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Wolfkin Origin
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This origin is coded for Origins 1.4.1+ ,and minecraft 1.18.2+. The main idea is a mobile summoner with a wolf theme for the abilities.
Centers around fantasy elements such as spells, rituals, and magical energies, often involving personal empowerment and magical automation.
Includes a large focus on traversing worlds with enhanced world generation, structures, dungeons, and more for players to find unique loot.
Fabric is a mod loader for versions 1.14+ of Minecraft, particularly popular for client side and optimization mods.
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Make sure to update to the newest version to ensure it works as intended
Version 3.1.3+ will require the Extra Origins Mod
https://www.curseforge.com/minecraft/mc-mods/extra-origins
This adds a support based origin with a wolf theme which can be used in singleplayer or multiplayer (multiplayer is more recommended due to the support nature of the origin).
The abilities are as follows:
-Ally summon
-Invisibility/stealth
-Regen some health of another entity or yourself (damages undead mobs)
-Night vision
I'm hoping everything works, but if it doesn't just put a comment and I will get to fixing it as soon as I can.
ATM the requirements are:
Origins Mod version 1.4.1+
Minecraft version 1.18.2
Origins Mod link:
https://www.curseforge.com/minecraft/mc-mods/origins
FULL DESCRIPTION:
Wolfkin Overview:
Main Abilities:
- [Primary] Wolf Summon -This summons two buffed wolves, which are tamed on summon, with the following buffs/tweaks: *cannot be bred *they take half of the damage dealt to them *they have 1.4x movement speed (speed 2 as an attribute effectively, this would stack with potions) *3 less damage per hit *1 true damage per hit (through armour and enchants) *for each hit they do the owner gains 1 charge stack for the secondary -This has a 45s cooldown, with the wolves disappearing after 15s from cast
- [Secondary] Heal ray -This requires 4 charge stacks to use, which are then removed on cast. -This gives the instant health 1 effect to a targeted living entity if there is one within 15 blocks, with no blocks in the way. If it fails to give this to an entity, the user is given the effect instead.
- [Tertiary] Invis -Active while sneaking, in light level 5 or less during night, or light level 4 or less while under blocks. Not active during the daytime in sunlight. A 4s cooldown is activated if the user deals damage, takes damage, or breaks a block. The cooldown can be triggered while active, and the invis will not trigger at all when it is on cooldown. -Doesn't work in water either -Hides armour+held items -has particles around it while active, much like an invis potion -Toggles with "key.loadToolbarActivator"
Passives:
- Pack Tactics - This aggros any nearby untamed wolves on the target you punch.
- Night vision (Weaker than potion, but enough to see)
- Tracker:
-Wolves/wolfkins are always glowing no matter the distance (even while invis)
-When you are at or below 3/4 max hp you see damaged entities within 8 blocks
-Toggles with the Invis toggle also - Snowy Start:
-Can walk on powder snow
-Freezing damage immunity
-Spawn in a cold taiga - You cannot damage wolves with projectiles or melee. (Meaning they won't attack you either)
Cons:
- Carnivore
- 75% more exhaustion
- 2 less hearts
- 10% less damage dealt
So just a few things really, no variety here at all :>
Origin Overview:
Primary: Summon (45s cd)
- two enhanced wolves are summoned, they have the following tweaks
- +1hp of true dmg when they attack
- -3hp base dmg
- -50% incoming dmg
- 1.4x movement speed
- +1 heal charge per attack to the owner (they are tamed to the user on summon)
- vanish after 15s
- ghostly appearance
Secondary: Healing (10s cd)
- At the cost of 4 charges (4 charges can be stored max) the instant health 1 is given to an entity you look at which is within 16 blocks. If you miss it is applied to you instead.
Tertiary: Invisibility and Glow (toggled with loadHotbarActivator)
- Glow: (change ==1.0 to >0.66)
- Wolves or other wolfkins within render distance will glow yellow for you
- Entities below 2/3 hp within 10 blocks will glow red (wolves/wolfkins orange instead of red)
- Invisibility: (Armour not rendered, but particles do appear) You will be invis IF:
- Under moonlight when the block light level is <=5 and not in water
- NOT under sunlight, when the block light level is <=4 and not in water
- Sneaking and not in water 8s cd when:
- you take/deal dmg
- break a block
Passives:
- You can walk on powdered snow and are immune to frost dmg (this will not work without extraorigins, but the rest of the origin will)
- You cannot deal melee or ranged dmg to wolves
- If you attack a mob within 16 blocks of wild wolves, they will also attack the mob
- You have slight night vision
- Hunger effect immunity
- Increased sprint speed while 3/4hp or less (boosted adrenaline effectively)
- You spawn in a snowy taiga by default
Cons:
- You have 1.75x exhaustion
- 4hp less than a normal player
- You are a carnivore
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