Перейти к содержимому
Mineforgian

Moku Classes & Archetypes

Lightweight class implementations using Pufferfish's Skills

Загрузки
15
Подписчики
0
Обновлён
2 августа 2026 г.
Лицензия
MIT

Опубликован 1 августа 2026 г.

Moku Classes & Archetypes

A few long-term specialisations for otherwise normal Minecraft survival.

Moku Classes & Archetypes is a class mod I originally put together for my home server. I wanted players to be able to lean into the parts of Minecraft they already enjoy, without adding ability bars, mana, cooldowns, or a completely separate combat game on top of everything else.

You choose one of six broad classes, then commit to one of its three archetypes. The bonuses take quite a while to finish and are mostly built from familiar Minecraft mechanics: attributes, status effects, enchantment behaviour, equipment types, mining, fishing, brewing, crafting, and environmental protection.


Classes

Vanguard

The melee class. Vanguards are deliberately worse with ranged weapons, but can specialise into one of three fairly different frontline roles.

  • Duelist focuses on swords, mobility, knockback, sweeping attacks, and staying effective while moving between targets.
  • The Wall trades damage for health, toughness, regeneration, shield improvements, and generally being difficult to move or kill.
  • Headsman focuses on axes, heavy hits, durability damage, Wither, and life steal that works across individual sweeping targets.

Ranger

The ranged class, although its three paths handle distance rather differently.

  • Bandit is the mobile bow path, built around fast shots, movement, ammunition efficiency, and keeping out of reach.
  • Soldier is the steadier crossbow path, with armour, knockback, quicker loading, stronger projectiles, and Piercing.
  • Yellowhand is a bow-and-sword hybrid. It is less specialised than the others, but can swap between melee and ranged protection depending on which weapon it is holding.

Delver

The mining class. Delver paths improve underground work in different ways rather than simply handing out a large universal mining-speed bonus.

  • Treasure Hunter is about safer cave exploration, extra ore experience, Fortune, mobility, and bringing more back from a mining trip.
  • The Dwarf is the straightforward heavy miner, gaining mining speed, toughness, durability benefits, and very strong pickaxe use at the cost of some mobility.
  • Firehand combines mining with fire and smelting mechanics, including innate Silk Touch and an optional sneak-to-smelt capstone for recognised ores.

Wayfarer

The exploration and survival class. These paths are more concerned with particular environments and ways of living than direct combat power.

  • Nomad improves movement, health, hunger efficiency, regeneration, fall safety, and protection while gradually giving up damage output.
  • Hellwalker is heavily specialised for the Nether, with fire and blast protection, extra health, and eventual immunity to fire and lava while there.
  • Sealover focuses on swimming, underwater breathing and mining, fishing, aquatic movement, and making long periods at sea less awkward.

Artificer

The equipment-crafting class. Artificers receive no ordinary combat or survivability bonuses; their strength is making better equipment for themselves and other players.

  • Blacksmith makes, repairs, and maintains strong unenchanted equipment while recovering some material from broken workmanship gear.
  • Runesmith specialises in enchanting, rerolling equivalent-level enchantments, extracting enchantments into books, and pushing a chosen enchantment beyond its usual limit at the capstone.
  • Artisan adds material-based finishes through armour trims. Finish effects are explained on eligible materials through class-aware Shift tooltips and remain attached when equipment is traded.

Mystic

The magical class, built entirely from physical Minecraft objects rather than mana or cooldown bars. Its spells and rituals consume catalysts, potion ingredients, or the safety of ordinary equipment.

  • Witch improves potion use and hostile afflictions, duplicates eligible drinkable potions through a two-hand cauldron ritual, spreads effects between mobs, and can create carefully restricted compound potions.
  • Wizard turns snowballs, fire charges, wind charges, and amethyst shards into visibly distinct Frost, Flame, Force, and Arcane casts. A self-authored signed book and lectern permanently select one specialised school until respecialisation.
  • Warlock accepts real equipment curses in exchange for contextual benefits, marks hostile creatures with visible Soul Brands, and releases blue soul-fire effects through cursed weapons.

Progression

Choosing a class is free, as is choosing the first rank of an archetype. After that, there are ten progression points leading to the capstone at the end of the path.

Ordinary vanilla experience also counts towards class progression without being consumed or taken away from your normal XP bar. Reaching the final point takes 20,950 lifetime XP, so the intention is that a complete archetype belongs to a reasonably established Survival character rather than something finished during the first evening.

You can respecialise using lapis lazuli and vanilla experience levels. Early changes are fairly cheap, while abandoning a completed path or changing class costs considerably more. Respecialisation is briefly locked after combat and asks for confirmation before taking anything.


Minecraft compatibility

The mod usually leaves equipment alone. Innate enchantment-style bonuses belong to the player and are calculated when an eligible item is used; they are not permanently written onto the sword, bow, pickaxe, or armour itself. Artificer workmanship is the deliberate exception because its equipment is meant to retain its maker's bonuses when gifted or traded.

Real enchantments still matter, incompatible real enchantments take priority, and combined real and innate levels respect vanilla limits. The mod also exposes equipment tags so appropriately tagged modded swords, axes, bows, crossbows, pickaxes, and shields can use the same class mechanics.

Class effects apply in PvP as well as against mobs. Better Combat is optional and supported - the mod reacts to completed hits rather than replacing its attack timing or animations.


Multiplayer and requirements

Moku Classes & Archetypes is made for Fabric on Minecraft 26.2 and requires:

  • Fabric API
  • Pufferfish's Skills
  • Pufferfish's Attributes

It should be installed on both the server and every connecting client. The server owns progression and gameplay effects, while the client provides the skill-tree screen and descriptions.


What this mod does not add

There are no ability bars, mana pools, class cooldowns, enemy levels, or random ARPG loot in this mod. Mystic casts and rituals are direct uses of ordinary items and blocks, with physical ingredients acting as their cost. It is meant to remain a class layer for normal Minecraft rather than turn the whole game into another RPG.

This is still a fairly personal project made for the way I play Minecraft. The classes are intentionally opinionated and some of the archetypes are quite niche, but that is more or less the point.

Ченджлог

0.6.0-alpha.1Альфа26.2 · 2 августа 2026 г.

Added the mystic

0.5.0-alpha.1Альфа26.2 · 2 августа 2026 г.

Added the Artificer class

Комментарии

Загружаем…