Class Catalog

Every built-in class and exactly what each of its powers does, with the numbers the code uses. Classes are the second pick, after the origin: see Custom Classes for how the class layer works and how to add your own. Every number below can be checked against the class or method named in the Source column.

Reading the tables

  • Time: 20 ticks = 1 second.
  • Vanilla bases used in the maths: walk speed 0.1, max health 20, armor 0, attack damage 1, knockback resistance 0, step height 0.6 blocks, entity reach 3.0 blocks, block reach 4.5 blocks, scale 1.0.
  • Operations: ADD_VALUE adds a flat amount. ADD_MULTIPLIED_BASE adds a percentage of the base plus every ADD_VALUE bonus, so it also scales flat bonuses from gear, enchantments and other powers: +0.5 entity reach and +25% stack as (3.0 + 0.5) × 1.25.
  • When attribute bonuses apply: an unconditional bonus attaches when you take the class and stays on. A bonus with a condition (sneaking, standing in water, step assist switched on) is re-checked every 5 ticks (0.25 s), so it can switch up to a quarter-second late.
  • Config: a key in the Config column is a line in config/neoorigins/power_overrides.toml, in the table named by the power id: class_archer_agility.amount is the amount line of [power_overrides.class_archer_agility]. Only a value changed from its default is applied, on /reload or a restart. “—” means the power has no key; change it with a datapack. See Power Overrides Config.
  • Classic mode (classic_mode in content.toml): a class with a classic version swaps to that version’s power list, a class without one is hidden, and Farmer and Rancher are offered only in classic mode. Each class says what its classic version keeps.
  • Version notes look like this, and only appear where 1.21.1 and the 26.x builds behave differently:

    1.21.1 vs 26.x: example.

Rules several classes share

  • The Class Skill key (default H) fires the first active power in a class’s list. Rogue and Scout spend it on the step-assist switch.
  • Starting items are granted once per character, after every layer has been picked (browsing the picker hands out nothing), and not again on respawn or after an Orb. The item goes straight into the inventory: if the inventory is full it is lost, and the grant still counts. A full /neoorigins reset clears the record, so the items are granted again.
  • Attack damage bonuses add to every melee hit, bare hands included. They do nothing for bows, crossbows or thrown tridents.
  • Knockback resistance cuts knockback strength by that fraction (0.4 = 40% less), capped at 1.0. It is not a chance to ignore knockback, and it does not affect explosion knockback.
  • Incoming-damage powers (Soft Landing, Retribution) see the hit before shield blocking, armor and enchantments reduce it.
  • Effect-duration powers (Alchemist’s Touch, Extended Potions, Seasoned Palate, Silver Tongue) stretch every status effect added to you, from any source: potions, beacons, conduits, food and mob attacks. Harmful effects such as Poison, Wither and Darkness last longer too, and so does every refresh of an effect you already have. They only lengthen, never touch instant effects, and multiply with any duration power your origin has.
  • Effect immunities stop new applications of the effect. An effect you already had when the class was granted runs out normally.
  • Enhanced vision (Hawk Eye, Divine Sight, Deep Sense) gives full night-vision brightness with no screen tint and no HUD icon; a real Night Vision effect adds nothing on top. The “Toggle Night Vision” key (K by default) switches it off and on, saved per player. Server owners can turn it off for everyone with disable_enhanced_vision in content.toml. The power’s exposure field is ignored.
  • Bare-hand tools work only with an empty main hand. If you have more than one (an origin with pickaxe hands plus a class with axe hands), only the first one found applies; they do not combine. On the blocks it suits, the virtual tool’s speed multiplies your bare-hand mining speed exactly as holding that tool would, so Haste, Mining Fatigue and the underwater and mid-air penalties still apply. It has no enchantments and deals no extra damage.
  • Break-speed multipliers multiply with each other, with any origin’s (Caveborn ×2.0 with Miner ×1.5 is ×3.0) and with a bare-hand tool (Mason bare-handed on stone: 4.0 × 1.25 = 5.0).
  • Luck only changes loot tables that weigh entries by luck, which in vanilla is mainly fishing; fishing reads your Luck when you reel in. Luck does nothing for villager trades.
  • “In water” means touching water, so wading in shallow water counts. Rain does not.

Archer

A ranged class with dead-straight shots, extra running speed and night sight.

Classic mode: keeps Sharpshooter and swaps Fleet-Footed for Agility; no Hawk Eye, Arthropod Bane, bow or arrows.

Power What it does Numbers Config (power_overrides.toml) Source
Sharpshooter (class_archer_accuracy) Your projectiles fly exactly where you look. Every projectile you own is re-aimed along your look direction when it spawns, keeping its speed: arrows, tridents, snowballs, eggs, ender pearls, thrown potions, fishing bobbers. Gotcha: Multishot’s side arrows are re-aimed too, so a Multishot crossbow fires all three arrows in one line. — MovementPowerEvents#onEntityJoinLevel
Fleet-Footed (class_archer_agility) You move faster. +15% movement speed (ADD_MULTIPLIED_BASE), always on. class_archer_agility.amount 0.15 (-1 to 10) AttributeModifierPower
Hawk Eye (class_archer_hawk_eye) You see in the dark. Enhanced vision: see the notes above. — EnhancedVisionPower#capabilities; LightTextureMixin
Arthropod Bane (class_archer_arthropod_bane) Hitting an arthropod slows it. Any damage you deal to a #minecraft:arthropod mob (spiders, cave spiders, bees, silverfish, endermites), arrows included: Slowness I for 40 ticks (2 s). Every hit, no minimum damage. — ActionOnHitPower; CombatPowerEvents#onLivingDamage
Starting Bow (class_archer_starting_bow) You start with a bow. 1 bow with Power I. — StartingEquipmentPower#grantIfUngranted
Starting Arrows (class_archer_starting_arrows) You start with arrows. 16 arrows. — StartingEquipmentPower#grantIfUngranted
Agility (classic_archer_agility, classic only) You slow down less while drawing a bow. While using any item whose id contains “bow” (bows and crossbows): +50% movement speed (ADD_MULTIPLIED_BASE). Vanilla’s item-use slowdown still applies on top, so you move at about 30% of walking speed instead of 20%. — LessItemUseSlowdownPower#onTick, #matchesItem

Beastmaster

A tamer whose pets share the good effects on them, and whose own effects last longer.

Classic mode: keeps Empathic Bond and swaps Alchemist’s Touch for Fauna Friends.

Power What it does Numbers Config (power_overrides.toml) Source
Empathic Bond (class_beastmaster_diffusal) Good effects you gain also go to your pets. Each beneficial effect you gain (any source, refreshes included) is copied, with the same level and the same duration (after Alchemist’s Touch), to every tamed animal you own within 16 blocks: wolves, cats, parrots, horses, donkeys, mules, llamas, camels. Harmful effects are not shared. class_beastmaster_diffusal.radius 16.0 (0 to 128) TamedPotionDiffusalPower.Config#radius; CombatPowerEvents#onMobEffectAdded
Alchemist’s Touch (class_beastmaster_potions) Effects on you last longer. Every effect added to you: duration ×1.5. Harmful effects too: see the notes above. class_beastmaster_potions.multiplier 1.5 (0 to 10) CombatPowerEvents#onMobEffectAdded
Fauna Friends (classic_beastmaster_fauna_friends, classic only) Your tamed animals get tougher and faster. Every 60 ticks (3 s), each tamed animal you own within 32 blocks gets +4 max health (2 hearts; healed to full when first boosted) and +0.1 movement speed (ADD_VALUE: a wolf goes from 0.3 to 0.4). The boost stays on the animal. Losing the power removes it only from animals within 32 blocks of you at that moment. — TamedAnimalBoostPower.Config; #onTick, #onRevoked

Berserker

A melee brawler who hits much harder, gets hungry faster and wears armor badly.

Classic mode: not offered in classic mode.

Power What it does Numbers Config (power_overrides.toml) Source
Frenzy (class_berserker_damage) Your melee hits deal more damage. +3 attack damage (ADD_VALUE), always on. Melee only, fists included: bows, crossbows and thrown tridents don’t benefit. class_berserker_damage.amount 3.0 (-100 to 100) AttributeModifierPower
Ravenous (class_berserker_hunger) You get hungry faster. All exhaustion ×1.5: moving, jumping, attacking, mining, taking damage and natural regeneration. class_berserker_hunger.multiplier 1.5 (0 to 10) FoodDataMixin; FoodDataTickMixin
Rage Within (class_berserker_rage_within) You hit harder when badly hurt. +2 attack damage (ADD_VALUE) while your health is at or below 50% of max. Stacks with Frenzy for +5. — AttributeModifierPower; ConditionParser#parseRelativeHealth
Reckless (class_berserker_reckless) You have less armor. -2 armor (ADD_VALUE). Armor can’t go below 0, so it costs nothing while unarmored. — AttributeModifierPower
Thick Skin (class_berserker_thick_skin) You are harder to knock back. +0.2 knockback resistance (20%). — AttributeModifierPower

Blacksmith

A crafter whose handmade gear is better, whose anvil work is cheaper, and who shrugs off fire.

Classic mode: keeps Quality Craftsmanship and Efficient Repairs.

Power What it does Numbers Config (power_overrides.toml) Source
Quality Craftsmanship (class_blacksmith_quality) Gear you craft or smith comes out better. Weapons (swords, axes, tridents): +20% attack damage (ADD_MULTIPLIED_BASE, while held). Armor: +1 armor toughness per piece (full set +4). Tools (pickaxes, axes, shovels, hoes, shears): +25% mining_efficiency (ADD_MULTIPLIED_BASE; the base is 0, so it only amplifies Efficiency). All damageable items: +10% of the item’s base durability, rounded up. Applies on the crafting grid (shift-click included), on smithing-table upgrades (recalculated for the upgraded item) and on Overgeared smithing anvils. Not on anvils, loot, trades or enchanting. — QualityEquipmentPower.Config; QualityEquipmentPower#onItemCrafted; CraftingPowerEvents#applyQualityAttributes
Efficient Repairs (class_blacksmith_repairs) Anvil work costs fewer levels. Anvil XP level cost ×0.5, rounded to the nearest level, minimum 1 (a 3-level job costs 2). Material cost and repair amount are unchanged. Gotcha: “Too Expensive!” (40+ levels) is still judged on the full cost. class_blacksmith_repairs.cost_multiplier 0.5 (0 to 10) AnvilMenuCostMixin#neoorigins$applyAnvilCostModifier (1.21.1); CraftingPowerEvents#onAnvilUpdate -> anvilCostFromModifier (26.x)
Forge Hands (class_blacksmith_forge_hands) Your bare hands mine like a stone pickaxe. With an empty main hand: every pickaxe-mineable block breaks at stone-pickaxe speed (4.0) and drops what a stone pickaxe would get (coal, copper, iron and lapis ore; not gold, redstone, diamond or emerald). — BareHandToolPower; BareHandToolEvents#onHarvestCheck, #onBreakSpeed
Forge-tempered (class_blacksmith_forge_tempered) You take less fire damage. Damage in the #minecraft:is_fire tag ×0.5: fire, burning, lava, magma blocks, campfires, fireballs. You still catch fire. — ModifyDamagePower; CombatPowerEvents#onLivingDamage
Starting Iron (class_blacksmith_starting_iron) You start with iron. 4 iron ingots. — StartingEquipmentPower#grantIfUngranted

1.21.1 vs 26.x: Quality Craftsmanship decides what counts as a weapon, tool or armor by item class on 1.21.1 and by data component on 26.x. On 26.x every item with a weapon component gets the damage bonus and every item with a tool component gets the mining bonus, so pickaxes, axes, shovels, hoes, swords, maces, tridents and spears get both. Anything equippable in a head, chest, legs or feet slot gets the toughness bonus.

Cleric

A scholar who enchants better, keeps effects twice as long and weakens the undead.

Classic mode: keeps Enchantment Mastery and Extended Potions.

Power What it does Numbers Config (power_overrides.toml) Source
Enchantment Mastery (class_cleric_enchanting) Enchanting tables near you offer stronger enchantments. +5 levels on each of the three offers at any enchanting table within 8 blocks of you, with no cap (the top slot can reach 35 instead of 30). The XP charge stays 1, 2 or 3 levels, but the level you need to have goes up with the offer. Gotcha: it works for anyone enchanting at that table, and several Clerics nearby don’t stack. class_cleric_enchanting.bonus_levels 5 (0 to 100) CraftingPowerEvents#onEnchantmentLevelSet
Extended Potions (class_cleric_potions) Effects on you last twice as long. Every effect added to you: duration ×2. Harmful effects too: see the notes above. class_cleric_potions.multiplier 2.0 (0 to 10) CombatPowerEvents#onMobEffectAdded
Turn Undead (class_cleric_turn_undead) Hitting the undead weakens them. Any damage you deal to a #minecraft:undead mob, arrows included: Weakness I for 80 ticks (4 s). Every hit. — ActionOnHitPower; CombatPowerEvents#onLivingDamage
Divine Sight (class_cleric_divine_sight) You see in the dark. Enhanced vision: see the notes above. Identical to Hawk Eye. — EnhancedVisionPower#capabilities; LightTextureMixin
Starting Book (class_cleric_starting_book) You start with a book. 1 Book and Quill. — StartingEquipmentPower#grantIfUngranted

Cook

A cook whose crafted and cooked food fills you up more, with a stomach for spoiled food.

Classic mode: keeps Good Meals and Smoking Expert.

Power What it does Numbers Config (power_overrides.toml) Source
Good Meals (class_cook_food) Food you make is more filling. Food you take from a crafting grid, furnace, smoker or blast furnace: +1 food point and +0.5 saturation. Campfire cooking doesn’t count. Boosted food no longer stacks with plain food of the same kind. Taking the food any way works: a normal click, shift-click, or the recipe book crafting a stack at once. class_cook_food.saturation_bonus 0.5 (0 to 10) CraftingPowerEvents#boostFoodIfCook
Smoking Expert (class_cook_smoker_xp) Food you cook in a furnace or smoker is more filling still. Food you take from a furnace or smoker: a further +2 food points and +0.5 saturation, so +3 and +1.0 together with Good Meals. Gives no XP, despite the id. class_cook_smoker_xp.multiplier 2.0 (0 to 100): adds the value rounded as food points and a quarter of it as saturation MoreSmokerXpPower.Config#multiplier; CraftingPowerEvents#applySmokingExpertBonus
Iron Stomach (class_cook_iron_stomach) Hunger and Nausea can’t affect you. Hunger and Nausea never apply, from any source (rotten flesh, raw chicken, pufferfish, potions, mobs). — EffectImmunityPower.Config#blocks; CombatPowerEvents#onMobEffectApplicable
Seasoned Palate (class_cook_seasoned_palate) Effects on you last a little longer. Every effect added to you: duration ×1.25. Harmful effects too: see the notes above. — CombatPowerEvents#onMobEffectAdded
Cook’s Knife (class_cook_knife) You start with a blade. 1 iron sword, unenchanted. — StartingEquipmentPower#grantIfUngranted

Explorer

A traveler who starts with navigation gear, tires slowly, never takes fall damage and steps up full blocks.

Classic mode: keeps the compass, clock and maps and adds Fit; no Endurance, Sure-footed, Climber’s Step, Step Assist or Campfire Rest.

Power What it does Numbers Config (power_overrides.toml) Source
Starting Compass (class_explorer_kit) You start with a compass. 1 compass. — StartingEquipmentPower#grantIfUngranted
Starting Clock (class_explorer_clock) You start with a clock. 1 clock. — StartingEquipmentPower#grantIfUngranted
Starting Maps (class_explorer_maps) You start with maps. 9 empty maps. — StartingEquipmentPower#grantIfUngranted
Endurance (class_explorer_stamina) You get hungry more slowly. All exhaustion ×0.6 (40% less): moving, jumping, attacking, mining, taking damage and natural regeneration. class_explorer_stamina.multiplier 0.6 (0 to 10) FoodDataMixin; FoodDataTickMixin
Sure-footed (class_explorer_sure_footed) You never take fall damage. Fall damage is cancelled from any height. — MovementPowerEvents#onLivingFall
Climber’s Step (class_explorer_climbers_step) You walk up full blocks without jumping. +0.5 step height (ADD_VALUE: 0.6 to 1.1 blocks), only while Step Assist is on. — AttributeModifierPower
(hidden) (step_assist_toggle) Holds whether Step Assist is on. Shared with Rogue and Scout. On by default. The setting survives death and relog. — TogglePower.Config#defaultValue; CompatAttachments#TOGGLE_STATE
Step Assist (step_assist_switch) Switches Climber’s Step on and off. Shared with Rogue and Scout. Class Skill key (H by default). 10-tick (0.5 s) cooldown, no hunger cost. A high note means on, a low note means off. — ActiveAbilityPower
Campfire Rest (class_explorer_campfire_rest) You heal slowly near a campfire when not fighting. Every 40 ticks (2 s), if a campfire or soul campfire (lit or not) is within 5 blocks of you in any direction (an 11×11×11 cube) and you haven’t taken damage from any source for 100 ticks (5 s): Regeneration I for 100 ticks (5 s), topped up on each check. That works out to about 1 health (half a heart) every 2 s. — ConditionPassivePower#onTick; ConditionParser#parseNearBlock, #parseOutOfCombat
Fit (classic_explorer_fit, classic only) Sprinting doesn’t make you hungry. While you sprint, all exhaustion is zero, jumping and attacking included. Natural regeneration still drains hunger. — FoodDataMixin#neoorigins$modifyExhaustion

Farmer

A farmer who gets more from every harvest and from every piece of bone meal.

Classic mode: classic mode only.

Power What it does Numbers Config (power_overrides.toml) Source
Bountiful Harvest (classic_farmer_bountiful_harvest) Fully grown crops and natural logs drop extra. Breaking a fully grown crop (wheat, carrots, potatoes, beetroots, torchflowers) or a log that isn’t stripped and wasn’t placed by a player drops its whole drop set once more, seeds and Fortune bonus included. Not nether wart, cocoa, sweet berries, melons, pumpkins or pitcher plants. — CropHarvestBonusPower.Config#extraDrops; WorldPowerEvents#onBlockBreak
Blessed Bone Meal (class_herbalist_green_thumb) Each bone meal works twice. One bone meal gives two applications. The first rolls vanilla’s success chance (saplings 45%); the second always applies if the block can still grow. On crops each application is +2 to 5 growth stages. Only when a player uses it, not dispensers. — CraftingPowerEvents#onBonemeal, #resolveBonemealApplications

Fisher

A water-side class that fishes luckier, swims faster, drowns slower and sees in murky water.

Classic mode: not offered in classic mode.

Power What it does Numbers Config (power_overrides.toml) Source
Water’s Luck (class_fisher_waters_luck) More Luck while you are in water. +1 Luck (ADD_VALUE), only while you are in water yourself. Fishing from the shore or a boat gets nothing, because Luck is read from you when you reel in. class_fisher_waters_luck.amount 1.0 (−10 to 10) AttributeModifierPower.Config#parseCondition
Seal’s Grace (class_fisher_swim_speed) You swim faster. +15% neoforge:swim_speed (ADD_MULTIPLIED_BASE, 1.0 → 1.15), always attached. Raises swimming speed through water and the rate you rise when holding jump. No effect on land. class_fisher_swim_speed.amount 0.15 (−1 to 10) AttributeModifierPower#onGranted
Sea Legs (class_fisher_sea_legs) Drowning hurts half as much. Drowning damage ×0.5: once your air runs out you take 1 damage (half a heart) per second instead of 2. class_fisher_sea_legs.multiplier 0.5 (0–10) ModifyDamagePower.Config#apply, CombatPowerEvents#onLivingDamage
Blessed Rod (class_fisher_starting_rod) Starting item. One fishing rod with Luck of the Sea I and Lure I. — StartingEquipmentPower#grantOneStack
Murky Sight (class_fisher_night_sight_water) Night Vision while in water. Every 40 ticks (2 seconds) while in water (wading counts), Night Vision I for 260 ticks (13 seconds), with particles and icon. The refresh comes while more than 200 ticks remain, so it never reaches vanilla’s end-of-effect flicker while you stay in water. It lingers up to 13 seconds after you leave, flickering in its last 10. Not affected by the Toggle Night Vision key or content.toml disable_night_vision. — ConditionPassivePower#onTick

Herbalist

A farming class that speeds up nearby crops, gets bigger harvests, doubles bone meal and shrugs off poison.

Classic mode: not offered in classic mode.

Power What it does Numbers Config (power_overrides.toml) Source
Green Thumb (class_herbalist_growth) Nearby crops grow on their own. Every 40 ticks (2 seconds), up to 2 random crops in an 11×11×11 cube around you (radius 5 blocks) get one bone-meal growth each, with bone-meal particles. Crops means #minecraft:crops: wheat, carrots, potatoes, beetroot, melon and pumpkin stems, torchflower and pitcher crops. Wheat, carrots, potatoes and stems gain 2–5 stages per growth, beetroot 0–1, torchflower and pitcher 1. Nether wart, cocoa, sweet berries, saplings and grass are not touched. class_herbalist_growth.radius 5 (1–64), class_herbalist_growth.tick_interval 40 (1–72000), class_herbalist_growth.growths_per_interval 2 (1–100) CropGrowthAcceleratorPower#onTick
Natural Remedy (class_herbalist_poison_immunity) Poison cannot take hold. Blocks every new Poison effect. — EffectImmunityPower, CombatPowerEvents#onMobEffectApplicable
Bountiful Harvest (class_herbalist_harvest_bonus) Fully grown crops and natural logs drop twice. One tick after the break, the block’s loot is rolled again with your held tool (Fortune counts) and dropped once more. Crops: wheat, carrots, potatoes and beetroot at full growth (not pitcher, torchflower, nether wart, cocoa, berries, melons or pumpkins). Logs: any #minecraft:logs block (logs, wood, stems, hyphae) that is not stripped and was not placed by a player; placed logs are tracked per chunk and survive restarts. class_herbalist_harvest_bonus.extra_drops 1 (0–100) WorldPowerEvents#onBlockBreak
Blessed Bone Meal (class_herbalist_green_thumb) Bone meal works twice. Each bone meal gives 2 applications instead of 1, for one bone meal. The first has the block’s normal success chance (always for crops, 45% for saplings), the second always lands. Works on any block bone meal works on (grass, saplings, moss), not only crops. — CraftingPowerEvents#onBonemeal
Starting Seeds (class_herbalist_starting_seeds) Starting item. One wheat seed. — StartingEquipmentPower#grantOneStack
Starting Bone Meal (class_herbalist_starting_bone_meal) Starting item. One bone meal. — StartingEquipmentPower#grantOneStack

Lumberjack

A woodcutting class that fells whole trees, gets extra planks and chops bare-handed.

Classic mode: keeps Timber! and Efficient Cuts.

Power What it does Numbers Config (power_overrides.toml) Source
Timber! (class_lumberjack_tree_felling) Breaking a log fells the logs above it. Breaking any #minecraft:logs block with an axe while not sneaking also breaks up to 64 connected logs, not counting the one you broke. The search starts in the layer above and spreads up and sideways, never down, so logs below your cut stay. The axe is any item in #minecraft:axes (modded axes join it); with an empty hand, Axe Hands counts. Any other tool or a bare hand breaks just the one log. Extra logs drop as items with no tool durability, hunger, Fortune or Silk Touch, and leaves are left alone. Player-built log structures are felled too. Sneak to break a single log. class_lumberjack_tree_felling.max_blocks 64 (1–1024); values below 64 change nothing WorldPowerEvents#fellsTrees, #fellTree
Efficient Cuts (class_lumberjack_bonus_planks) Crafting planks gives extra planks. +2 planks of the crafted kind for every craft whose result is in #minecraft:planks (shift-click counts each craft): a log gives 6 instead of 4, a bamboo block 4 instead of 2. Extra planks that do not fit in the inventory are lost. class_lumberjack_bonus_planks.bonus_count 2 (0–100) CraftAmountBonusPower.Handler#onItemCrafted
Axe Hands (class_lumberjack_axe_hands) An empty hand chops like an iron axe. Mining speed 6.0 on #minecraft:mineable/axe blocks, with iron-tier drops. See the bare-hand note at the top. — BareHandToolEvents#onBreakSpeed, #onHarvestCheck
Starting Axe (class_lumberjack_starting_axe) Starting item. One iron axe with Unbreaking II. — StartingEquipmentPower#grantOneStack

Mason

A stonework class that mines faster, reaches farther and mines stone bare-handed.

Classic mode: not offered in classic mode.

Power What it does Numbers Config (power_overrides.toml) Source
Stone Hands (class_mason_stone_hands) An empty hand mines like a stone pickaxe. Mining speed 4.0 on #minecraft:mineable/pickaxe blocks, with stone-tier drops: stone, coal, copper, iron and lapis, not gold, redstone, emerald or diamond. See the bare-hand note at the top. — BareHandToolEvents#onBreakSpeed, #onHarvestCheck
Strong Grip (class_mason_strong_grip) Extra armor. +1 armor (ADD_VALUE), half an armor icon. class_mason_strong_grip.amount 1.0 (−100 to 100) AttributeModifierPower#onGranted
Practiced Swing (class_mason_stone_speed) You mine every block faster. Mining speed ×1.25 on every block, with any tool or none, Stone Hands included. class_mason_stone_speed.multiplier 1.25 (0–100) BreakSpeedModifierEvents#onBreakSpeed
Starting Pickaxe (class_mason_starting_pickaxe) Starting item. One stone pickaxe with Efficiency I. — StartingEquipmentPower#grantOneStack
Mason’s Reach (class_mason_block_reach) You reach blocks from farther away. +1 block_interaction_range (ADD_VALUE), 4.5 → 5.5 blocks in survival. Covers breaking and using blocks as well as placing them. class_mason_block_reach.amount 1.0 (−10 to 10) AttributeModifierPower#onGranted

Merchant

A trading class whose nearby villagers keep restocking and whose wandering traders bring rare stock.

Classic mode: keeps Restocking and Charisma.

Power What it does Numbers Config (power_overrides.toml) Source
Restocking (class_merchant_trades) Nearby villagers refill their trades. Every 40 ticks (2 seconds), every villager inside your hitbox grown by 8 blocks in each direction has all its used trades refilled, and an open trade screen updates at once. A sold-out trade can show its cross for up to 2 seconds. The refill is for everyone trading with those villagers, not only you. Refills do not count toward demand, so heavy buying does not push prices up. Wandering traders are not included. class_merchant_trades.scan_interval 40 (1–72000), class_merchant_trades.radius 8.0 (0–128) TradeAvailabilityPower#onTick
Charisma (class_merchant_rare_loot) Wandering traders offer you extra rare trades. The first time you right-click each wandering trader, it adds 3 different trades drawn from every Expert (level 4) and Master (level 5) villager trade of all 13 professions. Then a 25% chance adds one treasure trade: a heart of the sea, nether star, totem of undying, enchanted golden apple, trident, elytra or dragon head, for 32–64 emeralds plus 1–6 netherite ingots, one use, shown with a golden glow. Each trader remembers who it has served, so this happens once per trader and player, restarts included. The added trades go into the trader’s shared list, so other players can buy them. — (master_slots 3 and treasure_chance 0.25 are set in the power JSON only) RareWanderingLootPower#injectTrades, InteractionPowerEvents#onCharismaTraderInteract
Starting Emeralds (class_merchant_starting_emeralds) Starting item. One emerald. — StartingEquipmentPower#grantOneStack
Silver Tongue (class_merchant_silver_tongue) Effects on you last longer. Every effect added to you lasts ×1.15 as long (rounded down), harmful ones included (see the potion-duration note at the top). It has nothing to do with trading. — CombatPowerEvents#onMobEffectAdded
Lucky Trader (class_merchant_lucky_trader) +1 Luck and cheaper trades. +1 Luck (ADD_VALUE), always on: helps fishing (see the Luck note at the top). Every villager and wandering-trader offer’s first cost is ×0.9 then −0.5 before rounding, never below 1: at least 1 off any cost of 2 or more (2→1, 5→4, 10→9, 20→18, 64→57). Applied when the trade screen opens, on top of Hero of the Village and reputation discounts. — neoorigins:multiple of AttributeModifierPower#onGranted and the mod_trade_price event (AbstractVillagerTradePriceMixin)

1.21.1 vs 26.x: villager trades are data-driven on 26.x, so Charisma draws its 3 trades from a fixed list of 18 unenchanted offers instead: golden carrots, glistering melon slices, a bottle o’ enchanting, an ender pearl, a name tag, the globe banner pattern, diamond armor (all four pieces), diamond tools and weapons (the axe is listed twice), a saddle, paintings and a crossbow. There are no enchanted books or enchanted gear. The treasure trade is the same on every version.

Miner

A mining class that digs faster, tires slower, mines stone bare-handed and sees in the dark.

Classic mode: replaces all five powers with the two classic-only powers marked below.

Power What it does Numbers Config (power_overrides.toml) Source
Mining Expert (class_miner_speed) You mine every block faster. Mining speed ×1.5 on every block, with any tool or none, Stone Fists included. class_miner_speed.multiplier 1.5 (0–100) BreakSpeedModifierEvents#onBreakSpeed
Efficient Digger (class_miner_efficiency) You get hungry more slowly. All hunger exhaustion ×0.7 (30% less): sprinting, jumping, swimming, fighting, taking damage, mining, and the exhaustion that natural regeneration costs. class_miner_efficiency.multiplier 0.7 (0–10) FoodDataMixin, FoodDataTickMixin
Stone Fists (class_miner_stone_fists) An empty hand mines like a stone pickaxe. Mining speed 4.0 on #minecraft:mineable/pickaxe blocks, with stone-tier drops (stone, coal, copper, iron, lapis). See the bare-hand note at the top. — BareHandToolEvents#onBreakSpeed, #onHarvestCheck
Deep Sense (class_miner_deep_sense) You see in the dark. Full Night Vision brightness, with no effect icon and no end-of-effect flicker. Toggle it with the Toggle Night Vision key (K by default, on until you switch it off, remembered across relogs and deaths). A server can turn it off for everyone with content.toml disable_enhanced_vision. The JSON exposure value (0.7) is ignored. — EnhancedVisionPower#capabilities, LightTextureMixin
Tough Back (class_miner_tough_back) Extra health. +2 max health (ADD_VALUE), 20 → 22, one extra heart. — AttributeModifierPower#onGranted
Mining Expert (classic_miner_mining_expert, classic only) You mine faster with the right pickaxe. Mining speed ×1.45 on #minecraft:mineable/pickaxe blocks, only while the item in your main hand is a correct tool for that block (a pickaxe of high enough tier). Checked on both client and server, so the speed-up shows while you mine. — BreakSpeedModifierEvents#toolAllows
Experienced Excavator (classic_miner_experienced_excavator, classic only) Breaking blocks costs no hunger. Cancels the 0.005 exhaustion charged for each block you break. Every other source of exhaustion is unchanged. — ExhaustionFilterPower#filters, ExhaustionMiningMixin

Nitwit

A class with no powers, for players who want to play without one.

Classic mode: offered in classic mode, also with no powers.

Nitwit has no powers on any version. It is listed first among the built-in classes, and a player who closes the class picker after choosing an origin but no class is given Nitwit, so their starting items still arrive. That fallback is skipped when Nitwit is switched off in content.toml ([classes] class_nitwit = false).

Paladin

A holy-warrior class that weakens undead, wears natural armor, heals near beacons and is immune to Wither.

Classic mode: not offered in classic mode.

Power What it does Numbers Config (power_overrides.toml) Source
Turn Undead (class_paladin_turn_undead) Hitting undead weakens them. Every hit credited to you on a #minecraft:undead mob (skeletons, zombies, the Wither, phantoms), melee or your own arrows and tridents, gives it Weakness I for 80 ticks (4 seconds), with particles. Weakness I is −4 melee attack damage, so it does not weaken skeleton arrows. No cooldown: each hit refreshes it. class_paladin_turn_undead.duration 80 (0–72000), class_paladin_turn_undead.amplifier 0 (0–255) ActionOnHitPower#execute, CombatPowerEvents#onLivingDamage
Holy Armor (class_paladin_holy_armor) Extra armor. +2 armor (ADD_VALUE), one armor icon. class_paladin_holy_armor.amount 2.0 (−100 to 100) AttributeModifierPower#onGranted
Beacon Regeneration (class_paladin_beacon_regen) You heal near a beacon. Every 40 ticks (2 seconds), if an active beacon is within a 17×17×17 cube around you (radius 8 blocks, up to about 13.9 blocks away on the diagonal), Regeneration I for 100 ticks (5 seconds). Net healing is about 1 health (half a heart) every 2 seconds, plus one more heal after you leave. Active means what vanilla requires before a beacon gives effects: a pyramid under it and an unobstructed beam. A bare beacon block does not count. class_paladin_beacon_regen.radius 8.0 (1–16), whole blocks only (a fraction is dropped) ConditionPassivePower#onTick, ConditionParser#parseNearBlock, #isActiveBeacon
Consecrated Blade (class_paladin_starting_sword) Starting item. One iron sword with Smite I (+2.5 damage against undead). — StartingEquipmentPower#grantOneStack
Holy Ward (class_paladin_effect_immunity) Wither cannot take hold. Blocks every new Wither effect (wither skeletons, wither roses, the Wither’s skulls). The hit or explosion that carries it still does its damage. — EffectImmunityPower, CombatPowerEvents#onMobEffectApplicable

Rancher

A farm-animal class from the original Origins: Classes: animals you breed have twins, and animals you kill drop double loot.

Classic mode: classic mode only (the class has no [classes] toggle in content.toml).

Power What it does Numbers Config (power_overrides.toml) Source
Twin Births (classic_rancher_twin_births) Every animal you breed has a twin. Chance 1.0 (100%, the codec default). Fires when you fed either parent. The twin spawns at the first parent as a fresh baby of the same type: it inherits nothing from the parents (default variant and wool color; a twin horse gets the unrandomized base stats of 53 health, 0.225 speed and 0.7 jump strength) and gives no extra breeding XP. Turtles, frogs and sniffers lay eggs or spawn instead, so they never have twins. — TwinBreedingPower.Config#chance; WorldPowerEvents#onBabyEntitySpawn
Scavenging (classic_rancher_scavenging) Animals you kill drop twice the loot. Multiplier ×2.0: each loot-table drop is copied once. Counts kills where you are the damage source, by melee or your own projectile; a tamed wolf’s kill does not. Saddles, horse armor, carried chests and worn gear are not copied, and XP is not doubled. Only vanilla Animal mobs count (cows, pigs, sheep, chickens, rabbits, hoglins and the like), not squid, fish or bats. — CombatPowerEvents#onLivingDrops, #scavengedCopies; LootTableDrops

Rogue

A stealth class: mobs notice you late, a long crouch turns you invisible, and you hit harder while crouched.

Classic mode: keeps Hidden Presence and Stealth and adds the Vanish description card; drops step assist, Soft Landing, Parkour and Backstab. With no step-assist switch in the list, Stealth gets the Class Skill key (H) there and can be switched off.

Power What it does Numbers Config (power_overrides.toml) Source
Hidden Presence (class_rogue_sneaky) Mobs only notice you up close. A mob can only pick you as a target from within 30% of its follow range: zombie 35 → 10.5 blocks; skeleton, creeper and spider 16 → 4.8 blocks. Always on, whether you sneak or not. It also blocks retaliation: a mob you hit from farther out still cannot target you. A mob already chasing you keeps chasing. class_rogue_sneaky.detection_multiplier 0.3 (0 to 10) SneakyPower.Config#detectionMultiplier; WorldPowerEvents#onLivingChangeTarget
Stealth (class_rogue_stealth) Crouch long enough and you turn invisible. Sneak for 200 ticks (10 s) without letting go: you then get Invisibility I for 40 ticks (2 s), renewed every tick while you keep sneaking, with no particles and no effect icon. Standing up resets the count, and the last 2 s run out on their own. Attacking does not end it, and armor and held items stay visible. While you have Invisibility from any source, a potion included, mobs cannot pick you as a new target. No key in this class: the step-assist switch takes the Class Skill key, so Stealth is always on and is switched back on at every login. class_rogue_stealth.activation_ticks 200 (0 to 72000) StealthPower#tickEffect; WorldPowerEvents#onLivingChangeTarget; KeylessToggleRelease#release
Soft Landing (class_rogue_soft_landing) Falls hurt half as much. Fall damage (minecraft:fall only) × 0.5, before Feather Falling and Protection, which still reduce what is left. Elytra wall impacts and pointed-dripstone landings take full damage. — ModifyDamagePower.Config#apply; CombatPowerEvents#onLivingDamage
Parkour (class_rogue_parkour), with the Step Assist switch Step assist (shared, see Explorer). See Explorer. — AttributeModifierPower; step_assist_switch
Backstab (class_rogue_backstab) Hit harder while crouched. +2 attack damage (ADD_VALUE) while you hold sneak, from any angle: there is no behind-the-target check. — AttributeModifierPower; sneaking condition
Vanish (classic_rogue_stealth_descriptor, classic only) Description card for the classic Stealth power. Does nothing by itself. — SimplePower

Scout

A pathfinder class: night vision, extra speed, no fall damage and step assist.

Classic mode: not offered in classic mode.

Power What it does Numbers Config (power_overrides.toml) Source
Keen Eyes (class_scout_night_vision) See in the dark. Night Vision I, infinite duration, no particles, no effect icon. Uses no skill slot: switch it with the Toggle Night Vision key (default K). Servers can switch it off for everyone with disable_night_vision in content.toml. — LegacyPowerTypeAliases (night_vision → persistent_effect); PersistentEffectPower#isNightVisionSuppressed
Swift Stride (class_scout_speed) Move faster. +20% movement speed (ADD_MULTIPLIED_BASE 0.2): walk speed 0.1 → 0.12. Always on. class_scout_speed.amount 0.2 (−1 to 10) AttributeModifierPower
Sure-Footed (class_scout_no_fall_damage) No fall damage. Cancels the whole fall, so 0 fall damage from any height, pointed-dripstone landings included. Elytra wall impacts are not falls and still hurt. — PreventActionPower (fall_damage); MovementPowerEvents#onLivingFall
Tracker’s Stride (class_scout_trackers_stride), with the Step Assist switch Step assist (shared, see Explorer). See Explorer. — AttributeModifierPower; step_assist_switch
Trail Rations (class_scout_trail_rations) A loaf of bread to start with. 1 bread, given once per player after the whole origin pick is confirmed. Not given again on death or respawn, and neither the Orb of Origin nor the Orb of Class re-arms it: only a full /neoorigins reset <player> does. — StartingEquipmentPower#onGranted, #grantAllPending

Sentinel

A defensive class: natural armor, damage reflection and firm footing.

Classic mode: not offered in classic mode.

Power What it does Numbers Config (power_overrides.toml) Source
Guardian’s Plate (class_sentinel_armor) Natural armor. +4 armor (ADD_VALUE), 2 armor icons. Always on. class_sentinel_armor.amount 4.0 (−100 to 100) AttributeModifierPower
Retribution (class_sentinel_thorns) Attackers take a share of the damage back. Deals max(0.5, hit × 0.25) magic damage, which ignores armor, to whoever hit you. hit is the amount before your shield and armor reduce it. Works on melee attackers and on the shooter of a projectile at any range. Fires even when your shield blocks the hit; a hit another power cancels does not count. class_sentinel_thorns.return_ratio 0.25 (0 to 10) BuiltinActions (damage_attacker); CombatPowerEvents#onLivingDamage
Anchored (class_sentinel_knockback_resist) Hard to knock back. +0.4 knockback resistance (ADD_VALUE): 40% less knockback. Always on. class_sentinel_knockback_resist.amount 0.4 (−1 to 1) AttributeModifierPower
Iron Will (class_sentinel_iron_will) Immune to Weakness and Slowness. Blocks new Weakness and Slowness effects from any source. — EffectImmunityPower; CombatPowerEvents#onMobEffectApplicable
Guard Endurance (class_sentinel_guard_endurance) One extra heart. +2 max health (ADD_VALUE): 20 → 22. — AttributeModifierPower
Guard Stance (class_sentinel_guard_stance) Brace while crouched. +0.35 knockback resistance (ADD_VALUE) while you hold sneak: 0.75 (75%) in total with Anchored. — AttributeModifierPower; sneaking condition

Titan

A big, tough, slow class with longer reach.

Classic mode: not offered in classic mode.

Power What it does Numbers Config (power_overrides.toml) Source
Imposing (class_titan_size) 25% larger. Scale 1.25 (minecraft:scale +0.25, ADD_VALUE): hitbox 0.75 wide × 2.25 tall, 1.875 tall crouching. That is too tall for a 2-block gap, so the game makes you crouch through one. Also adds +25% block reach (4.5 → 5.625 blocks) and +25% entity reach (ADD_MULTIPLIED_BASE 0.25). class_titan_size.scale 1.25 (0.1 to 10); class_titan_size.modify_reach true; class_titan_size.reach_bonus 0.0 (−10 to 10, flat blocks added to both reaches) SizeScalingPower#applyModifiers
Thick-Skinned (class_titan_health) Two extra hearts. +4 max health (ADD_VALUE): 20 → 24. class_titan_health.amount 4.0 (−100 to 100) AttributeModifierPower
Long Arms (class_titan_reach) Reach entities from farther away. +0.5 entity reach (ADD_VALUE). With Imposing: (3.0 + 0.5) × 1.25 = 4.375 blocks to hit or use entities, against 3.0 in vanilla. Block reach is unchanged by this power. class_titan_reach.amount 0.5 (−10 to 10) AttributeModifierPower
Crushing Grip (class_titan_crushing_grip) Hit harder. +1 attack damage (ADD_VALUE). — AttributeModifierPower
Unmoving (class_titan_unmoving) Hard to knock back. +0.2 knockback resistance (ADD_VALUE): 20% less knockback. — AttributeModifierPower
Heavy Steps (class_titan_heavy_steps) Move slower. −10% movement speed (ADD_MULTIPLIED_BASE −0.1): walk speed 0.1 → 0.09. — AttributeModifierPower

Warrior

A melee class that hits harder, takes hits better and shrugs off knockback.

Classic mode: keeps Weapon Mastery and adds Shield Wield; drops Battle Stance, Battle-Hardened, Warrior’s Endurance and Iron Will.

Power What it does Numbers Config (power_overrides.toml) Source
Weapon Mastery (class_warrior_damage) Hit harder in melee. +1 attack damage (ADD_VALUE). Always on. class_warrior_damage.amount 1.0 (−100 to 100) AttributeModifierPower
Battle Stance (class_warrior_knockback_resist) Hard to knock back. +0.3 knockback resistance (ADD_VALUE): 30% less knockback. Always on. class_warrior_knockback_resist.amount 0.3 (−1 to 1) AttributeModifierPower
Battle-Hardened (class_warrior_battle_stance) Natural armor. +2 armor (ADD_VALUE), 1 armor icon. Always on. — AttributeModifierPower
Warrior’s Endurance (class_warrior_endurance) One extra heart. +2 max health (ADD_VALUE): 20 → 22. — AttributeModifierPower
Iron Will (class_warrior_iron_will) Immune to Weakness. Blocks new Weakness effects from any source. — EffectImmunityPower; CombatPowerEvents#onMobEffectApplicable
Shield Wield (classic_warrior_shield_wield, classic only) Less slowdown while blocking with a shield. +50% movement speed (ADD_MULTIPLIED_BASE 0.5) while you use an item whose id contains shield, modded shields included. Vanilla’s item-use slowdown still applies, so blocking speed goes from 20% to about 30% of walking speed. — LessItemUseSlowdownPower#onTick, #matchesItem