Compound V
COMPOUND V
Disclaimer: make sure if your using other addons, make sure my addon takes priority by setting it above all other addons when activating them for both resource and behaviour packs
Compound V transforms Minecraft survival into a full superhuman arms race inspired by The Boys. Build a Vought research operation, manufacture unstable serums, discover powerful abilities, fight naturally spawning Supes, raid Vought facilities, unlock anti-Supe technology, and survive in a world where powers are dangerous, unfair, and never fully safe.
Players can become Supes through Compound V, experiment with Temp V, risk V1, copy powers through Targeted Compound V, or stay human and fight back using uranium weapons, Power Dampening Cuffs, Hazmat gear, firearms, and the T.K. Combat Suit.
Every power has its own playstyle, strengths, weaknesses, passive effects, ability system, counters, and risks.
GETTING STARTED
When a world is first created, the host chooses how new players receive powers.
Compound V Item
Every new player receives one vial of Compound V. Players can drink it whenever they are ready to receive a random permanent power.
Compound V Chance
Each new player has a chance to be contacted by Vought International. Selected players receive a special offer that they can accept or decline. Accepting the offer gives the player Compound V, while declining leaves them human.
No Powers
All players begin powerless. Compound V must be discovered, manufactured, given out by an administrator, or obtained through gameplay.
Origin Modes
Servers can also use origin-based starting rules. Depending on the server config, new players may receive a random origin, a possible origin choice, a direct choice, or no origin at all.
Origin modes include:
- Random Origin
- Potential Origin
- Choose Origin
- No Origin
Rise of Viltrum Compatibility
Compound V can detect the Rise of Viltrum bridge when it is installed. Viltrumites are rejected by Compound V, Temp V, V1, and Purge V instead of being converted into Supes. This keeps Viltrumites and Compound V users as separate origin paths.
Compatibility also supports Viltrumite-specific developer menu hooks, origin rules, and flight animation support.
The selected starting mode can be changed at any time through the Developer Menu.
Addons
First Thing First when ever downloading any of my addons make sure compound is above all other addons

Rise Of Viltrum
Download Rise Of Viltrum to play as a viltrumite (complelty compatibile with compound v, must make sure compound v takes protiorty by putting it first in the resource pack selection thing.).Download
When you first become a Viltrumite, you can choose how you want to control your powers. Use Ability Items for hotbar-based combat and fast combo chaining, or switch to the Crouch System for a cleaner hotbar where double-crouch cycles abilities and crouch+jump activates them. You can change your control style later with the Power Switch.
Being a Viltrumite means your body is the weapon. Viltrumites are proud warriors who rely on raw strength, speed, durability, and combat skill instead of cheap tools or protection. Because of this, Viltrumites cannot properly use normal weapons or wear normal armor. Using external equipment is seen as weak and dishonourable to the Viltrumite Empire, so players who try to rely on weapons or armor will be heavily punished and weakened.
Unlock brutal Viltrumite abilities as you progress, including Dash, Grab, Flight, Thunder Clap, Hand Stab, Head Crush, Ground Pound, Super Sonic, Conqueror’s Rage, and more. Fight with your body as the weapon, build Dominance EP, complete rank-up trials, survive powerful enemies, and prove that Earth belongs to the Empire.
World owners also get an Empire Config menu, allowing control over how new players become Viltrumites, whether Viltrumite origins are enabled, rank-up trial requirements, Dominance EP requirements, Sonic Smash block breaking, and limits for high imperial ranks like Grand Regent and Emperor.
Rise Of Viltrum also includes Viltrumite raids, ranked invaders, Viltrumite armor visuals, progression tools, the Scourge Virus, and admin/dev controls for managing origins, ranks, raids, and player progress.
Infinity Craft
Download Infinity Craft to play as a viltrumite (complelty compatibile with compound v and rise of viltrum, must make sure compound v takes protiorty by putting it first in the resource pack selection thing.).Download
All info on the addon page
POWER CONTROLS
When joining a world, each player chooses how they want to control their abilities.
Double-Crouch
Quickly tap sneak twice to cycle through every available ability.
Ability Selector
Players receive a special Ability Selector item. Using the item cycles through abilities instead of relying on double-crouch input.
This option is recommended for mobile and touch-screen players.
Activating Abilities
Most selected abilities are activated with Crouch + Jump, Sneak + Punch, holding sneak, or using the selected control item depending on the power.
Players can change their control method at any time by crafting and using a Power Switch.
Power Switch Recipe: 1 Stick
CREATING COMPOUND V
Producing Compound V requires a complete Vought research operation. Finished serums cannot be created using a normal crafting table.
Players must first construct a Vought Engineering Station, which unlocks recipes for advanced Vought machinery and technology.
The full research process includes producing Experimental V, testing it on pigs, extracting Enhanced Blood from successful test subjects, sequencing that blood inside a Gene Analyzer, collecting V Enzymes, harvesting DNA from powerful creatures, processing ingredients inside a V Fabricator, and extracting the finished serum with a syringe.
EXPERIMENTAL V
Experimental V is an unstable precursor used during the research process. It cannot be safely used by players.
To create Experimental V, insert the following ingredients into a Chemical Mixer:
- Water Bottle
- Glow Ink Sac
- Sugar
- Glow Berries
- Golden Apple
Once every ingredient has been inserted, use a syringe to extract the finished Experimental V.
The Chemical Mixer also supports additional visual states for Viltrumite blood, the Supe Virus, and Scourge-ready processing visuals.
ANIMAL TESTING
Experimental V must be tested on pigs before it can be stabilized.
Use Experimental V on a normal pig to begin an animal test. Each experiment can produce several outcomes. The pig may reject the serum and die, mutate into a dangerous creature, or successfully develop a random power.
Successful Powered Pigs become valuable living test subjects. Use a syringe on a Powered Pig to extract an Enhanced Blood Sample. Blood extraction may kill the pig, but surviving subjects can be sampled again.
Insert the Enhanced Blood Sample into a Gene Analyzer. After approximately one minute, the machine will produce V Enzymes.
V Enzymes are required to manufacture most finished V serums.
DNA COLLECTION AND BLOOD TYPES
Syringes are used to harvest genetic material from powerful creatures. Strike a supported creature while holding a syringe to collect its DNA.
Each individual creature can only be sampled once.
Available DNA includes:
- Ocelot DNA
- Enderman DNA
- Blaze DNA
- Witch DNA
- Warden DNA
- Iron Golem DNA
Blood Types
Every player has a permanent blood type using the full ABO + Rh blood system.
Possible blood types include:
- A+
- A-
- B+
- B-
- AB+
- AB-
- O+
- O-
Blood types are assigned automatically. Existing worlds will assign each player a blood type the next time they join.
Blood type matters when using Targeted Compound V. If the donor’s blood is not compatible with the person drinking the serum, the body rejects it.
O- is the universal donor. AB+ is the universal recipient.
Blood Syringes
Blood Syringes can store the donor’s blood type and the donor’s power.
To check blood type, hold a Blood Syringe and interact with a Gene Analyzer. The Gene Analyzer will identify the blood type stored inside the syringe.
To collect your own blood, hold an empty syringe and double-crouch. This damages the player and produces a Blood Syringe.
To collect another player’s blood, use a Blood Syringe on them. This stores that player’s blood type and exact power.
V FABRICATOR
The V Fabricator is the central serum-production machine.
Insert the recipe’s gateway ingredient first to select which serum you want to manufacture. Add the remaining ingredients individually and wait approximately two minutes for processing.
Once processing is complete, use a syringe to extract the finished serum.
SERUM RECIPES
Compound V
Compound V permanently grants the user a random superpower.
Required ingredients:
- Water Bucket
- V Enzymes
- Ocelot DNA
- Enderman DNA
- Blaze DNA
- Witch DNA
- Warden DNA
- Iron Golem DNA
- Golden Apple
Compound V can also be injected into mobs. Animals and villagers become hostile powered creatures, while hostile mobs gain additional abilities.
Temp V
Temp V grants a random power for 15 minutes.
Required ingredients:
- Milk Bucket
- V Enzymes
- Ocelot DNA
- Enderman DNA
- Blaze DNA
- Witch DNA
- Golden Apple
If the user already possesses a permanent power, Temp V overcharges that power instead of granting another one.
Overcharged powers receive reduced ability cooldowns, reduced ability energy drain, increased ability damage, increased strength and resistance, and a unique bonus based on the player’s power.
Repeated Temp V use may cause dangerous hidden side effects, including risky mutated conditions such as Strokes or tumors.
Temp V can also be injected into mobs, granting them a temporary power for approximately three minutes.
Purge V
Purge V completely returns a player to an ordinary human state.
Required ingredients:
- Lava Bucket
- V Enzymes
- Blood Syringe
- Hemolytic Enzyme
Purge V removes all permanent powers, active Temp V powers, Temp V overcharges, V1 enhancements, V1 mutations, and V1 virus immunity.
Purge V is the only reliable way to remove permanent V1 mutations.
V1
V1 is an extremely rare and dangerous upgrade to Compound V.
Required ingredients:
- Warden Heart
- Compound V
- Ocelot DNA
- Enderman DNA
- Blaze DNA
- Witch DNA
- Warden DNA
- Iron Golem DNA
- Enchanted Golden Apple
Using V1 produces one of four outcomes.
Enhance – 30% Chance
Permanently enhances the user’s power. Ability cooldowns are halved, ability damage is increased, ability energy drain is reduced, and strength and resistance are increased.
Reject – 30% Chance
The player’s body rejects the serum. Their powers are removed and the player dies.
Rewrite – 20% Chance
The player’s existing power is removed and replaced with a different random power.
Mutate – 20% Chance
The player develops a permanent positive or negative mutation. Only Purge V can remove it.
Every player who consumes V1 becomes immune to the lethal effects of the Supe Virus, regardless of the outcome.
V1 can also increase the strength of some powers. For example, Necromancer users can gain a much higher minion limit.
Targeted Compound V
Targeted Compound V allows a player to receive another player’s exact power instead of a random one.
Required ingredients:
- Compound V
- Blood Syringe
- Totem of Undying
The Blood Syringe must contain blood from the donor whose power you want to copy.
When created, Targeted Compound V stores the donor’s exact power. Drinking Targeted Compound V only works if the drinker’s blood is compatible with the donor’s blood using real red-cell transfusion rules.
If the blood is compatible, the drinker receives the donor’s power. If the blood is incompatible, the compound is rejected and applies Poison and Slowness for 5 minutes.
V Gas
V Gas is an aerosolized form of Compound V.
Required ingredients:
- Gunpowder
- V Enzymes
- Glass Bottle
Drop V Gas onto the ground to shatter the vial and release an expanding green cloud. Powerless players caught inside receive a random permanent power.
Mobs exposed to the gas may gain permanent or temporary powers, become weakened, or die. Powered animals and villagers become hostile and begin hunting nearby players.
PERSONALIZED POWERS
Server operators can enable Personalized Powers, allowing powers to bond to specific players.
When this option is active, other players cannot randomly roll a power that already belongs to someone else. Compound V, Temp V, V1 rewrites, direct power grants, power removal, and power stripping all respect ownership rules.
This is useful for servers that want each player to feel unique instead of having multiple people with the same power.
GUNS AND AMMO
Compound V adds firearms as a way for ordinary humans, soldiers, and anti-Supe hunters to fight back against powered enemies.
Guns are especially useful against Supes when combined with uranium ammo, Power Dampening Cuffs, Hazmat gear, or the T.K. Combat Suit.
Available Guns
The addon includes several firearms, each with its own use in combat. Note, normal bullets dont effect any supes.
Glock 17
A simple and reliable pistol. Easy to carry, fast to use, and useful for close-range fights.
Desert Eagle
A heavier pistol with stronger shots. Slower than the Glock, but better for dealing higher damage.
AK47
A powerful automatic rifle built for aggressive combat. Best used when you need constant fire against dangerous enemies.
M16
A controlled military rifle with strong range and accuracy. Useful for fighting Supes before they can get close.
Remington 870
A close-range shotgun that deals heavy damage up close. Best used when enemies rush toward you.
Uranium Ammo
Uranium ammo turns normal guns into serious anti-Supe weapons.
Uranium bullets can weaken powered players and mobs, making them one of the strongest counters against Supes.
Uranium ammo can apply:
- Poison
- Weakness
- Slowness
- Nausea
- Ability suppression
- Reduced power damage
- Weakened powered flight
URANIUM SYSTEM
Uranium is a full anti-Supe gameplay system and one of the strongest counters to powered players.
Uranium radiation weakens many powers, reduces ability damage, suppresses abilities, and slows powered flight. Carrying uranium or standing near uranium blocks radiates unprotected players.
Uranium bullets suppress abilities and apply Poison, Weakness, Slowness, and Nausea.
Long uranium exposure can unlock rare mutation behavior, including the separate Uranium Chest Blast path.
Uranium Blocks and Items
The uranium system includes:
- Uranium Ore
- Deepslate Uranium Ore
- Uranium Block
- Raw Uranium
- Uranium Ingots
- Uranium Nuggets
Uranium ore generates underground in the Overworld, mostly deep underground. Uranium ore requires diamond or netherite-tier mining to drop Raw Uranium.
Uranium Crafting
Uranium supports crafting and smelting routes for ingots, nuggets, blocks, and uranium ammo.
Uranium Ammo
Uranium ammo is available for:
- Glock
- Desert Eagle
- AK47
- M16
- Remington 870
Uranium ammunition gives ordinary humans a serious way to fight Supes.
HAZMAT ARMOR
Hazmat armor protects players from uranium item and block radiation.
The armor set includes:
- Hazmat Helmet
- Hazmat Chestplate
- Hazmat Leggings
- Hazmat Boots
A full Hazmat set blocks uranium radiation from carried uranium items and nearby uranium blocks.
Hazmat crafting also uses special materials, including Sealed Hazmat Fabric and a Respirator Filter.
POWER DAMPENING CUFFS
Power Dampening Cuffs allow ordinary players to suppress powered enemies.
Hold use on a nearby target for several seconds to cuff them. Cuffed players lose access to powers and receive Mining Fatigue. Cuffed mobs and Supes are slowed and have their powers shut down.
The player who applied the cuffs can remove them by hitting the target, which returns the cuffs.
Power Dampening Cuffs also shut down certain power systems directly, including Necromancer minion control and Intangibility phasing.
GOODY BAGS AND COSTUMES
Goody Bags are rare reward items that can drop from bosses, raid Viltrumites, lab rats, outpost Supes, scientists, and Patreon Supes.
Opening a Goody Bag gives a random full four-piece costume set. Goody Bags stack to 16.
Costume sets include:
- Agent Noir
- Aquatic
- Boss Crimzon
- Boss Exoskeleton
- Boss Oh Father
- Boss Shrinker
- Bullet Train
- Butcher
- Shock Fist
- Solar Powered
- Soldier
- The Patriot
THE SUPE VIRUS
The Supe Virus is a deadly engineered weapon designed specifically to eliminate Supes.
Drop the vial onto the ground to release a massive expanding cloud of black smoke. The cloud remains active for several minutes and can contaminate an enormous area.
Effects on Supes
Supes exposed to the virus become infected. After remaining inside the cloud, their powers are permanently stripped and they are killed.
Effects on V1 Users
Anyone who has consumed V1 is immune to the virus’s lethal and power-removing effects. V1 users may still experience Weakness and Slowness while standing inside the cloud.
Effects on Ordinary Humans
Powerless players are unaffected by the virus.
Effects on Powered Mobs
Powered mobs caught inside the cloud lose their abilities and return to their normal form.
The Supe Virus can be discovered inside rare facilities and Vought Outposts.
SUPE CONFIG
Server operators have access to a Supe Config system, allowing full control over the addon’s behavior.
The config can control random power assignment, available abilities, balance, origin rules, power ownership, Suped Mob behavior, and other server settings.
T.K. POWER SUIT
The T.K. Combat Suit is an advanced anti-Supe weapon designed to allow ordinary humans to fight superpowered enemies.
The suit provides enhanced strength, heavy protection, high-speed flight, energy weapons, missiles, defensive systems, and specialized anti-Supe technology.
By default, players who already possess a power cannot wear the suit. Server operators can allow Supes to use it through the Supe Config menu.
Crafting the Suit
The T.K. Combat Suit must be assembled using a Vought Engineering Station.
Required components:
- Missile System
- AK-47
- Power Core
- 2 Flight Modules
- 2 Energy Cells
- Charged Tek Battery
- Supe Virus
Suit Controls
Equipping the suit automatically provides two locked control items.
T.K. Selector cycles through the suit’s available systems. The selected system and current suit energy are displayed on the HUD.
T.K. Trigger activates or deactivates the currently selected system.
The control items are automatically removed when the suit is unequipped.
Powered Armor
While the suit has energy, it provides Strength II, Resistance II, heavy armor protection, increased player size, immunity to fall damage while flying, and an energy HUD displaying suit charge and weapon status.
The suit slowly consumes energy while worn. Using weapons, flight, shields, and other systems consumes additional energy.
When completely depleted, all powered systems stop functioning, flight is disabled, and the wearer becomes slowed. The suit must be recharged before its systems can be used again.
Flight
Activate Flight to deploy the suit’s wings and engage its thrusters. Move normally to control direction, hold Jump to ascend, and hold Sneak to descend.
Sprint while flying to activate the afterburner. Afterburners greatly increase maximum flight speed.
Entering water automatically disables flight. Flight continuously consumes suit energy.
Twin Hand Lasers
Twin Hand Lasers fire continuous beams from both hands. Beams travel up to 60 blocks, continuously damage enemies, ignite struck targets, and automatically shut down when suit energy becomes too low.
Homing Missiles
Missile mode launches explosive missiles from the suit’s shoulder-mounted launcher. Missiles lock onto enemies within 64 blocks, steer toward their target, explode on impact, damage nearby enemies, burn targets, and launch enemies away.
The launcher stores up to 10 missiles. Missiles slowly regenerate over time. Each missile consumes a large amount of suit energy.
Shoulder Rifle
Rifle mode activates the suit’s automatic shoulder-mounted weapon. It fires continuously while active, reaches up to 60 blocks, holds 30 rounds, and automatically reloads after the magazine is emptied.
Reloading takes approximately 3 seconds. Every shot consumes suit energy. Activate Rifle mode again to place the weapon back on safe.
Chest Beam
Chest Beam mode fires a powerful continuous beam from the suit’s central power core. It reaches up to 48 blocks, deals heavy continuous damage, ignites enemies, pushes enemies backward, and consumes more energy than the hand lasers.
It automatically shuts down when the suit’s power core is depleted.
Energy Shield
Shield mode generates a solid energy shield around the wearer. While active, the wearer becomes invulnerable, incoming damage is immediately repaired, and the wearer cannot attack.
Flight remains available, but the shield rapidly consumes suit energy. Select Lower Shield and activate it to disable the shield.
Supe Repellent
Supe Repellent releases a concentrated spray created from the Supe Virus.
It affects Supes caught within a 9-block cone, temporarily removes the powers of affected players and mobs, applies Weakness and Slowness, gives affected players Mining Fatigue, and lasts for 30 seconds.
Powers automatically return when suppression ends. Supe Repellent has a 5-minute cooldown.
Wristblade
Wristblade transforms the suit into Blade Mode. While Blade Mode is active, the suit’s normal weapons become unavailable, Strength increases from Strength II to Strength III, melee attacks deal additional damage, and flight remains available.
Slash performs a circular blade sweep, strikes every enemy within approximately 4.5 blocks, deals heavy damage, knocks enemies away, and has a 5-second cooldown.
Jab launches the wearer forward with a concentrated blade strike, targets enemies within approximately 5.5 blocks, deals 11 hearts of damage, causes extreme knockback, and has a 7-second cooldown.
Select and activate Sheathe Blade to return the suit to its normal configuration.
Docking the Suit
Select Dock Suit and activate it to remove and park the suit on a display stand. Suits parked away from a Charging Platform do not recharge.
Suits docked on a powered Charging Platform automatically recharge. Double-sneak beside a parked suit to equip it again. Double-sneak on a Charging Platform to dock or retrieve the suit.
Stored suit energy is preserved while parked.
POWER GRID
The T.K. Combat Suit requires a renewable power network for recharging.
A complete power grid uses:
- Solar Panels
- Energy Cables
- Charging Platform
Solar Panels
Solar Panels generate power during daylight. They require a clear view of the sky and stop generating power at night.
Multiple panels increase power generation. Solar Panels must be connected to the grid through their front or rear connection point.
Energy Cables
Energy Cables transport power between Solar Panels and Charging Platforms. They connect in every direction and allow large power networks to be constructed.
Energy Cables must connect to the top of a Charging Platform.
Charging Platform
Charging Platforms store energy generated by connected Solar Panels. Dock a suit on the platform to recharge it.
The platform displays stored power and generation rate, continues storing power while no suit is docked, and releases any docked suit if the platform is broken.
Tek Batteries
Tek Batteries provide a portable method of recharging the suit.
To charge a battery, stand on a fully powered Charging Platform and use an empty Tek Battery. The battery consumes the platform’s stored energy and becomes a Charged Tek Battery.
To use a charged battery, use a Charged Tek Battery while wearing the T.K. Combat Suit. This instantly restores the suit to full energy and converts the battery back into an empty Tek Battery.
POWER SYSTEMS
Compound V includes dozens of powers. Some are direct permanent powers, some are rare mutations, and some develop from dangerous side effects.
ShockFist
Your body channels the Curse of the Heavens, allowing you to command electricity and take flight.
Select Flight, then use Crouch + Jump to take off. Use normal movement controls to fly, hold Jump to ascend, and hold Sneak to descend. Landing automatically ends flight. Water disrupts your electricity, cancels flight, and damages you. Lightning can randomly strike around you while flying.
Lightning Punch is activated with Sneak + attack using an empty hand. It summons lightning onto a targeted enemy from up to 30 blocks away, chains between nearby non-player creatures, briefly protects you from your own lightning, and has a 20-second cooldown.
Arc Lightning fires a continuous short-range electrical stream from both hands while you hold Sneak with an empty hand. The stream can pierce and damage up to four enemies, slows struck enemies, cannot be used underwater, drains its charge while firing, and overheats for 10 seconds if fully drained.
Blink
You can tear through space, but teleportation always demands a price.
Blink is charged by holding Sneak with an empty hand. Continue holding Sneak and press Jump to teleport forward. Longer charges increase the teleport distance from approximately 5 to 20 blocks.
Teleporting causes all equipped armor and your offhand item to be left behind. Taking damage while charging interrupts Blink and triggers its 10-second cooldown.
Translocate opens a coordinate menu while you hold Sneak. Enter coordinates to instantly teleport there. Translocate drops your entire inventory, armor, and offhand item at your original location, and has a 30-second cooldown.
Acid Vomit
Something inside you has gone terribly wrong. Your body produces corrosive acid that can consume both enemies and terrain.
Acid Vomit begins after holding Sneak for 2 seconds. Continue holding Sneak to maintain the acid stream. Acid damages and poisons enemies, dissolves wooden blocks, rapidly drains hunger, and stops when you become too hungry.
Acid Glob launches a concentrated acid projectile. It deals direct and splash damage, leaves behind a bubbling acid puddle, damages and poisons nearby creatures, slowly dissolves most nearby blocks for several seconds, and has a 60-second cooldown.
Digest lets you punch an enemy with less than 3 hearts remaining to instantly consume them. Digesting restores health and hunger. Larger enemies provide more healing and a stronger acid-damage bonus for 45 seconds. Digest has a 60-second cooldown.
Translucent
Your body can become unseen.
Use Crouch + Jump to become invisible. While invisible, you are blinded and breathe heavily. When below half health, you begin bleeding, revealing your position.
Translucent permanently grants Resistance I.
Bullet Train
Your body has been pushed beyond human limits.
Use Sneak + Jump to enter a state of extreme speed. Running builds Exhaustion. If Exhaustion reaches maximum, you suffer a heart attack, take damage, and trigger a cooldown. Exhaustion slowly decreases over time.
Bullet Train can instantly kill mobs with less than 5 hearts by running through them. Players are unaffected by this instant-kill effect.
Consuming a Warden Heart replaces your own, allowing unlimited running. Bullet Train users can also run across water without sinking.
Aquatic
Your body has completely adapted to life beneath the waves.
Aquatic permanently grants Water Breathing and gives Night Vision while underwater. Eating seafood causes Poison, Nausea, and Hunger.
Deep Dive is activated underwater with Crouch + Jump. It allows fast, fully controlled three-dimensional underwater movement. Hold Jump to ascend and Sneak to descend. Leaving the water automatically cancels Deep Dive.
Attacking a non-player target commands nearby aquatic creatures to swarm it. Fish, dolphins, drowned, axolotls, guardians, and other aquatic creatures will pursue and attack the marked target.
The Soldier
You were made for war.
The Soldier uses a Rage Meter. Taking damage gives Rage, hitting enemies gives Rage, and being out of combat slowly reduces Rage.
At 50 Rage, Sneak + Punch Ground creates a massive explosion. Double Sneak + Punch Ground while holding Sneak creates a non-destructive explosion.
At 100 Rage, The Soldier can unleash Chest Beam, a devastating energy beam. Any Supe struck by the beam permanently loses their powers. Using Chest Beam completely drains Rage and leaves the user exhausted and powerless for 2 minutes.
The Soldier also has a permanent Glock 17, giving them a reliable sidearm when combat begins.
Mindstorm
Your mind can dominate others.
Crouch and punch an enemy to freeze and weaken them. The effect lasts as long as you remain crouched, maintain eye contact, and are not interrupted.
While channeling, you take 50% more damage.
Mirage Walker
You bend perception itself.
Crouch + Jump creates a mirage that distracts enemies. Breaking the mirage reveals your location.
Crouch + Punch creates a mirage that steals the target’s held item. Destroying the mirage returns the item.
Triple Sneak summons a ring of mirages and randomly teleports you above one of them. If your mirage is destroyed, you die. If another mirage is destroyed, the attacker takes damage.
Glutton
Your body reacts unpredictably.
Every food consumed grants one positive effect and one negative effect.
Decimator
Every successful attack increases your destructive power.
Consecutive attacks against the same target continuously increase your damage. Each successful hit adds more bonus damage than the previous hit.
Taking damage, switching targets, or waiting too long between attacks resets your combo.
Decimator Smash makes you leap toward the nearest enemy before slamming into the ground. The impact damages and launches every nearby creature into the air, grants temporary protection from your own fall damage, and has a 6-second cooldown.
Laser Eyes
Your eyes contain destructive energy.
Sneak + Punch fires laser beams. Lasers build Heat. Overheating causes temporary blindness and self-damage.
Laser-based powers can interact with the Beam Clash system.
Gravity Control
You have mastered gravity.
Sneak + Jump makes you float. Double Sneak cancels floating. Excessive use causes nausea.
Sneak + Punch reverses a target’s gravity. Holding Sneak for 3 seconds inverts the gravity of nearby enemies.
Blood Control
You manipulate blood as both a weapon and a resource.
Most abilities consume blood from your Blood Meter. If insufficient blood is stored, some abilities consume your health instead.
Blood Syphon damages a target and fills your Blood Meter. If the meter is full, extra blood restores health. Moving more than 8 blocks away ends the syphon. Taking damage interrupts it and triggers a 30-second cooldown.
Blood Arrow charges while holding Sneak with a bow or crossbow. Longer charges increase damage and blood cost. A fully charged Blood Arrow deals up to 14 hearts of damage. If you do not have enough stored blood, the remaining cost is taken from your health.
Blood Regen consumes stored blood to restore health.
Blood Dagger consumes blood or health to create a temporary dagger. The dagger lasts for 60 seconds, grants Speed II while held, and has a 90-second cooldown after dissolving.
Head Pop requires keeping your crosshair perfectly fixed on a target for 10 seconds. Completing the channel instantly kills the target and restores blood. Looking away resets the channel. Taking damage interrupts it and triggers the 5-minute cooldown. A successful Head Pop also triggers the 5-minute cooldown.
Fushi
You have been blessed by Fushi, the god of immortality.
Fushi grants a Totem of Undying with unlimited uses, making you immortal. It also grants Night Vision.
Torcher
Fire bends to your will.
Different torch types grant different abilities. A normal Torch creates a Fire Stream. A Redstone Torch creates Healing Flames. A Soul Torch increases damage. A Copper Torch applies Slowness and Weakness.
Torcher permanently grants Fire Resistance.
Triple Threat
You possess an extra reach.
With an empty hand, use Crouch + Jump to latch onto a distant target. Once grabbed, you have 3 seconds to Crouch + Punch and fling the target away.
Kinetic Absorption
You convert damage into power.
Every hit taken stores Kinetic Energy. At 15 stored hits, you can release a shockwave that deals damage in a wide radius and launches nearby enemies backwards.
Hold an Arrow and Double Sneak to fire a Kinetic Arrow. It deals damage, creates an explosive area effect, and costs 3 stored Energy.
The Patriot
A bio-engineered organism.
The Patriot gains Strength II, Resistance II, extra hearts, flight, laser eyes, a ground laser beam, and a sonic shockwave.
Hold Sneak + Jump to fly. While flying with an empty hand, use Sneak to fire laser eyes. On the ground, Sneak can fire a laser beam. Double Sneak creates a sonic shockwave that disrupts flight.
Lasers can overheat.
Pocket Dimension
You possess a world of your own.
Double Sneak with an empty hand to enter or leave your Pocket Dimension. This cannot be used while in combat.
Skybound
The skies belong to you.
Skybound lets you fly at extreme speeds indefinitely.
Flight disruption effects, sonic attacks, shockwaves, and some boss or mob attacks can knock flying players out of the sky.
Exoskeleton
Your body forms a living suit of bone armor.
Exoskeleton provides protection equivalent to Diamond Armor, increased durability, reduced speed, and reduced damage output.
Its special ability releases bone shards in all directions. This destroys your armor but deals massive damage to nearby enemies.
Solar Powered
The sun fuels your body and every ability you possess.
Solar Energy generates during clear daytime while exposed to the sky. Deserts and similar hot environments increase energy generation. Sunlight passing through glass also increases energy generation. Rain, caves, solid cover, and nighttime prevent charging.
Solar Powered permanently grants Resistance I.
Solar Flight activates with Crouch + Jump while airborne. Flight consumes Solar Energy. Hold Jump to ascend and Sneak to descend. Landing, entering water, or running out of energy ends flight.
Solar Flash releases a blinding flash within a 10-block radius, giving nearby enemies Blindness and Slowness. It has a 90-second cooldown.
Solar Flare charges while holding Sneak and fires when released. It launches a 30-block wave of Solar Energy, damages and blinds enemies, creates an additional explosion at the end of its path, consumes 50 Solar Energy, and has a 60-second cooldown.
Solar Beam charges while holding Sneak and fires a huge sustained beam up to 100 blocks for 8 seconds. It continuously damages and burns everything caught inside, consumes 225 Solar Energy, and has a 3-minute cooldown.
Soul Absorption
You consume the souls of fallen creatures.
Defeated mobs can grant souls. Absorbed souls provide abilities and passive traits based on the creature absorbed. Flying creatures grant flight.
Use Sneak + Jump to activate flight when a flying soul is equipped.
Crimson Fire
You wield infernal flames.
Crimson Fire permanently grants Fire Resistance.
Hold Sneak with an empty hand to charge a Crimson Fireball. Longer charges increase damage, explosion size, and destructive power. Maximum charge creates a devastating explosion.
Ground Zero
You are a living missile.
Hold Sneak to charge a launch, propel yourself into the air, choose a direction while airborne, and crash into surfaces to create massive destruction.
Ground Zero grants Strength I and Resistance II.
Shadow Walker
You are bound to darkness.
Sunlight damages you unless protected by shade, water, or cover. In darkness, mobs cannot detect you and you gain Regeneration.
Repeatedly sneak while targeting an enemy to possess them. Only weaker targets can be possessed. Sneak + Jump switches hosts.
Hosts slowly gain Corruption over time.
At night, Shadow Walker gains Speed II and Regeneration.
The Psycho
Three personalities share one body and regularly battle for control. Mental Conflicts occur every 10 to 20 minutes, causing another personality to take control.
The Coward grants Speed II and Resistance I. Repeatedly killing enemies causes Nausea and Weakness. Falling below 2 hearts forces the Coward to surrender control. Flee grants Invisibility, Speed III, Jump Boost II, and Regeneration II for 10 seconds, but applies Weakness II and has a 90-second cooldown.
The Warrior grants Strength II and Resistance I. Battle Roar gives Speed II, Strength III, and Resistance II for 15 seconds while weakening nearby enemies. After the roar ends, severe exhaustion applies Slowness, Weakness, and Wither. Last Stand lets you rise again at your death location with Health Boost and Regeneration, and has a 5-minute cooldown.
The Maniac uses a Blood Meter. Kills restore Blood, Blood drains over time, low Blood applies Slowness and Weakness, and critically low Blood applies Wither and prevents natural regeneration. Healthy Blood gives Speed I and Strength I. Blood Rush consumes Blood to grant Speed II and Strength II for 20 seconds, while kills during Blood Rush restore health. Power Suppression gives you 12 seconds to deal at least 3 hearts of damage to another player in one hit. Success disables the target’s powers for 20 seconds and restores Blood.
Size Manipulation
You can alter your size at will.
Small form grants Speed II, Slow Falling, and 5 hearts. Tiny form grants Speed III and 2 hearts. Large form grants increased Strength, increased Resistance, and double health. Giant form grants massive Strength, massive Resistance, quadruple health, crater-making jumps, and a body too large to walk normally.
The Butcherer
Unlike most powers, this ability cannot be obtained through Compound V alone.
To unlock it, consume Temp V repeatedly until a tumor develops, then drink Compound V.
The Butcherer grants devastating laser vision, tumor tendrils that lash out at enemies, powerful knockback attacks, enhanced Strength, and enhanced Durability.
The very thing that should have killed you becomes your greatest weapon.
Ice Control
You command the power of winter.
Ice Control lets you freeze water beneath your feet, walk across frozen surfaces, and use Frost Aura to damage and slow nearby enemies for 20 seconds.
Ice Spikes summons spikes from the ground beneath enemies.
Glacial Weapon creates a blade of pure ice. It deals 7 attack damage, inflicts Slowness, lasts 30 seconds, and has a 2-minute cooldown.
Ice Control can fully freeze players and mobs inside an Ice Shell, restricting movement and camera control for different durations.
The Oh Father
You believe yourself to be the chosen voice of God.
Heavenly Voice releases a powerful blast that launches nearby enemies. Divine Intervention sends enemies even farther away and applies Slowness.
The Oh Father also gains increased Resistance.
The Adaptive
You possess the ultimate evolutionary ability.
Adaptive is completely passive. Every danger you survive permanently changes your body. The Evolution ability slot displays current adaptations and progress.
Remain exposed to fire or lava for 10 seconds to gain Fire Resistance. Stay fully submerged for 15 seconds to gain Water Breathing. Suffer from a supported negative effect for 10 seconds to become immune to harmful effects such as Poison, Wither, Weakness, Slowness, Blindness, Nausea, Hunger, Mining Fatigue, Darkness, Levitation, and more.
Survive a fall of at least 15 blocks to gain Slow Falling while airborne. Remain in darkness for 10 seconds to gain Night Vision.
Every 10 minutes survived permanently increases physical abilities, improving Resistance up to Resistance III, Strength up to Strength III, and Speed up to Speed IV.
Adaptive can also permanently copy one additional power by surviving repeated melee attacks from another powered player. After at least five hits, each additional hit has a small chance to copy their power. Suped creatures can grant simplified versions of their abilities.
Only one mimicked power can be held at a time.
Death permanently erases all environmental adaptations, evolved stats, progress, and mimicked powers.
Psionic
Your mind has evolved beyond the limits of the human body, allowing you to manipulate matter, abandon your physical form, and petrify enemies with a single stare.
Mind Reading reveals a target’s current and maximum health, powers, selected ability, and whether they are a Supe, boss, or laboratory experiment.
Telekinesis lets you seize a target from up to 18 blocks away while sneaking. Sneak + Punch can also immediately grab a targeted enemy. You can suspend targets, pull them closer, push them away, or throw them violently. Targets escape if moved too far or held too long. While Telekinesis is selected, nearby dropped items are pulled toward you while crouching.
Astral Projection separates your spirit from your body. You become an invisible spirit that can fly freely, while your physical body remains frozen and vulnerable. Taking damage returns you to your body. Press Jump and Sneak together to return willingly.
Petrify requires maintaining eye contact with a target for 5 seconds. It deals 10 hearts of damage, freezes the victim, weakens them, blinds players, covers players in a stone shell, and has a 5-minute cooldown.
Agent Noir
You are a silent, highly trained assassin enhanced with superhuman speed, regeneration, and combat instincts.
Agent Noir permanently gains Regeneration I and Speed II. Attacking enemies from behind deals 3 additional damage.
Shadow Dash dashes in the direction you are looking, creates smoke, briefly grants Resistance II and Slow Falling, and has a 5-second cooldown.
Assassin Strike teleports you behind a target up to 24 blocks away, deals damage, applies Slowness and Weakness, and deals execution damage to targets below 40% health.
Combat Sweep attacks nearby enemies, knocks them away, and applies Slowness and Weakness.
Counter Stance prepares for an incoming attack, grants Resistance IV, counters the first enemy to hit you, teleports behind them, damages them, and applies heavy Slowness and Weakness.
Smoke Bomb creates a thick smoke cloud that blinds and slows enemies while granting you Invisibility and Resistance III.
Black Ops is the ultimate combat state. It grants Speed III, Strength II, and Resistance II for 20 seconds, reduces active cooldowns, halves cooldowns during the state, increases Smoke Bomb size, and has a 2-minute cooldown.
Aerial
Your body has complete control over the air, allowing you to fly indefinitely and weaponize powerful currents of wind.
Aerial permanently grants Speed II, automatically gains Slow Falling while airborne, and makes melee attacks deal increased knockback.
Wind Glide gives indefinite flight without energy. You accelerate to extreme speeds while moving, hold Jump to ascend, Sneak to descend, and lose flight when landing, entering water, or switching abilities. Sonic shockwaves can knock you out of the sky.
Gale Slash fires a curved blade of compressed air up to 26 blocks. It deals damage, knocks enemies back, cuts through weak blocks, stops against stronger blocks, and has an approximately 12-second cooldown.
Vacuum Pull creates a sustained tornado around yourself, pulling creatures, players, and dropped items inward, spinning trapped targets, slowing living targets, and affecting targets within 16 blocks.
Air Burst unleashes an explosive blast of air, damages enemies, launches enemies upward, launches you upward, grants Slow Falling, can save you before landing, and affects targets within 9 blocks.
ZooShift
Your body has become genetically unstable, forcing you to transform into a random creature every Minecraft day.
You cannot control which creature you become. Each form changes your appearance, health, hitbox, abilities, strengths, and weaknesses.
ZooShift automatically transforms you into a random mob at the beginning of each Minecraft day. Your current form remains active after leaving and rejoining the world. Forms cannot repeat until at least five other transformations have occurred.
The Weaver
Your body has adapted into a living web-slinger, allowing you to climb walls, swing through the world, trap enemies in webs, and poison targets with venom.
You can climb walls like a spider, permanently gain Night Vision and Jump Boost, and receive fall protection after high-speed web movement.
Web Shooter lets you Crouch + Punch to trap a targeted enemy in cobwebs. Crouch + Jump fires a web bolt that slows and webs anything it hits.
Venom lets close-range punches poison enemies, and venom spit lets you poison targets from a distance.
Sling fires a web line at any block up to 100 blocks away. It can be used to swing using momentum or zip directly toward the targeted block.
The Maestro
Music itself has become your power, turning every vanilla music disc into a different ability set.
Each vanilla music disc has its own unique loadout of effects and abilities. Hold a music disc and use it to play that track from yourself. Only one song can play at a time. Sneak + Use stops the currently playing music.
Music discs are reusable and are not consumed when used.
Song effects can include passive buffs, on-beat abilities, reactive defenses, melee effects, healing waves, and mobility tricks.
SureShot
Your aim has become unnaturally perfect, allowing thrown projectiles to chase the target you are looking at.
Throw any supported projectile while looking at a target and it will home in on them. Supported projectiles include arrows, snowballs, eggs, ender pearls, tridents, potions, and more.
Crouch while looking at a target to lock on. While locked on, your aim tracks the target’s movement and projectiles continue chasing the locked target even if they move out of your crosshair. Stand up to release lock-on.
Bombardment
Your body turns movement into violent detonation.
Any supported projectile you throw explodes on impact, including arrows, snowballs, and other supported projectiles.
Bombardment lets you crouch while holding a non-weapon or non-tool item. After 2 seconds, you begin hurling the item in your hand. Each thrown item explodes on impact. Items are thrown every 0.5 seconds until you stop crouching or run out of the held item.
Weapons, tools, shields, bows, crossbows, tridents, and control items cannot be used for Bombardment.
Detonate charges while holding crouch for 10 seconds. Your skeleton primes itself as an explosive charge. When fully charged, your body detonates in a massive blast, kills you, instantly kills everything within 7 blocks, and destroys terrain. After respawning, all abilities are locked for 5 minutes while your skeleton reassembles.
Propulsion lets you crouch on the ground for 2 seconds to detonate the ground beneath yourself and launch forward in the direction you are facing. It creates an explosion crater at your starting point and has a 30-second cooldown.
Matter State
Your body is no longer bound to one form.
Matter State lets you shift between unstable states of matter. Intangible Gas turns you invisible, lets you fly through the air, slows your fall, and grants fire resistance. While in gas form, Jump makes you ascend and Sneak makes you descend.
Translucency gives a quick invisibility burst. Molecular Combustion ruptures matter when you hit a target or block, detonating enemies at range and setting them on fire. Toughen hardens your body, giving heavy resistance while slowing you down.
Matter State users permanently resist fire, take reduced fall impact, and have recovery behavior tied to their unstable form. On death, their body creates a destructive matter implosion that can destroy nearby soft blocks and damage nearby entities.
Uranium radiation weakens Matter State flight and ability damage.
Intangibility / Phase Crazy
You slip out of the world.
Phase lets you go spectral for 5 seconds. With Phase selected, use Crouch + Jump to pass through blocks for a short burst.
Invasive Teleport lets you crouch and stare at a target to lock onto them. After locking on and channeling, you teleport into the target and deal heavy damage. If the target is another player, Invasive Teleport also damages you.
Intangibility can rarely trigger passive phasing episodes on its own, causing you to phase for a short time without activating it manually.
This power can develop after Stroke rewires your body through raw Compound V. Phase has a cooldown, and Power Dampening Cuffs stop you from phasing.
Stroke
Stroke is a failed or mutated V condition, not a normal safe power.
It can happen through risky Temp V use or unstable Compound V reactions. Stroke causes weakness, nausea, slowness, random item dropping, slurred episode messages, and unpredictable attacks on the player’s body.
Stroke can later mutate into Phase Crazy through raw Compound V, turning a failed condition into a dangerous intangibility-based power path.
The Regenerating Degenerate
Your body refuses to stay dead.
The Regenerating Degenerate gains six rows of hearts and cannot fully die while the power is active. Damage can tear off limbs, but healing enough health causes lost limbs to regrow.
Losing one leg slows you down. Losing both legs slows you heavily. Losing both arms stops you from using items until regeneration catches up. Losing your head causes darkness, but makes you even harder to kill.
This power gives constant regeneration, increased gun damage, and extreme survivability. It can develop from Brain Tumor plus long uranium radiation exposure.
Its weakness is its own body. Limb loss can leave you slowed, weakened, blinded, or unable to use items until you regenerate.
Necromancer
The dead rise for you.
Every third kill can raise an undead minion. Minions can be zombies, brutes, healers, empowered zombies, or skeleton archers.
Necromancer users can command their army with different modes. Idle makes minions hold position. Follow makes minions stay near you. Attack commands minions to fight a target.
Sneak with an empty hand while looking at a target to mark it for your minions.
The base minion limit is 15. Temp V overcharge increases the minion limit by 5. V1 can greatly increase the limit, pushing it up to 30.
Power Dampening Cuffs shut down your control over minions.
Metal Manipulation
You control the metals of the world.
Metal Manipulation lets you use metal resources from your inventory as weapons, tools, and battlefield control. Fire metal shards using metal resources and ammo, strip enemy metal armor, temporarily lock Tek suits, forge metal gear from a custom UI, pull nearby metal drops toward you, and command nearby golems against marked targets.
Metal Manipulation supports chainmail, copper, iron, gold, titanium, netherite, and uranium interactions.
Stripping armor is not equally easy. Lower-tier metal gear is easier to strip, titanium is partially resistant, and netherite is the hardest to strip.
Uranium ammo and metal interactions make this power especially useful against Supes.
Time Manipulation
You command the flow of time itself.
All Time Manipulation abilities are activated with Crouch + Jump while the desired ability is selected.
Time Stop freezes every living mob in your dimension and every other player within 20 blocks for 15 seconds. Frozen targets cannot move, attack, use items, or activate abilities. Damage dealt to them is stored and released when time resumes. You remain unaffected and gain Speed II while time is stopped. Time Stop has a 45-second cooldown.
Time Skip instantly moves you up to 10 blocks in the direction you are looking and briefly grants Resistance V. It has a 4-second cooldown.
Temporal Rewind returns you to the position, direction, and health you had approximately 3 seconds earlier. It has a 20-second cooldown.
Time Lock freezes the target you are looking at for 2 seconds from up to 32 blocks away. Unlike Time Stop, the target takes damage immediately while frozen. It has a 12-second cooldown.
Simon Says
You speak, and others are forced to obey.
Simon receives one random command every minute. Each command can only be used once before a new command is selected. With an empty hand, punch a target to force them to obey your current command.
Drop It forces the target to throw away the item they are holding.
Give Me That steals the target’s held item and places it directly into your inventory.
Freeze completely immobilizes the target and prevents them from using powers for 8 seconds.
Sleep blinds, weakens, silences, and immobilizes the target for 10 seconds. Player targets also lose control of their camera.
Sit Down forces the target into a sitting position for 15 seconds.
Run forces the target to continuously run forward for 10 seconds.
Look Away turns the target’s camera away from you.
Face Me forces the target to continuously look toward you.
Come Here violently pulls the target toward you.
Go Away launches the target away from you.
Silence prevents the target from using power abilities for 20 seconds.
Be Quiet prevents the target from using abilities or items for 15 seconds.
Don’t Hurt Me prevents the target from damaging you for 20 seconds.
Hurt Yourself causes the target to damage themselves whenever they attack another creature for 15 seconds.
Slow Down applies extreme Slowness and Mining Fatigue and reduces how quickly the target can attack.
Weakness applies Weakness III and Mining Fatigue III for 30 seconds.
Heavy makes the target too heavy to jump properly.
Fall launches the target into the air before briefly immobilizing them when they land.
Fly violently launches the target upward and grants temporary Slow Falling.
Share steals one positive status effect from the target and transfers it to you. Player targets also lose some hunger.
Blind Rage grants the target Strength III and Blindness for 15 seconds. While affected, they automatically attack random nearby creatures once every second.
You Feel Nothing grants the target Strength III and Resistance III for 10 minutes. Their health, hunger, armor, and status effect displays are hidden, and attacks cannot knock them backward.
Follow forces the target to follow you for 60 seconds. They cannot damage you and are teleported back if they move too far away.
Simon Says... Everybody! affects every other online player. It gives three random global commands chosen from Jump, Look Down, Crouch, and Take Damage. Players have 5 seconds to obey each command. Failing a command deals 6 hearts of magic damage.
The ultimate requires an empty hand, is activated with Crouch + Jump while selected, and has a 10-minute cooldown.
Radioactive
Your body has become a walking radiation source.
Radioactive continuously damages mobs within 7 blocks and poisons nearby players. Animals panic and attempt to escape from you, while nearby crops wither and disappear.
Radioactive is completely passive and cannot be disabled normally. Power Dampening temporarily shuts down your radiation.
Sumo
Your body has become immensely powerful but impossibly heavy.
Sumo permanently grants Strength III and Slowness II.
Your enormous physical strength makes you extremely dangerous in close combat, but your overwhelming weight permanently reduces your movement speed.
Explosive Sneezes
Your body turns every sneeze into a bomb.
Once every minute, you uncontrollably sneeze and create a power-5 explosion around yourself.
The explosion damages and launches nearby creatures but cannot destroy blocks or start fires. You are not protected from the chaos caused by your own sneeze.
Photosensitivity
Your altered body cannot tolerate direct sunlight.
While in the Overworld during daytime, direct exposure to the sky repeatedly sets you on fire. Armor does not protect you from the sunlight.
Standing beneath solid blocks protects you. Nighttime, caves, enclosed structures, and other dimensions are safe.
Aquagenic
Water has become toxic to your body.
Touching water damages you every second as though you were standing in lava. Entering deep water can quickly become fatal.
Exposed rain also slowly damages you while in the Overworld. Standing beneath solid cover protects you from rain, but no ordinary protection can make entering water safe.
Rotten Touch
Everything edible decays in your hands.
Any supported vanilla food placed in your main hand is immediately transformed into the same amount of Rotten Flesh.
Custom Compound V items are protected from Rotten Touch, even when they use food-like components.
Explosive Death
Death is your final weapon.
When you die, your body releases an enormous power-55 explosion at your death location.
The explosion devastates nearby creatures but cannot destroy blocks or start fires. Power Dampening prevents the explosion from activating.
BEAM CLASHES AND FLIGHT DISRUPTION
Beam Clash support works across player beams, boss beams, lab mob beams, Suped Mob beams, Tek Knight beams, Laser Eyes, Solar Powered, Butcherer, Psycho, and Soldier Boy-style beams.
Flight disruption hooks allow sonic attacks, shockwaves, and some boss or mob attacks to knock players out of flight. This affects many flying powers and makes aerial combat more dangerous.
SUPED MOBS
Not only humans can wield these powers.
Throughout the world, hostile mobs have a chance to spawn with abilities of their own. Some may possess the same powers available to players, while others can develop unique mutations and abilities that cannot be obtained through Compound V.
A powered mob is far more dangerous than its normal counterpart, gaining new strengths, special attacks, and unpredictable behavior.
From laser-eyed zombies to teleporting skeletons, every encounter has the potential to become a deadly surprise.
Suped Mobs can also use newer power behavior. Necromancer mobs can summon undead minions, and Oh Father mobs can use sonic weakness attacks.
PATREON SUPES
Patreon Supes are rare naturally spawning hostile Supes.
When Suped Mobs are enabled, random named Supes can spawn near players. They use random skins, fight like powered mobs, despawn when far away, and have a custom loot table.
Their loot can include tools, armor, food, materials, bonus items, and a small chance to drop a Goody Bag.
A vought:patreon script event can also spawn one near a player.
To get Your name on the patreon supe join the patron and get the tier early access or above.
DISCORD
Join the Discord for issues, updates, and community help.
Main Discord: https://discord.gg/YaqmSnSmwx
Realm Discord: https://discord.gg/wS9qqebyem
Any issues, please report them. I have no idea how to manage a server.