Fantastical Origins logo

Fantastical Origins

Mod

by user-16553269

A hackjob and fork of a fork of Medieval Origins balanced for heavily modded play and a specific modpack.

Type

Mod

CurseForge Downloads

0

CurseForge ID

973796

Last Updated

Apr 13, 2026

Description

Pehkui is a Required Dependency! Download the correct version for your Modloader!

~~Bonus Origin Update!~~

I'm on a roll ,and I've been wanting to make another Glass Canon with passive strength for a while now. Introducing the Zephryn in the 1.7.1 update of Fantastical Origins!

Zephryn are those who embody lightning and storms. The seldom last long, but strike very hard. They're frail, with only 5 Hearts, in returns they get step assist, Jump Boost 3, Speed 3, take no fall damage, and always have Strength 3!

 

Origin Changes:

 Global:

1. Removed all powers that changed the color of or caused ugly stretching on player skins. 

2.Cool downs across various abilities have been massively tweaked, allowing you to use various powers more often.

3. A lot of the origins have been made more vague, that way people can theme their characters after more than just Elves, Dwarves, Goblins, etc.

4. Added more numeric detail as to what the powers and abilities of each origin does and for how long, and added a break down blurb near the top for each.

 

Removed Origins: Banshee. They're just kind of weird and I can't be bothered to edit them right now. Maybe in the future I'll re-enable them.

 

Arachnae >>> Joru. Not just spiders anymore but arthropods in general. They are modified to be generalists. There are few places a Joru can't go and they're strong in just about everything, but most certainly *not* the strongest.

 

Incubus >>> Infernal. Made more setting and lore agnostic and toned down their powers. They're still deadly melee fighters, they just can't shoot fireballs or get food from fire anymore. 

 

Dwarf >>> Hilderkal. Toned down their weaknesses and buffs to make the more simple and easier to play. They mine real good.

 

Wood Elf >>> Wild Elf. Toned down their buffs to give them more solid and consistently useful powers. They're amazing archers.

 

Fae. >>> Reduced their max health to get rid of the iron weakness and give them night vision. This makes them a little bit more versatile.

 

Goblin >>> Kobolot. These guys are almost completely unchanged. They're just smaller now to better fit in cramped spaces.

 

Gorgon >>> Bestial. Removed a lot of their debuffs and buffs and massively tweaked its primary power to be more useful by increasing frequency.

 

High Elf doesn't exist in this version.

 

Moon Elf >>> Starry Elf. Removed a lot of their weaknesses. They're still fragile though. This makes them seem like a proper glass canon without all the waiting around or night.

 

Necromancer >>> Necrotic. These guys are more like Death Knights now. Removed some of their weaknesses to make them more tanky.

 

Ogre >>> Gigantos. Vague label for all big stronk people. Mostly unchanged, just got rid of them being able to only wear "X" armor and being unable to use shields. Big person kill thing go brrrr.

 

Pixie >>> Smidgen. They have 5 Hearts. In return, they get creative flight and fall damage immunity. Simple and to the point. Go wild. 

 

Plague Victim >>> Accursed. Using the powers of their curse, they are now a menace to everything within melee range. Tank whilst your aura whittles down foes or slap them with wither to kill them quicker. 

 

Siren >>> Amphiphon. Got rid of the siren-type stuff to instead have them be a solid setting agnostic origin for going between water and land. They're not too strong, and not too weak. Perfect for exploring the ocean without disabling yourself on land. 

 

Yeti >>> Cryonic. I think the only thing I removed was their hitbox adjustments and that they cna use their power in the Nether. No more thicc snow people.

 

New Origins:

 

Berooted: Plant/earth people who have a similar buffing power compared to the Necrotic in exchange for not being as tanky or defensive. Most importantly, they're also less annoying to play as. 

 

Bound: Earthen/Mechanical/Futruistic people capable of ignoring and taking a lot of hurt. They cannot naturally regenerate, but they can gain near invulnerability for 10 seconds which also heals some of their wounds. 

 

Lofted: Airy people with more mobility than others but can't swim. They have a similar power to the Bound's, except their regen is traded in for Haste 5. 

Attuned: Demons and spirits that are closely tied to beasts and the world itself that live in the Nether! They have 40 Hearts, Strength 3, Fire Resistance, Luck, and a who lot of other buffs and effects all for the trade off that they can't wear any kind of armor! Attuned are special, they're big fat monstrous origins that start off really strong, but come late game their trade off might finally bite them in the butt since they can't benefit from portection, toughness, and a whole other slew of enchantments. Is this immense natural power worth it when you have far less effective health? You decide...

Exalted: Exatled are those who strove for perfection and glory, only to inevitably fail and fall into a new home. Exalted have 0 weaknesses except for 1 indirect one, and they're practically a Human+ in every way shape and form. They don't take fall damage, constantly regenerate, and always have speed and strength 1. The downside? In order to effectively use these benefits in the Overworld, Exalted start in the Nether without fire resistance! Exalted offer one of the hardest starts in the entire mod in exchange for power without strings attached! How far will you fall for the glory of the Exalted? 

Morphiphon: Morphiphon are the Nether's foil to the Amphiphon as you could've guessed! They take damage from water, but can swim and see in lava! They only regenerate their health in lava as well, so make sure you have some near your base! But just think about how much Ancient Debris you could find underneath the fiery oceans below? 

Warpwyld: Warpwylds are plant and fungus peopels hailing from the End and Nether! They're explorers of various dimensions, and have powers that help them explore new lands! Slow fall, jump boost 3, flinging enderpearls, and more await you! Oh, by the way, they can explode with the force of a bed in the Nether! 

Zephryn: Zephryn are those who embody lightning and storms. The seldom last long, but strike very hard. They're frail, with only 5 Hearts, in returns they get step assist, Jump Boost 3, Speed 3, take no fall damage, and always have Strength 3!

 

 

Mod I Copied From: https://www.curseforge.com/minecraft/mc-mods/medieval-origins-revival

(the above mod is now ARR, however several previous versions of it were under the MIT License.) 

Original Mod: https://www.curseforge.com/minecraft/mc-mods/medieval-origins

 

Tool I Used to Help Make This Mod: https://www.mathgeniuszach.com/apps/origin-creator/

Similar Mods

Included in Modpacks

External Resources