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Runic Races

作者:otectus

Runic Races is a fantasy-focused Origins add-on for Minecraft 1.20.1 that adds 24 distinct races across 6 families, each with unique abilities, drawbacks, and playstyle-defining traits. It's a medieval fantasy set designed for the Runecraft modpack.

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介绍

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Runic Races 1.7.2 is an Origins add-on for Minecraft 1.20.1 Forge that lets you play as one of 54 fantasy races across seven families. Choose a family first, then pick the race that suits the character you want to play.

Every race has a signature ability, passive strengths and weaknesses that affect everyday survival. Your choice can change how you fight, explore and deal with your surroundings. Take to the skies, make your home beneath the mountains or breathe fire at anything foolish enough to get too close.

Your race gives you natural advantages while leaving you free to choose your equipment and playstyle. A Feline can survive a fatal hit with Nine Lives, but becomes vulnerable underwater. A Dryad can heal in sunlight, but needs to be especially careful around fire. An Auroran can shield nearby allies and a Moss One can give the party a place to recover. Learning to work with those strengths and weaknesses is part of the fun.

Ten distinct wing designs, animated breath attacks and a customizable racial HUD help bring your choice to life. Abilities have their own visual effects, from protective wards to healing fields. Keep track of ability cooldowns and see when your surroundings are helping or hindering you.

Browse the races

Open a family spoiler below to see every race’s active ability, passive and weakness. These entries describe the default traits. Modpack settings, datapacks and optional integrations can change the final values. Health bonuses and penalties refer to maximum health. Damage and healing are shown in hearts, with two health points equal to one heart. Damage figures are before normal defenses unless stated otherwise. A charged melee hit means your attack is at least 90% charged.

Human (6 races)

Primian

Ability Stroke of Fortune: Gain Luck II, temporary absorption hearts and a burst of speed. Cooldown: 100 seconds.
Passive Boundless Adaptability: +1 heart, +1 Luck and +5% movement speed. Changing biomes or defeating different types of mobs builds temporary speed bonuses. Food also provides extra saturation and its harmful effects are removed.
Weakness Jack of All Trades: Deal 10% less magic damage and 5% less melee damage.

Celeron

Ability Messenger’s Dash: Dash forward and gain Speed III for four seconds. Cooldown: 25 seconds.
Passive Fleet & Sure: +12% movement speed and +10% attack speed.
Weakness Featherweight Frame: Lose two hearts of maximum health and take increased knockback.

Magi

Ability Arcane Overflow: Gain Strength while weakening and revealing enemies within six blocks. Costs 30 mana when the Iron’s Spells ‘n Spellbooks mana integration is available. Cooldown: 45 seconds.
Passive Woven of Magic: Deal 15% more magic damage.
Weakness Volatile Vessel: Lose two hearts of maximum health and take 20% more damage from melee attacks and arrows.

Valen

Ability Unbreakable Stand: Gain Resistance III and Absorption II for six seconds, with temporary Slowness. Cooldown: 60 seconds.
Passive Fortitude: +2 hearts, +2 armor and +10% melee damage. Resist knockback and push a hostile target back with the first melee hit of a sprint.
Weakness Stalwart, Not Swift: Move and attack 8% slower.

Colossan

Ability Colossal Heave: Prepare a strike for five seconds. Your next charged melee hit deals 1.5 extra hearts of physical damage and knocks the target back. Cooldown: 35 seconds.
Passive Giant’s Bearing: +2 hearts and knockback resistance. With Pehkui installed, your body is 20% larger.
Weakness Heavy Limbs: Attack 12% slower and build hunger exhaustion 15% faster.

Auroran

Ability Dawnward: Protect yourself and up to two allies in sight within six blocks for six seconds. Each ward prevents up to two hearts of damage after armor and absorption. Racial wards do not stack on the same hit. Cooldown: 55 seconds.
Passive Inner Radiance: +1 heart and 15% less magic damage taken, including magical projectiles.
Weakness Mortal Vessel: Take 15% more ordinary physical and projectile damage. Magical projectiles use your magic resistance instead.

Elven (8 races)

High Elf

Ability Arcane Reflex: Gain Absorption II and Resistance I for five seconds while weakening nearby enemies. Cooldown: 40 seconds.
Passive Arcane Mastery: +15% magic damage and night vision.
Weakness Fragile Grace: Lose two hearts of maximum health and take 15% more physical damage.

Dark Elf

Ability Shadowmeld: Become invisible and gain Speed II for six seconds. Cooldown: 45 seconds.
Passive Children of Darkness: Night vision and +10% movement speed, with stronger attacks under the open night sky.
Weakness Sunlight Sensitivity: Lose one heart of maximum health. Direct daylight slows you and weakens your attacks.

Moon Elf

Ability Moonlit Veil: Heal yourself and gain temporary Invisibility, Slow Falling and Regeneration. Cooldown: 50 seconds.
Passive Tidecaller’s Grace: Breathe underwater, see in the dark and slowly recover health at night.
Weakness Waning by Day: Lose 1.5 hearts of maximum health and deal 10% less magic damage. Direct daylight also weakens your melee attacks.

Blood Elf

Ability Blood Frenzy: Gain Strength II and Speed I for eight seconds, plus a short burst of Regeneration. Cooldown: 35 seconds.
Passive Bloodcraft: +10% melee damage and +10% magic damage. Melee hits restore health based on damage dealt.
Weakness Price of Power: Lose 1.5 hearts of maximum health and receive 30% less healing, including healing from lifesteal.

Ice Elf

Ability Frostbind: Apply Slowness III to enemies within six blocks and briefly increase your own speed. Cooldown: 40 seconds.
Passive Winter’s Child: Immunity to freezing damage and +10% magic damage. Cold biomes improve your movement and melee damage.
Weakness Cold-Blooded: Take 25% more fire damage. Hot biomes also reduce your movement speed.

Grove Elf

Ability Stillleaf Aim: For six seconds, prepare one fully drawn bow shot or loaded crossbow arrow. Its first hit deals 20% more damage, capped at one extra heart. A small marker helps you track the visible target for three seconds. Multishot and Piercing cannot repeat the bonus. Cooldown: 35 seconds.
Passive Canopy Strider: Move 10% faster on the ground in forests. Berry underbrush does not slow you and sweet berry bushes cannot hurt you.
Weakness Slender Frame: Lose 1.5 hearts of maximum health.

Tide Elf

Ability Currentstep: Dash up to five blocks through water in the direction you aim or take a two-block step on land. Solid obstacles stop you. Cooldown: 25 seconds.
Passive Amphibious Grace: Breathe underwater, swim 20% faster and see clearly underwater. Mine underwater without the usual water penalty.
Weakness Drying Gills: Lose one heart of maximum health. After 60 seconds away from water or rain, move 8% slower. Spend a second in water, stand in rain or drink a potion or water bottle to refresh your gills.

Astral Elf

Ability Starbound Thread: Leave an anchor at a safe spot on the ground for eight seconds. Release and press the ability key again to return from up to 16 blocks away. You need clear sight, safe footing and to remain in the same dimension. The cooldown starts when you place the anchor. Cooldown: 40 seconds.
Passive Astral Poise: Take 30% less fall damage and gain night vision at night in dimensions with a normal day and night cycle.
Weakness Thin Tether: Lose 1.5 hearts of maximum health. Your recall cannot pass through walls or cross dimensions.

Dwarven (9 races)

Deep One

Ability Tremorsense: Reveal nearby threats through walls with a pulse of tremorsense. Cooldown: 15 seconds.
Passive Deep Dweller: Night vision, +2 armor and immunity to Mining Fatigue. Mine blocks 20% faster.
Weakness Sun-Dazzled: Move 5% slower. Direct daylight causes additional movement and attack penalties.

Forge One

Ability Forge Blessing: Gain Strength and Fire Resistance for ten seconds. Cooldown: 50 seconds.
Passive Ironhand Smith: Take half damage from fire and lava. Gain +2 armor and +10% melee damage, with a chance to add Unbreaking to eligible crafted equipment.
Weakness Stone-Heavy: Move and attack 10% slower, with an additional movement penalty while submerged.

Frost One

Ability Glacial Resolve: Gain Resistance II and Fire Resistance for eight seconds. Cooldown: 55 seconds.
Passive Frostborn: Immunity to freezing damage, +2 hearts and +1 armor. Cold biomes improve your movement and melee damage.
Weakness Forged for Cold: Take 25% more fire damage and move 5% slower. Hot biomes slow you further.

Iron One

Ability Shield Wall: Gain Resistance III and Absorption II for six seconds. Cooldown: 45 seconds.
Passive Forged to Endure: +2 hearts, +3 armor and strong knockback resistance.
Weakness Heavy as the Mountain: Move and attack 10% slower. Deal 10% less magic damage.

Sky One

Ability Mountain Leap: Leap upward and forward with temporary Speed and Slow Falling. Cooldown: 20 seconds.
Passive Sure-Footed Sentinel: Immunity to fall damage and +1 armor. Mountain biomes improve your movement and melee damage.
Weakness Thin-Air Lungs: Lose one heart of maximum health. Being under cover slows you and increases the damage you take.

Runic One

Ability Rune of Warding: Gain Resistance and Regeneration while slowing nearby enemies. Cooldown: 60 seconds.
Passive Runebound: +10% magic damage, +2 armor and +1 Luck. Eligible crafted equipment can occasionally gain Unbreaking.
Weakness Bound by Tradition: Lose two hearts of maximum health and move 10% slower.

Mountain One

Ability Quarry Rhythm: Mine stone and ore 40% faster for six seconds or ten blocks, whichever comes first. You still need a tool that can harvest the block. Cooldown: 45 seconds.
Passive Bedrock Bearing: +2 armor. Gain knockback resistance while standing on stone.
Weakness Deliberate Gait: Move and attack 8% slower.

Moss One

Ability Mycelial Respite: Create a healing patch with a three-block radius for eight seconds. Every two seconds, it restores half a heart to you and up to two allies in sight. Each cast helps at most three targets in total, removes Poison once per target and heals up to two hearts each before healing modifiers. Overlapping patches do not heal faster. Cooldown: 55 seconds.
Passive Living Loam: +2 armor. Mushroom foods give one extra food point and one extra saturation point.
Weakness Desiccation: Take 25% more fire damage and move 5% slower.

Crystal One

Ability Prism Reprisal: For six seconds, prepare to counter one magic or projectile hit. Prevent half its damage, up to two hearts after armor and absorption. If you prevent at least half a heart, deal one heart of damage back to an attacker you can see within eight blocks. Cooldown: 40 seconds.
Passive Faceted Body: +2 armor and 10% less magic damage taken.
Weakness Fracture Lines: Lose one heart of maximum health and take 20% more explosion damage.

Bestial (9 races)

Arachnid

Ability Web Snare: Leave a temporary trap underfoot and heavily slow enemies within five blocks. Also grants brief Slow Falling. Cooldown: 35 seconds.
Passive Weaver’s Senses: Poison immunity, +10% attack speed and immunity to fall damage. Melee hits poison targets and nearby threats are regularly revealed.
Weakness Fragile Carapace: Lose 1.5 hearts of maximum health and take 20% more fire damage.

Avian

Ability Wind Burst: Launch upward with temporary Speed and Slow Falling. Cooldown: 20 seconds.
Passive Skyborne: Glide on feathered wings, take no fall damage and see in the dark. Move 10% faster.
Weakness Hollow Bones: Lose two hearts of maximum health, deal 10% less melee damage and take increased knockback.

Canine

Ability Howl of the Pack: Gain Strength and Speed for ten seconds while revealing nearby threats. Cooldown: 45 seconds.
Passive Pack Hunter: Night vision, +12% movement speed and +10% melee damage. Forests and taigas provide additional movement and melee bonuses.
Weakness Ravenous: Hunger drains 25% faster and you have two fewer armor points.

Feline

Ability Pounce: Leap forward with a short burst of Strength. Cooldown: 15 seconds.
Passive Nine Lives & Night Eyes: Survive a fatal hit once every 15 minutes, followed by brief Weakness. Also gain night vision, +15% attack speed and immunity to fall damage.
Weakness Hydrophobia: Lose 1.5 hearts of maximum health and take 30% more damage while submerged.

Kitsune

Ability Foxfire Illusion: Become invisible and gain Speed II while blinding and slowing nearby enemies. Cooldown: 40 seconds.
Passive Spirit of the Fox: Night vision, +15% magic damage and +10% movement speed.
Weakness Untamed Spirit: Lose two hearts of maximum health and take 20% more damage in direct daylight.

Serpen

Ability Shed Skin: Remove harmful status effects and gain Invisibility and Speed for five seconds. Cooldown: 45 seconds.
Passive Venomous Coil: Poison immunity, venomous melee attacks, night vision and +10% movement speed. Hot biomes improve your movement and melee damage.
Weakness Cold-Blooded: Lose 1.5 hearts of maximum health and take 25% more freezing damage. Cold biomes slow you down.

Bovine

Ability Hornrush: From dry ground, wind up briefly and charge up to five blocks. Your first target takes three hearts of physical damage and knockback. Walls, allies and pets stop the charge. Weapon damage is not added. Cooldown: 30 seconds.
Passive Herd Strength: +1 heart and knockback resistance. Sprint 10% faster on the ground. With Pehkui installed, your body is 15% larger.
Weakness Heavy Appetite: Build hunger exhaustion 20% faster and attack 8% slower.

Saurian

Ability Patient Ambush: Stand nearly still for one second to prepare an ambush that lasts five seconds. Your next charged melee hit deals 1.5 extra hearts of damage and applies Slowness I for two seconds. You can move freely once prepared. Cooldown: 30 seconds.
Passive Scaled Survivor: +2 armor and 15 extra seconds of air before drowning.
Weakness Cold-Blooded: Move 5% slower. Cold biomes also reduce your attack speed by 15% and increase freezing damage by 25%. Leather insulation, Fire Resistance, being on fire or a heat source within two blocks prevents those extra penalties.

Chelon

Ability Shellfast: Retreat into your shell for up to five seconds. Prevent half of incoming ordinary physical and projectile damage, up to six hearts in total. Move at no more than 20% of walking speed. You cannot attack, use items, cast spells or interact with blocks while sheltered. Release and press the ability key again to leave your shell early. It does not protect against drowning, suffocation or starvation. Cooldown: 45 seconds.
Passive Living Shell: +3 armor and ten extra seconds of air before drowning.
Weakness Unhurried: Move and attack 10% slower, even outside your shell.

Faeborne (6 races)

Changeling

Ability Mirror Shift: Become invisible and gain a short speed boost to slip away from danger. Cooldown: 25 seconds.
Passive Manyfaces: +10% movement speed and +1 Luck.
Weakness Hollow Identity: Lose one heart of maximum health and deal 5% less melee damage.

Dryad

Ability Verdant Bloom: Heal yourself and gain Regeneration II while slowing nearby enemies. Cooldown: 45 seconds.
Passive One with the Grove: Poison immunity and slow healing in direct sunlight. Forests improve your movement and melee damage.
Weakness Kindling: Take triple damage from fire and lava.

Sprite

Ability Phase Shift: Burst forward with temporary Invisibility and Speed II. Cooldown: 90 seconds.
Passive Gossamer Wings: Glide on delicate wings and take no fall damage. Gain +20% movement speed and +10% attack speed.
Weakness Fragile Essence: Lose three hearts of maximum health and take increased knockback.

Nymph

Ability Siren’s Charm: Slow and weaken nearby enemies while healing yourself and gaining Regeneration. Cooldown: 45 seconds.
Passive Spirit of Spring: Water breathing and +10% magic damage. Water biomes improve your movement and melee damage.
Weakness Bound to Water: Lose 1.5 hearts of maximum health and take 20% more fire damage. Hot biomes slow you down.

Faerie

Ability Faerie Bargain: Gain Regeneration and Absorption while slowing, blinding and briefly lifting nearby enemies. Cooldown: 50 seconds.
Passive Pixie Flight: Gliding wings, Slow Falling, night vision, +15% magic damage and +15% movement speed.
Weakness Cold Iron: Lose 2.5 hearts of maximum health, take 20% more damage from melee attacks and arrows and suffer increased knockback.

Zephyr

Ability Crosswind: Shift horizontally up to five blocks in a quick burst. Solid obstacles stop you. This movement does not launch you upward or make you invulnerable. Cooldown: 30 seconds.
Passive Airborne Essence: Glide on air-ribbon wings and take 50% less fall damage. A light upward flap is available every two seconds and costs one feather when the Feathers integration is enabled.
Weakness Scattered Form: Lose two hearts of maximum health and take 40% more knockback.

Undead (8 races)

Zombie

Ability Undying Hunger: Gain Resistance II, Regeneration and Strength for eight seconds. Cooldown: 90 seconds.
Passive Deathless Flesh: +3 hearts, +1 armor and knockback resistance. Immune to Poison and the Hunger status effect.
Weakness Sunlight Decay: Move 10% slower and receive 15% less healing. Direct sunlight damages you over time.

Skeleton

Ability Conscript the Dead: Summon two skeletal servants to fight beside you for up to one minute. Cooldown: 70 seconds.
Passive Marrow-Deep Aim: +10% attack speed, water breathing and immunity to Poison and the Hunger status effect.
Weakness Brittle Bones: Lose two hearts of maximum health. Take 25% more fall damage and 20% more damage in direct daylight.

Wraith

Ability Spectral Phase: Gain temporary Invisibility, Resistance, Speed and Slow Falling. Heal yourself and inflict Wither on nearby enemies. Cooldown: 45 seconds.
Passive Soul-Touched: Night vision and immunity to fall damage. Your melee attacks grow stronger at night.
Weakness Half-Bound: Lose 2.5 hearts of maximum health and take 20% more magic damage. Daytime weakens your attacks, with a further penalty in direct sunlight.

Demon

Ability Infernal Wrath: Gain Strength II and Fire Resistance while igniting and weakening nearby enemies. Cooldown: 50 seconds.
Passive Infernal Blood: Immunity to fire and lava, plus 15% more melee damage. Hot biomes improve your movement and melee damage.
Weakness Holy Vulnerability: Take 25% more magic damage and 20% more damage while submerged. Receive 25% less healing.

Reaper

Ability Soul Harvest: Inflict Wither and Glowing on nearby enemies while healing yourself and gaining Regeneration. Cooldown: 40 seconds.
Passive Harbinger of Death: Wither immunity, night vision and +15% melee damage. Once every 30 minutes, respawn near your death location with reduced health and temporary protection if a safe position is available.
Weakness Touch of the Grave: Lose two hearts of maximum health and receive 50% less healing. Direct sunlight weakens your attacks.

Nightborn

Ability Crimson Hunt: For eight seconds, move 10% faster and feed from up to three charged melee hits, at least one second apart. Restore 25% of the health damage dealt, up to one heart per hit and three hearts per use before healing penalties. Allies, pets, villagers, undead and inorganic creatures cannot feed you. Cooldown: 45 seconds.
Passive Nocturnal Senses: Poison immunity and night vision in dark places. Move 15% faster at night when your hunger bar has at least six drumsticks.
Weakness Sun-Starved: Receive 20% less healing and take 20% more damage in direct sunlight. A helmet, shelter or rain protects you from the sunlight penalty.

Returned

Ability Unfinished Purpose: Mark the most recent living enemy to hurt you within the last 30 seconds, if you can see them within 16 blocks. For ten seconds, move 15% faster on the ground toward them and deal one extra heart of damage with a charged melee hit. Without a valid target, the ability stays ready. Cooldown: 40 seconds.
Passive Stubborn Remnant: +1 heart and poison immunity. Gain knockback resistance below half health.
Weakness Imperfect Return: Receive 25% less healing.

Wailer

Ability Keening Cry: After a half-second warning, cry into a cone reaching six blocks ahead. Up to six enemies in sight take one heart of damage, Weakness I for four seconds and knockback. You move 30% slower during the warning and taking damage can interrupt it. Bosses resist the control effects. Player control depends on server settings and has half duration. Cooldown: 40 seconds.
Passive Deathwatch: Poison immunity. Sense up to three hostile creatures below half health within eight blocks, shown by small markers only you can see. Targets must be in sight.
Weakness Fraying Spirit: Lose two hearts of maximum health and take 15% more ordinary physical damage.

Draconic (8 races)

Fire Drake

Ability Dragonfire Breath: Breathe a damaging cone of flame that sets targets on fire. Cooldown: 40 seconds.
Passive Emberscale Hide: Gliding wings, immunity to fire and lava, +3 armor and +10% melee damage. Hot biomes improve your movement and melee damage.
Weakness Cold Quenches Fire: Take 35% more freezing damage and 35% more damage while submerged. Hunger drains 20% faster and cold biomes slow you down.

Ice Drake

Ability Frost Breath: Breathe a damaging cone of frost that freezes and slows targets. Cooldown: 40 seconds.
Passive Rimescale Hide: Gliding wings, immunity to freezing damage and +3 armor. Cold biomes improve your movement and melee damage.
Weakness Thaw: Take 30% more fire damage and drain hunger 20% faster. Hot biomes slow you down.

Sea Serpen

Ability Tidal Breath: Unleash a damaging cone of water that knocks targets back and slows them. Cooldown: 40 seconds.
Passive Leviathan’s Gift: Water breathing and +3 armor. Water biomes improve your movement and melee damage.
Weakness Landbound Coils: Lose one heart of maximum health and take 20% more fire damage. Move slower outside water and in hot biomes.

Terra Drake

Ability Seismic Breath: Blast targets with stone, applying Slowness and Mining Fatigue. A tremor pulse also reveals nearby threats. Cooldown: 40 seconds.
Passive Stonescale Hide: Gliding wings, +4 armor and immunity to knockback, Mining Fatigue and fall damage. Mine faster and gain movement and melee bonuses in mountains.
Weakness Ponderous: Move and attack 10% slower. Hunger drains 20% faster.

Volt Drake

Ability Lightning Breath: Release a damaging electrical cone that heavily slows targets and reveals them with Glowing. Cooldown: 40 seconds.
Passive Stormscale Hide: Gliding wings, lightning immunity, +2 armor, +15% movement speed and +10% attack speed. Rain provides an additional attack speed bonus.
Weakness Grounded: Lose 1.5 hearts of maximum health and take 25% more damage while submerged. Your attacks weaken when the sky is blocked.

Wind Wyrm

Ability Galeforce Breath: Blast targets with a damaging gale that knocks them back and lifts them into the air while boosting you upward. Cooldown: 45 seconds.
Passive Skylord: Powerful wings, Slow Falling, immunity to fall damage and +15% movement speed.
Weakness Untethered: Lose two hearts of maximum health. Being under cover slows you by 15% and increases incoming damage by 15%.

Scaleheir

Ability Dominion Roar: Ward yourself for five seconds, preventing up to two hearts of damage after armor and absorption. Apply Weakness I for three seconds to up to three enemies in sight within five blocks. The roar does no damage and does not force enemies to attack you. Bosses resist the control effect. Cooldown: 35 seconds.
Passive Inherited Scales: +2 armor and knockback resistance. Scaleheirs are a grounded draconic race without wings or an elemental breath attack.
Weakness Demanding Blood: Build hunger exhaustion 20% faster and attack 8% slower.

Wyvernkin

Ability Venom Swoop: Lunge up to three blocks on the ground or swoop up to five blocks while gliding. Your first target takes 2.5 hearts of physical damage and Poison I for three seconds. Walls, allies and pets stop the movement. Weapon damage is not added. Cooldown: 35 seconds.
Passive Lean Wings: Gliding wings, +1 armor and 25% less fall damage. Use terrain to gain height. These wings have no powered flap.
Weakness Exposed Membranes: Lose one heart of maximum health and take 15% more projectile damage, including magical projectiles.

Optional mod support

Runic Races includes optional integrations that help your race fit into a larger modpack:

  • Ars Nouveau and Iron’s Spells ‘n Spellbooks: Racial bonuses and penalties affecting magic.
  • Curios: Extra accessory slots for certain families.
  • Pehkui: Different player sizes for each race, from tiny fae to towering drakes.
  • Apotheosis: Racial luck modifiers.
  • Feathers: Racial stamina differences and stamina costs for wing flaps.

These integrations are optional and can be toggled in the configuration. You can also adjust the HUD and visual effects to suit your preferences.

Getting started

Requires Origins Forge 1.10.0.9 or newer for Minecraft 1.20.1 Forge. For multiplayer, install matching Runic Races versions on the client and server. Both sides must update to use 1.7.2.

Use your Origins primary power key to activate your racial ability. Configure wing controls in the Runic Races section of the Controls menu. Wyvernkin can glide but cannot use a powered flap.

If you use other Origins add-ons, set disableDefaultOriginLayer = false in runic_races-common.toml to make their origins available alongside the Runic Races choices. Rejoin the world or restart the server after changing this setting.

Found a problem or have a suggestion? Visit the GitHub issue tracker.

常见问题

Runic Races 支持哪些 Minecraft 版本?

Runic Races 支持 Minecraft Java 版 1.20.1,可用的加载器:Forge。下载时注意选择和你游戏版本一致的文件。

Runic Races 怎么安装?

先用 PCL2 或 HMCL 启动器安装对应版本的 Forge,再把下载的 .jar 文件放进游戏目录的 mods 文件夹,重新启动游戏即可。开启了版本隔离的,mods 文件夹在 versions/版本名 下面。

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