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UnOrigin

A Minecraft Palladium addon Mod that adapts the infamous Webtoon, "UnOrdinary", into Minecraft.
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un_origin-1.5.0.jar

File nameun_origin-1.5.0.jar
Uploader
tehsharkotehsharko
Uploaded
Aug 22, 2026
Downloads
110
Size
61.1 MB
Mod Loaders
Forge
File ID
8710604
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:unorigin-1571302:8710604")

Learn more about Curse Maven

What's new

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.