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XaelionOrigins

XaelionOrigins adds new origins, class compat for simply swords and custom fae origin wings
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woodysorigins-1.0.8.jar

File namewoodysorigins-1.0.8.jar
Uploader
PoppawoodyPoppawoody
Uploaded
Sep 18, 2026
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9
Size
353.7 KB
Mod Loaders
NeoForge
File ID
8909623
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:xaelionorigins-1693225:8909623"

Learn more about Curse Maven

What's new

Origins

Tortari

Tortari are one-block-tall armored swimmers. They have +8 armor, breathe underwater indefinitely, gain 80% water movement efficiency, and receive an additional 25% swim-speed bonus. They move 25% slower on land, but sand restores that lost speed. Tortari are suited to longswords when Simply Swords is installed.

Right-click the following materials as a Tortari to consume one after the normal 1.6-second eating time and activate its shell for 15 seconds. All mineral shell effects share a 15-second cooldown:

Material Shell effect
Coal Dynamic Glowing: Glowing outlines your body, lighting the way for allies and exposing you in darkness.
Raw Copper Thermal Shell Shield: Fire damage is reduced by 25%.
Lapis Lazuli EXP Shell: Experience gains are increased by 5%.
Raw Iron Hardened Shell: Gain an additional +3 armor.
Redstone Dust Redstone Shell: Attackers that damage you take 2 lightning damage.

Tortari alone can craft the Tortari Potion from one potion, one turtle scute, and one kelp. It grants Water Breathing and Resistance for eight minutes.

Active ability cooldowns

Every activated origin ability has a visible cooldown. Default cooldowns are shown below; NeoOrigins displays the remaining time on the ability icon.

Origin Ability Cooldown
Yeti Frigid Pulse / Frosty Breath 10 s / 4 s
Incubus Unholy Deal / Demon Fire 12 s / 8 s
Wood Elf Focus 5 s
Fae Regeneration / Flight recharge 10 s / 30 s
Moon Elf To the Shadows 6 s
Shadow Elf Veil of Darkness / Shadowstep 12 s / 8 s
Twilight Warden Grove Ward 12 s
Dragionborn Elder Breath 10 s
Verdant Warden Living Ground 12 s
Dawnwarden Dawn Cleanse 8 s
Ogre Bloodlust 12 s
High Elf Glacial Step / Void Warp / Blazenbreath 1 s / 4 s / 4 s

Configuration

config/woodysorigins-common.toml controls all code-owned uniqueness mechanics: their durations, cooldowns, radii, effect strength, chance, and spell-power bonuses, alongside the existing Tortari, Fae, and Shadow Elf settings. Changes take effect after restarting the game or server. NeoOrigins' power_overrides.toml controls data-driven school power, resistance, and starter-equipment powers.

Compatibility matrix

Dependency Requirement Behavior without it
NeoOrigins 2.2.25+ Required The mod cannot load.
Simply Swords Optional Weapon-family damage affinities are inactive.
Iron's Spells 'n Spellbooks Optional Spell-school power and resistance modifiers are inactive; selections remain available.
Twilight Forest Optional Twilight Warden's Torchberry starter item is omitted and Shadow Elf's Twilight Forest Strength condition cannot occur.
Cataclysm Spellbooks Optional Its compatible Iron's spell-school attributes receive the same applicable bonuses.

Craftable lore relics

Item Recipe Purpose
Titan Ore Fragment Raw Iron + Amethyst Shard Drink for temporary knockback resistance.
Elder Dragon Scale Dragon's Breath + Amethyst Shard Drink for temporary Fire Resistance.
Shellspire Relic Turtle Scute + Prismarine Shard + Amethyst Shard Use while submerged for a brief Water Breathing and Resistance blessing.

Player guide

Use NeoOrigins’ Primary Skill and Secondary Skill keybinds to activate an origin’s listed skills. Their item icons show cooldown progress. Tortari minerals are used directly from either hand; a sparkle, sound, and action-bar message confirm when a shell activates. Fae wings remain visible while flight is recharging, and gently flutter while the player moves.

Yeti

Yetis are large, cold-adapted bruisers. They have 10 additional health, are slightly taller than normal, cannot be slowed, and are immune to freezing; fire damage is doubled. They gain Speed in taiga biomes and are suited to elemental Simply Swords weapons. Their primary skill fires a Frigid Pulse that strongly slows nearby enemies outside the Nether, while their secondary skill fires a short-range frost orb.

Incubus

Incubi spawn in the Nether and are carnivores. They are immune to fire and deal 25% more attack damage in the Nether, but deal 20% less in the Overworld and take damage from water and rain. Their primary skill grants a brief Strength boost; their secondary skill launches a hellfire burst that damages nearby targets. They are suited to elemental Simply Swords weapons.

Wood Elf

Wood Elves are slightly taller vegetarian archers. Their arrows deal 25% more damage, they have Night Vision in forest biomes, and their attack speed is increased by 15%. They have pointed elf ears. They cannot wear heavy armor. Their active skill launches a high-speed arrow, and they are suited to longswords with Simply Swords.

Fae

Fae are 0.65-block-tall nature spirits. They take 30% less magic damage and cannot wear iron armor. They can fly for 15 seconds at a time; when their flight reserve is depleted, they lose flight and slowly descend with Slow Falling until they land. Landing starts a 30-second flight cooldown. Their secondary skill grants short Regeneration. They are suited to light Simply Swords weapons. This origin replaces the Fae entry from Origins Fantasy in its original selection slot, so players are not offered two separate Fae origins. Existing players who selected the old Origins Fantasy Fae are migrated automatically: the replacement keeps the same origins_fantasy:fae saved origin ID and applies the new Fae on their next server load. No origin reset is required.

Moon Elf

Moon Elves are slightly taller, frail rogues with 4 less health and a 15% chance to evade projectile damage by teleporting away. They deal 15% more attack damage, have pointed elf ears, but cannot wear heavy armor. Their active skill grants temporary Invisibility, and they are suited to light Simply Swords weapons.

Shadow Elf

Shadow Elves have a slender build, permanent Night Vision, and a 1.2-block jump. They have pointed elf ears. At night or in blocks with light level 7 or below, they gain 20% movement speed and attack speed. In direct daylight they receive Slowness and Weakness, while the Twilight Forest grants Strength. Their primary skill blinds other nearby entities within five blocks for three seconds and has a 12-second cooldown. Their secondary skill, Shadowstep, teleports to a targeted location within ten blocks on an 8-second cooldown. Crouching in shadow readies a single melee attack that deals 50% more damage for ten seconds; this increases to 75% at Evolved tier. In shadow, Iron's Spells 'n Spellbooks users also gain +0.10 mana regeneration and 15% Ender spell power, including compatible void and shadow spells from installed spellbook add-ons. They are suited to light Simply Swords weapons. A successful Shadow Strike grants Umbral Momentum: four seconds of Speed and four seconds removed from an active Shadowstep cooldown.

Runeborn

Runeborn are conduits for Ender magic. Using an Ender Pearl or landing damaging Ender magic builds Rune Charge (at most one charge per second). At three charges, their next damaging Ender spell receives an additional 25% Ender spell power and restores Instant Mana. With Iron's Spells 'n Spellbooks installed, they also gain 15% Ender spell power and 20% Ender magic resistance, but have 15% less Holy magic resistance. They begin with two Ender Pearls and eight Amethyst Shards. Their evolution path grants maximum mana, then stronger Ender spell power, then greater Ender resistance.

Twilight Warden

Twilight Wardens draw on Nature magic and begin with Glow Berries plus Torchberries when Twilight Forest is installed. With Iron's Spells 'n Spellbooks, they gain 15% Nature spell power and 20% Eldritch magic resistance, but have 15% less Fire magic resistance. Standing on grass, moss, or leaves grants slow Regeneration. Their primary skill, Grove Ward, roots nearby hostile creatures with Slowness for five seconds on a 12-second cooldown. Their evolutions grant maximum mana, stronger Nature spell power, and greater Eldritch resistance. They are suited to arcane Simply Swords weapons.

Ancient Legacies expansion

The Ancient Legacies content takes inspiration from Xaelion's oldest recorded legends without resolving their unanswered mysteries.

Selection Lore connection School profile Starter items Simply Swords affinity
Titanborn origin Whole Earth Titan +15% Evocation power, +20% Evocation resistance, -15% Lightning resistance 8 Raw Iron Heavy
Dragionborn origin Elder Dragon +15% Fire power, +20% Fire resistance, -15% Ice resistance; 50% less mundane fire damage 2 Dragon's Breath Elemental
Orebound Artificer class Shellspire's ore legends +10% Evocation power/resistance, -10% Lightning resistance Efficiency I Stone Pickaxe, 4 Raw Iron Arcane
Dawnwarden class Caspian's return of balance +10% Holy power, +15% Holy resistance, -10% Eldritch resistance Shield, 4 Golden Carrots Arcane
Ore Hunt Survivor background The Great Ore Hunt +5% Evocation resistance, -5% Lightning resistance Turtle Scute Arcane
Noctyra's Mark background Noctyra's lingering influence Darkness-only +5% Eldritch power and Resistance, -5% Holy resistance 2 Crying Obsidian Scythe

School modifiers require Iron's Spells 'n Spellbooks and automatically remain inactive without it. Titanborn and Dragionborn follow the normal evolution thresholds: Titanborn grows armor, Evocation power, and Evocation resistance; Dragionborn gains attack damage, Fire power, and Fire resistance.

Unique mechanics

  • Titanborn — Seismic Stance: Crouching adds 75% knockback resistance. Landing after a fall of at least three blocks staggers hostile creatures in four blocks with Slowness II (five-second cooldown).
  • Dragionborn — Elder Breath: Primary Skill releases a six-block, 64-degree fire cone for 4 base damage and four seconds of burning. Its damage scales with the installed Fire spell-power attribute; it has a 10-second cooldown.
  • Orebound Artificer — Ore Infusion: Sneak-use a Raw Iron, Raw Copper, Redstone Dust, or Lapis Lazuli for Resistance I, Haste II, Speed I, or Luck I respectively, for 15 seconds. These infusions share a 15-second cooldown.
  • Dawnwarden — Dawn Aegis: Blocking with a shield grants a brief lingering +15% Holy resistance when Iron's Spells is installed. Primary Skill removes one harmful effect on an eight-second cooldown.
  • Ore Hunt Survivor: Every five seconds, the nearest ore within eight blocks is marked with particles. Ore mining is 20% faster.
  • Noctyra's Mark: In light level 7 or lower, it grants +5% Eldritch spell power when Iron's Spells is installed and continually refreshes short Resistance I. Its Holy weakness remains unchanged.

Classes and backgrounds

These selections appear in NeoOrigins' existing Class and Background layers. All Iron's Spells bonuses are optional: the selections remain usable without it, simply omitting their school attributes.

Selection School profile Starting items Simply Swords affinity
Spellblade class +10% Ender power/resistance; -10% Holy resistance; Arcane Combo makes the next damaging spell stronger Unbreaking I Iron Sword, 4 Amethyst Shards Arcane
Verdant Warden class +10% Nature power, +15% Nature resistance; -10% Eldritch resistance; Living Ground heals allies Unbreaking I Wooden Hoe, 16 Wheat Seeds Arcane
Orebound Artificer class +10% Evocation power/resistance; -10% Lightning resistance; sneak-use raw minerals for infusions Efficiency I Stone Pickaxe, 4 Raw Iron Arcane
Dawnwarden class +10% Holy power, +15% Holy resistance; -10% Eldritch resistance; shield Aegis and Dawn Cleanse Shield, 4 Golden Carrots Arcane
Void-Touched background +5% Ender power; -5% Holy resistance; damaging Ender spells can refund mana Ender Pearl Arcane
Twilight Scout background +5% Nature power and Eldritch resistance; forest movement and foraging bonuses Compass Light

Spellblade — Arcane Combo: Each successful melee hit adds a stack, up to three, for four seconds. Every stack grants 8% spell power to the next damaging Iron's Spells spell, which consumes the combo. Verdant Warden — Living Ground: Grass, moss, and leaves refresh Regeneration. Primary Skill creates a five-second, four-block healing area for the caster and allies on a 12-second cooldown. Void-Touched: Each damaging Ender spell has a 12% chance to restore a small amount of mana. Twilight Scout: Forest biomes and the Twilight Forest grant 12% movement speed; leaves, grass, ferns, mushrooms, and berries have a 15% chance to provide an extra natural drop.

Ogre

Ogres are 1.5 times normal size with 10 additional health. They are immune to Poison and Hunger, but use hunger 50% faster and move 20% slower. Axes deal 25% more damage for an Ogre. Their primary skill grants brief Strength, and they are suited to heavy Simply Swords weapons.

High Elf

High Elves are 10% taller elemental mages with 4 less health who cannot wear heavy armor and take 20% less magic damage. They are immune to lava. Their skills place ice, teleport up to 50 blocks, and launch magical flame. They are suited to arcane Simply Swords weapons.

Vikling

Viklings are 2.2-block-tall tundra warriors with +2 attack damage and two additional hearts. They are immune to freezing, take 30% less magic damage, and can jump 1.5 blocks high. Fire damage is doubled, and they sink 50% faster through powder snow. They are suited to heavy Simply Swords weapons.

Evolutions

At 1,000, 2,500, and 5,000 mob kills, each origin gains an Evolved, Ascended, and Apex tier respectively. Each tier replaces the preceding tier.

Origin Evolved Ascended Apex
Tortari +1 armor +2 armor +3 armor
Yeti +10% knockback resistance +20% knockback resistance +30% knockback resistance
Incubus +1 attack damage +2 attack damage +3 attack damage
Wood Elf +0.1 attack speed +0.2 attack speed +0.3 attack speed
Fae +10% movement speed +20% movement speed +30% movement speed
Moon Elf +1 luck +2 luck +3 luck
Shadow Elf +1 attack damage; Shadow Strike +75% damage +2 attack damage; Veil is 6 blocks for 4 s +3 attack damage; Veil cooldown 9 s and invisibility in deep shadow
Runeborn +25 maximum mana +25% Ender spell power +35% Ender magic resistance
Twilight Warden +25 maximum mana +25% Nature spell power +35% Eldritch magic resistance
Titanborn +3 armor +25% Evocation spell power +35% Evocation magic resistance
Dragionborn +1 attack damage +25% Fire spell power +35% Fire magic resistance
Ogre +2 maximum health +4 maximum health +6 maximum health
High Elf +1 armor toughness +2 armor toughness +3 armor toughness
Vikling +1 attack damage +2 attack damage +3 attack damage

Vikling origin

Viklings are 2.2-block-tall, battle-hardened warriors from the frozen tundra of Xaelion. They have +2 attack damage and two additional hearts, resist freezing and 30% of magic damage, and can jump 1.5 blocks high. Fire damage is doubled, and they sink 50% faster in powder snow. Viklings suit heavy weapons for Simply Swords affinity.

Simply Swords compatibility

When Simply Swords is installed, a player gains 10% melee damage with a weapon family suited to at least one selected origin, class, or background. The matching is automatic and requires no Simply Swords dependency: light weapons (daggers, knives, rapiers, sai, katanas, cutlasses, twinblades, and chakrams) suit agile characters; spears, glaives, and halberds suit ranged and aquatic characters; heavy weapons suit powerful characters; scythes suit undead characters; and elemental or arcane weapons suit matching elemental and magical characters. All other origins, classes, and backgrounds are compatible with longswords.

NeoOrigins classes use these matching affinities:

Weapon family Classes
Daggers, knives, and light weapons Cook, Rogue
Spears, glaives, and halberds Archer, Beastmaster, Fisher, Scout
Claymores, greathammers, and greataxes Berserker, Blacksmith, Lumberjack, Mason, Miner, Titan
Runic and magical weapons Cleric, Herbalist
Longswords Explorer, Merchant, Nitwit, Paladin, Sentinel, Warrior

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