Mods / MoreClasses

Category: #Cosmetics #Crafting #Tweak
Author: Mr1k3
Side: Both
Created: Apr 6th 2021 at 3:05 AM
Last modified: Oct 26th 2022 at 5:23 AM
Downloads: 18485
Follow Unfollow 122

Latest file for v1.17.9: 1-click install

MoreClasses is a mod designed to completely overhaul the class system and has one major goal: Make each class have a unique play style.

All vanilla classes have had their upsides and downsides increased in potency for each class to have a stronger defined role, in addition to this five new classes have been added and the tailor class has been removed and their recipes made available to all, I just could not find a place for them in this overhaul unfortunately.

Heres my patreon if you'd like to support me: Patreon


Class overview (out of date stats)


Further class info:

Kept the class close to vanilla other than increased potency


Some pretty major tweaks to this class, prioritizes a stealthy ranged and armor-less play style


Major buffs all around, now they actually do more damage to mechanicals because I removed the melee damage penalty, but still a class not well suited for combat. They now get more rusty gears from their sources and the biggest change is now they have a ton of alternate recipes, these recipes let you craft 2x the chutes/mechanical parts (like wooden gears and such) so they are really great at getting a mechanical power system up in running quick.


Huge buff to melee damage and now they get extra healing, most importantly they now can craft various sets of tools that let them craft and repair their respective armor from any durability to full. Blackguard armor has also been buffed to have slightly less negatives and a buff to protection values. Sword recipe has also been changed.


New class, meant to be an alternate to the blackguard for combat enthusiasts. They have combat buffs more oriented to defense rather than offense because of their lesser health, they have access to the same tools that blackguards do and can also create and repair their forlorn armor with it, forlorn armor has been buffed to have way less negatives and still have good protection though not as much as a blackguard set. Sword recipe has also been changed.


A new class dedicated to mining, they get more ores and can dig at double the speed, they can also make a copper pan which lets them sift sediments like the normal pan but using this pan lets you find more minerals than usual and at much higher rates. They also can make cheaper ore bombs, blasting powder, and can craft bright waterproof lanterns. They don't have much health so you should wrap those metals you mine around yourself before delving too deep, but at least you don't have to bring as much food with you on your expeditions.


New class, has a bunch of upsides relating to the harvesting of food, they can craft soil boosters that improve soil, they get bonus drops from cultivated crops planted on farmland and they also get more drops from animals, they also can turn produce directly into seeds via the crafting grid and can craft terra preta, they are ill suited for combat however, among some other minor downsides.


New class, designated primarily as a builder, they can make the previously inaccessible wallpaper among some other missing recipes (like the paper lantern and wagon wheels), they also have alternate recipes for making boards and firewood that use half the tool durability and give you bonus outputs, they also can make sticks from firewood.

In addition to this builders dream of perks they also have a much easier time grafting fruit trees and getting tree seeds, they even come with a 10% chance to get double logs when harvesting trees, they do have some ranged weapon penalties among a few other minor negatives but they are not too handicapped by them.


New class, if you enjoy metallurgy this is your class, the blacksmith is a well rounded class that can not only mine ores with better efficiency but put them to use easier, They have a chance to get double the charcoal per layer when harvesting pits, is the only one that can repair standard metal armor with that handy tool kit that the van-and-blackguard also have access to but they can only use it on their sets). They are also accomplished stonemasons, meaning they can make pretty much all bricks (even refractory, red, and brown) with about double the standard efficiency, they can also directly turn stone pebbles into stone bricks and make mortar at a better rate in the grid, meaning they are a pretty decent option if you enjoy building with stone. Their downside consists of making them a little less capable in the raw wilderness but hopefully you can forge a suit of armor before you need to take it on directly.


This mod requires delicate balance in many aspects, and as such some things may be under/over-tuned, so as always feedback is greatly appreciated

A really important note is that if you change your class via "/player [name] allowcharselonce" and using ".charsel" certain attribute changes may not be applied, you only need to restart the world to fix this issue, this does not affect the new world character selection only when you change classes with commands! Also if you update the mod you must re-select your class through these commands if any changes were made to them, they will not have the new changes unless you do so.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.2.5 10785 Oct 26th 2022 at 5:23 AM Show Install now
v1.2.4 4639 Jan 27th 2022 at 9:15 PM Show Install now
v1.2.3 508 Jan 27th 2022 at 11:43 AM Show Install now
v1.2.2 438 Jan 24th 2022 at 8:05 AM Show Install now
v1.2.1 366 Jan 21st 2022 at 1:44 PM Show Install now
v1.1.1 812 Jul 30th 2021 at 12:01 PM Show Install now
v1.1.0 287 Jul 30th 2021 at 6:51 AM Show Install now
v1.0.0 650 Apr 6th 2021 at 3:09 AM Show Install now

44 Comments (oldest first | newest first)

💬 Whiteshadoh, Nov 23rd at 1:55 AM

Anyone notice you cannot craft a tunning spear with this mod?



Any chance of a patch LewdBenio

💬 Yanazake, Sep 19th at 10:33 AM

Thanks LewdBenio
Now to test how well this mod is still working in the most recent version of VS.

edit: still seems to work. Remember to add the multipliers mentioned by Benio too

💬 LewdBenio, May 25th at 12:43 AM


 tinkered with things today and managed to fix that with my mod/patch, both the forlorn and blackguard swords had thier IDs changed, so moreclasses wasnt affecting them at all.


(for those who are interested in the new IDs)
game:blade-forlorn-iron, game:blade-blackguard-iron

💬 Yanazake, May 24th at 2:39 PM

Because it's right here in the mod DB, it's not hard to look for. There aren't that many mods related to x-skills in here. I did share links directly to mod fixes on github, outside of the mod db in the past, and people were still unable to see them somehow. So why not just exercise the search muscles a bit? The mod DB is absurdly small, it's not searching on google or anything.

Also, on the matter of this mod being broken, the only thing I found is that the Forlorn Hope Estoc can't be crafted as advertised. Either that or some other mod I'm using is interfering.

💬 LewdBenio, May 24th at 7:12 AM

Pyrahead It seems to, no problems i have noticed as of yet.
(besides a small amount of jank when the handbook references required traits)

💬 Pyrahead, May 24th at 6:53 AM

Can anyone confirm though, that the mod still works?

💬 Pyrahead, May 24th at 6:44 AM

LewdBenio Thx a bunch. I found the config and will edit it myself too.

💬 LewdBenio, May 24th at 6:00 AM

After a quick read through i believe Yanazake is misunderstanding what Jenpai meant by some classes being not compatible. I believe Jenpai is refering to the fact the classes do not get bonus's or negatives to any of the skill xps? Where Yanazake i think is just saying that the classes are not bugged or missing, and the compatibility mod i think Yanazake mentions is this one which is for a handful of mods, xskills included, but not moreclasses.

its been a hot sec (year or so) since I personally changed my config for XLeveling to include the classes from here, it isnt too hard, just a bit tedious.
(also i did a test by deleting my modconfig folder, and the newly generated ones had the classes in it, dont know if it saved my configs somewhere and backed them up, or if the mod is just compatible now? either way i shall continue)
Basically you need to go into your "ModConfig" folder (AppData\Roaming\VintagestoryData) open the XLeveling folder, and in each of the skill json files near the bottom you will see "ClassExpMultipliers" and you can add the classes and how much bonus or negative xp they get for that skill.

Eg. from my combat.json

"ClassExpMultipliers": {
"commoner": 0.1,
"blackguard": 0.2,
"vanguard": 0.15,
"archer": 0.15,
"clockmaker": -0.2,
"hunter": 0.0,
"malefactor": -0.1,
"miner": -0.05,
"forager": -0.15,
"gatherer": -0.15,
"mercenary": 0.15,
"lumberjack": 0.1,
"blacksmith": 0.15,
"farmer": -0.15

GL with this

💬 Pyrahead, May 24th at 5:25 AM

Yanazake Why don't you just post the mod, thats rude. What should one search for? xSkills? Compat?

💬 LewdBenio, May 24th at 2:16 AM

hello! made a quick mod to allow ornate shields to be craftable by anyone. will probably delete it once this is updated, but for now here ya go!

💬 Stahl, May 23rd at 9:00 PM

Lumber Sadly doesn't apply to the new ornate shields, which are clothier only. 😪

💬 Lumber, May 14th at 3:53 PM

@Scout Unless something changed, I'm pretty sure that the clothier specific clothing should just be craftable by everyone. That's the way I remember it being pre-1.18. 

💬 Scout, May 7th at 8:52 PM

Is it an oversight that none of the classes have the clothier trade?

Would be lovely if it was added to one.

💬 Yanazake, May 7th at 6:13 PM

here in the mod DB, where else? A quick search should help you find it.

And I have to say, the forlorn hope Estoc isn't craftable in 1.18.1 or the current 1.2.5 version of the mod. Kinda sad.

💬 Telemachus, May 6th at 5:10 PM

Yanazake where did you get the Xskills compatability mod?

💬 Yanazake, Apr 30th at 11:31 AM

The classes seem to be working. At least, we all could choose one of them in my server with the xskills compatibility mod installed. But yeah, making sure it is working on 1.18 is the best course of action.

💬 Jenpai, Apr 29th at 2:20 AM

Some classes are missing compatability for xskills

💬 Credinus, Apr 26th at 5:03 AM

Seconded, any word on a 1.18 update or fork of this mod? These classes have been a staple on my server for a long time, they are so much more multiplayer-friendly than the vanilla classes.

💬 Mr_Alfa44, Apr 22nd at 11:21 AM

Автор, а будет новая версия на 1.18?

💬 Zocker_KekZi, Mar 21st at 12:46 PM

Some one can make a German Translation? it will be nice


💬 Pvtdonutk, Dec 26th 2022 at 9:30 PM

Clock Maker is missing the tinkerer trait which enables him to make his class item.  Without it the item cannot be made.  You'll need to add the trait if you want to fix it.


💬 Winterssavant, Dec 7th 2022 at 5:22 AM

I am noticing a bug/glitch, during my play my class keep reverting back to commoner from Blacksmith.

When I do change back to Blacksmith I am unable to craft Stone bricks with just Stone and Chisel easily.  The output flickers in and out, and if I do manage to make some it immediately reverts back to the original stone.


Any clue or idea what the conflict could be?

💬 Juliustice, Oct 30th 2022 at 5:49 PM

I think we need someone with Clothier trait to make the new shield in 1.17 We had to reset our server to craft them and toggle on off class exclusive recipes because no classes have the trait


💬 Mr1k3Author, Oct 26th 2022 at 5:31 AM

Released v 1.2.5 to fix the copper pan issue,

I am still planning out the next update but so far It looks like I will mostly be doing a balance pass on traits for the blacksmith since armor repairing is now part of the base game.

💬 Juliustice, Oct 19th 2022 at 6:02 PM

Same experience for myself as farmer and another on our server as miner panning bony soil would cause client crashes on the second panning each time tried multiple times

💬 Kara, Oct 18th 2022 at 2:16 AM

as of 1.17.8 using a copper pan is resulting in a client crash with bony soil. (report, from players on server)

💬 Edrein, Oct 1st 2022 at 11:22 PM

Playing on 1.17.4 and noticed that the Forlorn Hope sword recipe is missing/non-craftable.

💬 Jelle, Sep 11th 2022 at 3:20 AM

Found an issue. When the Miner is panning with his copper pan, nothing happens.  You pan as normal but you find nothing and when you put the copper pan down the bony soil reappears.  Normal pan works fine.

Love the mod!


💬 Mr1k3Author, Sep 2nd 2022 at 3:16 AM

Working fine on 1.17. Armor repair being added to the game means the blacksmith class needs a slight rework, and some things need to be tweaked, currently working on an update.

💬 Vinter_Nacht, Apr 5th 2022 at 2:38 PM

I was wondering if you might be able to make it so that your crop patches do not apply if Fields of Gold is present?
Due to some of the current and intended changes I make to crops, this would be the easiest way to allow compatibility between them.
This would allow me to easily apply the farmer's bonus, as appropriate, to the crops.

💬 macoto_hino, Feb 23rd 2022 at 1:59 PM
💬 Mr1k3Author, Jan 27th 2022 at 9:15 PM


Hotfix for blacksmith recipes

  • Hopefully fixed all class related recipe issues, the blacksmith should be able to make double the refractory bricks using their custom shaped recipe, I did the same in the last update for the lumberjack, but I could only fix the issue by setting the vanilla recipes from shapeless to shaped, so be sure to put stuff in the right order in the grid for refractory, firewood, boards, and sticks.
  • Also I forgot to mention last update that the carpenter can now make the off version of the paper lantern with a shapeless grid recipe, and turn it back on with the same recipe
  • Added Russian translations courtesy of Orlin! Should be up to date as of this patch.
💬 Orlin, Jan 27th 2022 at 6:06 PM

Hello, this is a russian translation for MoreClass v1.2.3

folder: assets\game\lang ru.json

folder: assets\moreclasses\lang  ru.json

💬 Mr1k3Author, Jan 27th 2022 at 11:43 AM


Clarification, and minor tweaks update

  • Added handbook entry for the mod, includes information on how to change class, general tips for some classes (clarifying some unclear things), and information on how drop-rates are affected by stats. Hopefully helps people better understand some things with this mod
  • Tweaked all alternate "exclusive" recipes to be shown in their own grid in the handbook, also added this to the armor repairing so no more flashing back and fourth armor recipes. This change to other recipes should give the player better understanding of what recipes they have access to, instead of being hidden behind an alternating recipe list
  • Tweaked a load of trait-breakdowns clarified ore drop chances based off the 1.25 drop rate most ores have, and for example now a reduced ore rate by -0.2 tells you that you don't have any chance at double ores, rather than an unclear "-20% drop rate" and a reduced rate of -0.1 is shown as "-12.5" meaning you have half the chance at double ores, also clarified what "forage drop rate" applies to (to the best of my understanding)
  • Following my increased knowledge on drop calculations, most foraging "wild-crop and foraging" perks have been intensified or slightly decreased, now you should see more of a gameplay impact on these drop chances since they were way too low to notice.
  • Should be fixes for the lumberjack recipes, should be able to create all boards from all logs, also can now make firewood from 2 different wood type inputs, buffed stick recipe by multiplying the recipe by 2 which halves the axe durability usage
  • Some very very minor perk value adjustments here and there
  • fixed quiver not being shown in handbook or its recipe, the hunter still has access to it and now that is stated in the handbook even though I cant easily fix the perk not showing it
  • adds french translations courtesy of Ailin78 (they might be slightly outdated sorry Ailin78)
💬 Blackmare, Jan 25th 2022 at 11:41 PM

What about some kind of digging/claymaker class that gets more terra preta blocks, peat and clays while also having more efficient clay forming abilities?

as for a tailor class, could maybe roll them into a crafting class that combines tailoring and leatherworking to again have more efficient recipes either for dyes or linens.

💬 kreezxil, Jan 25th 2022 at 3:01 PM

Now we need some mage and healer classes and this will be even better! :) Great job so far!

💬 Ailin78, Jan 24th 2022 at 8:54 AM

Hello, this is a french translation for MoreClass v1.2.2


Good day ;)

💬 Mr1k3Author, Jan 24th 2022 at 8:05 AM


I cleaned up trait info on select screen, clarified some unclear bonuses (like bow draw strength, animal seek range) and added handbook entry links for most perk-craftable items

major changes- re-worked bonus drops, before a +10% increase to rusty gear drop rate on a 2% chance gave you a nearly pointless +0.002% increase, I didn't know this, so now I increased these bonuses by a huge amount so you actually get double rates when stated, should make rusty gear and tree seed drop rates actually get doubled now, so sort of a huge buff to classes that had those or related perks

  • hunter- gave them that extra 10% damage to ranged weapons to make it a clean 50%, now gets more ranged projectile velocity
  • malefactor- sling buffed with 2x durability, gave them 10% faster ranged weapons but also hit them with a -25% projectile velocity decrease, reduced bonus vessel contents rate, and forage/wild crop drops by 5%, but now they have a true doubled rusty gear drop rate (so a 10% chance becomes 20%)
  • clockmaker- gave more mechanical bonus damage, and now they not only have a doubled rusty gear drop rate but a doubled temporal gear drop rate as well (currently only applied to drifters) slightly increased negatives of the inaccurate perk
  • blackguard- given them back the +25% less armor speed reduction perk that they had in vanilla, can now craft a broken set of blackguard armor with black bronze, now have a +5% hunger drain and are affected by the inaccurate perk changes
  • vanguard- given a 50% reduction for armor speed penalties, increased hunger drain by +5%, can now craft a broken set of forlorn hope armor with bismuth bronze
  • miner- keeping up with the inaccurate perk changes, they got hit a little harder by ranged negatives
  • farmer-buffed extra produce rate by +5% changed foraging drop rate from 20-15% and gave it to wild crop drop rate 20-25%, hit with inaccurate perk changes. Can now craft soil boosters which are both efficient fertilizers and permanently boost soil max fertility by 20/40% once, similar to potash, halved output of craftable terra preta to compensate a bit
  • lumberjack- actually get a doubled tree seed drop rate, given a new perk that makes branchy leaves have a 50% change to give a second stick, also slightly increases normal leaves stick drop rates from 2% to 3%, hit with inaccurate perk changes
  • blacksmith- reduced melee damage bonus by 5%, armor durability bonus by 5%, but given a +20% reduction to armor speed penalties
💬 NoliP, Jan 21st 2022 at 2:27 PM


Would love to see the rest of your mods updated :-) (especially better drifters)

💬 Mr1k3Author, Jan 21st 2022 at 1:53 PM

Major update, refer to newly edited post for more details.

  • removed tailor, archer, forager classes
  • added farmer, lumberjack, and blacksmith class
  • tweaks and updates to other classes stats
  • class armors are no longer exclusive, only repair kit is, either class can repair either armor, but only the blacksmith can repair all metal armors.
  • gave miner class new copper pan for better panning drops
  • powerful "DropModByStat" perks implemented on new classes, offers new powerful ways to change game play (eg: bonus charcoal drops, and planted crop bonus drops)
💬 TheNiteFox, Jan 11th 2022 at 4:41 PM

Would be nice if Malefactor & Clockmaker got updated to match the new recipes they have in 1.16. 

💬 NoSkillz, Sep 2nd 2021 at 4:57 PM

I am kind of interested on how to make a custom class, mostly for my own personal use, do you have any tips or guides on how to do it?

💬 Mr1k3Author, Jul 30th 2021 at 12:03 PM

Small update to the update, did a little more tweaking and did a little more buffing across the board, also replaced a forager downside because "nervous" was being overused enough already.

💬 Mr1k3Author, Jul 30th 2021 at 6:54 AM

Updated to 1.15, buffed the malefactor and miner quite a lot so they now only have a -5 health penalty. Slight tweaks here and there to overall balance, worked in tweaks to vanilla changes on the antique armors so basically forlorn solders can make their respective sword now. Also buffed and integrated the tailor class to the mod.

(edit comment delete)