Skip to content

Minecraft 1.19.2, 1.18.2 için Medieval Origins Mod

Medieval Origins, Origins modu için orta çağ dönemine odaklanan ve biraz da Yunan mitolojisi içeren bir eklentidir. 15 yeni Origins içerir.

başlangıç ItsParkieLad · CurseForge
görüntülenme
6 görüntülenme
Güncellendi
Güncellendi 18.10.2026

Medieval Origins modu hakkında

Issues Page: https://github.com/Deadbones2000/Medieval-Origins

REQUIRED MODS TO WORK: Fabric API, Origins and Pehkui

A list of all Origins in the mod and their abilities is below.

Arachnae

Humanoid, arachnid half-breeds, Arachnae are the size of a man with the dexterity and nimbleness of a spider. What could possibly go wrong?

  • = Climber - The fine bristles on the Arachnae's legs allow them to climb up walls.
  • = Many Eyes - The Arachnae's eight eyes are all adpated to darkness, and allow them to see clearly even with very little light.
  • = Venomous Bite - Arachnae's fangs contain venom, and every bite is a chance to poison their opponent.
  • = Web Slinger - Arachnae can, on command, spin webs in which their opponents will be trapped for a short while.
  • = Bottomless Stomach - A human sized spider does not come without consequences. A massive amount of food is required to sustain the Arachnae.
  • = Brittle - The Arachnae's exoskeleton cannot support armour heavier than iron.
  • = Fragile Exoskeleton - The Arachnae's exoskeleton is vulnerable to damage. Their health is less compared to a regular human's.

Banshee

Banshees are spirits whose cries can shatter glass and drive people to suicide. They are also seen as an omen of death in mythology.

  • = Sonic Shriek - Banshees are renowned for their supersonic cries, which can cause blood vessels to burst. Press G and for a short period you will find yourself dealing far more damage.
  • = Ethereal - Banshees possess the ability to become intangible at will, meaning they cannot be affected by foes in the physical realm. This of course comes with a cooldown. Activated with the secondary power key.
  • = Hexed - Banshees are known for their cursing prowess. Every time they are hit, there is a small chance that the attacker will be consigned to a fate of slow, agonising death.

+/- = Flesh-eater - Banshees feast upon the organs of the living. Their ethereal bodies have no desire for fruit or vegetables.

  • = Iron Aversion - Iron is lethal to banshees. They cannot bear to wear it.
  • = Immaterial - Being incorporeal does not come without consequence. Banshees have half the health a living person would have.

Daemon

Daemons are evil, servants of Satan. This gives them numerous advantages, but it can also be their downfall.

  • = Daemon Fire - Imbued with Satan's power, the daemon can release a burst of hell's energy on command. Triggered with secondary power key.
  • = Hellborne - When you've lived in the depths of hell, a lick of fire is nothing to you. Daemons are immune to fire damage.

+/- = Carnivore - A daemon's bloodlust is insatiable. If it isn't the flesh of an animal, its worthless.

+/- = Unholy Deal - Daemons can exchange some of their health for increased strength, on account of the devil's influence. Triggered by pressing G.

  • = Hydrophobe - When you've lived in lava your whole life, water seems quite scalding. Daemons are damaged by being in water.
  • = Impure - Daemons do not recieve the positive effects from potions such as regeneration or instant health.
  • = Overworld Weakness - As an agent of hell, daemons are not accustomed to the mobs of the overworld and take more damage from them.

Dwarf

Dwarves are short humanoids who live underground. They excel in mining, but have issues surviving above ground.

  • = Haste - Dwarven tech allows dwarves to mine significantly faster than other creatures.
  • = Nocturnal Eyes - Living underground has lead to dwarves having highly sensitive eyes, able to see perfectly fine even in the pitch black of the caverns.
  • = Potent Brew - Dwarves are known for the alcohol consumption. Press G to consume a potent brew which brings health back to full.

+/- = Miniature - Perhaps the most notable aspect of a dwarf is their size. They are far, far shorter than the average human.

  • = Dense - Dwarves are heavy creatures for their size, and as a result cannot swim.
  • = Darkness Dweller - Dwarves are adapted for darkness. Daylight is far too strong for their eyes, and blinds them until darkness returns. Counteracted by wearing a golden helmet.
  • = Photoallergic - Dwarven skin is not suited to the intense sunlight of the outside world, and they combust when exposed to it. Can be prevented by wearing a helmet.

Elf

Elves are intelligent, long-living residents of the forest. Their skills in archery prove useful from afar, but their frailness becomes an issue up close.

  • = Archer - Elves are expert marksmen. They deal significantly more damage using a bow than other creatures.
  • = Forest Vision - Centuries of living in the forest has given the elves far better perception in the dark than most.
  • = Hyper Sight - Elves' enhanced perception allows them to keep track of an enemy for a while after hitting them, even when they aren't in view.

+/- = Towering - Elves are substantially taller than the average human. Despite this, they are just as skinny...

+/- = Steward - Elves live off of the forest and its fruits. Their digestive systems cannot process meat.

  • = Spindly - Owing to their slender nature, the heaviest armour elves can wear is chainmail.
  • = Weak Melee - Elves are built for combat from afar, not up close. Their damage with swords and axes is reduced.

Fae

Beings of magick, faes are capable of far more than regular humans. Whether that is a blessing or a curse; that is for you to decide...

  • = Levitation - Faes are known for their ability to levitate. Press G and you will begin to hover.
  • = Magical Resistance - As magical creatures themselves, faes take less magic damage compared to other creatures.
  • = Regeneration - Faes are magick creatures. Press your secondary power key and you will regenerate health for a short period, even with no hunger.
  • = Allure - Faes are naturally alluring. Unfortunately, this means that mobs will pursue them from far further away than they would other creatures.
  • = Diminutive - It is rare for a fae to break 5 feet in height. They are small creatures, even smaller than the weaselly goblins.
  • = Iron Aversion - Iron inhibits fae powers. It is unbearable for them to wear it.

Goblin

Conniving and greedy, goblins excel in one-on-one combat and gain more loot from any mobs that they kill, although their small size becomes an issue against groups of foes.

  • = Cunning - Goblins are cunning creatures. Their attacks do more damage than other creatures and they gain more loot from killing mobs.
  • = Greedy - Goblins have a naturally greedy disposition. Anything gilded gives significantly more benefit to them than it would to others.
  • = Nippy - Although short, goblins are most certainly not slow. Moderate increase to base movement speed.

+/- = Stunted - Goblins' poor diets and genetics prevent them from growing as tall as other creatures.

  • = Frail - Being small has its drawbacks. Goblins' max health is reduced, as their small size makes them prone to damage.

Gorgon

Gorgons turn their enemies to stone. However, life without being able to look anyone in the eye comes with consequences...

  • = Serpentine Companions - Everytime a gorgon is hit, they have a chance to spawn a silverfish to attack for them. (Broken, silverfish will spawn but they do not attack any mobs.)
  • = Stony Gaze - When a mob attacks a gorgon there is a chance for it to be frozen in place for a short period of time.
  • = Super Strength - Gorgons are renowned for their supernatural strength. They deal far more base damage than any other creature.
  • = Hydrophobe - Gorgons take damage from water, as they are fundementally evil creatures.
  • = Petrification - The gorgons were cursed with being bound in dark, dank caves. Being outside in daylight causes them to become petrified until night. Can be negated by wearing a helmet.
  • = Silver Aversion - A gorgon's only real weakness is silver (Iron acts as silver). They cannot wear silver armour.

Knight

Knights are valorous heroes, who work tirelessly to protect the land.

  • = For Honour and Glory - What's a knight without his shining armour? Iron armour provides significantly more defence than it does to others.
  • = Skilled Swordsman - Knights are trained professionals at what they do. Any attack they make with a sword deals more damage.
  • = Valour - Knights are valourous men. In their dying moments, they fight harder than ever.
  • = Burdened - Burdened by heavy armour, knights have reduced movement speed.
  • = Magic Prone - With high physical damage resistance, it is only natural that attacks of a more spectral nature have increased effects on knights.
  • = Melee4Ever - Unskilled in the art of archery, knights are incapable of using bows.

Necromancer

Mages learnt in the art of raising the dead, Necromancers can rasie an army from nothing. However, this morbid relationship with death comes with consequences...

  • = Hellraiser - At will, a necromancer can raise a circle of skeletons, blocking projectiles and slowing opponents. Unfortunately, it only lasts for a short time.
  • = Resilient - Learning about death goes a long way towards avoiding it. Necromancers have increased health.

+/- = Impervious - The study of death has made Necromancers immune to poison, wither and instant damage. Unfortunately, this also means they do not recieve the positive effects from regeneration and instant health.

+/- = Poor Reputation - Unfortunately, students of the dark arts are feared by the general populace. Villagers will refuse to trade with Necromancers and iron golems will attack them on sight. This does, however, come with the bonus that they are accepted amongst the ranks of the Pillagers.

  • = Black Thumb - Necromancers only work with death. They cannot harvest any crops, they wilt at their deathly touch.
  • = Disturbed - Learning the art of necromancy is traumatising. Necromancers cannot sleep, too scared to dream of what they wish they did not know.
  • = Unguarded - Enveloping oneself in the arcane leaves you open to attack in the physical realm. Most mobs deal more damage to necromancers.

Ogre

Large and impervious brutes, orgres are ferocious creatures with a grand stature. However, their appetite is insatiable, and their stature is just as often a hindrance as it is a help.

  • = Lead Belly - The enormous appetite of an ogre sometimes means eating an undesirable meal from time to time. As such, the ogre's stomach has evolved to withstand even the most toxic of foodstuffs.
  • = Stocky - Owing to their tremendous size, ogres have 2.5x the health of a regular player.

+/- = Gargantuan - Ogres are renowned for their size, and are substantially taller (and wider) than most creatures.

  • = Ravenous - It takes a lot of food to sustain a creature as large as an ogre. Appetite is massively increased.
  • = Sluggish - Not known for their agility, ogres are some of the slowest creatures to roam the land.
  • = XXXL - It is rather hard to find a suit of armour in size XXXL. As a result, ogres cannot wear armour.

Paladin

Soldiers of the lord, Paladins excel in combat against the world's foul, undead creatures. However, their holiness leaves them vulnerable to attack from these very same beings...

  • = Holy Fire - As a servant of the lord, undead creatures cannot bear the touch of a paladin, and combust when hit.
  • = Holy Instruments - An axe in the hands of a Paladin is a dangerous weapon. All axes deal increased damage, but swords deal less damage.
  • = Leech - Every 4 successful hits landed regenerates a heart of a paladnin's health.

Medieval Origins nasıl kurulur

With Millida Launcher

  1. Install Millida Launcher

    The launcher is free: download it at millida.net/launcher and sign in with any nickname.

  2. Click “Install” on this page

    The launcher opens and installs the mod for Minecraft 1.18.2–1.19.2 on Fabric automatically.

  3. Launch the game

    A profile with it appears in the launcher: click “Play”.

Manually

  1. Install Fabric

    The loader must match the game version of the mod file, for example Minecraft 1.19.2. After installing it, a separate profile appears in your launcher.

  2. Download the file for your version

    In the version list above, pick the file medieval-origins-1.19.x-4.1.3.jar (426 KB) for your game version.

  3. Put it in the mods folder

    The folder is inside .minecraft (Windows: %appdata%\.minecraft\mods). If it does not exist, create it.

  4. Launch the loader profile

    Open “Mods” in the main menu: Medieval Origins should be in the list.

Minecraft 1.19.2 runs on Java 17: with a different Java version the game may close right after launch.

Sürümler

Bağımlılıklarla

MinecraftYükleyiciDosyaTarihİşlemler
1.19.2FabricMedieval Origins v4.1.3426 KB
1.18.2—Medieval Origins v4.0.3411 KB

SSS

Which Minecraft versions does Medieval Origins work on?

There are files for 1.19.2, 1.19.1, 1.19, 1.18.2. The newest is 1.19.2.

Is Medieval Origins for Forge or Fabric?

Only for Fabric: 1.19–1.19.2. There are no files for Forge or NeoForge: a mod for another loader will not start.

Does Medieval Origins need other mods?

The author lists no required dependencies: the Fabric loader is enough.

Which Java does Medieval Origins need?

Minecraft 1.19.2 runs on Java 17. If the game closes right after launch, the usual cause is the wrong Java version in the profile settings.

Where can I download Medieval Origins safely?

On this page: the file medieval-origins-1.19.x-4.1.3.jar (426 KB) is stored on Millida’s server, with no link shorteners. SHA-1 checksum: 8370dcfa6f809ac4cad1f45070bf4a697b0b6dc5.

Yorumlar

Medieval Origins için ilk puanı sen ver

Yorumlar 0

Yorum yapmak için giriş yapınGiriş yap

Benzer modlar

Tüm modlar

Bununla ilgili daha fazla