Cisco's RPG Character System: Origin, Class, and Blessing
In this pack, four separate layers define your character, and all four show up in the first minutes of the game. The good news: only one of the four actually changes how you play. We're not guessing which one — the game's own data tells us.
Modpack 14 min read August 24, 2026V8E · Minecraft 1.19.2 · Forge
The short version — just do this:
Choose your Origin carefully. Of the four layers, this is the only one that actually matters.
If it's your first playthrough, pick from the light-impact group — Slimefolk, Goblin, Arachnid, Avian, Elytrian, Shulk, High Elf, Plantaemancer, Priest.
Don't overthink Class. All thirteen have a low impact on the game — it's enough to split them within a group.
Don't overthink the blessing either. All sixteen are light-impact; pick whichever god you like.
Your choice is effectively permanent: changing it costs 4 netherite ingots.
Four things define your character
When you enter the world, three choice screens come one after another; the fourth layer unlocks as you play. Since these are easy to mix up, let's first nail down what each one is.
The four layers and their impact on gameplay
Layer
What it is
Options
Impact on gameplay
Origin (species)
Innate abilities and weaknesses
33
High ●●●
Class
Your profession — two small bonuses
13
None ●●●
Divine Blessing
A god's blessing
17
Low ●●●
Skill Tree
The skill tree you unlock with points as you play
115 points
High over time ●●●
The "impact" column in this table isn't our opinion. The Origins mod assigns an impact value to every option, and that value is written into the pack's own files. Of the 33 origins, 6 are marked high impact, 17 medium, and 9 light; all thirteen classes are marked "no impact". In other words, the game itself is telling you that you don't need to agonize over your class choice.
The first three choices lock in and never change again (Class's impact is genuinely zero — not worth agonizing over). The Skill Tree, on the other hand, isn't a single choice — it's a system that unlocks up to 115 points as you level up, and it becomes the most impactful layer over time.
Origin: the choice that actually matters
Your origin determines what you can eat, where you spawn, which block hurts you, and which abilities you're born with. A Blazeborn spawns in the Nether and takes damage from rain; a Merling starts drowning the moment it leaves water.
So pick your origin based on your playstyle, not how it looks. Below are all 33 origins, split into three groups by the game's own impact value. Opening the "In-game effects" link on any row shows you that origin's full list of abilities, with their in-game names and exact effects.
Know this before you choose: changing your origin requires an Orb of Origin, and its recipe is 4 netherite ingots + 4 ender pearls + 1 diamond. Since netherite requires mining ancient debris in the Nether, this isn't something you can reach early on. You'll be living with your first choice for a long time.
All 33 origins
Light-impact origins 9 origins
One or two nice abilities for a small price. This is the safest group for a first playthrough — you get a taste of the origin system without any surprises.
Con: Carnivore; fragile and takes extra damage from bug-hunter spells
Abilities (4):
Climbing — You can climb any kind of wall, not just ladders.
Master of Webs — You move and climb through cobwebs flawlessly; a melee target you hit gets stuck in webbing for a while.
Carnivore — Your diet is restricted to meat; you can't eat vegetables.
Fragile — You have 3 hearts less health than a human.
Avian
A peaceful bird people who forgot how to fly.In-game effects — Avian
Pro: Falls slowly, gains speed from wind, lays eggs
Con: Herbivore; can only sleep above y=86 — a low bed does nothing
Abilities (6):
Featherweight — You fall slowly like a feather unless you're sneaking.
Fresh Air — To sleep, your bed must be at an altitude of at least 86 blocks.
Like Air — Your walking-speed changes also apply while airborne.
Tailwind — You walk slightly faster than others.
Oviparous — You lay an egg when you wake up in the morning.
Vegetarian — You can't digest meat.
Elytrian
Born carrying an elytra.In-game effects — Elytrian
Pro: Glides on wings, launches into the air
Con: Weakens in tight, low-ceilinged spaces, can't wear heavy armor, takes more fall/collision damage
Abilities (6):
Winged — You don't need to equip an elytra — your wings are natural.
Gift of the Winds — Once every 30 seconds, you can launch about 20 blocks into the air.
Aerial Combatant — You deal noticeably more damage while flying with an elytra.
Need for Mobility — You can't wear any armor heavier than chainmail.
Claustrophobia — Staying too long under a low ceiling weakens and slows you.
Brittle Bones — You take more damage from falling and colliding with blocks.
Goblin
A cunning, greedy single-target hunter.In-game effects — Goblin
Pro: Superior in one-on-one fights, drops more loot
Con: Fragile; melts in a crowd
Abilities (5):
Cunning — Your attacks deal more damage and you get more loot from creatures you kill.
Frail — The price of being small: your maximum health is low.
Greedy — Everything gilded is far more beneficial for you.
Nippy — Short but quick: your base movement speed increases.
Stunted — You can't grow as tall as other creatures.
High Elf
A clever, long-lived wood elf.In-game effects — High Elf
Pro: Fire-throwing ability (main power), sharp senses and night vision, tall stature
Con: Slender build; herbivore
Abilities (7):
Fire Bolt [Primary] — Fire an arrow of flame that ignites your enemies (primary ability).
Forest Vision — Centuries of living in the forest have given elves superior vision in darkness.
Hyper Sight — You can keep tracking a target you've hit for a while, even after it leaves your field of view.
Towering — Elves are noticeably taller than the average human.
Steward — Your digestive system can't process meat.
Spindly — Your slender build means you can't wear armor heavier than chainmail.
Jump Master — Your height lets you jump quite high.
Plantaemancer
A nature mage who wields the power of plants.In-game effects — Plantaemancer
Pro: Traps enemies with vines, regenerates in light
Con: Extremely weak against fire, weakens in darkness
Abilities (6):
Poison Ivy Vines [Primary] — Throw a vine that poisons your target (primary ability).
Plant Caretaker — Shift+right-click with an empty hand to grow plants.
Regrowth — You heal in water.
Flammable — You take extra damage from fire and lava.
Light Deprivation — You weaken in low light.
Blissful Light — Your speed increases during the day.
Priest
A humble clergyman at the head of the church.In-game effects — Priest
Pro: Holy shield, agility, fall immunity
Con: Herbivore; carries a holy curse
Abilities (6):
Power's Above — You start with a few items left behind by the Paladin friend who gave their life for you.
Nimble — A blessing from above increases your speed.
Expert At Shielding — You gain a 10-second shield effect (primary ability).
Vegetarian — You can't digest meat.
Acrobatics — You take no fall damage no matter how far you fall.
Weakness — You weaken when the undead are nearby.
Shulk
A Shulker relative; shelled skin.In-game effects — Shulk
Pro: Natural armor, extra inventory, strong arms
Con: Can't use a shield, tires quickly
Abilities (5):
Hoarder — You get 9 extra inventory slots, and their contents survive death.
Sturdy Skin — Your skin provides natural protection even without armor.
Strong Arms — You're strong enough to break natural stone without a pickaxe.
Unwieldy — The shape of your hands isn't suited to holding a shield.
Large Appetite — You tire much faster than others and need to eat more.
Slimefolk
A flexible being made of green slime.In-game effects — Slimefolk
Pro: Jumps high, takes no fall damage, gets stronger in swamps
Con: Height and health are as variable as slime
Abilities (6):
High Jump — You jump 2 blocks high.
Translucent Body — Your body is made of green slime (visual only).
Swamp Creature — Staying in a swamp is good for you.
Slime-sized — You're one block tall — much smaller than most creatures.
Lower Health — You have 8 hearts of health.
Acrobatics — You take no fall damage no matter how far you fall.
Medium-impact origins 17 origins
These carry a noticeable edge and a noticeable cost, but don't break the core gameplay. The pack's own custom origins (Demi-God, Dark Mage, Justicar, Sharpshooter) are in this group.
Medium-impact origins — 17 origins
Origin
What it does
Anthraxi Dark Mage
A master of dark magic; the pack's mage starting point.In-game effects — Anthraxi Dark Mage
Pro: Notable power in dark magic, Ender affinity
Con: Weak against Holy damage
Abilities (7):
Ender Affinity — Your Ender magic power increases by 350%.
Holy Rebuke — Your Holy magic power decreases by 350%.
Dark Blessing — You gain extra mana and cast spells twice as fast.
Dark Light Blessing — You gain extra mana and cast spells twice as fast.
Magic Missile Expert — Cast Magic Missile at max level whenever you want (G key).
Ethereal Evasion — Merge with the shadows to slip away from an incoming attack (H key).
Profane Sacrifice — Anthrax demands blood in exchange for power: your health decreases by 40%.
Bird of Paradise
Lord of the skies; the ancestor of Avian.In-game effects — Bird of Paradise
Pro: Winged; dominant in aerial combat
Con: Can't fly when wet
Abilities (6):
Winged — You fly by combining wing flaps and gliding.
Angelic Grace — Your flying skill keeps you from crashing to the ground.
Aerial Combatant — You deal noticeably more damage while flying with an elytra.
Tailwind — You walk slightly faster than others.
Wet Wings — Being born with wings, you can't swim.
Wind's Blessing — The winds of heaven bless you: you're immune to Slowness.
Deer
The forest's nimble resident.In-game effects — Deer
Pro: High mobility, gets stronger in forests
Con: Herbivore; can't touch meat
Abilities (6):
Vegetarian — You can't digest meat.
OH DEER GOD — A flight instinct kicks in when your health is low: you gain speed but weaken.
Forest Native — Staying in a forest is good for you.
Sensitive Awareness — Use your primary ability key to detect players within a 50-block radius by sound.
Weak — You have 8 hearts of health (less than normal).
High Jump — You jump higher while sprinting.
Demi-God Lux
The half-mortal child of a holy god.In-game effects — Demi-God Lux
Pro: High power and endurance, carries light
Con: Hubris penalty and constant hunger
Abilities (6):
Divine Strength — Your divine lineage lets you deal 40% more damage.
Hubris — Your hubris makes you careless: you take 20% more damage.
Luxian Lineage — You take 10% less damage while under open sky.
Heavenly Hunger — You can only eat golden apples, golden carrots, and similar divine foods.
Lightbringer — You are immune to Darkness and Wither effects.
Divinum Corpus — Your divine body increases your base health.
Demi-God Umbra
The half-mortal child of a dark god.In-game effects — Demi-God Umbra
Pro: High power, sees in the dark
Con: Hubris penalty and constant hunger
Abilities (6):
Divine Strength — Your divine lineage lets you deal 40% more damage.
Hubris — Your hubris makes you careless: you take 20% more damage.
Umbral Lineage — You take 15% less damage in the End.
Dark Vision — Nothing impairs your vision in darkness.
Heavenly Hunger — You can only eat golden apples, golden carrots, and similar divine foods.
Divinum Corpus — Your divine body increases your base health.
Enderian
A child of the Ender Dragon; can teleport.In-game effects — Enderian
Pro: Teleports with ender pearls, reaches farther
Con: Water hurts you, hates pumpkins, potions backfire
Abilities (4):
Teleportation — Throw a damage-free ender pearl to teleport whenever you want.
Hydrophobia — You take damage whenever you touch water.
Scared of Gourds — You're afraid of pumpkins — and for good reason.
Slender Body — You can reach blocks and entities from further away.
Feline
Feline lineage; unafraid of falling.In-game effects — Feline
Pro: No fall damage, scares off creepers, agile
Con: Can't break natural stone by hand (Weak Arms), starts with 1 fewer heart
Abilities (7):
Acrobatics — You take no fall damage no matter how far you fall.
Strong Ankles — Jumping while sprinting sends you higher.
Velvet Paws — Your footsteps create no vibration; nearby creatures can't hear you.
Nine Lives — You have 1 heart less health than a human.
Weak Arms — Unless you're under a Strength potion, you can only break natural stone by hand when it has at most 2 identical blocks around it.
Catlike Appearance — Creepers are afraid of you; they won't explode unless you attack them.
Nocturnal — You can see faintly in the dark as long as you're not in water.
Frijani Drengr
A berserk warrior from the ice tribes.In-game effects — Frijani Drengr
Pro: Serious damage while enraged, ice-infused hits
Con: Rage is uncontrollable; neglects defense
Abilities (5):
Berserkergang — You take 30% more damage, but 20% of the damage you deal returns to you as health.
Chilled Blades — Grants 20% critical chance, 50% critical damage, and slows any enemy you hit.
Reckless Fury — Your rage makes you predictable: you deal 20% less damage.
Andhrimnir — Your appetite is insatiable: you get hungry much faster.
Enginn Skjöldur — You can't use a shield because you're focused entirely on attacking.
Knight
A warrior knighted by the king.In-game effects — Knight
Pro: Sword mastery and a special sword (Skofnung)
Con: Heavily burdened; can't use a bow
Abilities (7):
Skofnung — You've been given Skofnung, the famous sword of Icelandic saga.
Damage Boost — You gain +1.5 attack damage while holding Skofnung.
Knightly Skills — Your attack damage increases.
Slow Movement Speed — Your movement speed is low.
Swords only — You can't use a bow or a crossbow.
The Templar Mission — You start with a book explaining how to repair your sword.
Crescent Worship [Primary] — For 30 seconds, you heal and gain attack speed (primary ability).
Lumerian Justicar
A judge who fights darkness with holy magic.In-game effects — Lumerian Justicar
Pro: Holy magic power, healing ability
Con: Weak against Ender/dark-sourced damage
Abilities (7):
Lumera's Might — Your Holy magic power increases by 350%.
Dark Rebuke — Your Ender magic power decreases by 350%.
Holy Blessing — You gain extra mana and cast spells twice as fast.
Dark Light Blessing — You gain extra mana and cast spells twice as fast.
Guiding Bolt Expert — Cast Guiding Bolt at max level whenever you want (G key).
Fortify — Fortify yourself and your allies against damage with holy light (H key).
Onus Justorum — The weight of your oath slows you by 30%.
Paladin
A holy warrior fighting in the name of good.In-game effects — Paladin
Pro: Holy fire, life-steal, sturdy build
Con: Sensitive to being without water
Abilities (8):
Protection From Undead — Your touch sets the undead ablaze.
Dried Out — Your walking speed drops sharply in the Nether.
Holy Life — Killing earns you holy water and heals you slightly.
Better Built at a price! — The price of your large build: your big appetite means you tire faster.
Durendal — You've inherited Durendal, the legendary paladin Roland's sword.
Damage Boost — You gain +1.5 attack damage while holding Durendal.
The Templar Mission — You start with a book explaining how to repair your sword.
Praise the Sun — By day you heal, gaining Resistance and Regeneration (10 seconds).
Pyriosi Pheonix Knight
The Phoenix Knight of the fire kingdom.In-game effects — Pyriosi Pheonix Knight
Pro: Flaming sword, one return from death (rebirth)
Con: Unstable against cold/water
Abilities (7):
Infernal Blade — Your weapons deal fire damage and can set enemies ablaze.
Damnation of Pyr — Burning targets take 60% more damage from you.
Solar Eclipse — You draw your power from the sun; without it, you weaken and slow down.
Pheonix Renewal — You regenerate health quickly while under the sun.
Endothermic — Your health decreases by 40% in extremely cold biomes.
Fire Magic Adept — Your Fire magic power increases by 200%, but you're penalized in Ice magic.
Blazing Dash — Dash forward in flames, burning everything in your path (G key).
Siren
An enchanting but dangerous sea creature.In-game effects — Siren
Pro: Dominant in water, entrances with song
Con: Extremely weak against fire and holy water
Abilities (7):
Amphibious — You survive in water and swim quickly.
Flammable — Any contact with fire means INSTANT DEATH — watch your step in the Nether.
Holy Water — Your health regeneration works at full strength in water.
Out of Your Depth — On land, your health regeneration stops and you take more damage.
Prone — You're vulnerable to blunt force: melee attacks deal more damage to you.
Siren Song — Use your primary ability key to calm nearby creatures (except bosses) until they're hit.
Water Vision — You see better underwater than others.
Thief
A master thief who steals unseen.In-game effects — Thief
Pro: Superior stealth and extra inventory like a backpack
Con: Fragile; can't hold up in a direct fight
Abilities (9):
Hoarder — You get 9 extra inventory slots, and their contents survive death.
Super sneak — When you sneak, you and everything you're wearing turn completely invisible.
Tailwind — You walk slightly faster than others.
Fragile — You have 3 hearts less health than a human.
Cloak and Dagger — No one questions a thief. You start with a Loot Bag and 3 diamonds you 'found'.
Money Lover — You gain Speed II while holding a diamond.
Parkour — Strength left over from your days of thievery makes your attacks deal slightly more damage.
Large Appetite — You tire much faster than others and need to eat more.
Night owl — You can see in the dark.
Venthari Sharpshooter
The wind nation's sharpshooter.In-game effects — Venthari Sharpshooter
Pro: Notable edge with arrows, uses terrain well
Con: Fragile; struggles in melee, carnivorous
Abilities (4):
Deadeye — Your projectile damage increases by 30%.
Carnivore — Your diet is largely restricted to meat.
Hot Climate Preference — You speed up in hot biomes and slow down in cold ones.
Feline Grace — Like all cats, you always land on your feet.
Feared Hunter — Creepers flee in fear of your feline appearance.
Soft Paws — You're a silent hunter; your footsteps go unnoticed.
Climbing — You can climb any kind of wall, not just ladders.
Nocturnal Eyes — You gain night vision in dark places.
Carnivore — Your diet is restricted to meat; you can't eat vegetables.
Land Hunter — As a land-hunting species, you tire faster in water.
Wood Elf
A wood elf; a master of archery.In-game effects — Wood Elf
Pro: Notable edge with a bow, at home in forests
Con: Weak in melee, can't wear heavy armor, herbivore
Abilities (5):
Adept with projectiles — You deal noticeably more damage with every kind of projectile than other races.
Forest Native — Staying in a forest is good for you.
Light Armour User — Your slender build means you can't wear armor heavier than netherite.
Vegetarian — You never eat meat.
Physically Weaker — You deal less melee damage with swords and axes.
High-impact origins 6 origins
Origins that change the game from top to bottom. They decide where you spawn, what you can eat, and which block hurts you. We don't recommend these for your first playthrough — they're fun, but demand constant attention.
High-impact origins — 6 origins
Origin
What it does
orcs_shaman (unnamed)
Broken entry — name and icon don't display.In-game effects — (adsız)
Pro: —
Con: The mod its icon comes from isn't included in the pack; don't pick it
Abilities (5):
The call of the elders — You call back the dead with a devastating attack.
The Shaman hood — The legendary hood of the orc shaman — a source of power and protection.
Mistakes make you stronger — You've become immune to the strongest poison: your own attacks' effects don't harm you.
Skull explosion — You wield the power of the orc Curse God, but since you're not as strong as an orc, your cooldown is very long.
The Shaman Wand — The staff orcs rely on in battle: it calls down the skies.
Blazeborn
Born in the Nether, unaffected by fire.In-game effects — Blazeborn
Pro: Full immunity to fire and lava; starts in the Nether
Con: Water and rain hurt you; snowballs and potions deal extra damage
Abilities (5):
Fire Immunity — You're immune to every kind of fire damage.
Nether Inhabitant — Your natural spawn point is the Nether.
Burning Wrath — Your attacks deal extra damage while you're on fire.
Hotblooded — Your hot body burns off poison: you're immune to Poison and Hunger effects.
Hydrophobia — You take damage whenever you touch water.
Merling
A child of the sea — dominant in water, fragile on land.In-game effects — Merling
Pro: Breathes and sees clearly underwater, swims fast
Con: Starts drowning if you stay dry
Abilities (5):
Gills — You can breathe underwater — but not on land.
Wet Eyes — You see perfectly underwater.
Aqua Affinity — You break blocks underwater at the same speed as on land.
Fins — Your underwater speed increases.
Like Water — You don't sink underwater unless you want to.
Otter
A river otter; an agile semi-aquatic hunter.In-game effects — Otter
Pro: Swims fast, works comfortably underwater
Con: Gets hungry faster, most complex origin with 18 powers
Abilities (12):
Aqua Affinity — You break blocks underwater at the same speed as on land.
Fins — Your underwater speed increases.
Like Water — You don't sink underwater unless you want to.
Unwieldy — The shape of your hands isn't suited to holding a shield.
Improved Lungs — You can hold your breath underwater for longer.
Aquatic Predator — Fully submerged in water, you fight at incredible speed; the effect lingers briefly on land.
Otter God's Blessing — A gift from the Otter God: you become physically stronger.
Otter Pouch — The skin fold under your forelegs works like a pouch, letting you carry more items.
Claustrophobia — Staying too long under a low ceiling weakens and slows you.
Heart Reduction — You have only eight hearts of health.
Mini Riptide — While submerged, you launch in the direction you're looking (secondary ability).
Small — You're a bit smaller than a normal human.
Phantom
A half-phantom that shifts between two forms.In-game effects — Phantom
Pro: Passes through walls and turns invisible in phantom form
Con: Burns in daylight, is constantly hungry, starts with 3 fewer hearts
Abilities (7):
Phantom Form — You switch between human and phantom form — as long as you're well-fed.
Translucent — Your skin is semi-transparent.
Phasing — While in phantom form, you pass through any solid block except obsidian.
Invisibility — You're invisible while in phantom form.
Photoallergic — You catch fire in daylight unless you're invisible.
Fast Metabolism — Staying in phantom form makes you hungry.
Fragile — You have 3 hearts less health than a human.
Piglin Brute
A Nether warrior built on raw strength.In-game effects — Piglin Brute
Pro: Hits harder and breaks blocks faster bare-handed
Con: Can't use a shield, takes damage in water, carnivorous
Abilities (7):
Hydrophobia — You take damage whenever you touch water.
Unwieldy — The shape of your hands isn't suited to holding a shield.
Carnivore — Your diet is restricted to meat; you can't eat vegetables.
Strong Arms — You're strong enough to break natural stone without a pickaxe.
Soul Spooked — You're spooked by Soul Fire; you weaken near it.
All That Glitters — Gold tools and armor are stronger and more durable for you; non-gold/netherite gear wears out faster.
Axe Wielder — You deal more damage with gold and netherite axes.
No impact 1 origins
An option for players who don't want the origin system at all.
No impact — 1 origins
Origin
What it does
Human
An ordinary human — no abilities, no weaknesses.In-game effects — Human
Pro: The normal Minecraft experience; no surprises
Con: No advantage of any kind
Class: 13 professions
Class is the layer where you pick your profession. Every class gives you two small abilities and comes with no drawback. According to the game's own impact value, all thirteen have a "low" effect on gameplay — the table below shows exactly what each one grants.
That's good news: there's no wrong choice here. If you're playing in a group, split them up — if all three of you pick Warrior, no one gets Blacksmith's quality bonus (crafting armor and weapons isn't locked to any class, but without a Blacksmith what you make stays ordinary).
The 13 selectable classes and the abilities they grant
Class
Who they are
In-game effect
Archer
One shot, one kill.
Accuracy — Every projectile you fire is more accurate.
Agility — You move faster than others while drawing a bow.
Beastmaster
A friend to animals, distant from people.
Fauna Friends — Animals you tame get a permanent boost to health and strength.
Effective Empathy — The effect of a potion you drink also spreads to your nearby tamed animals.
Blacksmith
Everyone's friend; crafts better gear.
High-Quality Equipment — The gear you craft carries small bonuses.
Efficient Repairs — Anvil repairs cost less material; combining items for repair restores more durability.
Cleric
A healer who turns the world's magic to their advantage.
Refined Potions — At the final step of brewing, you can refine a potion with cauldron water and strengthen its effect.
Enchantment Mastery — You reach higher enchantment levels at the enchanting table.
Cook
Prepares food better than anyone.
Good Meals — The food you cook is more filling.
Smoking — You earn more XP from smoking food.
Explorer
Crosses the toughest terrain with ease.
Explorer Kit — You start the game with a compass, a clock, and nine empty maps.
Fit — Sprinting doesn't exhaust you.
Farmer
The farmer who feeds everyone.
Bountiful Harvest — You have a chance to get double yield when harvesting crops.
Fertilizing Techniques — Bone meal is twice as effective in your hands.
Lumberjack
The nightmare of trees.
Timber! — You fell a whole tree in one go unless you're sneaking.
Woodcutting — You get two extra planks from a single log.
Miner
Master of underground treasures.
Mining Expert — You break stone-type blocks faster than others.
Twin Births — Animals you breed can give birth to twins.
Scavenging — You sometimes get extra materials when you kill an animal.
Rogue
A master of ambush and stealth.
Sneaky — Your nametag never shows through walls.
In the Shadows — After sneaking for 10 seconds, you enter Stealth mode.
Stealth — While stealthed, you make less noise and deal extra damage on backstabs.
Warrior
The master of sword and shield.
Weapon Knowledge — You deal slightly more damage because you use every weapon at full efficiency.
Shield Wield — You slow down less while blocking with a shield.
Nitwit is a deliberate difficulty option. It grants no ability at all. Don't pick it unless you want to make the game harder on yourself.
Divine Blessings: the god's blessing
The third layer is where you choose a god's blessing. It's a system the pack itself added, and it's entirely thematic: each of the sixteen gods grants small powers fitting their own element.
Every blessing grants two gifts: a small one that's active immediately, and a bigger one that unlocks after you kill the Ender Dragon. So blessings start light but grant serious power by the end of the game. If you don't want a god at all, there's the No Blessing option.
16 divine blessings plus a "no blessing" option — each grants one small gift and one big one
Blessing
Which god
What it grants
Amaterasu's Blessing
Sun goddess — light and radiance
Minor Boon of Grace — Adds +10 to your maximum health.
Greater Boon of Vitality — After the Ender Dragon, max health increases by 20% and health regeneration speeds up.
Ares' Blessing
God of war — aggression and courage
Minor Boon of Ferocity — Increases your critical hit chance by 10%.
Major Boon of Lethality — After the Ender Dragon, grants +20% critical chance and +40% critical damage.
Arthur's Blessing
The legendary king — chivalry
Minor Boon of Radiance — You deal 60% more damage to the undead.
Major Boon of Excalibur — After the Ender Dragon, adds fire damage, attack power, and attack speed to your weapon.
Athena's Blessing
Goddess of wisdom — protection
Minor Boon of Fortitude — Adds +12 to your armor.
Greater Boon of Wisdom — After the Ender Dragon, all damage you take is permanently reduced by 25%.
Baba Yaga's Blessing
Slavic witch — cauldron and potions
Minor Boon of Cauldron — Your hits inflict Weakness and Wither on enemies.
Greater Boon of Crone — Enemies affected by Weakness or Wither deal 45% less damage to you.
Boreas' Blessing
The north wind — ice
Minor Boon of Ice — Adds +9 cold damage to your weapons.
Greater Boon of Icy Wind — After the Ender Dragon, adds another +25 cold damage.
Chiron's Blessing
Healer centaur — healing and mentorship
Minor Boon of Insight — Triples the XP you earn from every source.
Major Boon of Respite — After the Ender Dragon, all healing increases, you gain overheal, and you heal periodically.
Hephaestus' Blessing
Blacksmith god — fire and forging
Minor Boon of the Forge — Every hit deals extra damage equal to 2% of the enemy's current health — powerful against giants.
Major Boon of Inferno — After the Ender Dragon, this rate rises to 4%.
Loki's Blessing
God of mischief — trickery and cunning
Minor Boon of Trickery — Your range increases, you turn truly invisible while sneaking, and your hits poison.
Greater Boon of Serpent — After the Ender Dragon, you can teleport to a projectile you've thrown (X key) and deal 40% more damage.
Neptune's Blessing
God of the sea — waters
Minor Boon of Waves — You deal 80% more damage underwater.
Greater Boon of Tides — After the Ender Dragon, you breathe underwater, see clearly, and mine quickly there.
Ra's Blessing
God of the sun and order — radiance
Minor Boon of Light — Adds +11 fire damage to your weapons while under the sun.
Greater Boon of Sol — After the Ender Dragon, adds another +10 fire damage.
Skadi's Blessing
Ice-hunter goddess — frost and wilderness
Minor Boon of Avalanche — You deal 14% more damage in cold biomes.
Greater Boon of Winter — After the Ender Dragon, your projectile damage permanently increases by 25%.
Susanoo's Blessing
Storm god — lightning and gales
Minor Boon of Hurricane — Increases your movement speed by 15%.
Greater Boon of Tempests — After the Ender Dragon, attack speed permanently increases by 25% and you become immune to slowness.
Thor's Blessing
God of thunder — strength and thunder
Minor Boon of Might — Adds +9 attack power to your hits.
Greater Boon of Fury — After you kill the Ender Dragon, your damage permanently increases by 15%.
Vishnu's Blessing
The preserver god — balance and continuity
Minor Boon of Stability — You gain a strong Regeneration effect.
Greater Boon of Balance — After the Ender Dragon, you gain permanent Absorption and 15% damage reduction.
Zephyrus's Blessing
The west wind — speed and wind
Minor Boon of Gentlestep — You take no fall damage and jump higher while sprinting.
Greater Boon of Gale — After the Ender Dragon, you can fly with wings (flap with the H key).
No Blessing
You reject the gods — you receive no blessing
Grants no power.
Skill Tree: the layer that grows as you play
The fourth layer doesn't appear on a selection screen — it shows up as you play. You develop your character by spending points in the skill tree, opened with the O key.
The pack's Skill Tree settings
Topic
In this pack
How points are earned
Bought with experience (XP) levels
Cost of the first point
Level 15
Following points
Get progressively more expensive: 19, 24, 30, 37, 45… into the thousands of levels at higher tiers
Total cap
115 points — you can't get everything
Resetting
With an Amnesia Scroll, paying a 20% penalty
Where the scroll comes from
Drops from the Ender Dragon
Don't spend points randomly. The cap is 115, and resetting has both a cost and a penalty. Investing your early points into a direction your origin is already strong in is more efficient than trying to patch your weak side.
Recommended lineup for a group of three
Everyone can pick their origin based on personal taste — that's a personal choice. It's the classes that actually need to be split, because they carry the production and support abilities.
A balanced class split for a group of three
Role
Class
Why
Front line
Warrior
High attack damage, doesn't slow down with a shield — draws mobs onto itself
Ranged / support
Archer or Cleric
Archer's arrows never deviate; Cleric strengthens potions and enchanting
Production
Blacksmith or Miner
Blacksmith gives the group better gear; Miner extracts resources fast
The one rule for origins: don't all three of you pick a water-dependent origin (Merling, Otter) or a fire-dependent origin (Blazeborn). A group that shares the same weakness gets stuck in every region that exploits it.
Yes, but not cheaply: the Strictly Origins mod adds an Orb of Origin recipe — 4 netherite ingots + 4 ender pearls + 1 diamond. Since it requires netherite, this is practically only reachable once you've progressed far enough to mine ancient debris in the Nether. So in early game, your choice is effectively permanent.
How many origins, classes, and blessings are there?
There are 33 origins (species), 13 classes, and 17 blessings (16 gods + "no blessing") to choose from. More entries appear in the pack's config files, but some are disabled by the creator and don't show up on the selection screen.
Which origin should I pick for my first playthrough?
Pick one from the light-impact group — Slimefolk, Goblin, Arachnid, Avian, Elytrian, Shulk, High Elf, Plantaemancer, or Priest. These grant one or two nice abilities for a small cost, and they won't make learning the game any harder. If you don't want the origin system at all, there's also the Human option.
How do you earn Skill Tree points?
Points are bought with experience (XP) levels. The first point costs level 15, each following one gets progressively more expensive (19, 24, 30, 37…), climbing into the thousands of levels at the higher tiers. The total cap is 115 points, so you can't get everything — you have to choose a path.
Can I reset the Skill Tree?
Yes — with an Amnesia Scroll. But it's not free: a 20% penalty applies on reset, meaning some of the points you spent won't come back. The scroll drops from the Ender Dragon, so it's hard to get your hands on early in the game.
How should a group of three split roles?
Split up the classes, not the origins. Roughly speaking, have one person take Warrior (front line), one take Archer or Cleric (ranged/support), and one take Blacksmith or Miner (production). Since classes change gameplay only slightly, this split won't deprive anyone of fun, but it covers the group's gaps.
There's an unnamed option in the list — what is it?
There's a broken entry called orcs_shaman in the pack's origin list: since the mod its icon comes from isn't included in the pack, its name and image show up blank. It's a pack issue, not a game bug — just skip that row.
Mini glossary
Terminology used on this page
Term
Meaning
Origin
Species/race — innate abilities and weaknesses
Class
Your profession — grants two small bonuses
Divine Blessing
A god's blessing — the thematic third layer
Skill Tree
The skill tree — unlocked with points as you play
Impact
The value Origins assigns to every option describing "how much it changes gameplay"