Jamming Dino Presents
And Origins addon for Fabric - Requires the origins mod
Enchant yourself with mystical abilities that grow and develop with you from the beginning to the end of the game in this unique addon to the Origins mod
What does this mod do
This is a origin addon and adds a new origin to the game for every enchantment in Minecraft.
This Origin mod works in a semi-unique way, every origin has different levels, based off how many XP levels you have, each origin has Base, Level 1, Level 2 and Level 3 abilities and effects, Level 1 is unlocked once you reach 15 XP levels, level 2 is unlocked once you reached 30 levels, level 3 is unlocked once you reach 50 levels. While these origin all have both upsides and downsides, having abilities being locked behind XP levels, means that there is another form of progression for the player to follow
This mod is intended for use with Remove Base Origins, while it is not required it makes the Enchanted Origins mod feel much more thematic.
Current Features
currently 23 out of the 39 planned enchantments have been modded in, these include
Bane of Arthropods
0 (XP : 0) : When you are hit you make spider noises, all spiders deal triple damage to you, and all spiders have glowing to you.
1 (XP : 15) : Killing a spider gives you god apple like effects for 10 seconds.
2 (XP : 30) : You can climb through webs, and can craft them with string.
3 (XP : 50) : Eating fermented spider eyes is as good as eating Enchanted golden apples with a shorter active time.
Channeling
0 (XP : 0) : You get struck by lightning randomly every 15 to 180 seconds, but are immune to it.
1 (XP : 15) : You can store electrical energy within yourself, gaining speed, strength 2, and glowing when the bar is 4/5 or more full, but also gaining slowness and weakness when the bar is 1/10 or less full. Being struck by lightning charges 1/4th of your electricity. this electricity slowly drains from you unless you're standing on copper blocks that are on a low level of oxidization. Wearing iron, Netherite, or chainmail armour makes you lose charge 1.5 times as fast. Holding a trident negates the increased charge loss from armour. You naturally lose 10% of your maximum charge every 30 seconds.
2(XP : 30) : Standing on daylight sensors cause you to slowly regain electricity during the day and gives you regeneration at any time. As ability, you can cause the weather to start thundering once every half hour.
3 (XP : 50) : As an ability, if you have over 75% of charge in you energy bar, you can use the entirety of the electricity within you to gain strength 10 for 2 seconds. As well as that, whenever the weather is thundering, people you hit get struck by lightning on a 10 second cooldown.
Mending
0 (XP : 0) : While holding an enchanted book, you can right click to consume that item, you gain different potion effects based off whatever enchantments you eat. As an ability, you can spend all of your currently held levels at once, gaining positive effects, the more levels you spend, the more positive effects and the more powerful these effects are.
1 (XP : 15) : Your tools slowly regain durability as you hold them.
2 (XP : 30) : You gain 1.5 x as much experience as other player (instead of getting 10 XP, you would get 15).
3 (XP : 50) : As an ability, you can reset the cooldowns of all player abilities within 1 block on a 1 minute cooldown.
Soul Speed
0 (XP : 0) : You can only eat meat, but raw meat provides more food and saturation.
1 (XP : 15) : You get speed 2 when standing on soul sand and soil.
2 (XP : 30) : When you kill an entity, you get speed 3, strength 2, and haste 3 for 10 seconds, if the entity is a player, you also gain a portion of your health back.
3 (XP : 50) : Skulk shriekers you place are able to spawn the warden and you get speed 3, glowing, and regeneration on skulk blocks.
Aqua Affinity
0 (XP : 0) : You permanently have aqua affinity, air affinity, and can breathe underwater, but you cannot breathe air.
1 (XP : 15) : You permanently have dolphins grace, and you can eat coral to gain a potion effect, the potion effect depending on the type of coral you eat.
2 (XP : 30) : Sea creatures are passive to you, and you have 10 extra armour points when within 8 blocks of a sea lantern.
3 (XP : 50) : You can craft sets of 4 guardian spawn eggs with 4 prismarine, 2 copper, 2 redstone, and a diamond, and you can upgrade guardian spawn eggs into elder guardian spawn eggs at the cost of a netherite ingot in a smithing table. These spawn eggs cannot be used in a monster spawner.
Efficiency
0 (XP : 0) : You permanently have mining fatigue 1.
1 (XP : 15) : You permanently have speed 1, and no longer have mining fatigue.
2 (XP : 30) : You permanently have haste 1.
3 (XP : 50) : You are slightly better in every way (all of your stats are 20% better, you have 50% more health, fire resistance, glowing, and night vision) but if you don't get 1 level in the day, you die.
Infinity
0 (XP : 0) : As an ability, you can fire an arrow in the direction you're looking.
1 (XP : 15) : You deal 10 less melee damage, and snowballs you throw deal two damage.
2 (XP : 30) : You don't consume thrown or shot items, except for potions and eyes of ender.
3 (XP : 50) : As an ability, you can mark the coordinates you are currently standing. The next time you would die within 30 minutes, you are instead teleported to the marked location and given totem of undying like effects. This ability has a 60 minute cooldown.
Fire Aspect
0 (XP : 0) : When you are on fire you have speed 2 and strength 1.
1 (XP : 15) : When you hit someone they are set on fire, and you are immune to fire.
2 (XP : 30) : As an ability, you can breathe fire, which temporarily slows and blinds everyone caught in it.
3 (XP : 50) : When you set an entity on fire, that fire damage ignores armour. Entities you light on fire continue to burn for twice as long as they did before.
Fortune
0 (XP : 0) : You have permanent downsides, such as less damage, less armour, higher mob follow range, but 1 in 10 days, all of those negative effects become positive. You also have an extra level of looting.
1 (XP : 15) : As an ability, you can get weakness 3 and any item from the game at random, on a cooldown of 15 seconds for the item, and 2 minutes for the weakness.
2 (XP : 30) : You have 2 extra levels of fortune, and if you would get 1 Netherite ingot from crafting (ancient debris and gold), you instead get two.
3 (XP : 50) : As an ability, you can consume a Netherite (In your off hand) block and lose 10 max health for an hour. if you do this, all enchantments on the next piece of enchanted equipment in your main hand gets upgraded by one level. This ability can upgrade enchantments past their regular maximums.
Curse of Vanishing
0 (XP : 0) : You have two fewer hearts.
1 (XP : 15) : As an ability, you can teleport to a random safe block within 8 blocks of your current position on a 30 second cooldown.
2 (XP : 30) : When you get hit, you get 20 seconds of perfect invisibility with a 2 minute cooldown.
3 (XP : 50) : As an ability, you can get 5 minutes of invisibility with a 10 minute cooldown, this invisibility is perfect (your armour and held items also become invisible).
Depth Strider
0 (XP : 0) : You are slower on land, but have dolphins grace in water, and you have resistance if you're touching the ground in water or lava.
1 (XP : 15) : As an ability, you can strike all nearby entities that are in water with lightning, and while you are wearing a turtle shell helmet you can breathe underwater.
2 (XP : 30) : You get speed 5 in lava and have increased lava vision.
3 (XP : 50) : While in liquids you can teleport yourself to your crosshair, as long as the block at that point is less that 200 blocks away.
Swift Sneak
0 (XP : 0) : You have invisibility when crouching, but you can only wear leather armour other than your helmet and boots.
1 (XP : 15) : You are immune to glowing, and invisibility lasts twice as long for you.
2 (XP : 30) : You can crouch and move very quickly.
3 (XP : 50) : As an ability, you can give everyone within a 50 block radius glowing and darkness with a 10 minute cooldown.
Luck of the Sea
0 (XP : 0) : You constantly have a random effect, this effect can last from ten seconds to 30 minutes, and changes to another random effect once it wears off. This effect persists after death, and can be cycled by consuming a gold block. Additionally, you cannot drink milk.
1 (XP : 15) : If you take damage in water, a random entity within 10 blocks gets blindness, nausea and poison for 10 seconds, that entity can be you.
2 (XP : 30) : Having any sea creature within 8 blocks of you gives you water breathing, and allows you to see some entities through walls.
3 (XP : 50) : As an ability, you can turn all negative potion effects you currently have into positive ones on a 3 minute cooldown. You also have 3 extra levels of fortune in water.
Respiration
0 (XP : 0) : As an ability, you can breathe ice at people, damaging and slowing them.
1 (XP : 15) : The longer you spend in water, the more powerful your ice breath becomes, if your ice breath bar fills up, then you get speed 1 and strength 1.
2 (XP : 30) : You can't take suffocation or drowning damage.
3 (XP : 50) : As an ability, you can blow all entities within 10 blocks away from you, but you can only heal when the cooldown for this ability isn't active.
Looting
0 (XP : 0) : You cannot use diamond equipment, except for pickaxes.
1 (XP : 15) : You constantly have 2 extra levels of looting, this can stack over three levels.
2 (XP : 30) : You have permanent luck II and can use diamond equipment.
3 (XP : 50) : Every time you kill a mob, you have a chance of getting an item from a related loot table. From each of these loot tables, there is an almost 1% chance to get a spawn egg. Some mobs have chances to drop special items, things like unbreakable and impossibly enchanted armour.
Thorns
0 (XP : 0) : When hit, you deal a heart of damage to your attacker.
1 (XP : 15) : You’re immune to cacti and berry bushes, and you ignore the slowing effect of berry bushes.
2 (XP : 30) : Your base thorns damage ignores armour.
3 (XP : 50) : As an ability, you can summon evoker fangs around you that poison those hit by them.
Riptide
0 (XP : 0) : You have slowness on land, but not in rain.
1 (XP : 15) : As an ability, you can riptide yourself about 5 blocks.
2 (XP : 30) : Your riptide ability is significantly improved , and you no longer take fall damage.
3 (XP : 50) : Your riptide has no cooldown in rain, and you have speed 4 when it's raining.
Frost Walker
0 (XP : 0) : You have a 1x1 ice frost walk ability while on water.
1 (XP : 15) : Your frost walk radius is increased to 3x3.
2 (XP : 30) : Your frost walk radius is increased to 9x9 and you get speed 1 while on ice, packed ice, blue ice, magma, cobblestone, cobbled deepslate, and blackstone.
3 (XP : 50) : In cold biomes you can penguin slide. you gain a 3x3 basalt lava walk ability, which will slowly degrade into magma, and then back into lava.
Knockback
0 (XP : 0) : You take negative knock back.
1 (XP : 15) : You constantly get three extra levels of knock back, including on thrown and shot items.
2 (XP : 30) : Whenever an entity attacks you, they take the same knock back you do.
3 (XP : 50) : You have a toggle which you can activate, having this activated means that you will have double the knock back, but you will also have double knock back against you. While this toggle is activated, you have particles floating around you and glow.
Fire Protection
0 (XP : 0) : You take 10% more damage, and can launch a Ghast fireball by using a fire charge.
1 (XP : 15) : You are immune to fire, have resistance 2 when you're holding a blaze rod in your offhand, no longer take additional damage, and have a 10% damage resistance.
2 (XP : 30) : You get strength and resistance when on fire, and people within 2 blocks of you when you’re on fire get blindness and lit on fire.
3 (XP : 50) : As an ability, you can create a fire trail behind yourself, light yourself on fire, give yourself speed 2, and give everyone nearby weakness.
Blast Protection
0 (XP : 0) : You take 10% more damage.
1 (XP : 15) : As an ability, you can cause an explosion at your crosshair. This explosion causes large amounts of knockback and has a
2 (XP : 30) : TNT lit by you is much more powerful and explodes instantly, you're also immune to blast damage
3 (XP : 50) : As an ability, you can mark everybody within a radius of 32 blocks for death, after 20 seconds, everybody marked for death in this way creates an explosion centered on themselves with equivalent power to 4 blocks of TNT. Being in water when the explosion takes place negates the damage.
Riptide
0 (XP : 0) : You have slowness on land, but not in rain.
1 (XP : 15) : As an ability, you can riptide yourself about 5 blocks.
2 (XP : 30) : Your riptide ability is significantly improved , and you no longer take fall damage.
3 (XP : 50) : Your riptide has no cooldown in rain, and you have speed 4 when it's raining.
Silk Touch
0 (XP : 0) : You slide across all blocks as though they were blue ice.
1 (XP : 15) : Whenever you deal damage to something, you gain an amount of speed proportionate to the amount of damage you did.
2 (XP : 30) : Everything you mine while holding a tool and not crouching has silk touch, including mob spawners.
3 (XP : 50) : When you take damage, you get speed 10 for 10 seconds, on a 40 second cooldown.
What is an Origin / Origin mod
This mod is an origin addon, it requires the Origin mod to work. An origin is essentially something you choose before you start your playthrough that has impacts on how the game will play, for instance, within the base Origins mod there is an origin called the Arachnid, it has 3 less life than normal can only eat meat is considered an arthropod (so things like bane of arthropods will effect it) but can climb walls like a spider, you can move through webs perfectly and you can craft webs out of 2 string.
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