The SummerMC / Origins / Powers & keybinds
ORIGINS GUIDE
Powers & keybinds
How passive traits, activated abilities and restrictions define an Origin.
Passive and conditional powers
Passive powers are always part of the character: built-in wings, size, armour, diet restrictions or environmental vulnerabilities. Conditional powers turn on only in certain circumstances, such as water, moonlight, air, heat or a transformed state.
Read passive drawbacks first because they affect everyday construction and journeys. A player vulnerable to water needs different roads and station entrances from a water-native player.
Active abilities
Some Origins include an activated power such as a launch, transform, teleport or special attack. The exact key assignment is visible in the client control settings and the in-game Origin interface; it may be rebound by the player.
An active power should be treated like equipment: practise it safely, understand its cooldown or resource pressure, and avoid relying on it as the only way home from an expedition.
How this encyclopaedia is organised
Every selectable choice has an article listing the powers enabled in the exported pack configuration. Each enabled power links to a dedicated reference page showing its category, practical implications and the choices that use it.
Where an addon exposes a named power but not its numeric tuning in the export, the wiki describes the intended play consequence without inventing damage values, cooldown seconds or exact multipliers.