promotional banner

mahoraga-adaptation

Mahoraga: Adaptation. Adapt to any damage, mob, or action. Gain full immunities, analyze enemies, unleash the Sword of Extermination, and parasitize mobs. Once you've taken a hit, it can never hurt you again.

Mahoraga: Adaptation

"Eight-Handled Sword Divergent Sila Divine General" — once you've taken a hit, it can never hurt you again.

A Minecraft 1.20.1 Forge mod that hands the Divine General's power to the player. Nothing in this mod is unlocked by a crafting recipe or a skill tree — you earn everything by living through it. Take a hit, and the Wheel records it. Fight a species, and the Wheel learns it. Keep shoveling dirt, and the Wheel notices that too. Recorded, resisted, and eventually turned into raw strength.

Everything is tracked independently across three tracks, each with its own progress, its own decay rules, and its own rewards.


How the Wheel Works

Before the tracks, the shared rules — these are what make the mod feel like adaptation instead of a stat bar:

  • 100% is the immunity line. Cross it and that specific threat stops damaging you entirely. Below it you take progressively less — 25%, 75%, then nothing.
  • Every full hundred turns the Wheel. At 100%, 200%, 300% … up to 1000%, the Wheel spins: you are healed for 70% of your health, and a broken Blade of Exorcism is repaired.
  • You keep stacking past immunity. Being immune does not stop progress — keep getting hit and the numbers keep climbing, all the way to 1000%.
  • Combat tracks never decay below 150%. Anything you have banked up to 150% is safe forever. Above 150% it holds for 30 seconds, then begins to drain — and stops draining at the 150% floor.
  • The habitual track has no floor. Stop doing the thing and it drains immediately. That one is a live value, not a bank.

Track 1 · Defensive Adaptation — Immunity

Adaptation here is recorded by damage type, not by mob. That is deliberate: if a boss pulls out a new move with a new damage type, you have to adapt to that move too.

40+ damage sources, each individually trainable to full immunity:

  • Combat — melee, player attacks, arrows, tridents, thrown items, fireballs, wither skulls, dragon breath, sonic boom, wind charges, fireworks, thorns, stingers
  • Explosions — mob and player explosions
  • Elements — fire, being on fire, lava, hot floors, freezing, lightning
  • Environment — falling, kinetic energy (flying into a wall), falling blocks, anvils, stalactites, stalagmites, cactus, sweet berry bushes, cramming
  • Survival — drowning, starvation, suffocation, being stuck in a wall, drying out, the void, the world border
  • Magic — magic, indirect magic, wither

Two effects on top of plain immunity:

  • Adapt to explosions at 100% and you also stop being knocked back by them.
  • Adapt to suffocation or being stuck inside a wall at 100% and you unlock Material Phase — the blocks occupying your body are erased outright, so you can simply walk through walls.

Projectile counter — the more you adapt to incoming projectiles, the worse it gets for whoever fired them. At 100% they are deflected, at 200% they are sent back, and every further 100% makes the return hit harder.

Note that being immune does not switch the track off. Damage you no longer take still feeds the meter.


Track 2 · Offensive Adaptation — Learn by Fighting

Recorded by mob type. Fight a species and your damage against that species stacks up in tiers:

  • 100% — your attacks carry bonus magic damage that ignores armor
  • 200% — that bonus becomes true damage: armor, enchantments, potions and absorption are all ignored
  • 250% — unlocks Blade Slash: your ordinary swings send out a ranged slash. It fires even when you miss
  • 500% — every hit adds a heavy blow of 50 + 20% of the target's maximum health
  • 1000%Space Slash: unconditional erasure

Attack scaling tops out at 10x. Mastery is permanent — once an unlock like Blade Slash is learned, it never decays back out.

Four extra ways to steal Blade Slash (for players who would rather not trade blows): skeleton attack 100%, phantom defense 100%, getting hit by a thrown projectile 100%, or any mob attack 250%.

Flight — carry your adaptation against flying mobs to 100% and you gain the ability to fly. It is tied to the adaptation, not granted permanently: let it decay below 100% and you drop.

Elemental edge — adapt to lightning at 100% and every hit you land carries fire and lightning.


Track 3 · Habitual Adaptation — 11 Passive Paths

No combat required. Just keep doing things and the Wheel picks up on it. Eleven paths:

Mining — faster mining, scaling in 10 steps; past 100% you instant-mine.

Sprinting — a speed boost, also in 10 steps.

Jumping — extra jumps in mid-air.

Soaking in water — walk on the surface of water.

Soaking in lava — walk on lava.

Standing in darkness — night vision.

Standing in a caveMaterial Phase: pass through walls.

Eating — eat progressively faster (up to 3x). At 100% your hunger and saturation are locked full permanently; at 200% every meal grants an additional random positive effect.

Enchanting — enchanted items come out one level higher per 100%, up to +10, making multi-enchant and high-tier rolls far more likely. At 100% enchanting stops costing experience entirely.

Fishing — doubled loot, a rod that never takes durability damage, and treasure in the catch table.

Throwing items — snowballs, eggs, ender pearls, potions and bottles o' enchanting learn to home in on the nearest enemy. (Bows do not count — that is shooting, not throwing.)

Unlike the combat tracks, these have no floor: stop doing the thing and the progress drains. They are meant to be worked at.


Potion Adaptation — Passive Immunity

Negative potion effects are adapted separately, by effect. Keep getting poisoned, weakened or slowed and the Wheel quietly files it away — no announcements, no fanfare. Reach 100% and that effect simply stops applying to you.


Insight — Take Their Killing Move

Take enough hits from a mob and its signature move permanently fails against you. This is separate from damage-type immunity: it strips the mob of the trick that makes it dangerous.

  • Husk — your hunger and saturation never drop
  • Wither Skeleton / Wither — your max health can never be reduced
  • Blaze — you can never be set on fire
  • Piglin Brute — your armor is doubled
  • Vindicator — your shield can never be broken
  • Hoglin / Ravager / Ghast — you can never be knocked back
  • Evoker — totems of undying no longer save them from you
  • Enderman — you blink a short distance whenever you are hurt

Analysis — Unique Breaks

Land a hit on any mob with 100+ health and the Wheel analyzes it on the spot. The readout covers health, armor, attack power, boss tags, and whether the target is health-locked, a flyer, a teleporter, or damage-immune.

Analysis also exposes tags — High HP, Fast Heal, Blood Lock, High Armor, High Reduction, Dodge, Debuff Immune, Teleport, Summoner, Flight, Phase Invulnerable.

Then it goes further: from the target's own mechanics the Wheel extracts a unique break. There are 13 of them —

Percent Damage · True Damage · Cut Max Health · Cut Armor · Cut Attack · No Heal · Bleeding · Weakness Mark · Armor-Piercing · Immobilize · Teleport Lock · Clear Minions · Stasis Domain

Stasis Domain is the headline act: everything around you stops, for 8 seconds.

Group Ambush — get surrounded by 5 or more mobs and you begin adapting to being swarmed. Fill it and you unlock Slashing Domain, a wide area strike.


Blade of Exorcism

A living weapon. The day you obtain the Wheel, it grows out of your body — and from then on it is your main hand, your tool, and your last line of defence.

  • Right-click casts the current ability · sneak + right-click switches between them
  • Teleport — blink to where you are looking
  • Space Slash — a cutting strike that ignores distance
  • Water Jet — a pressurised blast of water
  • Flame Burst — a burst of fire
  • Undead Execute — finishes off undead below one third health, instantly
  • Universal tool — mines and drops any block in the game; past 100% mining adaptation it instant-mines. Still tagged as a sword.
  • Guard — a stance that halves incoming damage and automatically counters
  • Blocks one fatal hit. The Blade has two states: intact (will save you) and broken (spent). A broken Blade restores itself the next time you complete an adaptation, and the Wheel's spin repairs it too.
  • The edge changes with your adaptation — burning red once you have adapted to fire, rimed with frost once you have adapted to freezing.

Mahoraga's Wheel

The Wheel itself is found in End City chests. Wearing it grants:

  • +10 max health, +3 armor, and a double jump
  • A HUD in the corner of your screen showing exactly what you are currently adapting to and how far along each entry is
  • Right-clicking it replays "Furube, Yurayura" — the Wheel turns, and you are healed for 70% of your health

Random Adaptations — Eternal Bleeding

Not everything is trained. Fight a species hard enough and the Wheel sometimes simply grasps something from the battle.

Attack adaptation between 100% and 200% carries a chance of a random unlock; from 200% up it is guaranteed. In the pool right now: Eternal Bleeding — the wounds you inflict never close.


Realm Adaptation

The Wheel reacts to places as well as to things.

  • Step into the Nether and the air itself starts burning against your skin — adaptation to fire begins on its own.
  • Step into the End and whispers of the void fill your ears — you begin adapting to that space.

You can also train lightning adaptation by simply standing outside in a thunderstorm, so you are not dependent on getting struck.


Tips

  • You do not need to survive the damage to adapt to it. Immunity comes in stages — the early hits still hurt. That is the point.
  • Different damage types need separate work. A boss's new move is a new adaptation.
  • Adaptation keeps building after immunity, so there is no reason to stop getting hit once you are safe.
  • Debug commands exist if you want to try things out — see below.

Installation

  1. Minecraft 1.20.1 with Forge 47.4.22 or newer
  1. Install GeckoLib 4.8.4+required dependency · https://www.curseforge.com/minecraft/mc-mods/geckolib
  1. Drop both jars into your mods folder

Commands

  • /mahoraga — show your current adaptation status
  • /mahoraga reset — clear all adaptation progress
  • /mahoraga set <track> <key> <percent> — set a specific track directly (debug)
  • /mahoraga wheel reset — remove the Wheel and return to a completely vanilla state

Credits & License

This project is released under the GNU General Public License v3.0. Source code and issue tracker: https://github.com/1687607949-dev/mahoraga-mod

Some assets are taken from Sorcery Age by NoiiLive (https://www.curseforge.com/minecraft/mc-mods/sorcery-age), which is likewise released under GPL-3.0:

  • Sound effects: slash, slash1, cleave, wheel
  • The Wheel model and its texture (wheel.geo.json, wheel.animation.json, wheel.png)
  • Some slash textures

All other code and design are original work.

Thanks to NoiiLive for releasing Sorcery Age as open source.


Minecraft is a trademark of Mojang Studios. This is an unofficial fan project, not affiliated with or endorsed by Mojang, Microsoft, or the creators of Jujutsu Kaisen.

The mahoraga-adaptation Team

profile avatar
  • 1
    Projects
  • 307
    Downloads