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Project MMO: Classes

Mod

by Silvertide

Adds a class system to Project MMO.

Type

Mod

CurseForge Downloads

21,938

CurseForge ID

1201414

Last Updated

Apr 13, 2026

Description

This mod adds a highly configurable class system to Project MMO.

There are 3 types of classes you can gain, primary classes like Wizard and Fighter, subclasses which specialize the primary classes further, and ascended classes. These classes are Project MMO skills, so all configuration is done inside of Project MMO. This mod just adds a system to obtain and manage those classes, as well as (configurable) limitations on how they work.

You gain classes by finding and using Class Insignias. You can manage your classes from the class screen, as well as remove classes if you want to get a new one. Classes, subclasses, and ascended classes can all be configured via Project MMO with interesting perks and attribute bonuses.

This mod was made for modpack creators. It WILL require you to configure these classes (which are just Project MMO skills). You can configure much about how the mod works with the config to suite your needs. This mod does not setup the class perks for you, nor does it add a way of obtaining these books. That is up to you on how you want them to work.

Please Read: The classes added in this mod are simply Project MMO skills in the same way that endurance, swimming, and combat are skills. Instead of gaining these skills through actions in game, you gain them by using these insignias. When you gain the rogue class, you are simply gaining 1 level of the rogue skill. You can add perks to the rogue skill in the Project MMO perks config just like you add perks to any other skill. You will also need to add this skill to your skills config in Project MMO. Subclasses and ascended classes are also just skills. A list of all the skills added by this mod are at the bottom of this page. Please see the How to Use section below for a couple example perks for the rogue class and wizard class to get you going.

Primary Classes

You can gain classes in all 13 D&D classes: Artificer, Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, and Wizard.

You do this by finding one of 4 insignias, one for each class group:

Red Insignia - Warrior [Barbarian, Fighter, Monk]

White Insignia - Priest [Cleric, Druid, Paladin]

Purple Insignia - Mage [Wizard, Warlock, Sorcerer]

Teal Insignia - Expert [Artificer, Bard, Ranger, Rogue]

There are 4 levels of insignia:

  • Iron - Grants a level 1 class - Costs 20 levels
  • Gold - Upgrades a class to level 2 - Costs 25 levels
  • Emerald - Upgrades a class to level 3 - Costs 30 levels
  • Diamond - Upgrades a class to level 4, the max - Costs 40 levels

Sub Classes

Each class has 3 subclass options, of which you can only have one at a time. You must be level 2 in the class in order to take a subclass. They are gained by finding a subclass insignia. 

Similarly to primary class insignias, use one to pick one of the three subclass options available. It costs 30 levels to use. If you already have a subclass you can use the item again and pick a different one to change it to the new one. Here are the Fighter options:

Ascended Classes

Ascended classes are gained when you reach level 4 in both your primary classes, which is the max level. Ascended classes are unique to the two classes you have, so there are 78 different ascended classes. Here are a few examples:

Fighter + Paladin = Warborn (pictured above)

Sorcerer + Warlock = Scion

Bard + Rogue = Nightsong

Managing Classes

You can manage your classes by opening your manage classes screen (default 'O'). This screen lists out your classes, their current levels, subclasses, and if you have an ascended class. It is pictured above.

If you hover over one of your classes a button with a red 'X' will appear. This allows you to delete a class. Be warned, this is irreversible and you will lose any associated subclasses and ascended classes related to the class being removed.

How to Use

No insignias are added to the game by default, nor are any of the perks configured for these classes. This simply gives you a system to gain and manage class skills for Project MMO. These classes are simply Project MMO skills, so in order to give them functionality you will need to add the proper skill to your Project MMO skills config, and perks for those skills to the perks config. All skills are listed at the very bottom for your convenience. I would be careful about granting experience to these skills in any other way than this mod adds or it won't work quite right. 

On top of configuring perks for each class, subclass, and ascended class, you will need to add these items to loot tables of your choosing.

First lets add an entry for rogue to Project MMO skills config. In 1.20.1 this would be found in the serverconfig folder in your world folder. Here's what that entry could look like. I included built in logos you can use for these skills if you want to show them in the skills list. Since you can view these skills in your class management screen though, I would recommend hiding them from the skills list in the client config by setting showInList to false. 

[Skills.Entry.rogue] maxLevel = 2147483647 displayGroupName = false useTotalLevels = false color = 16777215 showInList = false icon = "pmmo_classes:textures/classes/rogue.png" iconSize = 21 noAfkPenalty = false

You will need to add an entry for every single class, subclass, and ascended class that the players have access to. If you set the showInList to false then you don't need to worry about icons or colors. Just let the class management screen handle that visibility for you. I have custom icons for the primary classes, just modify the icon string above for each class.

If you wanted to make it so someone with the rogue class turned invisible when they crouched you would add this to your pmmo perks config file (in project mmo, not this mod).

[[Perks.For_Event.CROUCH]] skill = "rogue" perk = "pmmo:effect" effect = "minecraft:invisibility" duration = 10 per_level = 1 min_level = 1 max_level = 4 ambient = true

If you wanted to make it so someone with the wizard class gained mana for Iron's Spells and Spellbooks you would add this to your Project MMO perks config:

[[Perks.For_Event.SKILL_UP]] skill = "wizard" perk = "pmmo:attribute" attribute = "irons_spellbooks:max_mana" per_level = 100.0 max_boost = 400.0

You can use any attribute from any mod, or any project mmo perks to configure the class effect. You can even create your own custom perks, consult Project MMO for how to do this. Everything is integrated into Project MMO, please direct questions there for configuring perks for skills.

Recommended Implementation

I recommend starting with the primary class skills and creating perks for level 1. Then integrating the iron insignias into the game via mob loot tables, chests, achievement rewards, store items, villager trades, recipes etc, which are all doable via vanilla minecraft datapacks. You can get even fancier with it with something like KubeJS.

Then add level 2 perks if you didn't make them incremental from level 1, as well as the items. Now that players can reach level 2 I would focus on subclass skills since they can now take subclasses.

Then add level 3 and 4 perks for all primary classes, as well as the emerald and diamond insignias needed to advance to those levels.

Finally, now that players have perks up to level 4 for all classes and can achieve level 4 in all classes, add perks for all ascended classes. You can disable ascended classes until you are ready to turn them on while still letting players get to level 4 in a primary class. Every time a player logs on it checks all of their primary, sub, and ascended classes and fixes whatever is wrong. This includes deleting extra classes or granting ascended classes.

Items Added

This mod adds 4 groups of insignias, each one granting a different level of a different class group. There are also 13 different subclass insignias that allow you to take a subclass, one for each primary class.

Skill Lists

These are the skills you will need to configure in Project MMO in order to configure or add perks to make them actually do something. I highly recommend a mod that adds attributes, or using mod attributes added by mods like Iron's Spells and Spellbooks or Ars Noveau to integrate these skills into other mod's systems.

Primary Class Skills

artificer
barbarian
bard
cleric
druid
fighter
monk
paladin
ranger
rogue
sorcerer
warlock
wizard  

 

Subclass Skills

alchemist
armorer
artillerist

berserker 
storm_herald
beast

college_of_swords
college_of_whispers
college_of_spirits

death_domain
life_domain
war_domain

circle_of_dreams
circle_of_spores
circle_of_wildfire

champion
eldritch_knight
samurai

way_of_the_kensei
way_of_shadow
way_of_the_dragon

oathbreaker
oath_of_vengeance
oath_of_redemption

gloom_stalker
drake_warden
beast_master

assassin
scout
soulknife

divine_soul
shadow_magic
storm_sorcery

hexblade
archfey
fathomless

evocation
necromancy
graviturgy

 

Ascended Class Skills

ragnarok
sonomancer
vestige
wildweaver
titan
zenith
luminar
wayforged
gloomsmith
eidolon
hexwright
sage

warchanter
lightborn
stormborn
warlord
wildsent
crusader
bloodforged
reaver
sanguinar
cursebringer
runebreaker

hymncaller
windsinger
bladedancer
wayfarer
lorekeeper
wanderer
nightsong
spellweaver
fatesinger
spellsinger

hierophant
templar
ascetic
paragon
warden
inquisitor
mystic
occultist
divinist

primal
shaman
wildoath
stalker
shade
stormcaller
blightcaster
archdruid

ironguard
warborn
vanguard
duskrender
runeharrow
dreadmarked
warcaller

seraph
traveler
whisperer
arcanist
voidfist
runic

redeemer
ravager
emberbane
herald
auramancer

nightstalker
dreadhunter
felweaver
hexbane

shadowcaster
felstalker
illusionist

scion
archmage

darksage

Screenshots

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