
Vintage Story Mod DB · Vintage Story mod
The Working Classes
Welcome, to the rise of the working classes! This mod adds a number of new classes to the game, and makes some minor changes to some of the default classes. It is intended to support profession based gameplay on a multiplayer server, but equally provides new
Quick answer
Which The Working Classes release matches 1.22.3?
The Working Classes 1.0.5 targets 1.22.3. It must be installed on the client. Installation on the dedicated server is optional. All 2 required mods have matching files.
Where it goes
Is The Working Classes required on the client, server, or both?
It must be installed on the client. Installation on the dedicated server is optional.
This release supports both sides, but the source does not require it on the server.
What else does The Working Classes 1.0.5 need?
1.0.5 on 1.22.3. Every mod below is checked against that same setup.
Install Trait Acquirer Modded Class Support, Expanded Matter first. We found matching files for this game-version and loader setup.
We only count dependency files that match this setup. A file for another loader does not fill the gap.
Before you install it
Add The Working Classes without breaking your instance.
Built for The Working Classes 1.0.5 on 1.22.3. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use 1.0.5. It targets 1.22.3; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
Install Trait Acquirer Modded Class Support, Expanded Matter first. We found matching files for this game-version and loader setup.
- 03
Put it on the correct side
It must be installed on the client. Installation on the dedicated server is optional.
- 04
Pick the file you checked
Use the “Get this file” button beside 1.0.5. It opens that exact file at the source.
About this project
What does The Working Classes add?
Welcome, to the rise of the working classes!
This mod adds a number of new classes to the game, and makes some minor changes to some of the default classes.
It is intended to support profession based gameplay on a multiplayer server, but equally provides new class options to single players looking to take a run at the game in a new way.
By making each class better at fulfilling certain roles within the crafting system, this mod gives players a reason to interact and encourages an economy to develop. It is intended for use either with an economy mod such as Vinconomy to allow offline trading.
When used on a multiplayer server, I also recommend using this alongside a mod that reduces the efficiency of core item production to give more reason to interact with others, however this is enitrely optional. When used in single player, I recommend playing with no additional "anti-efficiency" mod as you can only have one main class, and one extra class. If that is something you do want to look into, I have written such a mod here: Co-operative Synergy but you could use any more that does this or write your own.
New classes
In the handbook there is a new section "Class Guides" - this gives information about how each class plays and how to access the full potential of each class, as well as information about secondary professions if you want to use them, how they work, how to access them and how to change them. To access a secondary profession, you will need assistance from the server admin. In a single player game, that is you but on a multiplayer server you can only access these if the admins allow it.
Melt it down, build it strong. Weapons, chains, and nails for coffins — your work endures, even when you do not.

Blacksmiths are masters of forging and repairing armor. They excel at melee combat and efficiently using coal, but struggle with ranged combat. Their focus on metalwork makes them invaluable for defense but less suited for other survival tasks.
Positive Traits:
- Smith: Can make tool kits, which can be used to repair armor and shields back to full durability.
- Coke Furnace Master: Can make washery grade coke - allowing them to effectively double their coal supplies for forge work. Washery grade coke is not suitable for producing steel.
- Mender: Improved armor durability
- Strong Arms: improved melee damage
Negative Traits:
- Nearsighted: Worse ranged damage
- Heavy Handed: Worse dungeon loot
Coax life from the earth with tired hands. The harvest is never enough, but hunger doesn’t care.

Farmers are skilled cultivators who thrive in open fields, excelling at harvesting and living in the wilderness. Their keen aim makes them effective at ranged combat, but they struggle in melee and lack the temperament for deep mining.
Positive Traits:
- More produce when harvesting crops
- Can extract seeds from crops. Can craft soil boosters to improve soil
- Reduced animal detection - you can get closer to animals without disturbing them
- Improved range with bows, and damage with bows.
Negative Traits:
- Nervous: Reduced melee damage
- Claustraphobic: Reduced drops and speed when mining
Cut deep, split straight. The wood feeds the fire that keeps the dark at bay. Don’t think about what’s watching from the shadows.

Lumberjacks are great with trees, they can easily propagate large orchards of lumber and fruit trees, and due to a life of woodworking they can make the most of that harvested lumber and use it to create unique decorations. However, they have little skill outside their specialties.
Positive Traits:
- Lumberjack: Increased drops of logs and sticks and improved melee damage
- Forester: Double fruit tree grafts
- Burner: More charcoal recovered from fireppits
- Woodsman: Can make firewood into sticks
Negative Traits:
- Heavy Handed: Worse dungeon loot
- Kind: Reduced drops from harvesting animals, slower to harvest animals
Swing the pick, pull ore from the earth’s cold grip. One day you’ll lie beneath the same earth you’ve carved, and someone else will dig your grave.

Miners are tough workers who excel at mining quickly, gathering more resources, and handling melee combat. They struggle with ranged attacks, foraging, and looting but are invaluable underground.
Positive Traits:
- Miner: Better mining speed and ore drops
- Prospector: Can craft mining lanterns, a primitive version and a metal version giving earlier access to light. Can craft a metal prospecting pan with better drops than the wooden one.
- Mason: Can make ashlar bricks directly from stone. More efficient at making cobblestone and drystone.
- Tough: Improved hp and melee damage
Negative Traits:
- Myopic: Very bad at ranged combat
- Heavy Handed: Worse dungeon loot
The fire burns, the stew bubbles. You nourish the body while the world breaks the soul. One day, even the salt will run out.

Cooks are experts in crafting flavorful meals and maintaining their tools, easily repairing their own knives and creating efficient fuel for their kitchens. Their ravenous appetite fuels a buff to melee damage, but they fall behind in ranged combat.
Positive Traits:
- Knife Expert: Can craft whetstones allowing them to resharpen metal knives
- Fire Starter: Can produce an improved cooking fuel that burns a lot longer, letting them use less fuel and spend less time babysitting the cooking fires
- Practiced Butcher: Reduced animal perception radius and improved damage in melee combat
- Inventive in the Kitchen: Can produce an Improved crock which can hold up to 8 servings
Negative Traits:
- Nearsighted: Worse ranged damage
- Refined Taste: Gets hungry faster
Hold the banner high, carry the burden. You march into danger, not as a hero, but as the one who ensures the hero survives.

Squires are fast, durable, and skilled in both melee and ranged combat, with a talent for foraging. While they can adapt to various situations, their appetites grow quickly. They are also ineffective at mining, making them reliant on others for underground tasks.
Positive Traits:
- Fleetfooted: Faster move speed
- Healthy: Improved health
- Forager: Improved foraging
- Versatile: Imrproved melee damage and ranged damage
Negative Traits:
- Claustrophobic: Worse mining speed and drops
- Hungry: Gets hungry faster
They discovered that the purification of the metals had led to a purification of themselves.

Alchemists are skilled foragers with a keen ability to gather rare materials, though they have less health and mine at a reduced speed. While their ranged damage is weak, they possess the philosopher's stone, a powerful catalyst for crafting and transmuting materials to aid others. Alchemists thrive in creating support but struggle in direct combat and harsh conditions.
Positive Traits:
- Forager: Improved foraging
- Careful Touch: Improved production of glass flasks (requires alchemy mod)
- Philosopher: Can craft a philosophers stone and transmute mundane items into precious ones (quartz into smoky/rose quarts, lead into gold)
- Temporally aware: With the right purifying reagents, can transmute rusty gears into temporal gears
Negative Traits:
- Weak: Reduced mining yields and hp
- Nearsighted: Worse ranged damage
Turn the wheel, shape the clay. Craft vessels to hold water, grain, and ash. They’ll break long before the world does.

Potters are skilled diggers with powerful arms that make them formidable in melee combat. Their creativity shines in clay arts, where they excel at crafting intricate works. However, their civil nature makes them poor at animal harvesting or foraging.
Positive Traits:
- Potter: Better recipies for producing plaster, fire clay and clay bricks.
- Digger: Faster digging speed
- Artisan: Can craft an unfired raw storage vessel/planter/flower pot into a raw decorated version, which will fire into the proper decorated version when fired in a kiln
- Strong Arms: Improved melee damage
Negative Traits:
- Civil: Worse foraging results
- Kind: Worse animal harvesting results and slower animal harvesting
Cut the wood, shape the frame. Build shelter from the storm, knowing the winds will tear it down again.

Carpenters are skilled melee fighters with a strong knack for crafting, particularly excelling in creating beautifully decorated pieces. While they thrive in craftsmanship, they struggle with foraging and often go hungry.
Positive Traits:
- Carpenter: Can produce boards more efficiently from logs, and can make wall papers, paper lanterns.
- Decorative Wood blocks: Can produced aligned plank blocks, as well as think and regular plank blocks, and thin herringbone pattern blocks.
- Millwright: Can produce the mechanical parts emphasising durability more efficiently.
- Stong Arms: Improved melee damage
Negative Traits:
- Civil: Worse foraging results
- Hungry: Gets hungry faster
Life hangs by a thread, and you hold it steady. Yet, death never forgets its turn.

Healers are durable and fast, excelling at foraging and crafting remedies to aid others. While their kindness drives their healing abilities, they struggle underground and are often too compassionate to hunt.
Positive Traits:
- Forager: Improved foraging
- Fleetfooted: Faster move speed
- Healthy: Improved health
- Hedge Witch: Can craft healing items (all poultices and clean bandages) more efficiently
Negative Traits:
- Kind: Worse animal harvesting results and slower animal harvesting
- Claustrophobic: Worse mining speed and drops
Changes to Vanilla Classes
Time marches forward, whether you’re ready or not. The machines never stop—neither will you, not until the end.
- Enhanced Tinker Trait: Clock makers can now craft metal scrap into metal parts or scrap weapon kits
- Enhanced Tinker Trait: Clock makers can now craft chutes and complex mechanical parts more efficiently (inclused Millwright compatability patch if you use the Millwright mod)
Thread the needle, cut the cloth. You create beauty in a broken world, but beauty fades faster than time allows.
- Removed Negative Trait - Kind: Tailors no longer suffer the negative animal harvesting penalties for being kind, and only have 2 negative traits
- Added Positive Trait - Sailwright: Tailors can make sails for windmills more efficiently (inclused Millwright compatability patch if you use the Millwright mod)
Draw your sword and face the darkness. Fight for what’s left, not what’s right. Honor is a luxury no one can afford.
- Removed Negatvie Trait - Heavy Handed: Blackguards no longer suffer the negative dungeon loot penalties for being heavy handed, and only have 2 negative traits
Handbook Support
Within the handbook is a class guide. The class guide is there to help you get the most out of your class, providing information on what custom recipes your class has access to
Secondary classes
Trait Aquirer is a dependency for this mod, and each of the new classes has a Professional traits book. Use of the class traits book for a given class adds the traits from that class associated with recipe unlocks. It does not add the physical traits (so you can't stack physical bonuses) and it doesn't add the negative traits, just the recipe unlocks.
Using a book for a second additional class gives you the recipes from the new book, and removes the recipes from the first "additional profession" book you read. Class traits are unaffected by trait removal, you will always have the bonuses and penalties of your class chosen at character creation.
Notes:
Trait aquirer has its own trait books for the vanilla classes. If you do not want these books to show up in dungeon loot/traders, you will need to turn them off in the trait aquirer config. To do this, change the "classManuals" setting in the traitaquirer.json file in your ModConfig folder from True to False. This will stop the Trait Aquirer books from appearing in the game.
The squire class is all about physical traits, and has no access to additional recipes. As a result, you can use the "Squire" profession book to clear any of your current extra traits.
New Mechanics
Alchemical Transmutation
The alchemist is able to create a philosophers stone, and practice traditional alchemy, the quest to refine mundane base metals into precious counterparts.

Creation of Decorated Pottery
After creating a raw storage vessel/planter/flower pot, you can use metal oxides and a glaze to decorate it before you fire it, turning it into a raw version of any of the decorated pottery in the game (not including storage vessels added with 1.20) and fire them into the regular versions.

Washery Grade Coke
You can turn your coke into washery grade coke, allowing you to make your coal supplies go further. You can't run on it forever as it still requires fresh coal to make, but you can get an efficiency boost from using it.
- A stack of 16 brown coal turns into 32 brown coal equivalent of crushed washery coke.
- A stack of 16 black coal turns into 48 brown coal equivalent of crushed washery coke.
Don't forget to crush the washery coke, or you will find no benefit from brown coal (but no loss) and a much reduced benefit from black coal.
Cooking fuel
Cooks can create a more efficient cooking fuel from peat, that burns a lot longer, reducing the need to manage the fire pit as much, and making the peat supplies go further.

Improved crocks
Through "creative" application of temporal technology, (stubborness, temporal gears, multiple crocks and a hammer) cooks can create crocks that are bigger on the inside. Store up to 8 servings in an improved crock.
Whetstones
Cooks can create whetstones, which they can use to sharpen their metal knives effectively restoring them to full durability

Dependencies
The mod requires the following mods to work:
Compatability
Below is where compatabilitiy was during 1.20. That was 2 releases ago though,so some of this may still work but it isn't guaranteed. Please see roadmap for details on when it should be back.
Combat Overhaul
This mod is now fully compatable with Combat Overhaul, provided you are using 1.0.1 of this mod, and 0.1.6 of Combat Overhaul. I do intend to keep this patch included up to date to keep compatability as well. If you are using both mods you will get:
- Vanilla Classes as envisaged by this mod, but with the Combat Overhaul proficiencies assigned to them by Combat Overhaul (so Blackguard won't have Heavy handed, and Tailor won't have Kind but will have Sailwright - but all 6 classes have their CO traits)
- Additional classes from this mod all have 1 Combat Overhaul proficiency assigned to them, apart from Squire which is a versatile combat expert, and so has a mix of both ranged and melee proficiencies assigned for you to use them as you wish.
Other class based mods
This mod should be broadly compatable with other class based mods out there. It patches new classes in to the system, so there should be no issues there. That said, any classes which change either the Blackguard class or Tailor class may not be compatable with this mod. Both of these classes have been amended to only have 2 negative traits, and in the case of Tailor, so additional useful traits. If you have another mod that edits these classes, you will likely get one version of them dictated by load order.
That said, this is broadly incompatable with any version of the original More Classes/Division of Labour as they add mostly the same classes.
Alchemy
This mod is compatable with and designed to be played alongside the Alchemy mod. The alchemist class from this mod will make being an Alchemist as per the mod easier. That said, this mod works just fine with or without Alchemy, and the class should still stand up with its own identity. There are no compatability issues with the Alchemy mod.
Millwright
This mod includes a compatability patch for Millwright. If you are using Millwright your Millwrights (Carpenters), Technical (Clockmaker) and Sailwright (Tailor) classes will have improved recipes for some Millwright items. (Not as much for the Carpenter as the other two) as the buff to vanilla rotor recipe is already a boost.
Forks
I just wanted to add a paragraph here in case I don't see someone's post or answer directly.
I was away for 12 months from this project, there was no 1.21 release and although I did start on it, I didn't get that far before 1.22 was announced and I held back a bit for that.
With that in mind (and just as a general principle anyway) if anyone forked this mod while I was gone, or wants to start a fork of it now, that is totally fine. I will be actively working on this again but have no plans to ask anyone else to stop working on their stuff. I just ask you chuck a credit on your mod page if you upload it to the ModDB or distribute it elsewhere. (I would prefer you stick to the mod DB but I'm not your Dad.)
Feel free to use this, fork it, borrow bits of it - I am just glad people find it useful enough to use or adapt.
Roadmap
- Update compatability with mods previously compatible
- Healing teas to be added to improve the class fantasy of the healer class
- Restore brass lamellae, for alchemy purposes
- Add Brass Lamallar armour so Clockmakers can have a set of brass armour if they really want to
- Additional transmutation recipes
- Additional classes: Inventor/Scholar/Rancher
- Adding the new storage vessels/planers/flower pots added in 1.20, 1.21 and 1.22 to the decorated pottery creation system.
- Look into 1.22 bugs
- Look into clipping of braces through lumberjack shirt
Credits:
- Mt1k3 for creating the original MoreClasses mod.
- ironphildo69 for Division of Labour.
- Ket for multiple fixes done to Division of Labour and info about how it worked.
- MrFlame from the More Fuel mod, and knowledge of how to add in a "peat like" fuel.
- Arkhael from Trait Acquirer - no specific help, however the Trait Aquirer mod is written well, so as to make integrating with it quick, easy and pain free.
- Straudberyl from the server I play on for their texture work on numerous parts of the mod.
- Briarpatchpumpkin for textures work.
- Azure and Shadow on the server for sounding boarding the new smithing fuel yields, game balance and end game discussions
- Penned for going through and making sure all the classes had proper outfits of their own
Numerous others on the VS Discord server mod dev section for suggestions and advice, everyone I have spoken to there has been awesome.
Project description from Vintage Story Mod DB.
Pick your setup
The Working Classes releases for each Vintage Story version.
Choose the version and loader you play, then open the matching release.
1.22.3
1 loader build1.20.4
1 loader build1.20.3
1 loader build1.20.1
1 loader build1.20.0-rc.8
1 loader build1.20.0
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
The Working Classes versions and loaders
1.0.5
theworkingclasses_1.0.5.zip
24 Jun 2026
Looking for an older file? The official Vintage Story Mod DB project page is in Resources.