Evolution System

Origins evolve through three tiers as players accumulate mob kills. Each tier grants new powers and may replace or remove earlier ones. Classes do not evolve.

When you evolve, your health is restored to full.

Classic mode: the per-origin tables below describe the default NeoOrigins content. While classic_mode = true in config/neoorigins/content.toml, the ten classic origins (Human, Merling, Avian, Blazeborn, Elytrian, Enderian, Arachnid, Shulk, Phantom, Feline) load their classic definitions instead, and none of those declares tier_powers: they have no evolution tiers at all. Every other built-in origin is hidden from selection, so no built-in on offer evolves while the mode is on. Datapack and originpack origins are unaffected and keep whatever tiers they declare. See CONTENT_CONFIG.md for the mode’s full reach.

Kill Thresholds (configurable)

Tier Name Default Kills
0 Base 0
1 Evolved 1,000
2 Ascended 2,500
3 Apex 5,000

Thresholds are configurable in config/neoorigins/gameplay.toml under [evolution]. A chat milestone message fires every 100 kills (also configurable).

Standard HP Progression

Most origins follow this pattern (1 heart = 2 HP):

Tier Max Health Bonus
Evolved +2 HP (+1 heart)
Ascended +4 HP (+2 hearts): replaces Evolved
Apex +6 HP (+3 hearts): replaces Ascended

Origins with non-standard HP or unique tier bonuses are noted below.

Config Options

[evolution]
    enabled = true
    tier_1_kills = 1000
    tier_2_kills = 2500
    tier_3_kills = 5000
    message_interval = 100

The Evolution Prompt

The prompt is checked on every mob kill, not only on the kill that crosses a threshold. Once the kill count is at or past the next tier’s requirement, a kill sends a chat prompt with clickable [EVOLVE] and [DECLINE] buttons. /neoorigins evolve accept and /neoorigins evolve decline do the same thing. Operators (permission level 2) can force a tier with /neoorigins evolve <player> <tier> (base, evolved, ascended, apex or 0-3) and check a player’s kills and tier with /neoorigins evolve query <player>.

Declining records the tier that was offered and stops that tier being offered again. The tier is not lost: it stays available, and /neoorigins evolve accept takes it whenever the player is ready. Only the declined tier is muted, and tiers are taken in order, so accepting it clears the record and the tier above it prompts normally once its own threshold is reached.

The declined tier is saved with the player, so the prompt stays quiet across a relog. Three things clear it: the player accepting that tier, an operator force-setting the tier with /neoorigins evolve <player> <tier> in either direction, and spending an Orb of Origin. The orb is the blunt one: committing it wipes essence kills, tier and the declined record together, so the player starts the ladder over from zero on their new origin.

Declining when nothing is on offer does nothing. If the player is already at Apex, or has not yet reached the next tier’s kill threshold, /neoorigins evolve decline reports “You have no evolution to decline.” and records no tier, so a decline typed early cannot mute a prompt that has not been shown yet.


How it works

  1. Player kills a mob (non-player entities only; PvP kills don’t count).
  2. Kill counter increments. At every message_interval kills the player sees a milestone message.
  3. When the counter reaches a tier threshold, the player gets a chat prompt with clickable [EVOLVE] / [DECLINE] buttons.
  4. Accepting grants the tier’s add powers and revokes its remove powers (defined in the origin JSON). Declining defers: the tier stays available to accept by command at any time, and the prompt is not shown for it again. See The Evolution Prompt.
  5. Using an Orb of Origin resets kills and tier to zero, and clears any declined tier.

Commands

Player commands (permission level 0):

  • /neoorigins evolve accept: accept a pending evolution prompt
  • /neoorigins evolve decline: decline a standing prompt; the tier can still be accepted later
  • /origin evolve accept / /origin evolve decline: legacy aliases

Admin commands (permission level 2):

  • /neoorigins evolve <player> <tier>: force-set tier (base/0, evolved/1, ascended/2, apex/3)
  • /neoorigins evolve query <player>: show current kills and tier

Evolution by Origin

The Removed column lists the health bonus each tier supersedes. It is not the full removal list. Where a tier grants a stronger version of a power the origin already has, the weaker one is removed at the same time, so that only one source of the effect is ever live: Caveborn swaps its base night vision for the ascended one at tier 2, Merling’s base water breathing and night vision give way to the Ascended Conduit, and Abyssal and Verdant do the same at apex. Those swaps cost the player nothing and leave no gap, which is why they are not tabulated. Read the origin’s JSON if you need the exact list.

Abyssal

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, +0.2 Swim Speed Evolved HP
3 - Apex +6 HP, Conduit Power Ascended HP

Air Mage

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, Slow Falling Evolved HP
3 - Apex +6 HP, +10% Speed Ascended HP

Arachnid

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, Poison Immunity Evolved HP
3 - Apex +6 HP, Night Vision Ascended HP

Asura

Tier Added Removed
1 - Evolved Undying Rage (Regeneration II and fire immunity below 15% HP) –
2 - Ascended Blood Tithe (heal 1 HP on each hit dealt) –
3 - Apex Wrath Eruption (active shockwave) –

Automaton

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, Overclock (Speed I and Haste I below 50% HP) Evolved HP
3 - Apex +6 HP, Fire Resistance Ascended HP

Avian

Tier Added Removed
1 - Evolved +2 HP, Improved Slow Fall –
2 - Ascended +4 HP, Jump Boost Evolved HP
3 - Apex +6 HP, +10% Speed Ascended HP

Blazeling

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP Evolved HP
3 - Apex +6 HP Ascended HP, Water Damage

Breeze

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP Evolved HP
3 - Apex +6 HP, Jump Boost Ascended HP

Cave Dragon

Tier Added Removed
1 - Evolved Hardened Scales (+2 HP) –
2 - Ascended Draconic Might (+2 Attack Damage) –
3 - Apex Apex Wyrm (+6 HP) Evolved HP

Caveborn

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, Night Vision Evolved HP
3 - Apex +6 HP, Haste Ascended HP

Cinderborn

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, Ember Shield (attackers take 1 damage and burn for 3s) Evolved HP
3 - Apex +6 HP Ascended HP

Darkness Mage

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, Improved Shadow Cloak Evolved HP
3 - Apex +6 HP, +2 Attack Damage Ascended HP

Draconic

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, +1 Attack Damage Evolved HP
3 - Apex +6 HP, +2 Attack Damage, +0.1 Speed Ascended HP, Ascended Attack

Dwarf

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, Haste Evolved HP
3 - Apex +6 HP, +2 Armor Ascended HP

Earth Mage

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, +2 Armor, +0.25 Knockback Resist Evolved HP
3 - Apex +6 HP, +4 Armor Ascended HP, Ascended Armor

Elytrian

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, Sky Piercer Evolved HP
3 - Apex +6 HP, Apex Sky Piercer Ascended HP, Ascended Sky Piercer

Enderian

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, Pearl Mastery (no fall damage, which covers ender pearl damage) Evolved HP
3 - Apex +6 HP Ascended HP, Water Damage

Enderite

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, +0.1 Speed Evolved HP
3 - Apex +6 HP, Fire Resistance Ascended HP

Feline

Tier Added Removed
1 - Evolved +2 HP, Fall Resist –
2 - Ascended +4 HP, Fall Immunity, Night Vision Evolved HP, Evolved Fall Resist
3 - Apex +6 HP, +15% Speed Ascended HP

Fire Mage

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP Evolved HP
3 - Apex +6 HP, +2 Attack Damage Ascended HP

Forest Dragon

Tier Added Removed
1 - Evolved Bark Hide (+2 HP) –
2 - Ascended Verdant Fury (+2 Attack Damage) –
3 - Apex Elder Wyrm (+6 HP) Evolved HP

Frostborn

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, Reduced Fire Weakness Evolved HP, Base Fire Weakness
3 - Apex +6 HP Ascended HP, Ascended Fire Weakness

Golden Body

Tier Added Removed
1 - Evolved Diamond Body (+6 Armor Toughness) –
2 - Ascended Reflected Force (attackers take 8 damage) –
3 - Apex Bell Toll (active area attack) –

Golem

Tier Added Removed
1 - Evolved +2 HP, +2 Armor –
2 - Ascended +4 HP, +4 Armor, +0.25 Knockback Resist Evolved HP, Evolved Armor
3 - Apex +6 HP, +6 Armor, Fire Resistance Ascended HP, Ascended Armor

Gorgon

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, +2 Armor Evolved HP
3 - Apex +6 HP, +0.15 Speed Ascended HP

Gravity Mage

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, Slow Falling Evolved HP
3 - Apex +6 HP, Jump Boost Ascended HP

Hiveling

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, +0.1 Speed Evolved HP
3 - Apex +6 HP, Poison Immunity Ascended HP

Human

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, +0.1 Speed Evolved HP
3 - Apex +6 HP, Luck Ascended HP

Inchling

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, +0.15 Speed Evolved HP
3 - Apex +6 HP, 15% Dodge Chance Ascended HP

Iron Monk

Tier Added Removed
1 - Evolved Counter Stance (while guarding, attackers take half the damage back) –
2 - Ascended Sea of Stamina (stamina regenerates while guarding) –
3 - Apex Lohan Palm (active area attack, 30 stamina) –

Kraken

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, +0.2 Swim Speed Evolved HP
3 - Apex +6 HP, Conduit Power Ascended HP

Merling

Tier Added Removed
1 - Evolved +2 HP, +25% Swim Speed –
2 - Ascended +4 HP, Conduit Power Evolved HP
3 - Apex +6 HP, Dolphin’s Grace Ascended HP

Monster Tamer

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, +2 Armor Evolved HP
3 - Apex +6 HP, +0.1 Speed Ascended HP

Necromancer

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP Evolved HP
3 - Apex +6 HP, Night Vision Ascended HP

Phantom

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, +10% Speed Evolved HP
3 - Apex +6 HP, Reduced Daylight Damage, Spectral Dodge Ascended HP, Base Sunburn

Piglin

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, Brute Rage (Strength II below 30% HP) Evolved HP
3 - Apex +6 HP, Fire Resistance Ascended HP

Qi Cultivator

Tier Added Removed
1 - Evolved Dantian Expansion (Qi regenerates while not sneaking) –
2 - Ascended Core Pressure (+30% damage dealt while Qi is at least 50) –
3 - Apex Flying Sword of Qi (active projectile, 40 Qi) –

Revenant

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, Undying Will (Strength II and Resistance I below 25% HP) Evolved HP
3 - Apex +6 HP, +4 Armor, Fire Resistance Ascended HP, Undying Will

Sculkborn

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, Night Vision Evolved HP
3 - Apex +6 HP, +2 Armor Ascended HP

Sea Dragon

Tier Added Removed
1 - Evolved Tidal Hide (+2 HP) –
2 - Ascended Riptide Fury (+2 Attack Damage) –
3 - Apex Leviathan (+6 HP) Evolved HP

Shulk

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, +4 Armor Evolved HP
3 - Apex +6 HP, +0.25 Knockback Resistance Ascended HP

Siren

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, +0.15 Swim Speed Evolved HP
3 - Apex +6 HP, Dolphin’s Grace Ascended HP

Skeleton

Tier Added Removed
1 - Evolved +2 HP, Improved Marksmanship, Expanded Diet Base Marksmanship, Base Diet
2 - Ascended +30% Speed, Reduced Daylight Damage Base Speed, Base Daylight Damage
3 - Apex Less Fragile Frame, Fire Resistance Base Brittle Frame, Ascended Daylight, Evolved Diet

Slime

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended Sticky –
3 - Apex +6 HP, Fire Resistance Evolved HP

Sporeling

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, Night Vision Evolved HP
3 - Apex +6 HP Ascended HP

Stoneguard

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, +2 Armor, +0.25 Knockback Resist Evolved HP
3 - Apex +6 HP, +4 Armor Ascended HP, Ascended Armor

Strider

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, +10% Speed Evolved HP
3 - Apex +6 HP Ascended HP

Sword Immortal

Tier Added Removed
1 - Evolved Sword Heart Unity (+2 Attack Damage with a sword in hand) –
2 - Ascended Heavenly Sword Formation (active area attack, sword in hand) –
3 - Apex Heaven-Severing Slash (active projectile, sword in hand) –

Sylvan

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, Night Vision Evolved HP
3 - Apex +6 HP, +0.1 Speed Ascended HP

Tiny

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, +0.1 Speed Evolved HP
3 - Apex +6 HP, Evasion (20% Dodge Chance) Ascended HP

Umbral

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, Shadow Meld Evolved HP
3 - Apex +6 HP, +15% Speed Ascended HP

Vampire

Tier Added Removed
1 - Evolved +3 Attack Damage, +20% Speed Base Attack, Base Speed
2 - Ascended Reduced Daylight Damage Base Daylight Damage
3 - Apex +4 Attack Damage, Fire Resistance Evolved Attack, Ascended Daylight

Verdant

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, Thorns Evolved HP
3 - Apex +6 HP, Regeneration Ascended HP

Voidwalker

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, Fall Resist Evolved HP
3 - Apex +6 HP, Fall Immunity Ascended HP, Ascended Fall Resist

Warden

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, +4 Armor Evolved HP
3 - Apex +6 HP, +6 Armor, +2 Attack Damage Ascended HP, Ascended Armor

Water Mage

Tier Added Removed
1 - Evolved +2 HP –
2 - Ascended +4 HP, +0.2 Swim Speed Evolved HP
3 - Apex +6 HP, Conduit Power Ascended HP

Windwalker

Tier Added Removed
1 - Evolved Sky Dancer (glide) –
2 - Ascended Riding the Wind (creative-style flight) –
3 - Apex Eye of the Storm (larger tornado ability) Heaven-Rending Typhoon

Wraith

Tier Added Removed
1 - Evolved Night Vision, Evolved Phase Base Phase
2 - Ascended Weakness Aura, Reduced Daylight Damage Base Daylight Damage
3 - Apex Apex Phase (bedrock only), Reduced Hunger Drain Evolved Phase, Base Hunger Drain

Origins Without Evolution

All class origins (22 total) do not evolve. They provide static bonuses:

Archer, Beastmaster, Berserker, Blacksmith, Cleric, Cook, Explorer, Farmer, Fisher, Herbalist, Lumberjack, Mason, Merchant, Miner, Nitwit, Paladin, Rancher, Rogue, Scout, Sentinel, Titan, Warrior.


Adding evolution tiers to an origin

Add a tier_powers array to your origin JSON. Each entry specifies which powers to add and which to remove at that tier. Tiers are cumulative: tier 2 includes tier 1 changes plus its own.

{
  "name": "origins.mypack.shadow.name",
  "description": "origins.mypack.shadow.description",
  "impact": "medium",
  "powers": [
    "mypack:shadow_stealth",
    "mypack:shadow_attack",
    "mypack:shadow_weakness"
  ],
  "tier_powers": [
    {
      "tier": 1,
      "add": ["mypack:shadow_evolved_attack"],
      "remove": ["mypack:shadow_attack"]
    },
    {
      "tier": 2,
      "add": [
        "mypack:shadow_ascended_attack",
        "mypack:shadow_ascended_stealth"
      ],
      "remove": [
        "mypack:shadow_evolved_attack",
        "mypack:shadow_stealth"
      ]
    },
    {
      "tier": 3,
      "add": [
        "mypack:shadow_apex_attack",
        "mypack:shadow_apex_immunity"
      ],
      "remove": [
        "mypack:shadow_ascended_attack",
        "mypack:shadow_weakness"
      ]
    }
  ]
}

tier_powers fields:

Field Type Description
tier int (1–3) The tier this overlay applies at
add array of power IDs Powers granted when evolving to this tier
remove array of power IDs Powers revoked when evolving to this tier

Common patterns:

  • Stat growth: replace a base attribute_modifier with a stronger one at each tier (e.g. +2 HP → +4 HP → +8 HP). Put the base in powers, the evolved version in tier 1 add and the base in tier 1 remove.
  • Weakness removal: list a weakness power in a later tier’s remove to shed it as a reward (e.g. Apex vampires lose sun damage).
  • New abilities: add an active_ability or persistent_effect at a tier without removing anything (pure upgrade).

The evolution power JSONs themselves are standard power files, no special format. Any power type works as a tier reward.

Built-in evolution powers

NeoOrigins ships over 270 evolution power JSONs covering all bundled origins (classes do not evolve). These live at:

data/neoorigins/origins/powers/<origin>_evolved_*.json
data/neoorigins/origins/powers/<origin>_ascended_*.json
data/neoorigins/origins/powers/<origin>_apex_*.json

All bundled origins (the class layer aside) have full three-tier evolution tracks. Pack authors can override them with higher-priority datapacks or use them as examples for their own origins.