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UnOrigin

A Minecraft Palladium addon Mod that adapts the infamous Webtoon, "UnOrdinary", into Minecraft.

Автор: sharknos5203обновлён 23 авг. 2026 г.
Механики игрыМагияМобы

Описание

UnOrigin Header UnOrigin is a Palladium addon that attempts to adapt as lore-accurately to the Webtoon it's based off of, "UnOrdinary", as possible using the UnOrdinary Wiki as a guide & explanation behind each power.

Currently, as of initial release, UnOrigin contains more functional features rather than content-wise features. In other words, initial release will serve more as a foundation rather than a standalone, for now.

Information below may be out of date. To keep up with updated information and news, please check out our Information Hub trello page, managed by hacha4u (discord) & I.

https://trello.com/b/8gs7ocHX/unorigin-information-hub

                         That being said, UnOrigin currently contains 49 powers:
                                        
                                            Aura Manipulation
                                            
                                            Barrier
                                            
                                            Dizzy Punch
                                            
                                            Energy Discharge
                                            
                                            Explosion
                                            
                                            Healing
                                            
                                            Hydrofreeze
                                            
                                            Phase Shift
                                            
                                            Regeneration
                                            
                                            Stone Skin
                                            
                                            Strong Kick
                                            
                                            Strong Punch

Please note that a handful of the powers above will receive a revamp when the time comes, I'm currently a solo-dev, so all customized content within the mod originates from me, including but not limited to: Models, Icons, GUIs/HUDs, Code, etc. With that in mind, please understand if some things seem to be low-quality, I can only do so much, but you can be assured that anything of poor quality will not remain so in the coming updates.

As for other content currently in the mod, there is:

Barrier-block reflection damage. Unique to Barrier users. Should the barrier user activate their shield & another player (or entity) attacks the shield, it should deal recoil damage towards the attacker. Barrier Power being used

Custom HUDs/GUIs:

Aura Bar (top left corner)

Custom Ability Menu (overlay's Palladium's default ability menu)

The Aura bar, as you might've guessed, serves as your UnOrdinary-equivalent of an Energy bar, or maybe Mana bar, whichever suits your taste. The value of your Aura goes up as you progress your Power level, another concept we'll cover in a moment.

Photo of Aura bar

Custom Ability Menu holds several aspects of the game. Which includes: PowerName, PowerLevel, Description of Power, Stat Pentagon (currently not developed), Mastery bar, Stat-by-stat viewer (currently not developed). The non-developed aspects of the GUI will become functional as we start moving towards update 2.0, depending on how initial release turns out.

Image of the updated ability menu for Palladium

Fate (RNG). The (canon) mechanic where your power is essentially determined by fate (RNG) when you join the game, as well as your starting PowerLevel (max-borne is 5.0). You are, for now, guaranteed an UnOrigin power no matter what when you join. Some aspects are expected to undergo change in the future.

Photo of how the mod will fire once joining a world

PowerLevels. So far, they only scale your minecraft base stats, such as speed, jump boost, defense, health, damage, etc. Each power has their respective field of stat scaling. Barrier will obviously have a higher scale of defense points compared to Regeneration, in contrast Regeneration will have more HP scaling compared to Barrier. Leveling/gaining Mastery (the giant yellow bar in your ability menu) will increase your PL by +0.1 everytime the bar is completed, maxing out at 10.0. Some powers may serve as an exception to the minecraft-base stat scaling, an example being Explosion, where it's damage output is also scaled. This occured because of my testing, sorry for the imbalance :) .

Mob Powers. Grants mobs copy-able powers. This was really only added to assist single-player Aura Manipulation players and so far has no other function. Any humanoid-like entity can carry a power tag, such as: Villagers, Zombies (all variations), Skeletons (all variations), Piglins (all variations), Pillagers (all variations), Witches, and Endermen.

Aura Manipulation. This power is drained by the triangular method; 1 power copied is 3 drain/s, 2 powers copied is 6 drain/s, 3 is 10 drain/s, 4 is 15 drain/s, so on and so forth. There is no set cap on how many powers can be copied, that just depends on the Aura value of what the AM player can handle. It also allows the player to copy powers within a 20 block radius. Holding the copy wheel will show the available powers in the area, including Mob Powers. 

Photo of Aura Manipulation's copy wheel

Some videos demonstrating both Aura Manipulation (and by extension, a couple other features), as well as the Explosion power:

Join the official UnOrigin Discord server :)

Галерея

UnOriginAbility Menu overlay

Последние версии

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UnOrigin 1.5.0

1.5.0
23 авг. 2026 г.235Minecraft: 1.20.1forge
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UnOrigin 1.5 - The Society Update # +=Removed=+ -Nothing # +=Added=+ -New power: Armor Suit - steel plates grow over your torso and arms, turning your upper body into living armor. -- Passive plating: massive defense, knockback resistance, and blast and fall protection while active, against a slow aura upkeep. -- Bulwark Brace: plant your feet and become the wall - for 3 seconds you barely move, damage is halved on top of your plating, and melee attackers are hurled back off the metal. -- Guard Crash: drive your armored shoulder forward a step; the first enemy caught takes a token hit but staggers away slowed, weakened, and with any wound-up ability jarred loose - the roster's first true interrupt. -- Plate Shed: blast every plate off in a ring of force, shoving everything nearby away and buying speed and resistance while the armor instantly reforges. -New power: Hand Blade - transform your forearms into elongated energy blades with sharper reach and agility. -- Piercing Thrust: lunge forward and drive your blade through the first enemy in your path - high damage, armor-piercing Bleeding, and a brief slow. -- Energy Release: swing to release a compressed crescent of energy that pierces through multiple enemies and applies Bleeding. -New power: Spikes - condense your aura into jagged crystal spikes that erupt from the ground; every attack needs solid ground beneath you, so airborne foes are your natural counter. -- Spike Row: a charging row of spikes erupts before you, each larger and leaning further forward than the last. -- Spike Volley: seed the target area with five spikes that erupt one after another, making the ground itself hostile. -- Redirected Spikes: four spikes tear free at your flanks and curve toward your aim - unpredictable angles, no homing. -- Spike Field: turn an area into unstable, erupting ground for 8 seconds, or sneak for Grand Eruption - a massive cluster of giant spikes tearing up everything directly ahead. -New power: Crescent Slash - crescent-shaped energy waves that slice through the air, the inner blade in your aura color and the outer glow in your eye color. -- Crescent Slash: hold to charge, release to throw; a full charge doubles the damage and grows the wave's size and reach. -- Twin Crescent: hurl two converging arcs, or sneak for Scissor Cross - a flat arc and a vertical guillotine that cross paths and carve an X through anything between them. -- Crescent Volley: five smaller crescents fanned across a broad cone - crowd control at its cleanest. -- Grand Crescent: gather an enormous wave and release a cutting wall that shears through everything lined up ahead. -New power: Quick Strike - explosive bursts of speed and relentless melee pressure; an agile martial artist, not a speedster. -- Blitz Punch: lunge instantly toward your aim and stagger the first enemy in your path; momentum carries if you miss. -- Assault Stance: a 20-second all-out window of massive attack speed, movement, and knockback resistance, then 90 seconds to recover. -- Combo Rush: a five-hit sequence that continues on its own while you keep aiming at the target, locking weaker foes in hitstun before the final blow launches them. -- Pursuit Dash: an extremely fast chase dash that closes straight to melee range and strikes, or doubles as a quick escape. -New power: Arcane Shot - condense aura into precise, fast-flying bolts that burst on impact; a marksman's power with low costs and disciplined aim. -- Arcane Shot: a quick tap flicks out a small fast bolt; a full charge fires a heavy bolt with a wide aura burst. -- Arcane Volley: fan seven bolts across a broad horizontal arc, each bursting individually. -New power: Missiles - self-propelled aura missiles that streak toward your aim on trails of flame; the blasts never damage terrain. -- Missile: hold to prime, release to launch; charging grows the warhead, the blast, and the flight speed. -- Twin Missiles: one from each hand converging downrange, or sneak for Curved Volley - four missiles at wild angles that curve back onto your aim line. -- Missile Barrage: rain a continuous stream of small missiles from alternating hands for as long as your aura holds. -- Heavy Missile: build an oversized warhead, slow in flight and devastating on arrival - a full charge levels whole groups. -New power: Conjure: Vines - living constructs of glowing green energy that grab, bind, and deny; the vines stay green whatever your aura color. -- Vine Lash: hold to control a living vine that follows your aim, whips what it touches, and drags the first enemy it seizes along with your gaze. -- Entanglement: root struck enemies in place - no sprint, no jump, crippled movement - or sneak for Thorn Prison, a cage of stakes that traps, re-binds, and punishes. -- Vine Spikes: five sharpened spikes in a spread, or sneak for Impale Stakes erupting from the ground to stun whatever they catch. -- Grasping Growth: grow a spreading vine field at your aim that slows everything inside and frequently snags enemies outright. -New power: Energy Conduit - form glowing Aura Links to other living beings and command the network; turning off severs every link. -- Aura Lasso: throw a spinning loop to Link whatever it strikes, or sneak to sever your most recent Link. Two Links at a time - and both on one target stacks double effect, by design. -- Aura Transfer: donate aura to linked players, or sneak to drain aura from linked enemies into your own pool - the drain stops before they are fully emptied, and mobs give up a steady trickle of essence. -- Restorative Link: continuously mend linked allies at the cost of your aura, or sneak for Life Conversion - burn linked enemies' aura, or leech a mob's vitality directly, to knit your own wounds. -- Conduit Control: reel every linked target toward you, or sneak for Aura Restraint - the tethers tighten until linked enemies cannot move, while you too are rooted. -New power: Phantom Push - enormous spectral hands that strike with concussive force, each tethered to you by a flowing aura ribbon; wins fights through displacement, not damage. -- Phantom Push: hold to gather force, release a massive palm whose size, speed, and launching power grow with the charge. -- Phantom Volley: five smaller hands with staggered timing - relentless interruption pressure. -- Crushing Palm: an enormous hand materializes at the target and slams forward - heavy knockback, a brief stun, and it shatters glass and other fragile blocks in its path. -- Repulsion Wave: a wide cone of pure force that hurls everything away and bats arrows back where they came from. -New power: Phantom Fist - gigantic spectral fists that punch from meters away; pure blunt force, an invisible heavyweight in your corner. -- Phantom Fist: wind up and throw a spectral punch whose size, speed, and crushing damage grow with the charge. -- Double Cross: a lightning one-two from both hands, the second a fraction behind the first. -- Meteor Punch: rocket skyward and hang suspended as a colossal fist forms above your target, then crashes down; you drift safely back to earth. -- Barrage: a three-second storm of phantom jabs that shreds anything at melee range while leaving you exposed at range. -- Both Phantom powers render an aura-color-to-eye-color gradient - your colors are your signature. -New power: Tremor - seismic waves driven through the earth itself; stay grounded, keep enemies grounded, and the battlefield trembles. Flyers are beyond your reach. -- Earthquake: hold to shake the earth around you - steady damage, staggering knockback, unstable footing. -- Fault Line: a seismic wave tears along the ground toward your aim, launching everything on its path. -- Magnitude Control: toggle a high-output state - more radius, damage, and force on every Tremor ability while your aura burns fast. -- Seismic Burst: slam the ground for a violent circular shockwave, or sneak for Cataclysm - three expanding waves of devastation. -New power: Spectral Claw - an enormous ethereal claw over your arm, built to seize one opponent and never let go. -- Crushing Grip: lunge the claw forward and hold the victim fast at arm's length - no sprinting, no jumping, crushed steadily while you carry them. Misses refund the cost, and world bosses cannot be seized. -- Claw Throw: hurl whoever the claw holds in the direction you face - brutal velocity, bonus damage if they smash into a wall, and slowness when they land. -New power: Umbral Shift - a shadow assassin's power: position first, strike once, end it. -- Umbral Dive: melt into the terrain and glide beneath the world's surface - dive as deep as you like, slide under hills and open ground, and steer by looking. Sheer walls, cliffs, and anything with a roof read as solid to the shadows, so enclosed builds stay safe from phasing. -- Shadow Eruption: erupt from the dark in a blinding shockwave - everything nearby is blasted back, blinded, and slowed, and striking within moments of surfacing deals ambush damage. -New power: Azure Storm - dense, overwhelming wind currents in your own aura's color. -- Azure Storm: toggle a massive personal tornado that batters and hurls away everything nearby and bats weaker projectiles aside while you move freely - and it never blocks your own view. -- Wind Guard: slam the air into a dense spinning wall that reflects projectiles, shoves enemies away, and interrupts their charged techniques. -- Storm Flight: toggle the winds to carry you in true flight - rise, hover, and glide. -- Cyclone Lance: a narrow spinning column of wind that pierces straight through everything on its line and leaves enemies airborne. -New power: Arachnid - eight giant spider legs emerge from your back; extra limbs, not summons. Rein's signature. -- Spider Assault: three quick waves of stabbing, slashing leg strikes across everything in front of you. -- Guardian Legs: toggle a defensive formation that softens incoming damage and bats projectiles out of the air from any angle - at the cost of dramatic slowness while held, so it is a stance, not a free shield. -- Arachnid Leap: the legs compress and launch you skyward in the direction you face; landing sends a light shockwave. -- Impaling Rush: a violent forward lunge, legs thrusting like spears - the ultimate gap-closer against ranged opponents. -Nine new combinations, each forged on the Combination Wheel from copied powers and fully functional as Aura Manipulation copies. -- Briarhold (Conjure: Vines + Barrier): living wood answers your will. Thornguard pierces melee attackers and Thorn-Marks them; Thorned Bulwark erupts an arc of stakes that re-erupts twice more; Bramble Cage rings enemies in a living cage that drags escapees back in; Thornburst detonates every growth you own and impales every Marked enemy within twelve blocks. -- Explosive Missiles (Missiles + Explosion): every warhead detonates in a blast of your own aura. Blastfire Missile for a single devastating hit, Cluster Volley for five missiles splitting into arcing bomblets, Demolition Mortar for a lobbed siege shell whose shockwave is felt thirty blocks away. -- Homing Explosive Missiles (Predator + Missiles + Explosion): Predator Lock marks whatever you gaze at and your warheads curve through the air to run it down. Seeker Missile, Hunter Volley (four seekers that each pick their own prey), and Pursuit Barrage - ten light seekers that make evasion a losing game. -- Blizzard (Whirlwind + Hydrofreeze): a living winter. Whiteout wraps you in a roaming storm that blinds, slows, and freezes everything inside while carrying you faster; Glacial Cyclone races across the terrain dragging victims into its spin; Absolute Zero flash-freezes everything within nine blocks - and SHATTERS targets already frozen for massive bonus damage. -- Livewire (Briarhold + Lightning): your vines become live wires and Charge leaps from enemy to enemy on its own. Volt Bulwark, Tesla Cage, and Discharge - every Charged enemy within twelve blocks is struck by lightning from the sky. -- Arcroot (Conjure: Vines + Lightning): the vine is a whip, a tether, a current. Shock Lash cracks at whatever you face and tugs it toward you; Galvanic Tether shocks and slows a target while feeding you speed and haste; Rootstorm drives electrified roots along your aim, ending in a shock nova. -- Warhead (Missiles + Strong Punch): the missile is YOU. Payload Fists detonates a charge on every melee hit; Rocket Rush launches you fist-first on an exhaust trail; Warhead Uppercut pops the target mid-air and spikes them back down; MIRV Slam brings you down like ordnance, four live mini-missiles bursting from the crater. -- Fusework (Needles + Explosion): the patient killer. Needles embed as silent pins and YOU pull the trigger - Powder Pins stitches a charge into every melee hit, Pin Volley fans five pinning needles (sneak plants a trap cluster), Chain Stitch detonates every pin at once with damage stacking per pin, and Seam Ripper buries a 12-block line of charges that rip open in sequence. -- Missile Punch (Predator + Missiles): the gaze arms the fist. Lock Jab marks the enemy in your sights and every punch stitches a homing micro-missile into the mark; Hunter Uppercut detonates the payload at the peak of the launch; Swarm Release fires every stored micro-missile at once. -Schools - Wellston and Agwin, joined by speaking to their Principals. -- Each school seats its own King, Queen, and Jack; the first joiner is crowned, and Kings appoint and revoke seats. -- Crowns change hands only by a schoolmate's killing blow or a formal crown match - a sealed 1v1 duel for the seat where outside interference bounces off both duelists. Falling to zombies, lava, or the void never costs the crown, and an empty throne re-crowns an online member automatically. -- Chat, nameplates, and the tab list show your school and seat, and groups now live inside schools. -Turf Wars - Kings claim 48-block-radius turf and fight best-of-three wars for it, seat against seat. -- Winners take the ground and the prestige; actionbar banners mark whose ground you stand on; bystanders cannot touch the fighters while a war runs - but a war never moves the crown. Turf is fought for ground, not thrones. -Reputation - a hidden Guardian/Tyrant meter fed by how you treat the weak. -- Guardian deeds: stopping gang rampages, defending villages, beating stronger foes. Tyrant deeds: killing villagers and golems, or crushing the weak in sanctioned fights. -- The world answers: iron golems turn on notorious Tyrants, paid hunters stalk famous Guardians, titles show once you are known, and /unorigin reputation tells you where you stand. -The Authorities - a new faction: the law, and it answers BOTH extremes. -- Navy-uniformed Officer squads serve warrants on notorious Tyrants and suppression orders on famous Guardians (vigilantes, to the state); their hits clamp suppression cuffs that disable your power for a few seconds. -unOrdinary, the banned book - found rarely in bandit barrels and NXGen stashes. -- One read plants the creed - the weak are worth protecting - and a permanent push toward Guardian. -Late Bloomers - rolls landing at level 1.1-1.3 carry a hidden 25% chance, decided at the awakening roll, to be a late bloomer. -- Marked players surge ONCE when pushed to the brink of death: a permanent +0.7 level, a burst of light, a second chance. -Wellston and Agwin campuses - two full 160x160 landscaped school grounds generate near spawn. -- Gates and lettered signage, tree-lined avenues, quads with fountains and crests, flower beds, lawns scattered with wild grass, and covered walkways linking every building. -- Three-storey main halls (Wellston's clock tower against Agwin's red beacon spire) with locker corridors, classrooms, libraries, principal offices, and lit lobbies; infirmaries; two-storey dorms of furnished two-room suites with a fireplace common room and an upstairs study hall; Agwin adds a training gym and a sunken arena. -- Campuses claim fixed sites announced in chat the moment the world starts, then build themselves before your eyes when you first approach - levelling the hillside, clearing trees, and raising the walls through a budgeted queue that never stalls the server. Unsuitable ground moves the site outward and tells you where. -- Principal Vaughn and Principal Rhodes wait in their lobbies in full canon dress - named, invulnerable, and ready to enroll you. Ops can rebuild a campus anytime with /unorigin. -An original soundtrack - fifteen tracks. -- Eight ambient tracks (Afternoon Walk, Morning Bell, Cold Halls, Aurora, Nightfall, Aftermath, Specimen, Breakthrough) rotate world-wide on a natural five-to-twelve-minute shuffle. -- Six music discs with themed art (Turf War, Crown Match, Guardian, Tyrant, Surge, The Hunt), available in the creative tab and playing their full length in a jukebox. -- Live battle themes: a turf war loops Turf War for its fighters and anyone on the contested ground; a sealed crown match loops Crown Match for the duelists and everyone close enough to watch; both fade out as the event resolves. -- One track at a time, always: lab theme over crown match over turf war over ambience, every transition fades, the vanilla soundtrack yields while UnOrigin music plays, and music stops cleanly on logout, death, and dimension change. -Owner and Tester tags - permanent staff tags locked to specific accounts. -- The owner in spring green and testers in violet, shown over the head, in the tab list, and on every chat line, in true hex colors, stacking cleanly with King/Queen/Jack, group, and alias prefixes. # +=Edits=+ -EMBER agents got an elite power pool - leaders always roll from Predator, Armor Suit, Conjure: Vines, Energy Conduit, Azure Storm, and Umbral Shift; regular agents roll elite twelve percent of the time. -Roving bandit tents and EMBER camps now spawn only in newly generated chunks. -- Same spawn cadence, same odds, same cooldowns - but a successful roll waits for virgin terrain instead of stamping down near you, so explored and built-upon land is permanently safe. Push the frontier and camps grow there at the same rate they always did. -Dizzy Punch reworked into the drunken boxer. -- New passive Wooze: three quick hits on one target trigger a staggering dizzy burst. New Sucker Swing: a feint-hook lunge that sells for bonus damage and nausea if the target was looking at you. New Punch Drunk Weave: a six-second sway of faster movement and 75% incoming melee. Haymaker Spin unchanged. -A server performance war, won. # +=Fixes=+ -Aura Manipulation copies of combination powers died one second after forming - the stale-tag reconciler stripped the copy marker off every combination copy, killing its abilities permanently and making the wheel feel like it hung the game. Fixed at the root, and expelling copies now cleans up completely. -The Combination Wheel could crash the client by opening empty - its Cancel option was locked behind a progression requirement, so players early in their progression opened a wheel with zero entries. Cancel is now always available on every wheel, exactly like the Copy Wheel, so a wheel can never open with nothing in it. -Aura Manipulation's copy and combination wheels shared the same bar icon - all registered and distinct now. -Nineteen more server systems and four client caches held per-player data past logout; everything is released the moment you disconnect.
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UnOrigin 1.4.4

1.4.4
16 июл. 2026 г.94Minecraft: 1.20.1forge
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Что нового
MORE Bugfixes, hopefully last batch
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UnOrigin 1.4.3

1.4.3
16 июл. 2026 г.22Minecraft: 1.20.1forge
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More bugfixes.
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UnOrigin 1.4.2

1.4.2
15 июл. 2026 г.12Minecraft: 1.20.1forge
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Bugfix Got rid of the crashing error
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UnOrigin 1.4.1

1.4.1
15 июл. 2026 г.11Minecraft: 1.20.1forge
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=Bug fixes= Invisibility - Being invisible fixes the aggro from mobs now. Invisible user attack now distorts invisibility for a short period. Being invisible should also hide sprinting particle effects. Barrier - Disabling your power now retracts all deployed barriers. Telekinesis - Fixed pressure control working in an untended matter. Changed Force Manipulation for blocks to use Velocity instead of setPos(), should be relatively smoother from now on.
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UnOrigin 1.4.0

1.4.0
15 июл. 2026 г.18Minecraft: 1.20.1forge
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UnOrigin 1.4 - The Player Update +=Removed=+ -EMBER leader clothing crafting recipes. -- The coat, hat, pants, and boots can no longer be crafted; each now drops from EMBER leaders at a 50% chance, so the set is earned by defeating leaders. -The UniqueUnOriginPowers gamerule. -- Replaced by a config option (gameplay.uniquePowers, default off) so the one-holder-per-power rule takes effect before anyone joins, which suits SMPs better than a gamerule that can be flipped after players have already awakened. -Leftover potential-roll data for the Tempest Claws and Deadeye combinations. -- These were unreachable values; both combos already take their potentials from their ingredient powers, like every other combination. -The old vanilla advancement toast sound. -- Replaced by the new custom advancement sound (see Added) so the two no longer play at once. +=Added=+ -New power: Telekinesis - bend the battlefield with raw telekinetic force. -- Pressure Control (held): seize the target you look at and crush it in place, drained against your aura; sneak for a wide Crushing Field that slows, grounds, and grinds everyone inside. -- Force Manipulation: rip a target off their feet and hurl them where you look, or sneak to Levitate them helplessly in front of you and drag them wherever your gaze moves. -- Telekinetic Orbit: a spinning ring of debris that shreds incoming projectiles, cuts and shoves anything that presses close, and locks your footing (toggle). -- Absolute Dominion: wrench every hostile within 20 blocks into a frozen grip, then Cataclysm Slam them into the ground or scatter them to the horizon with Violent Expulsion. -- Grabbed targets and lifted blocks follow your aim smoothly, and Pressure Control grips exactly what your crosshair is on. -New power: Blademaster - forge and throw weapons of pure aura. -- Energy Blade: manifest dual aura katanas (fast and sweeping), or sneak to forge a single heavy Greatblade with extended reach and immense knockback; summoned blades drain aura, cut through barriers, and glow with your aura color. -- Aura Blades: hurl a hyper-fast aura knife (headshots cut deeper), or sneak for a Blade Volley that rains overhead and converges on your aim. -- Crescent Slash: fire a long-range crescent that pierces ranks and shears barriers, or sneak for a Cross Slash that scissors outward in an X. -- Blade Manifestation: erupt blades from your body to damage and repel everything adjacent and break free of webs, ice, and restraints, or sneak for Blade Step to surf a steerable cascade of blades in your look direction. -- Thousand Blade Domain: at full mastery, summon a storm of blades that hangs over a target area and falls as a piercing rain. -New combination: Sanctuary - combine Barrier and Healing into a protective stronghold. -- Sanctuary Barrier: raise a living dome that heals allies sheltered inside and siphons aura from everything that strikes it. -- Aura Redistribution: cycle how the siphoned aura is spent - hardening the dome, empowering the allies inside, or surging its healing and cleansing. -- Shared Circuit: weave an aura network that tops up depleted allies from the sanctuary's reservoir. -- Divine Bastion: spend the entire reservoir to ascend the sanctuary for a burst of overwhelming healing, siphoning, and protection. -New power: Invisibility - a standalone stealth power, copyable by Aura Manipulation. -- Optical Cloak: a complete vanish (body, armor, held items, and nameplate all disappear), drained against your aura, with no reveal when you attack. The full vanish is unique to this power and leaves vanilla invisibility potions untouched. -- Shared Cloak: aim at an ally to cloak them as well (1 to 4 targets by level). -- Cloaking also silences your own footsteps, so you cannot be tracked by sound. -- Three passive boosts, including speed and jump. -Group / Clan system - a persistent group system that survives server restarts. -- Full command set: create, invite, accept, decline, leave, disband, list, info, and a group-chat toggle. -- Founding a group requires all three of: Power Level 3.0 or higher, 5 hours of playtime, and at least one powered nether-born mob killed (blazes, piglins, wither skeletons, ghasts, and so on). --- The requirement screen shows each condition with a live green check or red cross against your own current values. -- A group takes its founder's faction color everywhere its name appears (EMBER gold, Spectre aqua, unaffiliated gray), and accepting an invite pulls the joiner into the founder's faction and its benefits. -- Group members cannot damage one another; this traces through spawned entities too, so a groupmate's Barrier will not hurt you. -- A [group] tag shows on nameplates, the tab list, and public chat, and group chat delivers messages privately to members only. -- Founding a group grants the "Strength in Numbers" advancement. -Royalty system - a config-toggled hierarchy (default off), also restart-persistent. -- While enabled, the highest-power online player is automatically crowned King whenever the throne is empty. -- Killing the King steals the crown: the killer becomes King and the former King drops to Jack. There is always exactly one King and one Jack. -- The King gains +0.2x to every stat multiplier; Jack is purely cosmetic. -- A dethroned King keeps the crown for 24 hours after logging off; if they do not return in time it passes to the highest online player and they drop to Jack. -- [King] (gold) or [Jack] (gray) shows ahead of the group tag on nameplate, tab, and chat, and both render independently. -Advancements and a milestone reward system - a full set of advancements that pay out spendable points. -- Reaching milestones grants Ability Points and Stat Points you can spend to upgrade your power - awakening, hitting ability levels 2, 5, and 10, forging your first combination, earning your first mastery points, and reaching full mastery. -- More advancements track world feats: unlocking every ability slot, enhancing yourself with amplified blood, binding a synthetic passive, defending an NXGen relay through every wave, raiding an EMBER tower, and slaying an Agent Leader. -Custom sounds - three new audio cues, all obeying the in-game volume sliders. -- Button clicks on every UnOrigin menu button and on EMBER / Spectre faction accepts. -- A custom advancement notification on every UnOrigin advancement. -- Looping NXGen lab music while inside the lab; it fades out as you leave and mutes the vanilla soundtrack while you are inside so it plays uncontested. -A config file - the mod now generates one at config/un_origin-common.toml; earlier versions had none. -- Toggles for faction agent spawning and ambushes (EMBER and Spectre), individual quest lines, cosmetic features (aliases, world structures, and the Royalty system), synthetics and enhancement, and the new one-holder-per-power rule. +=Edits=+ -Ally definition unified across the mod - "ally" now means yourself, your group members, and same-faction players, applied through one shared check. -- Sanctuary routes every ally effect (Restoration, Redistribution, Shared Circuit, Bastion) through a single filter, so only allies inside the dome benefit. -- Invisibility's Shared Cloak and Time Manipulation's Ally Rewind only affect allies. -- Same-faction players still receive ally effects, but friendly fire between them stays on; only group members are fully damage-immune to each other. -Barrier overhaul - larger, tougher, and usable in a real fight. -- Default size increased from 4.0 to 5.0 (about a 3-block interior). -- Health roughly doubled (now scales as 40 + level x10 + defense x4). -- The shell now only absorbs attacks from outside; if attacker and victim are both inside, damage passes through as normal so you can fight inside your own dome. -- You can now cleanly hit entities inside your own dome - the shell no longer blocks your own attacks from within. -- Contracting the barrier crushes and slows the entities trapped inside, scaling with level, and keeps crushing while it is held shrunk. -- Containment hardened: trapped entities are pushed back and clamped inside so they cannot slip out at the smallest size. -- Resizing and deploy timing tightened: growth/shrink cooldown lowered from 20 to 8 ticks, deploy cooldown lowered from 100 to 40 ticks, plus a 30-second per-slot lockout after a barrier is broken to stop instant re-deploy spam. -Stat potential ranges retuned for Blademaster and Telekinesis, lowering some secondary stats to better fit their roles. -Mastery now grows from any aura you spend - every power, and even command- or ability-driven aura use, contributes to mastery instead of only a handful of sources, so all powers progress consistently. +=Fixes=+ -Healing's External Heal / Mark did nothing for Aura Manipulation users who had copied Healing - the check missed the copied form. It now recognizes copied Healing (and Sanctuary), and the mark is no longer wrongly cleared. -Powers not turning off on logout - active states and mode tags used to persist, so a power thought it was still on at next login. A cleanup pass now clears all active and mode tags and forces the cloak off when you disconnect. -Lingering particles and effects after switching powers by command - a per-second reconcile now strips any active or mode tags for powers you no longer hold. -Predator's mark no longer sticks past 60 blocks (it now drops when the target gets too far, not only on death), and Predator Rush now deals its contact damage automatically on arrival instead of needing a manual swing mid-dash. -Time Manipulation's Ally Rewind could heal enemies - it now only works on allies and refunds the aura if you are not aimed at one.
release

UnOrigin 1.3.0

1.3.0
11 июл. 2026 г.25Minecraft: 1.20.1forge
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# UnOrigin v1.3.0 - The Customization Update +=Removed=+ -Synthetic ability access for Aura Manipulation users -- Both the synthetic command and the Conversion Machine now reject AM users with flavored denial messages -- Closes the synthetic + copied power stacking exploit (double Regeneration immortality, Speed/Surge Run state corruption, split cooldowns) -- Emphasizes AM's crippled-unless-copying identity +=Added=+ -New Power: Time Manipulation (God tier) -- Two-stance kit: Utility stance (Time Flow, Temporal Rewind, Temporal Shift) and Offense stance (Time Freeze, Temporal Strike, Delayed Strike), with a dedicated Stance Switch on slot 1 -- Every Utility slot carries a shift variant: Flow (press: accelerate self / sneak: decelerate the world), Rewind (self / targeted ally), Shift (blink / place-and-return recall marker) --- Rewind restores recent health, extinguishes fire, and purges afflictions from a 6-second ring buffer --- Temporal Strike freezes the target, teleports you in, and converts stored Temporal Momentum into bonus damage, knockback, and Barrier destruction (with recoil) --- Delayed Strike stores damage inside time and detonates it seconds later -- Temporal Momentum resource (0-100) with its own pink HUD bar -- Passive knockback resistance and fall-damage reduction -- Spinning translucent temporal gear visuals orbiting the user (aura-color adaptive; black-to-ember gradient on AM copies) -New Power: Catalyst Ray (Low-Mid tier) -- Catalyst Bolts inflict random temporary mutations from a 20-entry weighted pool (including rare finds like Second Wind and Phasing Step) -- Kit: Catalyze (sneak: self-catalyze with positive bias), Clean Slate (sneak: self), Genetic Stasis (no target: self / sneak: Mutation Cascade), Mutation Imbuement (sneak: self) --- Mutation Cascade forces multiple simultaneous rolls at a premium aura cost and long recharge -- Catalyze Capacity system: exceeding capacity triggers a mutation Overload (purge, damage, debuffs, temporary power disable) -- Bolting an ability-less player forces a genuine power roll, un-crippling them -27 cosmetic outfit items -- Wellstone and Agwin school uniform sets (blazers, shirts, girl-fit skirts, one-shoulder variants) -- X-Static skin-tight suit set -- EMBER Leader set (hat, trench coat, pants, boots) with drops from EMBER Agent Leaders -First-person beam HUD for Energy Discharge and Lightning -- Screen-space tapered hand-beams converging on the crosshair, aura-colored with pulse animation; world beams remain hand-anchored for third-person and other players -Sneak-mode indicator -- Holding sneak with a dual-mode power active shows the shift variants' icons and names above the hotbar (stance-aware for Time Manipulation) -Orbit Shield projectile deflection -- Conjure Disks' shield now deflects projectiles arriving in your front hemisphere (3 aura per block), with two properly orbiting disk visuals replacing the old static panel -Aura color picker guardrails -- Monotone/gray colors are blocked (reserved for Aura Manipulation) with an in-UI warning, plus a Random color button -Aura Manipulation visual identity -- Black-gray gradient aura bar, dark charcoal particle and projectile colors on all copied powers, black-copy gear gradient +=Edits=+ -Complete icon art overhaul: 130+ icons redrawn across 29 powers in a unified style (four-tone ramps, white-hot accents, consistent silhouettes) -- New sets / reworked for: Time Manipulation, Catalyst Ray, Energy Discharge, Explosion, Hydrofreeze, Whirlwind, Nightmare, Needles, Conjure Disks, Speed, Strong Kick, Strong Punch, Contact Shred, Dizzy Punch, Healing, Rock Arms, Flame Claws, Demon Claws, Heat Palm, Tempest Claws, Aura Shred, Aura Manipulation, Lightning, Hypnosis, Illumination, Ability Gauging, Shadow Flame, Phase Shift, Barrier, Regeneration, Stone Skin -- Dual-mode ability icons carry corner badges showing their shift variant -Energy Discharge beam rebalanced: 240 dps to 20 dps, range 50 to 32 blocks -Lightning beam rebalanced: 160 dps to 20 dps, range 35 to 30 blocks -Beam aura drains unified at ~6.7/s for both powers (Lightning was 40/s, ED was 2.5/s); regen is suppressed while beaming, so a full pool sustains roughly 15-20 seconds -Conjure Disks economy: throwing requires and costs 12 aura up front, cooldown 1.6s to 2s, disk reform 14s down to 9s by level - the six-disk pool now genuinely depletes under sustained fire -Aura Manipulation max aura growth increased: 1500 at level 10.0 (was 1050); other powers unchanged -Deep Hypnosis channel drain reduced from ~6.7/s to 2.5/s - the stare now holds as long as you keep looking, aura permitting -Phase Shift defense form is now translucent with a dithered face fade - the wearer's face shows through, dissolving into the energy shell toward the head's edges -Needles arm overlay now adapts to the user's aura color (transition gradient preserved) -Lightning's level 5+ Circuit Sense passive (glowing outlines on nearby creatures) is now documented in the power description -Whirlwind's Cyclone Pull sound replaced (was a 20-second flight loop, now a short whoosh) -Nightmare's description rewritten color-agnostic to match eye customization -Copied activation-only powers (Dizzy Punch) now auto-enable on copy, consistent with Stone Skin and Regeneration -Hypnosis ambient particles moved to torso height and suppressed while channeling +=Fixes=+ -Combination powers could display and store stats up to 20.0 - the combine path capped potential at 100.0 instead of 10.0 (tenths-scale typo); now capped at 10.0 like every other path -Energy Discharge and Lightning beams visually detached from the hands while strafing or pitching, and floated at the chest in first person (arm-anchored third-person lasers + the new first-person HUD beams) -Beam damage was configured per-tick -Orbit Shield claimed two disks but rendered one static non-orbiting panel -Disk Launch cost 12 but charged nothing at the gate, firing free at 0 aura while regen masked the drain -Deep Hypnosis auto-cancelled after seconds (drain emptied the pool and dropped the held condition) -Hypnosis users' own particles blocked their first-person view while channeling -Illumination hand light flickered while moving or turning (relocation hysteresis + place-before-clear ordering) -Flash Burst could permanently blind targets by re-application - targets now get a 5-second immunity after the blindness ends -Strong Kick's landing spammed command feedback into chat -Ability Gauging scans blended together in chat (blank line now separates consecutive printouts) -Ability icons showed as solid squares in the powers menu while rendering correctly in the bar (partial-alpha pixels flattened across 79 icons) -Hydrofreeze had no ability descriptions at all - all 8 written for both variants (Base & AM variations)
release

UnOrigin 1.2.0

1.2.0
8 июл. 2026 г.24Minecraft: 1.20.1forge
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UnOrigin 1.2 - The Affilation Update +=Removed=+ - Nothing was removed this update. +=Added=+ -14 new rollable powers -- Illumination, Needles, Ability Gauging, Rock Arm, Heat Palm, Contact Shred, Nightmare, Conjure Disks, Shadow Flame, Lightning, Flame Claw, Demon Claw, Hypnosis, Whirlwind -- every new power has its own stat identity, icon, ability set, and full Aura Manipulation support (all are copyable) -- new custom visuals across the board: modeled projectiles and claws (conjure disks, rock arms, ice blades, energy ball, water bullet, fire & demon claws), a custom purple flame particle, and aura emitters that attach to your body while powers are active -Aura Manipulation Combinations -- absorb both component powers, then fuse them through the new Combination Wheel -- Tempest Claws (Demon Claw + Whirlwind): flight, whirlwind claw dash, tempest dive, predator strikes, and cyclone pull -- Aura Shred (Ability Gauging + Contact Shred): combat gauging with a Stored Aura HUD readout -Ability charging -- Explosion's Detonate and Shadow Flame's Flame Bolt can now be held to charge for up to 10 seconds -- charging grows the blast up to +300% radius and +100% damage, drains aura while held, and is interrupted if you take damage -Synthetic powers -- nick a powered entity (mob or player) with an empty Syringe to draw a blood sample -- feed samples to the Conversion Machine hidden in NXGen's basement for a 5% chance per attempt to integrate that Synthetic power on top of your own -- available synthetics: Speed, Regeneration, Flame Claw, Lightning - max two per player, removable at the machine, and never copyable by Aura Manipulation -The EMBER organization -- EMBER agents and named leaders now operate in the world; squads are dispatched to hunt high-tier players -- leaders fight with flame claws, a surge state, fire rings, and blazing rushes, and may drop intel on death -- EMBER camps generate as raidable sites, garrisoned by agents and leaders -The Spectre organization -- Spectre operatives hunt high-tier players to inject them with Disablers -- the Spectre Tower: a three-tier base with guards, an outpost-style garrison, and the Recovery Machine at its peak - the only cure for a disabled power -Faction membership -- Leilah (Spectre Tower) and Valerie (NXGen) recruit players through a new dialogue system -- members are never hunted by their own faction, receive quests with real rewards (Disablers, Dampeners, Amplifiers, diamonds, food), and face punishment squads for missed deadlines -- factions are strictly exclusive - the other side will not deal with you -- declining Valerie triggers an ambush led by Valerie herself: a killable boss with flame claws, lightning, regeneration, and an enrage phase; EMBER replaces her at the next dawn -Suppression items -- Amplifier: temporarily boosts your power level, followed by a comedown; cannot be chained during the comedown -- Dampener: halves your apparent level, hiding you from faction hunters -- Disabler: permanently disables a power until cured at the Recovery Machine -- all three come as vials and as craftable syringes; syringes can also be used on other players and mobs -New blocks -- Recovery Machine: cures disabled powers -- Conversion Machine: performs synthetic power conversions (found only in NXGen's basement - steal it if you dare) -- Suppression Field: a craftable emitter that suppresses every player's aura in a 50-block radius, fueled by Dampeners like a furnace burns coal; also blocks Amplifier use and hides bounty targets inside the field -New structures -- NXGen Laboratory: a government research facility with decorated lab floors, staff, guards, loot - and a hidden stronghold basement with cells, traps, a sealed vault, and EMBER's handler -- Bandit Hideouts and EMBER Camps generate in the wild with themed loot -Unique powers mode -- new gamerule: /gamerule UniqueUnOriginPowers (default off) -- when enabled, each power can only be rolled once per world; once all are claimed, new players awaken powerless as a Cripple - invisible to both factions -Villager recruitment: hire villagers with an emerald block to staff your own operations -New admin commands: /unorigin locate, /unorigin structure spawn, /unorigin synthetic add/remove, /unorigin faction join/leave +=Edits=+ -Explosion's Detonate was reworked from an instant cast into the new hold-to-charge system -Aura Manipulation's activation flow was reworked - copied powers now enable automatically -The stat pentagon was overhauled: Aura Manipulation shows one merged mass that separates into per-power charts when you hover over it +=Fixes=+ -Aura Manipulation: absorbed powers, their tags, and their stats no longer linger after dying, respawning, or expelling - the cleanup is now complete every time
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UnOrigin 1.1.0

1.1.0
20 июн. 2026 г.40Minecraft: 1.20.1forge
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+=Removed=+ - Copied powers no longer need a separate activation keybind - they're usable the moment you copy them. +=Added=+ - Aura Manipulation now grants shadow versions of the powers you copy: borrowed abilities take on a dark, shadow-themed look across their textures, energy beams, and effects. - Barriers now reflect melee attacks. Strike a barrier and the force is sent back at you, scaled to how hard you hit - a bare fist stings, a heavy weapon hurts (reflected damage equals your attack's power). - Aura Manipulation's copied Barrier deploys its own black barrier block to match the shadow theme. - Every awakened player now has five core stats - Power, Speed, Trick, Recovery, and Defense - displayed as a live pentagon chart in the power menu. Each stat reads from 0.0 to 10.0, where your shown value is your potential scaled by your power level (a 10.0-potential stat at level 5.0 reads 5.0, and at level 10.0 reads its full 10.0). The power menu also shows each stat's potential max in parentheses, so you can see what it'll reach once fully leveled. - Stats now do something real in combat: - Power increases all the damage you deal, with both your fists and your abilities (up to 2.5x at max). - Speed boosts your movement and gives you a chance to completely dodge incoming hits, with a visual and sound cue when you do. - Trick shortens your ability cooldowns. - Recovery passively heals you over time, speeds up your healing, and makes harmful effects wear off faster. - Defense grants bonus armor and reduces the damage you take. - Every stat also rolls a hidden Multiplier from 1.0x to 2.0x (weighted toward the low end, so high multipliers are rare). The multiplier scales that stat's combat effect on top of its leveled value - so two players with identical stats can still differ in real strength. Your averaged Multiplier is shown beneath your power name in the menu. - Added a "Tier" rating in the power menu that reflects how strong and well-rounded your overall stat spread is - balanced stats score higher than a single maxed-out spike (it's based on the area your pentagon covers, so an even shape beats a single long spike of equal total). - Each power now has its own stat identity: an awakened power rolls its stats within ranges that fit its theme, so a bruiser leans into Power while a tank leans into Defense. - Two players with the same power can now differ in strength thanks to a hidden potential roll, so no two awakenings feel identical. Each stat is rolled within its power's range using a low-weighted roll (five attempts, lowest kept), so middling spreads are common and near-max ones are something you earn into. - Added a power level system: your level (1.1–10.0) scales your stats and aura over time, and climbs as you use your power. Your shown stats and aura are always your potential times your level fraction, so leveling up lifts everything together. - Aura Manipulation now copies a target's actual stats, not just their abilities - and amplifies them based on your own Trick stat (the copy is boosted by 1 + your current Trick / 40, so a higher-Trick mimic pulls more out of what they touch). - Aura Manipulation can hold multiple copied powers at once, each shown as its own colored layer on the pentagon chart, with your own stats forming the base shape. - Aura Manipulation can only copy targets at or near your own power level - stronger targets are out of reach until you grow. - Aura Manipulation users roll their own five stats and Multipliers like any other power, which form the base your copies are measured against - their innate spread leans hard into Trick, fitting their role as mimics. - Some mobs now spawn already awakened with a power and a power level, marked with a colored name tag. Villagers are weakest, the undead and illagers are stronger, and piglins and endermen are the most powerful - giving Aura Manipulation users a ladder of targets to copy and grow from. - Added two new powers: Explosion and Hydrofreeze. - Added a brand-new RPG-style HUD: a single top-left unit frame stacking your Health, Aura, Hunger, and Armor into one clean readout, with live values shown on each bar, all wrapped in a glowing helix. - Added a portrait of your character to the new HUD for a bit of personality. - You can now switch between the new RPG HUD and the classic HUD with a toggle in the power menu, so you can play with whichever you prefer. - Added an "/unorigin setpower" command to switch your power (and reroll its stats), with tab-completion for power names. - Added an "/unorigin setmulti" command to set your stat Multiplier directly, from 10 to 20 (1.0x to 2.0x). - Added tab-completion to the "/unorigin" commands for setting level, stats, and power. +=Edits=+ - Copied powers no longer clutter the power menu with duplicate tabs. - Copied powers' ability bars no longer have an empty leading slot - abilities now start in the first slot. - When holding multiple copied powers, Aura Manipulation now takes the highest value of each stat among them rather than stacking them, so copying several weak powers no longer adds up into an overpowered result. Per stat it keeps the best of your own base value and any copied value, so a copy only ever raises a stat it actually beats. - Tuned Recovery's passive healing down to a steadier rate so high-Recovery builds aren't excessively hard to kill. - Switching your power now properly rerolls your stats to match the new power instead of carrying over your old ones. - The pentagon chart's colored fill is now properly translucent, so overlapping shapes and the chart behind it read clearly. - Barrier owners are exempt from reflection damage from their own barrier, both melee and projectiles. +=Fixes=+ - The aura value readout from the old HUD no longer lingers on screen while the new HUD is active. - Your stats and pentagon chart now update instantly when they change, instead of only refreshing after leaving and rejoining the world. - Fixed Aura Manipulation incorrectly blocking you from copying valid targets due to a power-level mischeck. - Fixed the pentagon chart and stat readout failing to display correctly. - Fixed Healing Power not externally healing marked entities. - Fixed your Minecraft stats (such as armor) not updating when switching powers, leaving you with the previous power's bonuses until you relogged. - Fixed Barrier Block placement. No longer gets cut off by any crops, grass, plants, liquids, or anything of like nature. Only real obstacles block the barrier block generation.
release

UnOrigin 1.0.0

1.0.0
11 июн. 2026 г.39Minecraft: 1.20.1forge
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Initial release Join the [Discord](https://discord.gg/6jtCmsdUPJ)