They also have unique passive (constant) abilities, activated (keybound) abilities, and weaknesses. If you don't want to read, don't, and discover the abilities yourself. However, a breakdown of the powers is below:

Spoiler

Passive:

Defense - Natural Armour (start with natural armour bars and toughness) and Lockdown (immune to all damage for a couple seconds) however, using Lockdown gives slowness throughout and slightly afterwards.

Gale - Friendly Breeze (slightly faster movement and no fall damage) and Dash (momentum-based horizontal dash with slight upwards boost) but with less attack damage.

Growth - Photosynthesis (saturation in sunlight) and Rapid Sprout (free bone meal ability) but weakness while under cover.

Nyx - Darkvision (unlimited night vision) and Vanish (invisibility, smokescreen and slight dash). Dequips all armour when Vanish is used.

Tidal - Ocean's Current (permanent dolpin's grace and conduit power) and Riptide (free riptide effect, between level 1 and 2 enchant). Tidal users have no real weaknesses, but they still take fall damage, so must clutch if Riptide is used wrong, which is easy to do.

Warp - Reflexive Dodge (3% chance to 'dodge' a damage tick) and Teleport (48 block range teleport). Teleportation leaves you sick after use and gives slowness, weakness and mining fatigue for a few seconds.

Active:

Arachnid - Weaver (free cobwebs) and Poison blast (create a poison explosion around you), but less natural HP.

Burn - Fireproof (unlimited fire resistance) and Fireball (shoot 3 blaze fireballs, and then a ghast fireball). Unfortunately, you have slower attack speed.

Frost - Cold Immunity (cannot take powder snow damage) and Frost Blast (freeze an enemy you're looking at and slow them down). No real weaknesses due to situationality of powers, though the slow can be rather useful.

Quake - Stalagmite Step (no damage from falling on stalagmites, yes this means clutching with them) and Earth Strike (deal a burst of massive damage to target entity, followed by evoker fang). Since they have the most offensively powerful ability, Quake users as a result get weakness while in the air, making critical hits near useless.

Sanguine - Regeneration (free regeneration 1) and Sanguine Shot (fire a blood projectile), though naturally, the blood projectile costs HP to use.

Thunder - Conductivity (getting struck by lightning gives buffs) and Thunder Blast (strike lightning at target, which could be yourself). Using your Thunder Blast ability gives weakness and mining fatigue for a bit.

Talismans:

Talismans are the way you get powers. Crafting recipes in the gallery. Talismans, once right clicked, will grant you the corresponding power, and will also refill your ability cooldowns. They can therefore be used as batteries of sorts. They can be ver useful for Quake or Defense, which are abilities that have long cooldowns. However, they only have 4 charges, so be careful!

No refunds, of course.

The purpose of the class separation is just balancing. Some abilities from the same class can negate each other's weaknesses, and provide an unfair advantage, so you can't activate 2 abilities of the same class at the same time. This can lead to fun and interesting combat experiences and can also even the playing field so powerless players can still stand a chance.

You can also chose to start out with a random power by using /rollpower [target]. This command will pick one of the 12 powers randomly and give it to you.

That out of the way, happy playing, and I hope you enjoy!

Галерея

ThunderstruckThe Earth reclaimsWho needs leather armour?This is fine.

Последние версии

Все версии →
release

Dormant Power 1.4.0

1.4.0
20 июл. 2025 г.200Minecraft: 1.21.1neoforge
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Что нового
Changes: Mod was backported to 1.21.1, due to more mods being available on this version. Access to /rollpower command was restricted to those with operator status only, as befoe anyone could use it.
release

Dormant Power 1.3.1

1.3.1
29 мая 2025 г.106Minecraft: 1.21.4, 1.21.5neoforge
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Что нового
- Made talismans play sounds when interacted with respective to the power. - When an unlocked power is selected, it will play a spellcasting sound. Illusioner spell for passive powers, evoker spell for active powers. - Added a feature where selecting a power will now reset the cooldown as a bug fix, but made this cooldown reset occur after a delay depending on the power (eg, no delay for Sanguine but a 10 second delay for Quake) - Made Gale Dash use wind burst particles. - Fixed bug where cooldowns became infinite after relogging; now, relogging sets the cooldown to 4 seconds. - fixed bug where Dormant Talisman wouldn't show up in creative inventory; it is now in the Ingredients tab.
release

Dormant Power 1.3.0

1.3.0
23 мая 2025 г.32Minecraft: 1.21.4, 1.21.5neoforge
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Что нового
Lots of changes in this one Minor ones: - Arachnid is now immune to poison, but as a result the arachnid poison splash has no thrown range and instead splashes around the user - Gale damage reduction changed from -30% to -20% - New command: /rollpower - rollpower command randomly grants one of the 12 abilities, though if used multiple times, duplicates may appear - Indicators for power readiness changed; colour schemes, red for active and green for passive, are the same, but now the active indicator resembles the Sanguine effect icon, and the passive indicator resembles the Defense effect icon - Indicators will no longer appear until a power of that category is gained - Fixed a bug that caused power selection noises to play from where they were selected instead of from the player; the player can now move aftyer selecting a power and still hear what power they chose And now the exciting stuff, The "quest" format of getting powers, eg visiting biomes or eating foods, is being retired. Instead, Talismans (Talismen?) correlating to each power have been introduced. Full breakdown on the main page.
release

Dormant Power 1.2.0

1.2.0
2 мая 2025 г.60Minecraft: 1.21.4, 1.21.5neoforge
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Что нового
Updated to Neoforge 1.21.4-5; 1.21.5 may be buggy Gameplay: - Fixed power selection UI placement so active powers are on top and passive ones are on the bottom - Made Arachnid an active power and Warp a passive power - Fixed bug where Gale would deal more damage, not less; Gale users now deal out 30% less damage, meaning it takes around 45% more hits to kill something - Gale dash cooldown increased from 5 seconds to 6.5 seconds - Arachnid cooldown increased from 10 seconds to 12.5 seconds - Arachnid potion now originates from feet, leading to potential "recoil" - Frost "recoil" fixed, with Quake, Sangine and Arachnid now being the only ones with "recoil" potential due to highest damage outputs - Growth regeneration removed, no it now grants only saturation (still really powerful) - Sanguine "recoil" damage now ignores armour - Fixed bug where Sanguine regeneration would not work - Fixed bug where Nyx night vision would flicker - Tidal riptide is now about 15% weaker - Tidal now gives Dolphin's Grace I instead of II - Achievement descriptions for getting powers now all start with "Unlock ___ Powers by"
release

Dormant Power 1.1.2

1.1.2
13 февр. 2025 г.250Minecraft: 1.20.1forge
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Что нового
- Added power selection delay of 5 seconds; switching powers will leave user powerless for 5 seconds - Fixed bug where a power's cooldown would become infinite if the user died while the power was on cooldown - Fixed bug where Quake users would get lots of camera warping while in the air
release

Dormant Power 1.1.1

1.1.1
9 февр. 2025 г.41Minecraft: 1.20.1forge
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Что нового
- Slightly nerfed Earthquake ability to deal less damage and have longer cast delay - Changed selection sounds to be different for each power - Made Locked click sound beacon deativation instead of squid death
release

Dormant Power 1.1.0

1.1.0
9 февр. 2025 г.39Minecraft: 1.20.1forge
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Что нового
- Fixed variables controlling power states to be player persistent instead of player lifetime - Made some cooldowns longer for better balancing - Changed where indicators are bound to on screen for better look when changing gui scale Practical changes: - Powers will no longer be lost on death - Power indicators now have better placement - Cooldown length is more balanced compared to ability strength, especially with Active powers
alpha

Dormant Power 1.0.0

1.0.0
9 февр. 2025 г.47Minecraft: 1.20.1forge
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Что нового
Buggy and slightly broken, I advise not using this version