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Bloodlines Origins

Bloodlines. Choose from 12 playable races, each with unique stats, abilities, and cosmetics like tails, wings, horns, and ears.
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harrys_bloodlines-1.1.3.jar

File nameharrys_bloodlines-1.1.3.jar
Uploader
k1ngharryk1ngharry
Uploaded
Sep 16, 2026
Downloads
353
Size
2.5 MB
Mod Loaders
Forge
File ID
8899288
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:bloodlines-origins-1667382:8899288")

Learn more about Curse Maven

What's new

Bloodlines 1.1.3 — Patch Notes

Races

* Wraith — a new race: a restless, intangible spirit. Wraith Form lets it walk straight through walls and become untargetable by any hostile creature (see New systems below), fueled by hunger rather than a fixed cooldown; Life Drain heals it for a share of melee damage dealt; weaker in direct sunlight, stronger in the End, and left alone by Phantoms.
* Goblin is now Shadow Goblin, to stop clashing with an unrelated mod's own goblin NPCs.
* Fae is now Faerie, Demonkin is now Draconic, and Angelkin is now Celestial (names only — no effect on existing characters or saves).

New systems

* Optional Iron's Spells 'n Spellbooks integration. If you have that mod installed, most primary abilities now cast one of its real spells instead of a bare vanilla effect — real particles, sound, and impact VFX, for free. Every ability still has its original vanilla version as a fallback and works exactly the same without that mod.
* Wraith Form. Wraith's primary is now a real intangible ghost state — walk straight through walls, untargetable by any hostile creature. It's a toggle you go in and out of freely (gated by hunger) rather than a one-shot timed burst, with its own short re-entry cooldown (30s) once it ends, and a brief moment right after ending where you can't attack or place blocks yet — so it can't be used to line up a surprise hit from inside a wall or ceiling. Its flying speed, hunger cost, hunger requirement, and cooldown are all server-configurable.
* Shadow Goblin's Ambush. Your first melee hit within 7 seconds of coming out of Invisibility (Smoke Bomb) deals 15% more damage. Only your actual first hit counts, and it doesn't trigger off crouching — you have to genuinely stealth in and strike, not spam sneak. The window is server-configurable.

New in-game GUI

* A real Cosmetics screen: a live 3D preview, a color picker (RGB sliders, hex input, and quick preset swatches), and per-cosmetic scale/position/rotation controls for anything you're wearing.
* Toggleable passives. Screen-affecting or otherwise noticeable racial passives — Night Vision, Slow Falling, and any race-specific mechanical passive like Draconic's Dragon's Touch — can be switched off individually, either from a real button in the Cosmetics screen or their own keybind. Night Vision and Slow Falling are independent toggles, so a race with both can turn either off without losing the other.
* Race classes replace rarity tiers. The old Common/Uncommon/Rare label on the race-selection screen is gone — every race now shows its actual combat role instead: Tank, Attack, Movement, or Support, with several races leaning into two at once. Rarity never gated anything to begin with, but it read like a power ranking it was never meant to be; class labels describe what a race actually plays like instead.

Cosmetics (still a work in progress)

* Beastfolk's tail animation has been refined further.
* Merfolk's mermaid tail is tuned further and moves better in the water.
* Fae (and Wraith, while in Wraith Form) fly with their own real animation now — a natural lean-forward/hover pose, instead of their arms and legs swinging like they're walking, the same as vanilla's regular Creative-mode flying does.
* Draconic and Celestial can now pick their wing color from the Cosmetics screen — 16 real color variants each (dragon-wing colors for Draconic, feathered colors for Celestial).
* Draconic horn cosmetics: three real selectable styles, tintable like everything else.
* Elf ears render by default now and actually follow your head correctly; Shadow Goblin can use the same tintable ears.
* Celestial's halo has a Glow toggle — full-bright and visible even in total darkness when enabled.
* New Deer Horns option for Beastfolk.
* Cosmetics (ears, tails, wings, horns, halo) now correctly disappear while you're invisible instead of floating in place.
* More options are still planned — this is an ongoing area, not a finished feature set.

Fixed

* Draconic's lava movement speed and clear vision while in lava now actually work — both had been announced before but were silently doing nothing this whole time.
* Fixed abilities showing an absurd multi-hour cooldown the first time you used one on a new or freshly reloaded world.

Balance

A full pass with one goal: races should feel different from each other, not simply stronger or weaker than each other. Rarity (see Race Classes above) was never a power tier, and still isn't.

* **Human** — new Shield Affinity: shields never lose durability while you block with one.
* **Dwarf** — no longer immune to fire and lava. New: **Mountain Blood** — immune to Mining Fatigue, but mines 10% slower while in the End.
* **Faerie** — health -3; crossbow weapon affinity removed; Featherweight raised to +40% knockback taken. New: Nature's Blessing now cleanses harmful effects from nearby allies too, not just healing them; **Overworld Bound** (flight costs 25% more hunger in the Nether or the End); **Wingweight** (the more armor you wear, the slower you fly, up to 2/3 slower at heaviest — server-configurable).
* **Shadow Goblin** — mining speed bonus cut to +10% (was +30%). New: **Nimble Fingers** — killing a monster or completing a villager trade has a 15% chance for a bonus emerald or gold nugget.
* **Beastfolk** — melee bonus +1 (was +2); Feral Howl's Strength II reduced to Strength I; a real water weakness (35% slower swimming, +15% damage taken in water); faster hunger drain; knockback resistance removed.
* **Elf** — ranged primary is Arrow Volley; verified its bow/crossbow bonus was never double-applying — it's a single +15% total, covering both weapon types. New: **Alchemical Blood** — immune to Poison; **Woodland Grace** — moves at normal speed through cobwebs and sweet berry bushes.
* **Wraith** — full Wraith Form rework (real noclip, hunger-gated, 30s re-entry cooldown, a brief post-form action lock); lifesteal cut to 12.5% of direct melee damage only (no more healing off arrows, thrown potions, spells, or summoned allies); Sunlight Sickness (+15% damage in direct sunlight); +10% damage dealt in the End; immune to Phantom targeting.
* **Revenant** — new primary ability, **Raise Dead**: summons undead minions to fight at your side (a real Iron's Spells spell if you have that mod, two plain vanilla zombies otherwise). Now also takes 15% more damage while standing in direct sunlight.
* **Draconic** — melee bonus +1 (was +2); attack speed bonus removed; lost its sword weapon affinity entirely (a straight nerf, nothing given in exchange); base movement speed is now **-10%** ("Heavy Scales" — built for flight, not running; was previously +5%); mining speed now **-15%** (was -10%) — "Hoarder, Not a Miner": dragons aren't used to collecting their own riches; +10% knockback resistance; villagers charge it more; secondary ability (Dragon's Wrath) now grants Absorption II and Resistance II on yourself plus Strength II for you and nearby allies. New: lost its always-on Night Vision; **Weakened by Water** — takes periodic damage while submerged; **Treasure Sense** — crouch near chests or gold ore and gold-colored particles reveal them within 10 blocks; **Homeland's Grip** — immune to Shulker bullet Levitation while in the End.
* **Goliath** — health bonus +5 (was +7). New: **Stone Sinker** — sinks much faster in water; **Unshakeable** — immune to the Slowness effect; **Thick Hide** — takes 50% less damage from fire and lava (not immune outright).
* **Merfolk** — secondary ability renamed **Tidal Ward**: Speed II on yourself, plus Absorption II for you and nearby allies. Rebalanced for land vs. water: land movement speed **-10%** (was -5%); knockback resistance **removed entirely** (was +10%, even on land); its old flat +10% attack speed is gone, replaced with a real split — **+15% attack speed while in water, -10% on land**. New: **Tidal Recovery** — heals steadily in water, triggered by any water contact (cave pools included, not just open water); **Weak to Flame** — takes 15% more damage from fire and lava (a universal weakness, on land or off); **Siren's Favor** — villagers give it real discounts, same as Celestial's own.
* **Celestial** — base health/melee bonuses +1 each (was +3/+2); **Fading Light** — takes 15% more damage in total darkness or the Deep Dark; flat fall-damage reduction replaced with real, toggleable Slow Falling ("Graceful Descent"); villagers give it real discounts; secondary ability (Celestial Blessing) now grants Strength II and Resistance II on yourself, plus an instant heal for you and nearby allies.

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