More RPG Classes

More RPG Classes (“Explore the world with new weapons and spells!”) is a smaller, thinner mod alongside SimplySkills and Pufferfish’s Skills — it leans on the same Spell Engine/Spell Power framework (depends on spell_engine >=0.15.0, spell_power >=0.10.2, azurelibarmor) but its jar and config contain comparatively little standalone content. Its item list is limited to a handful of crafting materials — Water Rune, Earth Rune, Air Rune (aqua/terra/storm “stone”), Bear Fur, Wolf Fur, and Hardened Leather — used to make its weapons/armor, which mostly live as entity/armor models rather than distinct items in the jar itself.

It contributes several status effects used across the pack’s combat: Molten Armor (damages armored targets and strips their armor/toughness), Stun, Frozen Solid (can’t move/attack/jump, takes bonus damage while frozen), Fear (reduced attack damage), Grievous Wounds (reduced healing, increased incoming damage), Bleeding, and Collected Soul (stacking soul spell power). It also registers its own attributes — Rage Power, Arcane Fuse, Lifesteal, Damage Reflect — which show up in Zenith Attributes Renewed’s hidden-attributes list, and a small set of elemental-mastery enchantments (Elemental/Air/Earth/Water Mastery, max level 5, +3% elemental spell damage per level per config/more_rpg_classes/enchantments.json). Config is genuinely thin: tweaks_v1.json has exactly one tunable value (a rage-damage-scaling factor), and there’s no dedicated skill tree config for it in this pack — it plugs into the shared spell/attribute ecosystem rather than adding its own Talent Tree category.

Anticipated questions

What items does More RPG Classes contribute? A handful of crafting materials — Water Rune, Earth Rune, Air Rune, Bear Fur, Wolf Fur, and Hardened Leather — used to make its weapons/armor, which mostly live as entity/armor models rather than distinct items.

What status effects does it add? Molten Armor (damages armored targets and strips their armor/toughness), Stun, Frozen Solid, Fear (reduced attack damage), Grievous Wounds (reduced healing, increased incoming damage), Bleeding, and Collected Soul (stacking soul spell power).

What do its elemental-mastery enchantments do? Elemental/Air/Earth/Water Mastery, each max level 5, granting +3% elemental spell damage per level.

Does it add its own Talent Tree category? No — there’s no dedicated skill tree config for it in this pack; it plugs into the shared spell/attribute ecosystem. Its own attributes (Rage Power, Arcane Fuse, Lifesteal, Damage Reflect) show up in Zenith Attributes Renewed’s hidden-attributes list. See Archetypes & Builds.

How much of it is configurable? Very little — tweaks_v1.json has exactly one tunable value, a rage-damage-scaling factor.