For The Void 0.7.5 and later use Apace Origins through Sinytra Connector. Versions below 0.7.5 use Origins (Forge) by EdwinMindcraft. Both target Minecraft Forge, but require different Origins dependency stacks.
Do not use the current build with Edwin’s Origins Forge or its separate Apoli/Calio ports. See Installation and Compatibility below for the required mods.
For The Void is an Origins addon that brings evolving Void creatures to Minecraft, beginning with Kha’Zix.
Start as a fragile predator, hunt to unlock adaptations, and enter a cocoon to transform. Choose between the Assassin, built around isolated targets and ambushes, or the Bruiser, equipped with heavier attacks and permanent health upgrades.
Your evolution is earned through gameplay. Different prey unlock different abilities, and your selected passives shape how you survive.
Select Kha’Zix from the Origins selection screen, then press K to open your evolution menu.
You begin in the Default form with 12 HP — 6 hearts. Claw Strike and Void Spikes are available from the start. Leap and Natural Wings must be unlocked through hunting.
The menu tracks branch progression, flight milestones, growth upgrades, and passive adaptations.
This page calls the abilities Q, W, and E. Q and W use the Origins primary and secondary ability bindings. Assign Leap (E) separately under Controls → For The Void; it is unbound by default.
Values below describe the default settings. Server configuration and datapacks can change supported settings and eligible mobs.
Hunt isolated prey and strike from advantageous positions.
16 HP — 8 hearts.
Longer Q reach and stronger isolated strikes.
Bonus damage when attacking an isolated target from behind.
Shorter Q cooldown against isolated targets.
Q and W gain damage from movement speed, without a speed-bonus cap.
Faster W projectiles with slowing effects and upgradeable piercing.
A shorter-cooldown Leap with brief concealment upon landing.
Kills reduce the remaining E cooldown.
Unlock Assassin by earning 1,500 Assassin points, primarily from ranged enemies.
Develop stronger defenses, heavy attacks, and permanent health growth.
20 HP — 10 hearts, before upgrades and other modifiers.
Additional armor and attack speed.
Q scales with each victim’s maximum health and ignores 20% of armor.
Enemies caught in Q splash receive their own full damage calculation.
Three spreading W spikes with armor penetration and a small blast.
A damaging E landing that applies Sundering.
Each health upgrade adds 4 maximum HP — 2 hearts.
Unlock Bruiser by earning 1,600 Bruiser points, primarily from melee enemies.
Strike the enemy you are aiming at, with splash damage around the primary target.
Isolation matters: nearby living creatures prevent isolation, including passive animals. When you aim at a valid isolated target within Q range, a purple outline and pulsing ring mark the opportunity. These indicators are visible only to you; the ring can be disabled in client configuration.
Assassin Q deals:
Normal: 8 normal damage + movement-speed bonus + 2 armor-bypassing damage.
Isolated: 16 normal damage + movement-speed bonus + 6 armor-bypassing damage.
An isolated rear hit multiplies both portions by 1.25.
Splash deals half the non-isolated formula, without isolation or rear bonuses.
Each additional 10% movement-speed attribute above vanilla base contributes 1 normal damage, with no speed-bonus cap.
Bruiser Q deals:
Normal: 12 damage + 5% of the victim’s maximum health.
Isolated: 16 damage + 10% of the victim’s maximum health.
Both ignore 20% of armor.
Armor-bypassing damage is a separate damage portion, not an Armor Pierce attribute bonus, and does not bypass every other defense.
Q has a wind-up before impact. Targets can escape its range or move behind cover; the cooldown remains spent. Weapon damage is not added to Q.
Animated claws accompany the attack. Bruiser uses a larger orange pixel slash on curved 3D geometry.
Fire spikes that damage enemies and restore health on a successful hit.
Healing occurs at most once per cast.
Default: two parallel spikes.
Assassin: two faster spikes with slowing effects, movement-speed scaling, and additional upgrade stages. Both can damage the same target.
Bruiser: three spreading spikes. Direct hits deal 10 damage, ignoring 30% of armor; nearby enemies can receive 4 blast damage.
Bruiser W damages each victim only once per cast across its direct hits and blasts. It does not deal three direct hits to the same enemy, and the primary target does not receive an additional blast hit.
Spikes fall more sharply after their initial flight distance, embed in blocks, and drop when their supporting block is removed.
E has two separate milestones:
Earn 50 flight points, then evolve Leap through K.
Reach 1,200 total flight points, then evolve Natural Wings.
Qualifying flying creatures normally grant one flight point per kill. Examples include bats, chickens, bees, parrots, phantoms, and several flying hostile mobs. Eligibility can be customized.
Leap launches you from the ground:
Default: reduced damage from the Leap landing.
Assassin: brief concealment and a movement bonus upon landing.
Bruiser: a damaging impact against nearby enemies.
Assassin and Bruiser Leap landings are protected from fall damage. Deploying wings cancels the Leap’s landing protection and reward; folding the wings does not restore them.
Natural Wings support Elytra-style gliding and firework flight. Ordinary Elytra items remain restricted.
Flying or gliding prevents origin-granted concealment and cancels existing origin concealment, including landing and dodge concealment. Ordinary jumps and vanilla invisibility potions are unaffected by this restriction.
After evolving, continue hunting enemies associated with your branch to earn growth:
Assassin growth upgrades W.
Bruiser growth upgrades maximum health.
The first upgrade costs 1,000 growth points. Each following upgrade costs 50% more, rounded up.
Assassin W upgrades:
Spikes pierce entities.
Each hit gains 2 armor-bypassing damage.
Every further rank adds 2 normal damage per spike.
Bruiser health upgrades each grant 4 maximum HP.
Open K → Your upgrades, check the relevant progress bar, and evolve when you have enough growth. Upgrades take 20 seconds inside a cocoon.
Branch growth and flight progression are separate from passive slots.
Unlocking a passive makes it available to select; it does not activate automatically.
Purchase up to five passive points, each costing 30 experience levels. Choose your loadout in K, click an occupied slot to remove a selection, then Save and confirm.
Changing your loadout takes 20 seconds in a cocoon, with no meat cost. Your previous selection remains active until completion.
| Passive | Unlock requirement | Benefit |
|---|---|---|
| Night Vision | Defeat 10 bats | See clearly in darkness. |
| Night Hunter | Defeat 100 spiders | Movement speed in darkness: Default +20%, Assassin +30%, Bruiser +10%. |
| Weapon Adaptation | Defeat 200 illagers or Guard Villagers in total | Reduces the held-item melee penalty from 25% to 5%, enables bows/crossbows, and enables the compatible dual-weapon Q proc. |
| Omnivore | Available from the start | Eat plant foods as well as meat. |
| Pheromones | Defeat 200 arthropods | Arthropods leave you alone unless attacked. |
| Armor Adaptation | Defeat the Ender Dragon | Apply your evolved branch’s armor rules. |
| Large Lungs | Defeat 100 aquatic creatures in Minecraft’s water mob group | Hold your breath underwater three times longer. |
| Cricket Legs | Defeat 10 rabbits or goats in total | Step up one block and gain Jump Boost II. |
| Fins | Defeat 10 Guardians or 1 Elder Guardian, and spend 5 cumulative real minutes submerged using oxygen | Swim 60% faster underwater. |
| Humanoid | Defeat 30 villagers or Guard Villagers in total | Become disguised after 30 seconds without attacking or taking damage. |
| Sunlight Adaptation | Accumulate more than 20 real minutes of actual sunlight exposure | Remove the origin’s sunlight penalties. |
| Void Reflexes | Defeat 30 cats or foxes in total | Gain 20% Apothic dodge chance at the cost of 2 maximum HP. Each successful dodge has a 50% chance to grant 5 seconds of origin concealment. |
Sunlight and underwater timers are cumulative. Leaving the required environment pauses progress instead of resetting it.
Guard Villager kills contribute to both Weapon Adaptation and Humanoid. Datapack exclusions can change eligibility.
“The daylight… it burns.”
Direct sunlight deals 1 HP every two seconds and applies Hunger I, Slowness I, and Weakness I.
A helmet blocks the damage, but the debuffs remain. Selecting Sunlight Adaptation removes these penalties.
Kha’Zix cannot sleep, but beds can still set a respawn checkpoint. Exhaustion builds 50% faster.
Without the appropriate adaptations:
Food is restricted to meat and explicitly permitted foods.
Bows and crossbows are unavailable.
Held-item melee damage is reduced by 25%.
Armor above iron defense imposes movement penalties.
Weapon Adaptation reduces the melee penalty to 5%. Shields and ordinary Elytra items remain restricted.
Villagers refuse trade and flee when they can see you. They do not detect you through walls for this fleeing behavior. Iron Golems and supported Guard Villagers are hostile.
With Humanoid selected, avoid attacking and taking damage for 30 seconds to become disguised. Environmental damage also interrupts this period.
Environmental concealment requires suitable lighting and more than 6/20 food. Attacks and damage can reveal you.
Origin concealment applies Ghost, a mild debuff that briefly shows a cosmetic afterimage every ten seconds. Other players can see it, but the visual itself does not remove invisibility.
Ghost ends with origin concealment. Ordinary invisibility potions alone do not activate it.
Transformations take 20 seconds. The cocoon does not make you invulnerable.
A sealed pixel cocoon forms through swirling purple ribbons and particles. Uneven, branching roots grow outward in blocky segments, with purple vein details and shaded surfaces. The shell gradually cracks to reveal the player, then dissolves as the roots disappear from their tips. In first person, a breathing purple membrane assembles and retracts in shaped pieces along its seams.
Dying inside the cocoon cancels the transformation and removes 25% of branch points and growth. Flight progression is retained.
To change an evolved branch, use Reset first:
Hold 10 identical eligible meat items in your offhand.
Complete another 20-second cocoon.
Branch growth is cleared.
Earned branch points, wing progression, purchased passive points, passive selections, and passive unlock progress are retained.
Vanilla meat is supported by default. Datapacks can add or exclude reset ingredients.
Server gameplay settings are stored in:
<world>/serverconfig/khazix-server.toml
Supported settings include point overrides and key Q/W/E values such as damage multipliers, cooldowns, range, projectile count, and Leap distance/height.
Client visual options are stored in:
config/khazix-client.toml
Datapacks can customize:
Assassin, Bruiser, and flight point eligibility.
Kill categories for passive unlocks.
Global exclusions from evolution points or kill-based passive progress.
Compatible weapons.
Foods permitted for carnivores, foods requiring Omnivore, and forbidden foods.
Reset ingredients.
Exclusion tags take priority. New optional tags are empty by default.
With cheats enabled or operator permission level 2, use:
/khazix unlock_all_passives
Completes every passive unlock requirement and grants five selection points. Requires an active Kha’Zix origin outside a cocoon. Open K, select up to five passives, and Save. It does not automatically equip passives or unlock branches and wings.
/khazix test_flight_points 1200
Sets your total flight points to 1,200; it does not add points or automatically evolve wings. Open K and unlock Leap first, then Natural Wings.
/khazix status
Shows origin status, flight points, environmental information, and ability cooldowns. This status command does not require operator permission.
Boost, individual unlock, and branch-reset commands require cheats or operator permission level 2. Use them while playing as Kha’Zix, alive and outside a cocoon or spectator mode. Commands apply to the player running them.
/khazix boost assassin 1500
/khazix boost bruiser 1600
/khazix boost flight 50
/khazix boost flight 1200
/khazix boost growth 1000
/khazix boost passive_points 5
Boost commands ADD the specified amount. Assassin and Bruiser require 1,500 and 1,600 branch points respectively. Leap requires 50 total flight points; Natural Wings requires 1,200 total points after unlocking Leap. Growth pays for Assassin W or Bruiser health upgrades, depending on the current branch. Passive selection points remain capped at five. Change the amounts to suit your desired pace, then use K to select and evolve normally.
/khazix unlock_passive night_vision
/khazix unlock_passive night_hunter
/khazix unlock_passive weapon_adaptation
/khazix unlock_passive omnivore
/khazix unlock_passive pheromones
/khazix unlock_passive armor_adaptation
/khazix unlock_passive large_lungs
/khazix unlock_passive cricket_legs
/khazix unlock_passive fins
/khazix unlock_passive humanoid
/khazix unlock_passive sunlight_adaptation
/khazix unlock_passive void_reflexes
Each command completes that passive’s requirements, including the relevant underwater or sunlight timer. It does not grant selection points or automatically equip the passive. Omnivore is already unlocked from the start.
/khazix reset_branch
Starts a free 20-second branch-reset cocoon, bypassing the meat cost. Returns you to Default while keeping earned branch points, wing progression, passive points, selections, and unlock progress. Growth points and Assassin W/Bruiser health upgrade ranks are cleared. This is a branch reset, not a complete progress wipe.
Q: Does this mod support Fabric?
A: Not currently. A Fabric version may be considered in the future, but there is no confirmed release date.
Q: Will there be a NeoForge or Minecraft 1.21.1 version?
A: No such release is currently available. The current target is Minecraft 1.20.1 Forge; future ports have no confirmed release date.
Q: Does it support the original Origins mod by Apace?
A: Yes. The current release targets Apace Origins 1.10.2 [Forge] through Sinytra Connector. It does not support EdwinMindcraft’s separate Origins Forge implementation.
Q: How do I unlock and equip passives?
A: Complete their hunting or environmental requirements, then open the evolution menu with K. Purchase selection points for 30 experience levels each, choose up to five passives, and Save.
Q: Is there a command to unlock all passives for testing?
A: Yes: /khazix unlock_all_passives. It requires cheats or operator permission, the Kha’Zix origin, and no active cocoon. It unlocks the passive requirements and grants five selection points; you still choose your loadout through K.
Q: Can I configure progression or add compatibility with other mobs and foods?
A: Yes. Supported gameplay settings use the server config, while datapack tags can customize mob eligibility, foods, reset ingredients, and compatible weapons.
Q: Will more Void creatures be added?
A: More are planned. Kha’Zix is the first, and the current focus is improving its stability, balance, and visuals.
Q: Where should I report a bug?
A: Use the project’s available feedback channel. Include your mod version, Minecraft/Forge version, steps to reproduce the issue, and a crash report or latest.log when relevant.
Player Animator — enables custom player arm animations for Q. Claw folding and the skill itself remain available without it.
Better Combat — supplies the supported paired cross-slash animation when Player Animator is installed; otherwise the built-in attack animation is used with Player Animator.
Simply Swords and Simply More — supported Warglaives and Backhand Blades work with Weapon Adaptation’s dual-weapon bonus. Compatible weapons display a short blue tooltip.
Guard Villagers — supported guards count toward Weapon Adaptation and Humanoid progression, and interact with the origin’s hostility/disguise mechanics.
Curios API — extends the origin’s Elytra restrictions to accessory slots.
Featherweight enchantment — recognized by Armor Adaptation’s branch-specific movement-penalty rules when present.