Mods / MultiClass
Author: vxstorm
Side: Both
Created: Oct 21st at 10:15 PM
Last modified: Oct 28th at 12:15 AM
Downloads: 1783
Follow Unfollow 89
Recommended download (for Vintage Story 1.21.0 - 1.21.5):
multiclass_1.2.2.zip
1-click install
Break free from the single-class restriction. Master multiple professions. Become the ultimate survivor.
Why Choose Just One?
Ever felt limited by your initial class choice? Wished you could be a hunter AND a blacksmith? Wanted the speed of a commoner with the strength of a malefactor?
MultiClass lets you transcend traditional class boundaries and create truly unique character builds by learning multiple classes simultaneously — complete with both their strengths and weaknesses, all scaled for balance.
What You Get
Build Your Legend
• Stack up to 3 additional classes on top of your starting profession
• Mix and match abilities to create combinations that suit your playstyle
• Unlock crafting recipes from every class you master
• All traits apply — positive and negative — at 80% strength (configurable via SecondaryScale)
• Keep your progress - all classes persist through death and server restarts
Balanced Progression
No overpowered god-mode here. Extra classes provide meaningful bonuses while maintaining game balance. Every additional class adds depth and flexibility — not invincibility. Both positive and negative traits from extra classes are applied at 80% effectiveness by default, ensuring fair and authentic gameplay.
Interactive GUI
Press Ctrl+K to access the class selection interface:
• See all classes at a glance with their traits listed clearly
• One trait per line with bullet points for easy reading
• Positive and negative traits are shown side-by-side with 80% scaling applied
• One-click learning with "Learn" and "Forget" buttons
• Real-time slot tracking shows exactly how many slots you have available
• Visual indicators mark your main class and learned classes
• No command memorization needed - everything is point-and-click
Browse Classes in the Handbook
Press H to open the survival handbook and search for classes or traits:
• See detailed breakdowns of every class before unlocking
• View exact stat bonuses and penalties for each trait (+20% walk speed, -10% hunger rate, +30% melee damage, etc.)
• Understand how scaling (default 80%) affects all extra class traits
• Searchable by class name, trait name, or stat type
• Clickable links between related classes and traits
• No need to memorize commands - everything is documented in-game
Class Slot System
Choose your progression style:
• By default, players start with max slots - jump right in and experiment
• Want progression? Enable RequireTokens in config for a rune-based unlock system
• Find Class Runes from luxury traders or admin gifts
• Right-click runes to unlock a class slot - no commands needed
• Runes work with any mod's classes - one item, universal progression
Works With Everything
MultiClass seamlessly integrates with:
• All vanilla classes and traits (including negatives)
• Custom classes from other mods
• Multiplayer servers with proper permissions
• Your existing saves - no world reset needed
Quick Start
1. Choose Your First Extra Class
• You start with max class slots - no grind required
• Press Ctrl+K to open the class selection GUI
• Browse the list to see all available classes and their traits
• Click "Learn" next to any class you want to add
• Or use /multiclass add for command-line selection
2. Explore & Learn
• Press H to open the handbook and search "multiclass" to browse all available classes
• See detailed trait information — including both bonuses and penalties — before committing
• Press Ctrl+K to see your current classes in the GUI
• Or use /multiclass summary for a quick text summary
Note: If your server has RequireTokens enabled, you'll need to find Class Runes from luxury traders first. Right-click runes to unlock slots.
Commands
For Players:
• Ctrl+K - Open the interactive class selection GUI
• /multiclass add - Learn a new class (requires available slot)
• /multiclass remove - Forget a class (refunds slot)
• /multiclass list - See your currently learned extra classes
• /multiclass available - List all available class names
• /multiclass info - Show detailed information about a specific class
• /multiclass summary - View your complete build with all classes and traits
• /multiclass clear - Remove all extra classes and reset (refunds all slots)
For Server Admins:
• /multiclass giverune - Give a Class Rune to a player
Configuration
The mod creates ModConfig/multiclass.json with these defaults:
MaxExtraClasses: 3 - Maximum class slots players can unlock
SecondaryScale: 0.8 - How powerful extra classes are (80% for both bonuses and penalties)
RequireTokens: false - Require Class Runes to unlock slots (when false, players start with max slots)
AllowStats: true - Enable stat bonuses from extra classes
AllowRecipes: true - Enable recipe unlocking from extra classes
Edit the file and restart the server to apply changes.
Example Builds
The Survivalist
Hunter + Tailor + Commoner
Fast movement, enhanced healing, superior crafting — all at 80% power, with corresponding drawbacks also scaled.
The Warrior-Smith
Malefactor + Blacksmith + Any combat class
Forge your own legendary weapons and have the strength to wield them effectively — with 80%-strength penalties keeping things balanced.
The Master Trader
Multiple crafting classes
Unlock every recipe in the game. Become the server's go-to crafter — just remember, every trade has its cost, even at 80%.
The only limit is your imagination.
For Modpack Creators
MultiClass is designed to work seamlessly with any mod that adds classes. Your custom classes will automatically be available through MultiClass with zero configuration needed.
The Class Rune system uses a single, universal item that works with all classes - vanilla and modded. Runes appear in the creative inventory and are sold by luxury traders. Players use runes to unlock slots, then choose which classes to learn via commands or GUI. No complex setup or token generation required.
Perfect for:
• Progression-focused servers
• RPG-enhanced gameplay
• Challenge runs with restricted builds
• Adding depth to endgame content
| Mod Version | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|
| 1.2.2 | 1426 | Oct 28th at 12:15 AM | multiclass_1.2.2.zip | 1-click install | ||
| ||||||
| 1.1.1 | 115 | Oct 27th at 7:23 PM | multiclass_1.1.1.zip | 1-click install | ||
|
More forgiving version range | ||||||
| 1.1.0 | 202 | Oct 23rd at 2:30 AM | multiclass_1.1.0.zip | 1-click install | ||
| ||||||
| 1.0.0 | 40 | Oct 21st at 10:17 PM | multiclass_1.0.0.zip | 1-click install | ||
|
Initial release - v1.0.0 | ||||||
For anyone who just wants to unlock the crafting recipes there is a vanilla comand does that without needing a mod. I spent an hour playing around with the mod configs before finding a forum post mentioning the default way to do it. Works on 1.21.5
Cadaru I've tested it and my classes show up. Something must be interfering
Would it be possible to add something, command or token, to add/remove indivivdual traits? Right now, stafcking certain bonuses causes some of our players to be completely invisible to animals, even when doing damage to them, and we'd like to remove some of the traits that cause that while still letting them play that class combo.
Another instance is with Gloo's Blackguard; Having it as a multiclass secondary works as intended at first, but when rejoining the server, it applies the hunger debuff twice, once at the 80% ratio and once at the full 100%. It can temporarily be fixed by first removing the secondary, relogging, then adding it back on. Only having it on when logging off then back on causes this odd stacking behavior.
I can't seem to get this to work with Aldi's classes, it was working with The Remnants but this mod doesn't recognize the classes from Aldi's for me
Sometimes it feels as though this applies class bonuses twice erroneously, e.g. a +5 health bonus turning into +10 despite only having one instance of it. I'm not quite sure why that is though, and I've heard of the inverse applying, with players with 5 HP total, hilariously enough. I can manually fix it for now, but it might be worth looking into in a multiplayer environment.
Hi does anyone know what the drop rate is for the runes cant seam to find them somone told me it was .002% not sure if that is right. still have not found a single one after 2 years ingame
love the mod thow
little issue was found
when playing with Trait Acquirer
Multiclass removes any and all extra traits that wasnt given by multiclass
rendering Trait Acquirer's trait books useless
and enraging players who had gone the whole way to get the trait books
your mod might be trying to overly control what traits players have
and checking/adding/removing everytime they log in
So I'm not sure if this is an issue anyone else has experienced and it may be due to mods conflicting with each other, but I figured I'd mention it here in case someone else had the same problem. A player on my server was using the 'merchant' class from the All Classes mod as a multiclass. It comes with a reduction to enemy detection range. Well, somehow this turned into that player being effectively invisible to mobs, even if they were standing on top of them. We removed the merchant multiclass from them and aggro was restored. We're discontinuing use of the mod until we're sure of the cause since we don't want anyone being completely ignored by mobs. xD
Excellent mod! we just installed it and it seems to work well, the only thing I would like to see/ask for is a full summary of your active traits and their actual percentages. Ideally these would be listed in the "traits" screen of th character window, but even if that isn't possible the command "/multiclass summary" could paste it into the chat (currently it seems to only paste what classes you've picked and nothing about the traits).
If it is possible, it could also sum up the bonuses where applicable, for example if you choose Hunter and Tailor, the animal harvesting percentage could be shown as the total, sum of both classes, rather than listed individually. That way the player is given more direct and easy to read information that can be directly applied to gameplay decisions.
Either way, love the mod keep it up.
Damn, well done. This mod looks incredible. Hoping to install it on my server but waiting for some player feedback first.
Hey, quick question regarding the mod UI and settings. You say multiple times it's meant to display the scaling within the UI or such when you select a multiclass. Am I misunderstanding that this would display, for example, a Blackguard's ravenous trait as its 80% equivalent rather than the full extra 30% within the UI? Currently, and it might be an installation issue; it is not doing it on my client-side install. I am suspecting a possible mod incompatibility, but I'd figure I would ask.
would love to see a refund token or even a spin off of this mod a bit like the "trait book" mod but like theres a limit and you use a token and you can chose a spesific trait but has a cap limit.
Incredible mods ! Would be very interesting to have a enhanced progression system! One that allows you to follow one or more paths, and when you choose a skill/trait, it gives you access to the next one!
For example, unlock Smithing 1 to gain access to Smithing 2!
But when you choose the Smithing branch, block the other traits or a specific list!
Thanks for your mods !
You are an absolute saint! Thank you for fixing it so quickly!
Nazul64 - just released a new version and it has compatibility with gloomeclasses
Aldi - Love your classes! Yeah, still thinking through the plan for trait selection...
Willownezz - Fixed!
Also added a Class Reset rune which is required to forget any additional classes when RequireTokens is enabled in Config
I enabled the token system, but I was testing the Luxury trader, and I still could not find a single one selling it. How rare is it ?
Thank you for the quick fix of dependency, i've removed the release from my upload
but kept the description up with a link to Your Mod
first of all, nice to see my classes for your test screenshots :D
second, love the idea! I second the opinion that it would be nice to chose the traits but i have no idea how that would end up balanced...
vxstorm
thank you
i'll go ahead and remove my test version from the moddb
Origin_Alpha_43 - yeah fair point, I've updated it to have a wider version range, I just didn't want to open it up too wide without explicitly testing those versions
Nazul64 - looks like that mod declares their classes slightly differently, I'll work to add compatibility for that mod, thanks for raising it!
so... it seems to work quite well without the 1.21.5 specific dependency
does it really need to be for 1.21.5?
I mean, would it still work fine for any of 1.21 if you remove the "game": "1.21.5" dependency from the modinfo.json
by changing:
"game": "1.21.5"
to:
"game": ""
i'm willing to test it out, but cant do so unless i make a 1.21.* fork of your mod to test on my server
and upload it to the moddb
Hello! My small server is excited to use this mod! We are having a little difficulty, however.
We are using altered base classes from https://news.kalataka.ru/gloomeclasses, and Multiclass can't seem to find these. When we use the /multiclass available command, all it says is: "Classes available (1): VintageStory.GameContent.CharacterClass"
Using the GUI, the only class available for multiclass is one from another mod (Rust mage), and we can successfully add it as a secondary class.
We can select the alered base classes on character creation as per normal, but we cannot get them to show up for Multiclass.
Is there any way we can fix this?
_Spy_ - I've updated the description, currently we apply all traits, positive and negative, at an 80% efficiency. I do like the idea of having the power to choose traits or only recipes too though, would need to investigate betterruins integration for spawning like that. For crafting, I couldn't think of a decent recipe to make these worthwhile creating but not too easy/hard, any ideas are appreciated! Love the super token and refund token ideas.
Joeyfar624 - So currently you get all good and bad traits at 80%, I do like the idea to add in config where possible for that too though
Kudlik - Yeah fair point, its been more heavily tested since then and I've overhauled the UI - the first release was a bit rushed so I could use it on a friends server.
Synthawk - It should work with any mods that modify or add classes and abilities, as long as they're created in the recommended ways. I've not explicitly tested it with Combat Overhaul or xSkills but in theory it should!
I really like these ideas and I can see the work you put into this mod, if I had to offer some feedback:
if possible, can you make it where in the config we can choose what trait you get per class? instead of just getting all the good traits with no backlash?
have you tested your mod yet? I seems very unpolished and the ui doesnt work. From what ive seen atleast the movement speed bonuses work. This mods somewhat works, its very janky, use at your own expense. please fix your mod its super cool
Do you know if this has any conflicts with mods that modify classes or abilities? Specifically curious if this would have any problems with Combat Overhaul or xSkills.
can you give like a video on how it works? because I wanna know how it exactly works if you don't mind. And will this work with the races mod too?