Reworked Blazeborn Origin
This datapack is an addon for the original Origins mod by Apace and completely reworks the base Blazeborn origin included in the mod. It is part of a large-scale series where I plan to upgrade all standard origins.
Main Powers:
- Nether Fortress: You spawn in a nether fortress, which is your natural home.
- Fiery Strikes: Your attacks set targets on fire as if you had Fire Aspect II.
- Fire Immunity: You are immune to all fire damage. The ability is unchanged from the original.
- Heat-based Biology: In lava, you move faster, can swim, and see better. However, in rain, you are afflicted with slowness, and you cannot swim in water.
- Burning Fury: While on fire, you channel the flames into your strikes, dealing additional damage (6 points, as with Strength II).
- Fiery Barrage: You can unleash volleys of fireballs, similar to your blaze brethren. Recharges every 5 seconds, sets you on fire for 3 seconds, and does not work in cold/humid biomes, in rain, water, or snow. Activated with [Primary].
- Hovering: You can temporarily ascend into the air, consuming the hover bar. The bar depletes in cold/humid biomes or in rain/water/snow, and replenishes on the ground, in lava, or while on fire in a hot biome. Activated with [Secondary].
- Friends in the Fortress: All mobs that naturally spawn in the nether fortress (blazes, wither skeletons, magma cubes, excluding skeletons) are neutral towards you. You can trade with friendly blazes, giving them nether wart in exchange for blaze rods; killing them yields no drops. Magma cubes can harm you upon contact with their hitbox.
- Hot-blooded: Due to your scorching body, poisons burn up, making you immune to poison and hunger effects. The ability is unchanged from the original.
- Hydrophobia: Being of a warm nature, you take damage from contact with water or rain.
- Flame Body: Due to your fiery body, you are faster in hot biomes or when on fire, but slower in cold/humid biomes. You also take significantly more damage from freezing (x5) and slowly freeze in snow.
- No Sleeping: Your nether origins make sleep a foreign concept to you.
- Super Smelting: You can smelt all items in your hotbar and offhand. Recharges every 5 minutes and 20 seconds. Activated with [Load Hotbar Indicator].
- Tridents?: The Overworld has strange pitchforks from the sea that seem to call out to you. Perhaps something can be done with them? For instance, netherite seems related. Riptide does not favor your aversion to water.
- Infernal Supernova: After accumulating enough heat in your body, you can release a devastating heat wave and explosion that blasts enemies away, stripping them of fire resistance and dealing massive damage. This vaporizes nearby water, ice, and foliage, ignites campfires and furnaces, and fuels brewing stands and furnaces. It also sets yourself and any living targets on fire for a long duration. Recharges only while you are on fire in a hot biome. NOTE: This power is tied to the Hellfork, meaning you can only use it while holding it in your offhand or mainhand.
- Melting Armor: Your body is too hot to wear armor below diamond and netherite without fire protection. However, you can wear turtle helmets and elytra.
- Flame Particles (hidden): You constantly emit flame particles. Disables when sneaking/invisible.
- Smoke Particles (hidden): You constantly emit smoke particles. Disables when sneaking/invisible.
- Blaze Sounds (hidden): You occasionally make blaze sounds. Disables when sneaking/invisible.
- Conduit Power on Land, Damage from Snowballs, Damage from Potions (hidden): Self-explanatory. Unchanged from the original.
Note: All debuffs in cold biomes/snow are mitigated by setting yourself on fire, and all debuffs from rain/water/humid biomes are mitigated with conduit power.
Known Bug: For an unknown reason, taking fall damage from the crater left by the Infernal Supernova launches the origin extremely high.