Medieval Origins Revival Controls and Interface Guide
Medieval Origins Revival is operated entirely through its on-screen interface and a set of active keys you assign yourself, so this guide covers the core controls, the active keys, and how to read the mod's settings screens.
Active Keys
The mod uses several active keys. None of them have a default binding listed here, so open the controls menu and assign each one to a key that suits you.
- Primary Active key — triggers your race's main activated ability. As an example, an Incubus uses this key to trade part of their life force for a short burst of raw power.
- Secondary Active key — used on a villager to earn their goodwill, which improves the trades they offer you.
- Tertiary Active key — a third activation slot, listed in the controls as Medieval Origins: Tertiary Active.
- Summon key — while holding the required items, press this key to raise a summon. The items and their costs are shown in the badges beside the ability.
Movement Abilities
These actions are all triggered by pressing the relevant active key in the right situation.
- Glide — press while airborne to drift gently on your wings. This costs no Flight Power.
- Dash — press twice in quick succession to shoot forward. It consumes 50 FP while gliding, or 25 FP otherwise.
- Dash Up — press quickly and then again to launch upward. The FP cost matches Dash: 50 while gliding, 25 otherwise.
- Hover — press twice rapidly to enter a slower form of flight that steadily drains FP. When your FP is fully gone, hovering ends.
- Wall climbing — press the corresponding key to switch wall climbing on or off.
- Summon commands — press the corresponding key to rotate your summons between sitting, following, and teleporting to you.
Pixies have their own movement rules: their jumps clear two blocks, and their flight draws on Flight Power, which only refills while they stand on solid ground.
Item-Based Abilities
Some powers activate while you hold a particular object.
- Glacial Step — hold an ice block to walk across water as though you had Frost Walker.
- Extrusive Movement — hold obsidian to walk freely over smoldering lava.
- Void Warp — hold an ender pearl and press the key to tear through reality and teleport to wherever you are looking, up to 50 blocks away.
- Blazenbreath — hold coal in either hand and press to release a weak cone of flame. Hold blaze powder instead for a moderate cone.
- Ebonbreath — hold bottled dragon's breath in either hand and press to release a cone of strong magical flame.
- Instant Cure — right-click a villager with a golden apple to channel healing energy straight into them, with no need to weaken them first.
High Elves gain their magic by holding different objects and channeling the energy inside them. Hover over each box in the interface to read what a given item does.
Reading the Interface
The mod's screens present each race as a set of description boxes. Hover over a box to see its details.
- Overview boxes summarize a race's strengths and drawbacks, along with traits such as diet, height, and whether they count as undead.
- Ability boxes explain a specific power and how to trigger it.
- Badge boxes beside a summoning ability list the items required and how long the summon lasts.
Summoning follows a fixed pattern. You can maintain at most five combat summons at once; once you exceed that, the oldest one is dismissed. Skeleton and zombie summons last a set number of minutes, while their horse versions last permanently. Revenants can extend a summon's duration by eating undead flesh or bone, and at maximum power a combat summon becomes permanent.
Settings and Toggles
- Press the corresponding key while sneaking to mute sounds and hide particle effects.
- Press the corresponding key to toggle wall climbing, which matters for races such as Alfiq and Arachnae.
Enchantments That Change Controls
Two enchantments alter how your character handles movement and sight.
- One can be placed on heavy armor to stop it from slowing Arachnae, Elves, Alfiq, and winged races.
- Another can be placed on helmets. It protects the wearer from a Gorgon's petrifying gaze, and lets Dwarves see normally in daylight.
Assign every active key in the controls menu before you rely on these abilities, since the mod does not supply bindings for you.