Compound V

Adds Compound V to the game!!!
MCPEDL

MCPEDL

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Description

COMPOUND V

Compound V transforms Minecraft survival into a superhuman arms race inspired by The Boys.

Research unstable serums, experiment on animals, harvest DNA, manufacture Compound V, discover one of 37 unique powers, fight naturally occurring Supes, raid Vought facilities, and develop advanced anti-Supe technology.

Every power includes its own abilities, strengths, weaknesses, effects, and playstyle.


GETTING STARTED

When the world is first created, the host chooses how new players receive Compound V.

Compound V Item

Every new player receives one vial of Compound V.

Players can drink it whenever they are ready to receive a random permanent power.

Compound V Chance

Each new player has a chance to be contacted by Vought International.

Selected players receive a special offer that they can accept or decline.

Accepting the offer rewards them with Compound V, while declining leaves them human.

No Powers

All players begin powerless.

Compound V must be discovered, manufactured, or distributed by an administrator.

The selected mode can be changed at any time through the Developer Menu.


POWER CONTROLS

When joining a world, each player chooses how they want to cycle through their abilities.

Double-Crouch

Quickly tap the sneak button twice to cycle through every available ability.

Ability Selector

Players receive a special Ability Selector item.

Use the item to cycle through abilities.

This option is recommended for mobile and touch-screen players.

Players can change their control method at any time by crafting and using a Power Switch.

Power Switch Recipe

  • 1 Stick


CREATING COMPOUND V

Producing Compound V requires a complete Vought research operation.

Finished serums cannot be created using a normal crafting table.

Players must first construct a Vought Engineering Station, which unlocks recipes for advanced Vought machinery and technology.

The full research process includes:

  • Producing Experimental V.

  • Testing Experimental V on pigs.

  • Extracting Enhanced Blood from successful test subjects.

  • Sequencing the blood inside a Gene Analyzer.

  • Collecting V Enzymes.

  • Harvesting DNA from powerful creatures.

  • Processing the ingredients inside a V Fabricator.

  • Extracting the finished serum with a syringe.

 


EXPERIMENTAL V

Experimental V is an unstable precursor used during the research process.

It cannot be safely used by players.

To create Experimental V, insert the following ingredients into a Chemical Mixer:

  • Water Bottle

  • Glow Ink Sac

  • Sugar

  • Glow Berries

  • Golden Apple

Once every ingredient has been inserted, use a syringe to extract the finished Experimental V.

 


ANIMAL TESTING

Experimental V must be tested on pigs before it can be stabilised.

Use Experimental V on a normal pig to begin an animal test.

Each experiment can produce one of several outcomes:

  • The pig rejects the serum and dies.

  • The pig mutates into a dangerous creature.

  • The pig successfully develops a random power.

Successful Powered Pigs become valuable living test subjects.

Use a syringe on a Powered Pig to extract an Enhanced Blood Sample.

Blood extraction may kill the pig, but surviving subjects can be sampled again.

Insert the Enhanced Blood Sample into a Gene Analyzer.

After approximately one minute, the machine will produce V Enzymes.

V Enzymes are required to manufacture most finished V serums.

 


DNA COLLECTION AND BLOOD TYPES

Syringes are used to harvest genetic material from powerful creatures.

Strike a supported creature while holding a syringe to collect its DNA.

Each individual creature can only be sampled once.

Available DNA includes:

  • Ocelot DNA

  • Enderman DNA

  • Blaze DNA

  • Witch DNA

  • Warden DNA

  • Iron Golem DNA

Blood Types

Every player has a permanent blood type using the full ABO + Rh blood system.

Possible blood types include:

  • A+

  • A-

  • B+

  • B-

  • AB+

  • AB-

  • O+

  • O-

Blood types are assigned automatically.

Existing worlds will assign each player a blood type the next time they join.

Blood type matters when using Targeted Compound V.

If the donor’s blood is not compatible with the person drinking the serum, the body rejects it.

  • O- is the universal donor.

  • AB+ is the universal recipient.

To check blood type, hold a Blood Syringe and interact with a Gene Analyzer.

The Gene Analyzer will identify the blood type stored inside the syringe.

Blood Syringes now store:

  • The donor’s blood type.

  • The donor’s power.

To collect your own blood, hold an empty syringe and double-crouch.

This damages the player and produces a Blood Syringe.

To collect another player’s blood, use a Blood Syringe on them.

This stores that player’s blood type and exact power.

 


V FABRICATOR

The V Fabricator is the central serum-production machine.

Insert the recipe’s gateway ingredient first to select which serum you want to manufacture.

Add the remaining ingredients individually and wait approximately two minutes for processing.

Once processing is complete, use a syringe to extract the finished serum.

 


SERUM RECIPES

Compound V

Compound V permanently grants the user a random superpower.

Required ingredients:

  • Water Bucket

  • V Enzymes

  • Ocelot DNA

  • Enderman DNA

  • Blaze DNA

  • Witch DNA

  • Warden DNA

  • Iron Golem DNA

  • Golden Apple

Compound V can also be injected into mobs.

Animals and villagers become hostile powered creatures, while hostile mobs gain additional abilities.


Temp V

Temp V grants a random power for 15 minutes.

Required ingredients:

  • Milk Bucket

  • V Enzymes

  • Ocelot DNA

  • Enderman DNA

  • Blaze DNA

  • Witch DNA

  • Golden Apple

If the user already possesses a permanent power, Temp V overcharges that power instead of granting another one.

Overcharged powers receive:

  • 25% reduced ability cooldowns

  • 25% reduced ability energy drain

  • 25% increased ability damage

  • Increased strength and resistance

  • A unique bonus based on the player’s power

Repeated Temp V use may cause dangerous hidden side effects.

Temp V can also be injected into mobs, granting them a temporary power for approximately three minutes.


Purge V

Purge V completely returns a player to an ordinary human state.

Required ingredients:

  • Lava Bucket

  • V Enzymes

  • Blood Syringe

  • Hemolytic Enzyme

Purge V removes:

  • All permanent powers

  • Active Temp V powers

  • Temp V overcharges

  • V1 enhancements

  • V1 mutations

  • V1 virus immunity

Purge V is the only reliable way to remove permanent V1 mutations.


V1

V1 is an extremely rare and dangerous upgrade to Compound V.

Required ingredients:

  • Warden Heart

  • Compound V

  • Ocelot DNA

  • Enderman DNA

  • Blaze DNA

  • Witch DNA

  • Warden DNA

  • Iron Golem DNA

  • Enchanted Golden Apple

Using V1 produces one of four outcomes:

Enhance – 30% Chance

Permanently enhances the user’s power.

  • Ability cooldowns are halved.

  • Ability damage is increased.

  • Ability energy drain is reduced.

  • Strength and resistance are increased.

Reject – 30% Chance

The player’s body rejects the serum.

Their powers are removed and the player dies.

Rewrite – 20% Chance

The player’s existing power is removed and replaced with a different random power.

Mutate – 20% Chance

The player develops a permanent positive or negative mutation.

Only Purge V can remove it.

Every player who consumes V1 becomes immune to the lethal effects of the Supe Virus, regardless of the outcome.


Targeted Compound V

Targeted Compound V allows a player to receive another player’s exact power instead of a random one.

Required ingredients:

  • Compound V

  • Blood Syringe

  • Totem of Undying

The Blood Syringe must contain blood from the donor whose power you want to copy.

When created, Targeted Compound V stores the donor’s exact power.

Drinking Targeted Compound V only works if the drinker’s blood is compatible with the donor’s blood using real red-cell transfusion rules.

If the blood is compatible, the drinker receives the donor’s power.

If the blood is incompatible, the compound is rejected.

Rejection applies:

  • Poison

  • Slowness

These effects last for 5 minutes.


V Gas

V Gas is an aerosolised form of Compound V.

Required ingredients:

  • Gunpowder

  • V Enzymes

  • Glass Bottle

Drop V Gas onto the ground to shatter the vial and release an expanding green cloud.

Powerless players caught inside receive a random permanent power.

Mobs exposed to the gas may gain permanent or temporary powers, become weakened, or die.

Powered animals and villagers become hostile and begin hunting nearby players.

 


THE SUPE VIRUS

The Supe Virus is a deadly engineered weapon designed specifically to eliminate Supes.

Drop the vial onto the ground to release a massive expanding cloud of black smoke.

The cloud remains active for several minutes and can contaminate an enormous area.

Effects On Supes

Supes exposed to the virus become infected.

After remaining inside the cloud, their powers are permanently stripped and they are killed.

Effects On V1 Users

Anyone who has consumed V1 is immune to the virus’s lethal and power-removing effects.

V1 users may still experience weakness and slowness while standing inside the cloud.

Effects On Ordinary Humans

Powerless players are unaffected by the virus.

Effects On Powered Mobs

Powered mobs caught inside the cloud lose their abilities and return to their normal form.

The Supe Virus can be discovered inside rare facilities and Vought Outposts.

 


SUPE CONFIG

Server operators have access to a Supe Config system, allowing full control over the mod’s behavior, including:

  • Enabling or disabling random power assignment on spawn

  • Controlling which abilities are available

  • Adjusting power balance and effects

 


T.K. POWER SUIT

 

The T.K. Combat Suit is an advanced anti-Supe weapon designed to allow ordinary humans to fight against superpowered enemies.

The suit provides enhanced strength, heavy protection, high-speed flight, energy weapons, missiles, defensive systems, and specialized anti-Supe technology.

By default, players who already possess a power cannot wear the suit.

Server operators can allow Supes to use it through the Supe Config menu.

Crafting the Suit

The T.K. Combat Suit must be assembled using a Vought Engineering Station.

Required components:

  • Missile System

  • AK-47

  • Power Core

  • 2 Flight Modules

  • 2 Energy Cells

  • Charged Tek Battery

  • Supe Virus


Suit Controls

Equipping the suit automatically provides two locked control items.

T.K. Selector

Use to cycle through the suit's available systems.

The selected system and current suit energy are displayed on the HUD.

T.K. Trigger

Use to activate or deactivate the currently selected system.

The control items are automatically removed when the suit is unequipped.


Powered Armor

While the suit has energy, it provides:

  • Strength II

  • Resistance II

  • Heavy armor protection

  • Increased player size

  • Immunity to fall damage while flying

  • An energy HUD displaying suit charge and weapon status

The suit slowly consumes energy while worn.

Using weapons, flight, shields, and other systems consumes additional energy.

When completely depleted:

  • All powered systems stop functioning.

  • Flight is disabled.

  • The wearer becomes slowed.

  • The suit must be recharged before its systems can be used again.


Flight

Activate Flight to deploy the suit's wings and engage its thrusters.

  • Move normally to control your flight direction.

  • Jump to ascend.

  • Sneak to descend.

  • Sprint while flying to activate the afterburner.

  • Afterburners greatly increase maximum flight speed.

  • Entering water automatically disables flight.

  • Flight continuously consumes suit energy.


Twin Hand Lasers

Activate Laser mode to fire continuous beams from both hands.

  • Beams travel up to 60 blocks.

  • Continuously damage enemies caught in the beam.

  • Ignites struck targets.

  • Automatically shuts down when suit energy becomes too low.


Homing Missiles

Missile mode launches explosive missiles from the suit's shoulder-mounted launcher.

  • Locks onto enemies within 64 blocks.

  • Missiles automatically steer toward their target.

  • Explodes on impact with enemies or blocks.

  • Damages, burns, and launches nearby enemies.

  • Explosion radius is approximately 4 blocks.

  • The launcher stores up to 10 missiles.

  • Missiles slowly regenerate over time.

  • Each missile consumes a large amount of suit energy.


Shoulder Rifle

Rifle mode activates the suit's automatic shoulder-mounted weapon.

  • Fires continuously while active.

  • Has a range of 60 blocks.

  • Holds 30 rounds.

  • Automatically reloads after the magazine is emptied.

  • Reloading takes approximately 3 seconds.

  • Every shot consumes suit energy.

Activate Rifle mode again to place the weapon back on safe.


Chest Beam

Chest Beam mode fires a powerful continuous beam from the suit's central power core.

  • Travels up to 48 blocks.

  • Deals heavy continuous damage.

  • Ignites struck enemies.

  • Pushes enemies backward.

  • Consumes more energy than the hand lasers.

  • Automatically shuts down when the suit's power core is depleted.


Energy Shield

Activate Shield mode to generate a solid energy shield around the wearer.

While active:

  • The wearer becomes invulnerable.

  • Incoming damage is immediately repaired.

  • The wearer cannot attack.

  • Flight remains available.

  • The shield rapidly consumes suit energy.

Use the T.K. Selector to select Lower Shield, then activate it to disable the shield.


Supe Repellent

Supe Repellent releases a concentrated spray created from the Supe Virus.

  • Affects Supes caught within a 9-block cone.

  • Temporarily removes the powers of affected players and mobs.

  • Suppression lasts for 30 seconds.

  • Applies Weakness and Slowness.

  • Affected players also receive Mining Fatigue.

  • Powers automatically return when suppression ends.

  • Has a 5-minute cooldown.


Wristblade

Activate Wristblade to transform the suit into Blade Mode.

While Blade Mode is active:

  • The suit's normal weapons become unavailable.

  • Strength increases from Strength II to Strength III.

  • Basic melee attacks deal additional damage.

  • Flight remains available.

  • Slash and Jab attacks become available.

Slash

Performs a powerful circular blade sweep.

  • Strikes every enemy within approximately 4.5 blocks.

  • Deals heavy damage.

  • Knocks enemies away.

  • Has a 5-second cooldown.

Jab

Launches the wearer forward with a concentrated blade strike.

  • Targets enemies within approximately 5.5 blocks.

  • Deals 11 hearts of damage.

  • Causes extreme knockback.

  • Has a 7-second cooldown.

Select and activate Sheathe Blade to return the suit to its normal configuration.


Docking the Suit

Select Dock Suit and activate it to remove and park the suit on a display stand.

  • The suit can be parked anywhere.

  • Suits parked away from a Charging Platform do not recharge.

  • Suits docked on a powered Charging Platform automatically recharge.

  • Double sneak beside a parked suit to equip it again.

  • Double sneak on a Charging Platform to dock or retrieve the suit.

  • Stored suit energy is preserved while parked.


POWER GRID

The T.K. Combat Suit requires a renewable power network for recharging.

A complete power grid uses:

  • Solar Panels

  • Energy Cables

  • Charging Platform

Solar Panels

Solar Panels generate power during daylight.

  • Require a clear view of the sky.

  • Stop generating power at night.

  • Multiple panels increase power generation.

  • Must be connected to the grid through their front or rear connection point.

Energy Cables

Energy Cables transport power between Solar Panels and Charging Platforms.

  • Connect in every direction.

  • Allow large power networks to be constructed.

  • Must connect to the top of a Charging Platform.

Charging Platform

Charging Platforms store energy generated by connected Solar Panels.

  • Dock a suit on the platform to recharge it.

  • Displays stored power and generation rate.

  • Continues storing power while no suit is docked.

  • Breaking the platform releases any suit currently docked on it.

Tek Batteries

Tek Batteries provide a portable method of recharging the suit.

Charging a Battery

  • Stand on a fully powered Charging Platform.

  • Use an empty Tek Battery.

  • The battery consumes the platform's stored energy.

  • The empty battery becomes a Charged Tek Battery.

Using a Charged Battery

Use a Charged Tek Battery while wearing the T.K. Combat Suit.

  • Instantly restores the suit to full energy.

  • Converts the battery back into an empty Tek Battery.

  • Can be used anywhere.

 


POWERS

 

ShockFist

Your body channels the Curse of the Heavens, allowing you to command electricity and take flight.

Flight

  • Select Flight, then Crouch + Jump to take off.

  • Use normal movement controls to fly.

  • Hold Jump to ascend and Sneak to descend.

  • Landing automatically ends flight.

  • Water disrupts your electricity, cancels flight, and damages you.

  • Lightning randomly strikes around you while flying.

Lightning Punch

  • Select Lightning Punch, then Sneak + attack with an empty hand.

  • Summons lightning onto the targeted enemy from up to 30 blocks away.

  • Lightning chains between nearby non-player creatures.

  • Grants brief protection from your own lightning.

  • Has a 20-second cooldown.

Arc Lightning

  • Select Arc Lightning, then hold Sneak with an empty hand.

  • Fires a continuous short-range electrical stream from both hands.

  • The stream can pierce and damage up to four enemies.

  • Enemies struck by the stream are slowed.

  • Arc Lightning cannot be used underwater.

  • Continuously firing drains its charge.

  • Fully draining the meter causes a 10-second overheat.


Blink

You can tear through space, but teleportation always demands a price.

Blink

  • Select Blink, then hold Sneak with an empty hand to begin charging.

  • Continue holding Sneak and press Jump to teleport forward.

  • Longer charges increase the teleport distance from approximately 5 to 20 blocks.

  • Teleporting causes all equipped armor and your offhand item to be left behind.

  • Taking damage while charging interrupts Blink and triggers its 10-second cooldown.

Translocate

  • Select Translocate and hold Sneak to open a coordinate menu.

  • Enter any coordinates to instantly teleport there.

  • Translocate drops your entire inventory, armor, and offhand item at your original location.

  • Has a 30-second cooldown.


Acid Vomit

Something inside you has gone terribly wrong.

Your body produces corrosive acid that can consume both enemies and terrain.

Acid Vomit

  • Select Acid Vomit and hold Sneak for 2 seconds to begin vomiting.

  • Continue holding Sneak to maintain the acid stream.

  • Acid damages and poisons enemies.

  • Acid projectiles dissolve wooden blocks.

  • Vomiting rapidly drains hunger and stops when you become too hungry.

Acid Glob

  • Select Acid Glob and hold Sneak briefly to launch a concentrated acid projectile.

  • The glob deals direct and splash damage on impact.

  • It leaves behind a bubbling acid puddle that damages and poisons nearby creatures.

  • The puddle slowly dissolves most nearby blocks for several seconds.

  • Has a 60-second cooldown.

Digest

  • Select Digest and punch an enemy with less than 3 hearts remaining.

  • The target is instantly consumed.

  • Digesting an enemy restores health and hunger.

  • Larger enemies provide greater healing and a stronger acid-damage bonus.

  • The bonus lasts for 45 seconds.

  • Has a 60-second cooldown.


Translucent

Your body can become unseen.

  • Crouch + Jump to become invisible.

  • While invisible, you are blinded and breathe heavily.

  • When below half health, you begin bleeding, revealing your position.

  • Gain Permanent Resistance I.


Bullet Train

Your body has been pushed beyond human limits.

  • Sneak + Jump to enter a state of extreme speed.

  • Running builds Exhaustion.

  • If Exhaustion reaches maximum, you suffer a heart attack, take damage, and trigger a cooldown.

  • Exhaustion slowly decreases over time.

Additional abilities:

  • Instantly kill mobs with less than 5 hearts by running through them.

  • Players are unaffected.

  • Consuming a Warden Heart replaces your own, allowing unlimited running.

  • Run across water without sinking.


Aquatic

Your body has completely adapted to life beneath the waves.

  • Permanently grants Water Breathing.

  • Grants Night Vision while underwater.

  • Eating seafood causes Poison, Nausea, and Hunger.

Deep Dive

  • Select Deep Dive while underwater, then Crouch + Jump to activate or deactivate it.

  • Deep Dive allows fast, fully controlled three-dimensional underwater movement.

  • Hold Jump to ascend and Sneak to descend.

  • Leaving the water automatically cancels Deep Dive.

Attacking a non-player target commands nearby aquatic creatures to swarm it.

Fish, dolphins, drowned, axolotls, guardians, and other aquatic creatures will pursue and attack the marked target.


The Soldier

You were made for war.

A Rage Meter fuels your power:

  • Taking damage: +4 Rage

  • Hitting enemies: +2 Rage

  • Out of combat: Rage slowly decreases

At 50 Rage:

  • Sneak + Punch Ground: Massive explosion

  • Double Sneak + Punch Ground while holding sneak: Non-destructive explosion

At 100 Rage:

Chest Beam

  • Charge and unleash a devastating beam of energy.

  • Any Supe struck by the beam permanently loses their powers.

  • Using the Chest Beam completely drains your Rage.

  • After firing, you become exhausted and powerless for 2 minutes.

Passive Ability:

  • Permanent Glock 17

  • A reliable sidearm that is always available when combat begins.


Mindstorm

Your mind can dominate others.

  • Crouch and punch an enemy to freeze and weaken them.

The effect lasts as long as:

  • You remain crouched.

  • You maintain eye contact.

  • You are not interrupted.

While channeling:

  • You take 50% more damage.


Mirage Walker

You bend perception itself.

  • Crouch + Jump: Create a mirage that distracts enemies.

  • Breaking the mirage reveals your location.

  • Crouch + Punch: Create a mirage that steals the target's held item.

  • Destroying the mirage returns the item.

  • Triple Sneak: Summon a ring of mirages.

  • You are randomly teleported above one of them.

  • If your mirage is destroyed, you die.

  • If another mirage is destroyed, the attacker takes damage.


Glutton

Your body reacts unpredictably.

  • Every food consumed grants one positive effect and one negative effect.


Decimator

Every successful attack increases your destructive power.

Decimator

  • Consecutive attacks against the same target continuously increase your damage.

  • Each successful hit adds more bonus damage than the previous hit.

  • Taking damage resets your combo.

  • Switching targets resets your combo.

  • Waiting too long between attacks also resets your combo.

Decimator Smash

  • Select Decimator Smash, then Crouch + Jump.

  • Leap toward the nearest enemy before slamming into the ground.

  • The impact damages and launches every nearby creature into the air.

  • Grants temporary protection from your own fall damage.

  • Has a 6-second cooldown.


Laser Eyes

Your eyes contain destructive energy.

  • Sneak + Punch to fire laser beams.

  • Lasers build Heat.

  • Overheating causes temporary blindness and self-damage.


Gravity Control

You have mastered gravity.

  • Sneak + Jump: Float.

  • Double Sneak: Cancel floating.

  • Excessive use causes nausea.

Abilities:

  • Sneak + Punch: Reverse a target's gravity.

  • Hold Sneak for 3 seconds: Invert the gravity of nearby enemies.


Blood Control

You manipulate blood as both a weapon and a resource.

Most abilities consume blood from your Blood Meter.

If insufficient blood is stored, some abilities consume your health instead.

Blood Syphon

  • Select Blood Syphon, then Sneak and punch a target with an empty hand.

  • Continuously damages the target and fills your Blood Meter.

  • Once the meter is full, additional blood restores your health.

  • Moving more than 8 blocks away ends the syphon.

  • Taking damage interrupts the syphon and triggers a 30-second cooldown.

Blood Arrow

  • Select Blood Arrow and hold a bow or crossbow.

  • Hold Sneak to charge, then release Sneak to fire.

  • Longer charges increase damage and blood cost.

  • A fully charged Blood Arrow deals up to 14 hearts of damage.

  • Insufficient stored blood causes the remaining cost to be taken from your health.

Blood Regen

  • Select Blood Regen, then Crouch + Jump to activate or deactivate it.

  • Continuously consumes stored blood to restore health.

Blood Dagger

  • Select Blood Dagger, then Crouch + Jump.

  • Consumes blood or health to create a temporary dagger.

  • The dagger lasts for 60 seconds.

  • Holding the dagger grants Speed II.

  • Has a 90-second cooldown after dissolving.

Head Pop

  • Select Head Pop and keep your crosshair perfectly fixed on a target for 10 seconds.

  • Successfully completing the channel instantly kills the target and restores blood.

  • Looking away resets the channel.

  • Taking damage interrupts the channel and immediately triggers its 5-minute cooldown.

  • A successful Head Pop also triggers the 5-minute cooldown.


Fushi

You have been blessed by Fushi, the god of immortality.

she has grabted you a totem of undying that has unlimted uses, you ae immortal now. Pluuus Night vision :D


Torcher

Fire bends to your will.

Torch abilities:

  • Torch: Fire Stream

  • Redstone Torch: Healing Flames

  • Soul Torch: Increased Damage

  • Copper Torch: Applies Slowness and Weakness

Passive:

  • Fire Resistance


Triple Threat

You possess an extra reach.

  • Empty Hand + Crouch + Jump: Latch onto a distant target.

Once grabbed, you have 3 seconds to:

  • Crouch + Punch

  • Fling the target away.


Kinetic Absorption

You convert damage into power.

  • Every hit taken stores Kinetic Energy.

At 15 stored hits:

  • Release a shockwave dealing 8 damage in a 20-block radius.

  • Launch nearby enemies backwards.

Additional ability:

  • Hold an Arrow and Double Sneak.

  • Fires a Kinetic Arrow.

  • Deals 8 damage and creates an explosive AOE.

  • Costs 3 stored Energy.


The Patriot

A bio-engineered organism.

Passive Effects:

  • Strength II

  • Resistance II

  • Extra Hearts

Abilities:

  • Hold Sneak + Jump: Flight

  • While Flying + Empty Hand Sneak: Laser Eyes

  • Ground Sneak: Laser Beam

  • Double Sneak: Sonic Shockwave that disrupts flight

Lasers can overheat.


Pocket Dimension

You possess a world of your own.

  • Double Sneak with an empty hand to enter or leave your Pocket Dimension.

  • Cannot be used while in combat.


Skybound

The skies belong to you.

  • Fly at extreme speeds indefinitely.


Exoskeleton

Your body forms a living suit of bone armor.

  • Protection equivalent to Diamond Armor.

  • Increased durability.

  • Reduced speed and damage output.

Special Ability:

  • Release bone shards in all directions.

  • Destroys your armor.

  • Deals massive damage to nearby enemies.


Solar Powered

The sun fuels your body and every ability you possess.

Solar Energy

  • Solar Energy generates during clear daytime while exposed to the sky.

  • Deserts and similar hot environments increase energy generation.

  • Sunlight passing through glass also increases energy generation.

  • Rain, caves, solid cover, and nighttime prevent charging.

  • Permanently grants Resistance I.

Solar Flight

  • Select Solar Flight, then Crouch + Jump while airborne.

  • Flight continuously consumes Solar Energy.

  • Hold Jump to ascend and Sneak to descend.

  • Landing, entering water, or running out of energy ends flight.

Solar Flash

  • Select Solar Flash, then Crouch + Jump.

  • Releases a blinding flash within a 10-block radius.

  • Nearby enemies receive Blindness and Slowness.

  • Has a 90-second cooldown.

Solar Flare

  • Select Solar Flare, then hold Sneak to charge.

  • Release Sneak once fully charged to fire.

  • Launches a concentrated 30-block wave of Solar Energy.

  • Damages and blinds enemies caught in its path.

  • Creates an additional explosion of damage at the end of its path.

  • Consumes 50 Solar Energy.

  • Has a 60-second cooldown.

Solar Beam

  • Select Solar Beam, then hold Sneak until fully charged.

  • Release Sneak to unleash an enormous sustained beam.

  • The beam reaches up to 100 blocks and lasts for 8 seconds.

  • Continuously damages and burns everything caught inside.

  • Consumes 225 Solar Energy.

  • Has a 3-minute cooldown.


Soul Absorption

You consume the souls of fallen creatures.

  • Absorb souls from defeated mobs.

  • Gain abilities and passive traits based on the creature absorbed.

  • Flying creatures grant the ability to fly.

Use Sneak + Jump to activate flight when a flying soul is equipped.


Crimson Fire

You wield infernal flames.

Passive:

  • Permanent Fire Resistance

Ability:

  • Hold Sneak with an empty hand to charge a Crimson Fireball.

Longer charges increase:

  • Damage

  • Explosion Size

  • Destructive Power

Maximum charge creates a devastating explosion.


Ground Zero

You are a living missile.

  • Hold Sneak to charge a launch.

  • Propel yourself into the air.

  • Choose a direction while airborne.

  • Crash into surfaces to create massive destruction.

Passive Effects:

  • Strength I

  • Resistance II


Shadow Walker

You are bound to darkness.

Weakness:

  • Sunlight damages you unless protected by shade, water, or cover.

In Darkness:

  • Mobs cannot detect you.

  • Gain Regeneration.

Abilities:

  • Repeatedly sneak while targeting an enemy to possess them.

  • Only weaker targets can be possessed.

  • Sneak + Jump to switch hosts.

Hosts:

  • Slowly gain Corruption over time.

Night Bonuses:

  • Speed II

  • Regeneration


The Psycho

Three personalities share one body and regularly battle for control.

Each personality possesses different passive effects and abilities.

Mental Conflicts occur every 10 to 20 minutes, causing another personality to take control.

The Coward

  • Permanently grants Speed II and Resistance I while in control.

  • Repeatedly killing enemies causes Nausea and Weakness.

  • Falling below 2 hearts forces the Coward to surrender control.

Flee

  • Select Flee, then Crouch + Jump.

  • Grants Invisibility, Speed III, Jump Boost II, and Regeneration II for 10 seconds.

  • Applies Weakness II, preventing effective combat while escaping.

  • Has a 90-second cooldown.

The Warrior

  • Permanently grants Strength II and Resistance I while in control.

Battle Roar

  • Select Battle Roar, then Crouch + Jump.

  • Grants Speed II, Strength III, and Resistance II for 15 seconds.

  • Applies Weakness to enemies within 20 blocks.

  • After the roar ends, severe exhaustion applies Slowness, Weakness, and Wither.

  • Has a 90-second cooldown.

Last Stand

  • Dying while the Warrior is in control allows you to rise again at your death location.

  • Last Stand grants brief Health Boost and powerful Regeneration.

  • Has a 5-minute cooldown.

The Maniac

  • Uses a Blood Meter to fuel abilities.

  • Kills restore Blood.

  • Blood slowly drains over time.

  • Low Blood applies Slowness and Weakness.

  • Critically low Blood applies Wither and prevents natural regeneration.

  • Healthy Blood levels grant Speed I and Strength I.

Blood Rush

  • Select Blood Rush, then Crouch + Jump.

  • Consumes 25 Blood.

  • Grants Speed II and Strength II for 20 seconds.

  • Kills during Blood Rush restore health.

  • You take 20% increased damage while Blood Rush is active.

  • Has a 2-minute cooldown.

Power Suppression

  • Select Power Suppression, then Crouch + Jump.

  • You have 12 seconds to deal at least 3 hearts of damage to another player in one hit.

  • A successful hit disables all of the target’s powers for 20 seconds.

  • Successfully suppressing a target restores Blood.

  • Failing to land the required hit consumes Blood and triggers a longer cooldown.


Size Manipulation

You can alter your size at will.

Small

  • Speed II

  • Slow Falling

  • 5 Hearts

Tiny

  • Speed III

  • 2 Hearts

Large

  • Increased Strength

  • Increased Resistance

  • Double Health

Giant

  • Massive Strength

  • Massive Resistance

  • Quadruple Health

  • Jumps create craters

  • Too large to walk normally


The Butcherer

Unlike most powers, this ability cannot be obtained through Compound V alone.

To unlock it:

  • Consume Temp V repeatedly until a tumor develops.

  • Drink Compound V.

Abilities:

  • Devastating laser vision.

  • Tumor tendrils that lash out at enemies.

  • Powerful knockback attacks.

  • Enhanced Strength.

  • Enhanced Durability.

The very thing that should have killed you has become your greatest weapon.


Ice Control

You command the power of winter.

Abilities:

  • Freeze water beneath your feet.

  • Walk across frozen surfaces.

  • Frost Aura damages and slows nearby enemies.

  • Frozen Aura remains for 20 seconds.

Ice Spikes

  • Summon spikes from the ground beneath enemies.

Glacial Weapon

  • Creates a blade of pure ice.

  • Deals 7 attack damage.

  • Inflicts Slowness.

  • Lasts 30 seconds.

  • 2-minute cooldown.


The Oh Father

You believe yourself to be the chosen voice of God.

Heavenly Voice

  • Releases a powerful blast that launches nearby enemies.

Divine Intervention

  • Sends enemies even farther away.

  • Applies Slowness.

Passive:

  • Increased Resistance.


The Adaptive

You possess the ultimate evolutionary ability.

Every danger you survive permanently changes your body.

Adaptive is completely passive.

The Evolution ability slot displays your current adaptations and progress.

Fire Adaptation

  • Remain exposed to fire or lava for 10 seconds.

  • Permanently gain Fire Resistance.

Water Adaptation

  • Remain fully submerged for 15 seconds.

  • Permanently gain Water Breathing.

Negative Effect Adaptation

  • Suffer from any negative effect continuously for 10 seconds.

  • Permanently become immune to all supported negative effects.

  • Immunity removes Poison, Wither, Weakness, Slowness, Blindness, Nausea, Hunger, Mining Fatigue, Darkness, Levitation, and other harmful effects.

Gravity Adaptation

  • Survive a fall of at least 15 blocks.

  • Permanently gain Slow Falling while airborne.

Darkness Adaptation

  • Remain in darkness for 10 seconds.

  • Permanently gain Night Vision.

Stat Evolution

Every 10 minutes survived permanently increases your physical abilities:

  • Resistance increases up to Resistance III.

  • Strength increases up to Strength III.

  • Speed increases up to Speed IV.

Power Mimicry

Adaptive can permanently copy one additional power.

  • Survive repeated melee attacks from another powered player.

  • After at least five hits, each additional hit has a small chance to copy their power.

  • Only normal melee attacks contribute toward adaptation.

  • You can also adapt by repeatedly fighting naturally occurring Suped creatures.

  • Suped creatures grant simplified versions of their abilities.

  • Only one mimicked power can be held at a time.

Death Reset

All environmental adaptations, evolved stats, progress, and mimicked powers are permanently erased when you die.


Psionic

Your mind has evolved beyond the limits of the human body, allowing you to manipulate matter, abandon your physical form, and petrify enemies with a single stare.

Mind Reading

Looking directly at a living target reveals information about them.

  • Displays the target's current and maximum health.

  • Reveals the powers possessed by other players and Supes.

  • Displays the ability currently selected by another player.

  • Identifies naturally occurring Supes, bosses, and laboratory experiments.

Telekinesis

Select Telekinesis and focus on a target while sneaking to seize them from up to 18 blocks away.

  • Sneak + Punch can also immediately grab a targeted enemy.

  • Suspends the target in the air.

  • Hold Sneak to pull the target closer.

  • Hold Jump to push the target farther away.

  • Punch or use Crouch + Jump to violently throw the target.

  • Targets automatically escape if moved more than 22 blocks away.

  • Targets can be held for a maximum of 15 seconds.

  • Holding Telekinesis for too long causes a longer cooldown.

While Telekinesis is selected, nearby dropped items are pulled toward you while crouching.

Astral Projection

Select Astral Projection and use Crouch + Jump to separate your spirit from your physical body.

  • Freely explore the world as an invisible spirit.

  • Fly through the air without a time limit.

  • Jump to ascend.

  • Sneak to descend.

  • Your physical body remains frozen and vulnerable.

  • Taking damage immediately returns you to your body.

  • Press Jump and Sneak together to return willingly.

Petrify

Select Petrify and maintain eye contact with a target for 5 seconds.

  • Deals 10 hearts of damage when successfully activated.

  • Completely freezes the victim.

  • Petrified players remain trapped for 10 seconds.

  • Petrified mobs remain trapped for 15 seconds.

  • Victims are heavily weakened while petrified.

  • Petrified players are blinded and temporarily covered in a stone shell.

  • Taking damage while charging interrupts the ability.

  • Has a 5-minute cooldown.


Agent Noir

You are a silent, highly trained assassin enhanced with superhuman speed, regeneration, and combat instincts.

Passive Abilities

  • Permanent Regeneration I.

  • Permanent Speed II.

  • Attacking enemies from behind deals 3 additional damage.

Shadow Dash

Select Shadow Dash and use Crouch + Jump to rapidly dash in the direction you are looking.

  • Allows you to quickly close distances or escape danger.

  • Creates a cloud of smoke during the dash.

  • Briefly grants Resistance II and Slow Falling.

  • Has a 5-second cooldown.

Assassin Strike

Select Assassin Strike and use Sneak + Punch while looking at a target.

  • Teleports you directly behind the target.

  • Deals 5 hearts of damage.

  • Applies Slowness II and Weakness I.

  • Targets below 40% health take greatly increased execution damage.

  • Can target enemies from up to 24 blocks away.

  • Has an 8-second cooldown.

Combat Sweep

Select Combat Sweep and use Crouch + Jump to attack every nearby enemy.

  • Deals 4 hearts of damage.

  • Knocks enemies away.

  • Applies Slowness II and Weakness I.

  • Affects enemies within approximately 5 blocks.

  • Has a 10-second cooldown.

Counter Stance

Select Counter Stance and use Crouch + Jump to prepare for an incoming attack.

  • Grants Resistance IV for 4 seconds.

  • The first enemy to attack you is immediately countered.

  • Teleports you behind the attacker.

  • Deals 6 hearts of damage.

  • Applies Slowness III and Weakness II.

  • Has an 18-second cooldown.

Smoke Bomb

Select Smoke Bomb and use Crouch + Jump to create a thick smoke cloud.

  • The cloud lasts for 5 seconds.

  • Blinds and slows enemies caught inside.

  • Grants you Invisibility and Resistance III.

  • Has a 30-second cooldown.

Black Ops

Select Black Ops and use Crouch + Jump to enter your ultimate combat state for 20 seconds.

  • Grants Speed III, Strength II, and Resistance II.

  • Immediately reduces all active Agent Noir cooldowns.

  • All abilities used during Black Ops receive half their normal cooldown.

  • Increases the size of Smoke Bomb clouds.

  • Has a 2-minute cooldown.


Aerial

Your body has complete control over the air, allowing you to fly indefinitely and weaponize powerful currents of wind.

Passive Abilities

  • Permanent Speed II.

  • Automatically gains Slow Falling while airborne.

  • Melee attacks deal increased knockback.

Wind Glide

Select Wind Glide and use Crouch + Jump to take flight.

  • Fly indefinitely without consuming energy.

  • Accelerates to extreme speeds while moving.

  • Jump to ascend.

  • Sneak to descend.

  • Landing or entering water ends your flight.

  • Switching abilities also ends your flight.

  • Sonic shockwaves can knock you out of the sky.

Gale Slash

Select Gale Slash and use Crouch + Jump to fire a curved blade of compressed air.

  • Travels up to 26 blocks.

  • Deals 3.5 hearts of damage.

  • Knocks enemies backward.

  • Cuts through weak blocks such as leaves, dirt, planks, glass, wool, and grass.

  • Stops when striking stronger solid blocks.

  • Has an approximately 12-second cooldown.

Vacuum Pull

Select Vacuum Pull and use Crouch + Jump to create a sustained tornado around yourself.

  • Lasts for approximately 4.5 seconds.

  • Pulls nearby creatures, players, and dropped items toward you.

  • Spins trapped targets around your body.

  • Applies Slowness to living targets.

  • Affects targets within 16 blocks.

  • Has a 25-second cooldown.

Air Burst

Select Air Burst and use Crouch + Jump to unleash an explosive blast of air.

  • Deals 4 hearts of damage.

  • Launches nearby enemies into the air.

  • Stronger knockback is applied to closer targets.

  • Launches you upward and grants Slow Falling.

  • Can be used before landing to prevent fall damage.

  • Affects targets within 9 blocks.

  • Has a 20-second cooldown.


ZooShift

Your body has become genetically unstable, forcing you to transform into a random creature every Minecraft day.

You cannot control which creature you become.

Each form changes your appearance, health, hitbox, abilities, strengths, and weaknesses.

Transformation Rules

  • Automatically transforms you into a random mob at the beginning of each Minecraft day.

  • Your current form remains active after leaving and rejoining the world.

  • Forms cannot repeat until at least five other transformations have occurred.


The Weaver

Your body has adapted into a living web-slinger, allowing you to climb walls, swing through the world, trap enemies in webs, and poison targets with venom.

  • You can climb walls like a spider.

  • You permanently gain Night Vision and Jump Boost.

  • High-speed web movement protects you from fall damage when landing.

Web Shooter

Crouch + Punch to ensnare a targeted enemy in cobwebs.

Webbed enemies are rooted and slowed, making them easier to attack or escape from.

Crouch + Jump to fire a web bolt.

The web bolt slows and webs anything it hits.

Venom

Punch an enemy with venom to poison them at close range.

You can also spit venom at enemies from a distance, poisoning targets without needing to get close.

Sling

Fire a web line at any block up to 100 blocks away.

The web line can be used to swing across terrain using momentum.

It can also be used to zip directly toward the targeted block.

 


 

The Maestro

Music itself has become your power, turning every vanilla music disc into a different ability set.

Each vanilla music disc has its own unique loadout of effects and abilities.

Hold a music disc and use it to play that track from yourself.

Only one song can play at a time.

Sneak + Use to stop the currently playing music.

Music discs are reusable and are not consumed when used.

Song Effects

Each song may grant a different combination of powers.

Possible song effects include:

  • Passive buffs
  • On-beat abilities
  • Reactive defenses
  • Melee effects
  • Healing waves
  • Mobility tricks

SureShot

Your aim has become unnaturally perfect, allowing thrown projectiles to chase the target you are looking at.

Throw any supported projectile while looking at a target, and the projectile will home in on them.

Supported Projectiles

  • Arrows
  • Snowballs
  • Eggs
  • Ender pearls
  • Tridents
  • Potions
  • And more

Lock-On

Crouch while looking at a target to lock on.

While locked on, your aim tracks the target’s movement.

Projectiles continue chasing the locked target even if they move out of your crosshair.

Stand up to release the lock-on.

 


 

Bombardment  

Your body turns movement into violent detonation.

You can overload thrown objects, projectiles, and even your own skeleton with unstable kinetic force.

Passive Ability

Any projectile you throw explodes on impact.

This includes:

  • Arrows
  • Snowballs
  • Other supported projectiles

Bombardment

Select Bombardment and crouch while holding a non-weapon or non-tool item.

After 2 seconds, you begin hurling the item in your hand.

Each thrown item explodes on impact.

Items are thrown every 0.5 seconds.

Bombardment continues until you stop crouching or run out of the held item.

Weapons, tools, shields, bows, crossbows, tridents, and control items cannot be used.

 

Detonate

Select Detonate and hold crouch for 10 seconds.

Your skeleton begins priming itself as an explosive charge.

When fully charged, your body detonates in a massive blast.

The explosion kills you.

Everything within 7 blocks is instantly killed.

The blast destroys terrain.

After respawning, all abilities are locked for 5 minutes while your skeleton reassembles.

 

Propulsion

Select Propulsion and crouch on the ground for 2 seconds.

You detonate the ground beneath yourself and launch forward in the direction you are facing.

The launch creates an explosion crater at your starting point.

Has a 30-second cooldown.

 


SUPED MOBS

Not only humans can wield these powers.

Throughout the world, hostile mobs have a chance to spawn with abilities of their own.

Some may possess the same powers available to players, while others can develop unique mutations and abilities that cannot be obtained through Compound V.

A powered mob is far more dangerous than its normal counterpart, gaining new strengths, special attacks, and unpredictable behaviors.

From laser eyes wielding zombies to teleporting skeletons, every encounter has the potential to become a deadly surprise.

 


DISCORD

Discord - https://discord.gg/YaqmSnSmwx

Any issues please tell me, I have no idea how to manage a server.

Realm Discord - https://discord.gg/wS9qqebyem

The Compound V Team

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