Mods / The Remnants Reborn
- Tags:
- Authors:
- Tyeia, MrFistycuffs
- Side:
- Both
- Created:
- Dec 9th 2025 at 3:36 AM
- Last modified:
- Jul 25th at 5:04 AM
- Downloads:
- 6862
-
Latest release (for Vintage Story 1.22.0 - 1.22.4, potentially outdated):
theremnantsreborn_1.3.1.zip 1-click install
This is an updated rerelease of MrFistyCuffs original mod
This also includes the patch made by LastXsile
The Remnants
No choice, no mercy lingered there.
Through twisting void, their bodies cast,
With lands untouched and nature grew.
An ancient curse, a lingering fate.
Includes Five Brand New and Five Reimagined Classes
- Made with multiplayer in mind to help fill the gaps left by the base game class system, but still kept single player balancing in mind for some unique playing experience.
- Each class has been given a more focused role within a community, as well as unique crafts to given to each of them.
- Designed with compatibility in mind, this mod is fairly lightweight, and should be compatible with most content mods, as long as there is no conflicts with a listed recipe or rebalance for the base game classes.
- Note: When you start a new world to select a class, your starting gear will populate in your hotbar. As you scroll through the classes, it will fill up your hotbar but don't worry! When you select the class you want to start with it will only give you the appropriate items.
New Classes
A farming & husbandry focused class, the Serf is imagined as those who feed and provide for the masses of the settlement they serve, with great bonuses to harvesting both produce and animals.

Starting Gear: Copper Scythe
A defensive combat focused class, the Hedge Knight is imagined as those who desire to protect those around them, holding off the hordes of enemies as their allies continue their work or escape.

*Includes a buff to the Forlorn Hope Estoc, to make its durability comparable to the blackguard shortsword.
Starting Gear: Wicker Shield, Scrap Mace
An exploration focused class, the Wanderer is imagined as those who want to live and explore the far reaches of the wilderness, staying away from civilization for extended periods of time.

*The Lantern accepts a variety of Jonas parts and scrap lantern to be crafted.
Starting Gear: Scrap Spear, Poultices
A mining & industry focused class, the Ironmonger is imagined as those who delve deep in caverns to harvest the riches they find, often being the most important member of a mining expedition.

*Makeshift bomb is made with any clay, blasting powder, and a crucible.
Starting Gear: Ore Blasting Bombs
A ranged combat focused class, the Yeoman is imagined as those with expertise in using bows, providing invaluable ranged coverage of their allies or long range defense of their settlement.

*Includes a rebalance of the bows, the longbow has been buffed and is class specific, with the recurve being allowed for all classes.
Starting Gear: Crude Bow, Crude Arrows
Reimagined Classes
A pure loot gathering focused class; the Malefactor is imagined as those who are solely designated for gathering materials and supplies from the wilds & ruins and bringing it home.

*Wicker pack can also be made with papyrus.
Starting Gear: Copper Knife
A forestry & foraging focused class; the Woodsman, (formerly the Hunter), is imagined as being those whose domain is focused on the wilderness surrounding any burgeoning settlement.
Starting Gear: Sling
A Technical & crafting focused class; The Gearsmith, (formerly the Clockmaker), is imagined as those whose knowledge of mechanicals makes them highly valuable in processing scraps & maintaining systems.

*Rusty gear craft will accept any hammer and chisel.
Starting Gear: Scrap Bomb, Scrap Weapon Kit
A general utility & crafting focused class; the Guildsman, (formerly the Tailor), is imagined as those who prefer tasks behind the safety of walls, perfect for those who want to leave the dangerous tasks in the wilds to others.

Starting Gear: Rusty Gears
A high damage combat focused class, the Blackguard is imagined as those whose primary desire is slaying all manner of dangers, both natural & otherworldly.

Starting Gear: Scrap Blade, Bandages
Roadmap & Future Additions
Unless anyone wanting to develop more additions to this mod comes forward, this mod will serve to just maintain the 1.20 state of The Remnants, while maintaining compatability with game changes
Compatibility
Added compatibility with Combat Overhaul, all weapon proficiencies should apply properly with the appropriate weapons. Written with Armory and the other Combat Overhaul additions in mind.
Ensure that “Modify Vanilla Classes” setting to true! It is on by default, and setting it off can cause crashing.
Traits are separated along the lines of three types of classes,
Combat Focused
Hedge Knight
Yeoman
Blackguard
Middling at Combat
Ironmonger
Wanderer
Woodsman
Not Combat Focused
Serf
Guildsman
Gearsmith
Malefactor










The Woodsman's extra logs and sticks apply to Logging Expanded Trunks. When you fell a tree, you will roll for each. When you successfully get more logs, you will multiply the total amount of logs in the trunk by 1.1 (rounded up). When you successfully get more sticks, you will multiply the total amount by 1.5 (rounded up).
You might be asking "Hey, it says its supposed to double logs/sticks!" I decided to make the drops multiply by the chance instead here because it multiplies the total amount of logs/sticks, where if we multiply by 1+the chance of it happening we will get a value a lot closer to vanilla behavior.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.3.1 | theremnantsreborn | 380 | Jul 25th at 5:04 AM | theremnantsreborn_1.3.1.zip | 1-click install | ||
|
Simplified drop doubling and added support for Logging Expanded | |||||||
| 1.3.0 | theremnantsreborn | 391 | Jul 11th at 5:47 AM | theremnantsreborn_1.3.0.zip | 1-click install | ||
|
C# code is here!
| |||||||
| 1.2.3 | theremnantsreborn | 906 | May 23rd at 7:06 AM | theremnantsreborn-1.2.3.zip | 1-click install | ||
|
Should have fixed the bulk of the resource increasing traits not working. May end up trying to convert that logic into C# code in the future, to know it 100% works without needing to guess. | |||||||
| 1.2.2 | theremnantsreborn | 150 | May 19th at 5:12 PM | theremnantsreborn-1.2.2.zip | 1-click install | ||
|
Added CO Fork compat because Maltiez isn't planning to update for 1.22 Added XSkills Fork compat | |||||||
| 1.2.1 | theremnantsreborn | 0 | May 19th at 5:05 PM | Release Retracted | |||
Retraction Reason:New files didn't get added properly Changelog:Added CO Fork compat because Maltiez isn't planning to update for 1.22 Added XSkills Fork compat | |||||||
| 1.2.0 | theremnantsreborn | 43 | May 19th at 4:51 AM | theremnantsreborn-1.2.0.zip | 1-click install | ||
|
Add compat for Forlorn Additions Shuffled around trader locations for trait acquirer books for new classes Fix estoc recipe for future 1.23 support | |||||||
| 1.1.2 | theremnantsreborn | 712 | Apr 22nd at 2:14 AM | theremnantsreborn-1.1.2.zip | 1-click install | ||
|
Version bump to 1.1.2 | |||||||
| 1.1.1 | theremnantsreborn | 3093 | Dec 26th 2025 at 4:18 AM | theremnantsreborn-1.1.1.zip | 1-click install | ||
|
Forgot to include lang file in last update | |||||||
| 1.1.0 | theremnantsreborn | 89 | Dec 25th 2025 at 10:40 PM | theremnantsreborn-1.1.0.zip | 1-click install | ||
|
Add Trait Acquirer Books for the new classes. Note, the woodsman and malefactor are swapped, since I could not change the name/description of the malefactor book without making trait acquirer a dependency. This will only affect any mods that attempt to change these. | |||||||
| 1.0.9 | theremnantsreborn | 63 | Dec 25th 2025 at 7:21 PM | theremnantsreborn-1.0.9.zip | 1-click install | ||
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Fixed compatability with Smithing Plus | |||||||
| 1.0.8 | theremnantsreborn | 889 | Dec 10th 2025 at 7:19 AM | theremnantsreborn-1.0.8.zip | 1-click install | ||
|
Change traits to being in config/traits.json instead of a patch | |||||||
| 1.0.7 | theremnantsreborn | 146 | Dec 9th 2025 at 4:01 AM | theremnantsreborn.zip | 1-click install | ||
| |||||||






Do the gear smith's bow shy penalties apply to firearms or only bows? CO enabled. I ask because they say ranged damage and I know that's a base modifier. Thanks.
Firearms appear to use a different value called BulletDamageStrength vs rangedWeaponsDamage, but I could be wrong.
Curious on some user input:
I want to add berry bush cutting duping to the Serf, but i feel like tree seeds, fruit tree cuttings, and berry bush cuttings all on one class might be a little too strong.
Should I move tree seeds to the Woodsman? Should another class get double berry bush cuttings instead? Should I just leave berry bushes alone?
Log duping is fixed now that I've converted the mod into a code mod. Someone yell at me if i broke it too badly.
Would love the ability to toggle whether the reimagined classes were added or replaced or disabled. Really the only thing I could hope for
EDIT: Okay nvm. Ignore me. I read the other comments.
A crash happens when I open character traits menu. This happens consistently.
Hey there is an exploit where wood logs dupe into twice the amount everytime it is broken no matter if it is from an actual tree or placed by a player or not. Latest version of the mod on a 1.22.2 Server
Safe to assume the players affected are woodsmen? I tried to fix the fact that logs were not being duplicated at all (one of the woodsman traits is to have a like 30% chance to dupe logs), but that is an unforeseen consequence. I will look into how to differentiate grown logs from placed logs.
I played the Yeoman class and had the same problem. I removed all mods and tried it by itself, but the logs still duped, though only with placed logs.
From my experience on an MP server, it happens on Woodsman, Wanderer and Serf. So it's likely that every class is affected by the dupe problem.
Long story short, I really just need to move the "x% chance to dupe" perks into Harmony Patches instead of using JSON patches, because 1. I have no visible way to know the dupe perks are working aside from just trying it. and 2. Then I can have more verbose control over how it works.
Is this compatible with the 1.22 forks of Maltiez's mods like combat overhaul and crossbows?
As of 1.2.2 and newer, yes, it should.
Sorry, I should've just read. Thanks though.
Odd issue, so I have multi-class mod, but when we do a charsel for folks, it crashes to desktop. So it could be one or the other having issues with calling the mod (most likely the multi).
One thing I want to know is the reason the Hunter class more or less got the nerf it did as it lost most of its animal hunting benefits.
This mod is 100% JSON patching, so it wouldn't cause a CTD. Likely the other mod.
iirc Hunter was almost too good for vanilla. Sure, some of the other classes were good, but Hunter could singlehandedly feed an entire settlement just by running around shooting stuff with a bow(speaking from experience, one of my friends literally did this). This mod's response is to split the Hunter into Yeoman and Woodsman. Yeoman gets all the archery, Woodsman gets the animal gathering bonuses plus bonuses to foraging and woodcutting. If you are playing on a server and struggle with the "ranged guy hunts the animals, but doesnt have the bonus to get extra loot" problem, i recommend the butchering mod. Yeoman just has to bring the bodies home for someone with animal loot perks to cut up.
Hi, I'm in a country that Imgur has blocked so I cannot see any information about the classes. Would it be possible to get a written version of the classes, both new and old?
Same mate, a slight work around in general for me is popping the link in a discord chat with a friend and the picture will come up as normal in discord.
it's a bit annoying to keep doing but it's better than nothing.
Hey there. I just like to let you know I really appreciate you maintaining this mod.
Probably the only class mod I use.
Was looking into some of the traits, and I don't think the "more drops from x" traits for each class are working properly across the board, just due to assumptions made in the original mod that were incorrect. (fruittree-cutting doesn't have an attribute for adjusting droprate of cuttings, etc) Will look into it.
Please, sir, I want some more. 🥣
This mod is spitting out a handful of errors to the Server-Main.log on opening a world
[Error] Patch 0 in theremnants:patches/compatibility/traitacquirer/trait-manual-patch.json: File traitacquirer:itemtypes/utility/trait-manual.json not found
goes from 0 to 18, all the same. Nothing major- just the mod complaining that I don't have trait aquirer I'm pretty sure.
Nephelangelo I'd have to build out a config file and change this from a content mod to a code mod for that, im pretty sure. No plans to do that yet.
Ahoy there! Thank you for continuing this mod! Is there any chance we can disable starting gear?
Austin_Legend So long as the All Classes mod doesn't explicitly remove all other classes, it should work alongside it.
I take it not compatible with the All Classes mod?
GoldKght unless they touched how defining classes works, it should still be compatible. I will release a version to bump compatability when 1.22 fully releases.
Please update for for 1.22 rc 2
Tyeia , Thanks! will be running this on a new server.
FatherSarge fixed in 1.0.9
You've got a small issue with the smithingplus compat patch. It just leaves 2 estoc sword/blade recipes, one of which (the one being disabled here) is not usable anyways.
16.12.2025 14:05:25 [Error] Exception: Accessed JArray values with invalid key value: "enable". Int32 array index expected.
at Newtonsoft.Json.Linq.JArray.get_Item(Object key)
at JsonPatch.Adaptors.JsonNetTargetAdapter.AddInsertPrepend(IValueOperation operation)
at Tavis.PatchDocument.ApplyTo(IPatchTarget target)
at Vintagestory.ServerMods.NoObf.ModJsonPatchLoader.ApplyPatch_Patch0(ModJsonPatchLoader this, Int32 patchIndex, AssetLocation patchSourcefile, JsonPatch jsonPatch, Int32& applied, Int32& notFound, Int32& errorCount)
its wonderful that you picked up this mod since it is my favorite class mod. the others trim the downsides and while it's nice to be strong, the downsides are what make you need each other more.
one thing i've been wondering for a while though it the term "battle axe" applies to which weapons in combat overhaul? pole axe? long axe? if anyone knows and we could get that listed under the CO compatability section that would be amazing.
i see, fair!
marcyrott no, the malefactor gets a backpack. The sling recipe is moved to the Woodsman.
the malefactor can still craft slings, right? 🧐
I wouldn't think so. All the classes have the same codes.
if i switch my server over to this active fork from the original should i expect any issues for existing players?