Dormant Power

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Dormant Power

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Dormant Power is a Minecraft Mod that adds various abilities to the game with unique ways of obtaining them!

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Type
Mod
License
All Rights Reserved
Latest Version
Dormant Power 1.4.0
Authors
CurseForge
Modrinth

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Description

Welcome to Dormant Power! This mod adds 12 unique powers to Minecraft obtained in a few different ways. The entire mod is advancement-driven, so if you give yourself an advancement corresponding to a specific power, you'll unlock the power, too. (use /advancment grant @s from dormant_power:dormant_power to get all the powers, or grab the Talismans)

Really quick, if you do use this mod in a pack or video, make sure to credit me as the author. Thanks!

Each power is either an Active, or combat-incentivised ability, or a Passive, non-combat insentivised ability. They also have unique passive (constant) abilities, activated (keybound) abilities, and weaknesses. If you don't want to read, don't, and discover the abilities yourself. However, a breakdown of the powers is below:

<details open="">

Passive:

Defense - Natural Armour (start with natural armour bars and toughness) and Lockdown (immune to all damage for a couple seconds) however, using Lockdown gives slowness throughout and slightly afterwards.

Gale - Friendly Breeze (slightly faster movement and no fall damage) and Dash (momentum-based horizontal dash with slight upwards boost) but with less attack damage.

Growth - Photosynthesis (saturation in sunlight) and Rapid Sprout (free bone meal ability) but weakness while under cover.

Nyx - Darkvision (unlimited night vision) and Vanish (invisibility, smokescreen and slight dash). Dequips all armour when Vanish is used.

Tidal - Ocean's Current (permanent dolpin's grace and conduit power) and Riptide (free riptide effect, between level 1 and 2 enchant). Tidal users have no real weaknesses, but they still take fall damage, so must clutch if Riptide is used wrong, which is easy to do.

Warp - Reflexive Dodge (3% chance to 'dodge' a damage tick) and Teleport (48 block range teleport). Teleportation leaves you sick after use and gives slowness, weakness and mining fatigue for a few seconds.

Active:

Arachnid - Weaver (free cobwebs) and Poison blast (create a poison explosion around you), but less natural HP.

Burn - Fireproof (unlimited fire resistance) and Fireball (shoot 3 blaze fireballs, and then a ghast fireball). Unfortunately, you have slower attack speed.

Frost - Cold Immunity (cannot take powder snow damage) and Frost Blast (freeze an enemy you're looking at and slow them down). No real weaknesses due to situationality of powers, though the slow can be rather useful.

Quake - Stalagmite Step (no damage from falling on stalagmites, yes this means clutching with them) and Earth Strike (deal a burst of massive damage to target entity, followed by evoker fang). Since they have the most offensively powerful ability, Quake users as a result get weakness while in the air, making critical hits near useless.

Sanguine - Regeneration (free regeneration 1) and Sanguine Shot (fire a blood projectile), though naturally, the blood projectile costs HP to use.

Thunder - Conductivity (getting struck by lightning gives buffs) and Thunder Blast (strike lightning at target, which could be yourself). Using your Thunder Blast ability gives weakness and mining fatigue for a bit.

Talismans:

Talismans are the way you get powers. Crafting recipes in the gallery. Talismans, once right clicked, will grant you the corresponding power, and will also refill your ability cooldowns. They can therefore be used as batteries of sorts. They can be ver useful for Quake or Defense, which are abilities that have long cooldowns. However, they only have 4 charges, so be careful!

No refunds, of course.

</details>

The purpose of the class separation is just balancing. Some abilities from the same class can negate each other's weaknesses, and provide an unfair advantage, so you can't activate 2 abilities of the same class at the same time. This can lead to fun and interesting combat experiences and can also even the playing field so powerless players can still stand a chance.

You can also chose to start out with a random power by using /rollpower [target]. This command will pick one of the 12 powers randomly and give it to you.

That out of the way, happy playing, and I hope you enjoy!

Also on Modrinth: https://modrinth.com/mod/dormant-power

Welcome to Dormant Power! This mod adds 12 unique powers to Minecraft obtained in a few different ways. The entire mod is advancement-driven, so if you give yourself an advancement corresponding to a specific power, you'll unlock the power, too. (use /advancment grant @s from dormant_power:dormant_power to get all the powers, or grab the Talismans)

Really quick, if you do use this mod in a pack or video, make sure to credit me as the author. Thanks!

Each power is either an Active, or combat-incentivised ability, or a Passive, non-combat insentivised ability. They also have unique passive (constant) abilities, activated (keybound) abilities, and weaknesses. If you don't want to read, don't, and discover the abilities yourself. However, a breakdown of the powers is below:

Spoiler

Passive:

Defense - Natural Armour (start with natural armour bars and toughness) and Lockdown (immune to all damage for a couple seconds) however, using Lockdown gives slowness throughout and slightly afterwards.

Gale - Friendly Breeze (slightly faster movement and no fall damage) and Dash (momentum-based horizontal dash with slight upwards boost) but with less attack damage.

Growth - Photosynthesis (saturation in sunlight) and Rapid Sprout (free bone meal ability) but weakness while under cover.

Nyx - Darkvision (unlimited night vision) and Vanish (invisibility, smokescreen and slight dash). Dequips all armour when Vanish is used.

Tidal - Ocean's Current (permanent dolpin's grace and conduit power) and Riptide (free riptide effect, between level 1 and 2 enchant). Tidal users have no real weaknesses, but they still take fall damage, so must clutch if Riptide is used wrong, which is easy to do.

Warp - Reflexive Dodge (3% chance to 'dodge' a damage tick) and Teleport (48 block range teleport). Teleportation leaves you sick after use and gives slowness, weakness and mining fatigue for a few seconds.

Active:

Arachnid - Weaver (free cobwebs) and Poison blast (create a poison explosion around you), but less natural HP.

Burn - Fireproof (unlimited fire resistance) and Fireball (shoot 3 blaze fireballs, and then a ghast fireball). Unfortunately, you have slower attack speed.

Frost - Cold Immunity (cannot take powder snow damage) and Frost Blast (freeze an enemy you're looking at and slow them down). No real weaknesses due to situationality of powers, though the slow can be rather useful.

Quake - Stalagmite Step (no damage from falling on stalagmites, yes this means clutching with them) and Earth Strike (deal a burst of massive damage to target entity, followed by evoker fang). Since they have the most offensively powerful ability, Quake users as a result get weakness while in the air, making critical hits near useless.

Sanguine - Regeneration (free regeneration 1) and Sanguine Shot (fire a blood projectile), though naturally, the blood projectile costs HP to use.

Thunder - Conductivity (getting struck by lightning gives buffs) and Thunder Blast (strike lightning at target, which could be yourself). Using your Thunder Blast ability gives weakness and mining fatigue for a bit.

Talismans:

Talismans are the way you get powers. Crafting recipes in the gallery. Talismans, once right clicked, will grant you the corresponding power, and will also refill your ability cooldowns. They can therefore be used as batteries of sorts. They can be ver useful for Quake or Defense, which are abilities that have long cooldowns. However, they only have 4 charges, so be careful!

No refunds, of course.

The purpose of the class separation is just balancing. Some abilities from the same class can negate each other's weaknesses, and provide an unfair advantage, so you can't activate 2 abilities of the same class at the same time. This can lead to fun and interesting combat experiences and can also even the playing field so powerless players can still stand a chance.

You can also chose to start out with a random power by using /rollpower [target]. This command will pick one of the 12 powers randomly and give it to you.

That out of the way, happy playing, and I hope you enjoy!

Screenshots

Gallery

  • Tidal Talisman Recipe
    Tidal Talisman Recipe Yes, you lose the buckets as well as the water. Such is the price of greatness.
  • Sanguine Talisman Recipe
    Sanguine Talisman Recipe Swords for damage, and raw copper, just cause. And yes, this does make this thing really easy to make, save for the rest of the Talisman.
  • Growth Talisman Recipe
    Growth Talisman Recipe The logs can be changed for any log, the flower for any flower, and the saplings for any sapling. The rest is non-negotiable.
  • Thunderstruck
    Thunderstruck Don't worry, I'm fine
  • Dormant Talisman Recipe
    Dormant Talisman Recipe I mean, what did you expect? Glue? I'm too lazy to code in glue.
  • Nyx Talisman Recipe
    Nyx Talisman Recipe Golden carrot because of the night vision/invisibility potion recipes. Glass because you're becoming clear. Coal, blackstone and gravel because... uh...
  • Gardening
    Gardening How did I manage to make a screenshot blurry?
  • Dormant Crystal Recipe
    Dormant Crystal Recipe Yet again, a bit expensive. The gunpowder makes it grey. ... Yeah it kinda looks like a pebble.
  • Who needs leather armour?
    Who needs leather armour? It's a lot more impressive in survival mode I swear
  • Warp Talisman Recipe
    Warp Talisman Recipe Get it? Because beetroot seeds spawn in end cities? I'm so funny.
  • Thunder Talisman Recipe
    Thunder Talisman Recipe I had to add some redstone stuff somewhere, and this happened to fit, methinks.
  • Empty Talisman Recipe
    Empty Talisman Recipe See, this seems pretty expensive at first, and that's because it is.
  • Gale Talisman Recipe
    Gale Talisman Recipe Main reason I updated to 1.21 is so that I could add wind charges into this somehow.
  • Frost Talisman Recipe
    Frost Talisman Recipe ooh, chilly :P
  • Dashin' around
    Dashin' around wheeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
  • Quake Talisman Recipe
    Quake Talisman Recipe The stones in the middle row are interchangeable with any other stone. The top one isn't.
  • Arachnid Talisman Recipe
    Arachnid Talisman Recipe Tried to make it reminiscent of the underground
  • Chest full of items
    Chest full of items With no duplicates, this is all the materials needed to craft the Talismans, excluding the Talismans and their crafting materials.
  • Defense Talisman Recipe
    Defense Talisman Recipe See, it's green because of the emeralds!
  • Burn Talisman Recipe
    Burn Talisman Recipe Seems rather self-explanatory
  • Clear eyes, clear me
    Clear eyes, clear me Don't worry, they can't see me.
  • This is fine.
    This is fine. Again, more impressive in survival mode.
  • The Earth reclaims
    The Earth reclaims There are meant to be evoker fangs here, but I juuuuuuuust missed them.
  • Power menu Display
    Power menu Display This time, everything is in the right spot.

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