
Vintage Story Mod DB · Vintage Story mod
Specialized Classes
✦ specialized classes ✦ specialized classes, true to its name, adds a number of specialists for players to choose from. each class excels so strongly at their specific profession that other players will naturally seek them out. this gives them an edge in play
Quick answer
Which Specialized Classes release should I use?
Specialized Classes 3.0.0 targets 1.22.0-pre.1, 1.22.0-pre.2, 1.22.0-pre.3. It must be installed on the client. Installation on the dedicated server is optional. No extra mods listed for this file.
Where it goes
Is Specialized 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 Specialized Classes 3.0.0 need?
3.0.0. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add Specialized Classes without breaking your instance.
Built for Specialized Classes 3.0.0. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use 3.0.0. It targets 1.22.0-pre.1, 1.22.0-pre.2, 1.22.0-pre.3; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 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 3.0.0. It opens that exact file at the source.
About this project
What does Specialized Classes add?
✦ specialized classes ✦
specialized classes, true to its name, adds a number of specialists for players to choose from.
each class excels so strongly at their specific profession that other players will naturally seek them out.
this gives them an edge in player-driven economies and a clear role in cooperative play!
class list
➤ Replaces an existing trait when the mod is installed
↳ Adds onto an existing trait when the mod is installed
◆ Adds a new standalone trait when the mod is installed
Commoner
"Good enough is good enough, surprisingly."
The Commoner is an odd one out by virtue of being a generalist. Surrounded by true experts, their lack of ambition leaves them unusually efficient in comparison, getting by without needing to worry about food nearly as much as most.
Frugal: -75% hunger rate
XSkills - Modifiers: +10% stability xp, +10% pottery xp, +10% survival xp, +10% metalworking xp, +10% combat xp, +10% mining xp, +10% digging xp, +10% cooking xp, +10% husbandry xp, +10% forestry xp, +10% farming xp
The antithesis of this mod, a generalist class. Still, leaving this in is a hard requirement for class mods, because without a vanilla class to swap to people will never be able to change what class mod they use mid-playthrough. She is uninteresting by nature, but I thought I would throw her a bone and make her very low-maintenance.
Archivist
"History is written by the victors. Yes, you see the quill in my hand, don't you? Best watch yourself, then."
Archivists are lorekeepers and archeologists. They can handle cracked vessels and clutter with utmost care, and their attunement to the past lets them ward off temporal instability with ease.
Custodian: -25% damage taken from rust creatures, -50% armor durability loss, +50% chance to save tool and weapon durability
➤ Combat Overhaul: -25% damage taken from rust creatures, -50% armor durability loss, +50% chance to save tool and weapon durability, +25% club attack speed, +25% quarterstaff attack speed, +45% firearm reload speed
Archivist: Access to exclusive recipes pertaining to clutter, paper, wagon wheels, and aged building blocks
↳ Better Ruins: Recipes for copying blueprints
Curator: Can pick up cracked vessels and clutter (repairing it) by right-clicking it with a crowbar
Archeologist: +100% chance to save durability on ruined weapons, +100% loot from cracked vessels
Unphased: +40% temporal stability offset
Scourer: -50% crop seed yield, -50% tree seed yield, -50% fruit tree graft yield
Stoic: -10% temporal stability gain speed
XSkills - Modifiers: +70% stability xp, +20% pottery xp, +30% survival xp
She’s rather niche, no way around it. But a fun treat for collectors of lore and clutter. And still, the roughly double durability on everything and almost complete elimination of temporal stability as a threat grant her a number of conveniences that will hopefully make her worth playing.
Blackguard
"You need to strike the iron while it's hot? Clearly you're just not hitting it hard enough."
Blackguards are warriors and smiths. They're intimately familiar with weapons and armor, both their creation and their use. They thrive where the fight is, forging their own armaments to carry into battle.
Warlord: +20% damage dealt, -20% armor movement penalty, +20% max health, -5% walk speed
➤ Combat Overhaul: +20% damage dealt, -20% armor movement penalty, -20% armor hunger penalty, -20% armor manipulation penalty, +20% max health, -5% walk speed, +25% halberd attack speed, +25% one-handed sword attack speed, +25% two-handed sword attack speed, +45% bow drawing speed
Blackguard: Access to the exclusive tool and armor repair kits, and recipes pertaining to rare armor and weapons, metal building blocks, and common metalworking components
Merciless: Access to the exclusive blackguard sword and shield
Blacksmith: 75% chance to save hammer durability, +100% metal breaking speed
Heatproof: Can handle hot items without tongs, -80% fire damage taken
Sheltered: -25% foraging yield, -25% wild crop yield, -10% creature harvesting yield
Oathsworn: -10% damage to humanoids
XSkills - Modifiers: +60% metalworking xp, +50% combat xp, +10% mining xp
Smith classes in most class mods have missed the mark for me. By folding the Blackguard’s general combat prowess in and giving meaningful quality-of-life features, like the ability to handle hot items, she becomes a proper metalworker. I never thought increased hunger rates were a meaningful drawback, as the Blackguard just offloads her drawback onto her allies early game and food becomes a complete non-issue by the late game. By limiting her ability to produce food instead of making her consume more, she grows reliant on allies to feed her without taking more than her fair share.
Brickmaker
"What do you mean, I've only just scratched the surface? I certainly don't see a need to go any deeper."
Brickmakers are excavators and potters. They can terraform swathes of land with relative ease, claiming all of the earth's bounties. Then they shape the clay they gather into building materials and other useful ceramics.
Bruiser: +50% max health, -20% damage taken, +20% armor movement penalty
➤ Combat Overhaul: +50% max health, -20% damage taken, +20% armor movement penalty, +20% armor hunger penalty, +20% armor manipulation penalty, +45% sling reload speed and damage, +25% club attack speed, +25% mace attack speed
Brickmaker: Access to exclusive recipes pertaining to bulk shaping of raw clay and earthen building blocks
Improviser: Access to the exclusive sling
Delver: +100% clay yield, +100% ceramic breaking speed
Excavator: +75% chance to save shovel durability, +100% soil breaking speed, +100% gravel breaking speed, +100% sand breaking speed, +100% snow breaking speed
Kilnhand: +25% grass yield, +25% peat yield, +25% stick yield
Scourer: -50% crop seed yield, -50% tree seed yield, -50% fruit tree graft yield
Sunkissed: -20% temporal stability offset while underground
XSkills - Modifiers: +60% pottery xp, +60% digging xp
The Quarrier covers stone building materials and the Forester covers wooden ones; mostly every other category of building material is left to the Brickmaker. I did not want to make her so good at her profession that she could not engage with it anymore at all, so I tried to let her bypass clayforming only for bulk building materials like bricks and shingles.
Butcher
"The way to the heart is through the stomach. I don't think whoever said that is very familiar with anatomy, but it certainly feels good to keep people fed."
Butchers are cooks and... well, butchers. They know better than anyone how to make the most of a carcass. While they might prefer chopping up beasts, they're equally skilled at harvesting monsters, though they prefer to use the former in their cured meats.
Reaver: +100% natural health regeneration, +0.1 hp gained per second
➤ Combat Overhaul: +100% natural health regeneration, +0.1 hp gained per second, +25% axe attack speed, +25% one-handed sword attack speed, +25% two-handed sword attack speed
Butcher: Access to the exclusive Sealant and Ice Pack, and recipes pertaining to ranching and food preservation
↳ A Culinary Artillery: Recipes for meat racks
↳ Butchering: Recipes for butchery workstations
↳ Foodshelves: Recipes for cooled storage
↳ Primitive Survival: Recipes for fish fillets and smoked meats
Preserver: +100% ice breaking speed, +100% chance for lake ice to drop whole, +10% chance to get salt when breaking any rock
Rancher: +100% increased meat yield, +50% increased creature harvesting yield, -25% creature aggro range
Chef: +50% satiety from meals, +1500 max satiety
Scourer: -50% crop seed yield, -50% tree seed yield, -50% fruit tree graft yield
Gourmand: -25% satiety from simple foods
XSkills - Modifiers: +60% cooking xp, +50% husbandry xp, +10% fishing xp
I struggled to set her apart from the Hunter. To make her worse at hunting in comparison while still letting her retain a bigger harvest boost for ranching I settled on a ranged weapon penalty. Likewise, the harvest speed penalty and gear penalty are in place to reign in her harvest yield boost when it comes to fighting drifters; otherwise she would outperform dedicated gear-gatherers like the Malefactor!
Clockmaker
"Measure twice, cut once? Just measure correctly the first time, are you stupid?"
Clockmakers are tinkerers and engineers. From intricate mechanisms to massive mechanical power systems, they're always happy to tinker.
Lancer: +20% jump height, +20% ranged damage, +10% walk speed, +10% damage taken
➤ Combat Overhaul: +20% jump height, -40% aim drift, +10% walk speed, +10% damage taken, +25% javelin attack speed, +25% spear attack speed, +45% crossbow reload speed, +45% firearm reload speed
Clockmaker: Exclusive recipes pertaining to mechanical power, item transport and Jonas tech
↳ Millwright: Recipes for reinforced windmills, brakes, and axles
Tinkerer: Exclusive recipe for the tuning spear
Technical: -1 temporal gear cost to repair translocators, and able to use the tuning spear
Engineer: +50% damage to mechanicals, -50% damage received from mechanicals, +100% animal fat yield, +1% chance to obtain resin when breaking leaves
Attuned: +100% temporal gear yield, +50% temporal stability gain speed
Scourer: -50% crop seed yield, -50% tree seed yield, -50% fruit tree graft yield
Sensitive: +100% damage taken from poison and temporal instability
XSkills - Modifiers: +30% stability xp, +60% metalworking xp, +30% forestry xp
If I had the time and skills I would figure out how to let her command an army of locusts carrying out tasks and chores for her, but unfortunately I lack those at the moment. By letting her craft cheaper mechanical parts and even the elusive jonas-parts she can perform her niche, and then letting her sink excess jonas parts into the repair of base return teleporters to turn gears temporal she gets a nice little gameplay loop.
Farmhand
"Yeah, I'd say I'm quite familiar with reaping what I sow. That's… kind of the whole thing I do here. Why do you ask?"
Farmhands are cultivators and masters of agriculture. To them, a single patch of wild crop can be the beginning of swathes of grain and vegetables growing from well-fertilized fields, single-handedly providing entire villages with nutrition.
Militia: +5% walk speed, -10% damage taken, +10% damage dealt
➤ Combat Overhaul: +5% walk speed, -10% damage taken, +10% damage dealt, +25% club attack speed, +25% javelin attack speed, +25% spear attack speed, +45% crossbow reload speed
Farmhand: Access to the exclusive Angler's Bamboo Raft, and recipes pertaining to fertilizer, rope, and fishing
↳ Primitive Survival: Recipes for fish baskets and earthworm castings
Fisherman: +50% swim speed, +75% chance to save fishing pole durability
Harvester: +50% crop produce yield, +100% crop seed yield, +100% wild crop yield, +100% chance for immature crops to drop exactly 1 seed
Shipwright: +5% chance to obtain bamboo stakes from leaves, +5% chance to obtain vines from leaves
Tiller: +100% soil breaking speed, +100% plant breaking speed, +75% chance to save hoe durability, +75% chance to save scythe durability
Fertilizer: +25% of all fertilizer is also applied to farmland's max fertility, +10% chance to obtain plant debris when breaking grass
Delicate: -10% ore yield, -10% ore breaking speed, -10% stone breaking speed, +25% temporal stability loss speed
Flammable: +100% fire damage taken
◆ Shaded: All cooling effects are 50% stronger
XSkills - Modifiers: +10% digging xp, +60% farming xp, +50% fishing xp
I don’t really know how to make farming engaging. So I hope to place fishing under her domain as something to do while waiting for crops to grow. It’s a lot of waiting and it scales infinitely and rather quickly. I particularly dislike mods that allow crop to be turned into seeds for free, especially flax grain, as this is often merely a byproduct to most fiber farmers, so I simply increased the seed drop rate and added a compost cost for turning produce into seed.
Florist
"Why can't I stop and smell the flowers, too? All my bees are doing it…"
Florists are beekeepers and herbalists. Eager to keep their allies in good health, they can gather ingredients for simple cures from grass in a pinch. Given time, they can propagate flowers to keep their bees happy, whose honey is used for quality medicine.
Wanderer: -25% melee damage, -25% ranged damage, +10% walk speed, +20% jump height, +0.1 hp gained per second
➤ Combat Overhaul: -25% melee damage, +50% aim drift, +10% walk speed, +20% jump height, +0.1 hp gained per second, +25% one-handed sword attack speed, +25% quarterstaff attack speed, +45% bow drawing speed
Florist: Exclusive recipes pertaining to flowers, dyeing, medicine, and decorative containers
↳ Alchemy: Recipes for potion bases and edible herbs
↳ Expanded Beekeeping: Recipes for apiary components
↳ From Golden Combs: Recipes for apiary components and aged langstroth hives
Apiarist: Can harvest skeps without breaking them using a knife, resetting them to the populated stage
Herbalist: +20% chance to find horsetail when breaking grass, +50% grass yield, +50% plant breaking speed, +75% chance to save knife durability, +75% chance to save scythe durability
Delicate: -10% ore yield, -10% ore breaking speed, -10% stone breaking speed, +25% temporal stability loss speed
Naive: +10% damage taken from humanoids
XSkills - Modifiers: +20% digging xp, +20% cooking xp, +30% forestry xp, +50% farming xp
This class would’ve been a lot simpler if skep drops weren’t hardcoded. She started out as a beekeeper, but it felt too niche and we kept expanding from beekeeping as a starting point; bees like flowers, honey can be used for healing poultices… now she’s the most colourful character in the cast!
Forester
"I've never done anything but go against the grain. It's worked out great for me, so why should I stop now?"
Foresters are woodcutters and carpenters. They can gather lumber sustainably, getting enough saplings to always replace what they cut down. They always have enough fuel to brave the winters, and what they don't use they carve into useful materials.
Berserker: +5% walk speed, +30% melee damage, +10% damage taken
➤ Combat Overhaul: +5% walk speed, +30% melee damage, +10% damage taken, +25% axe attack speed, +25% halberd attack speed, +25% javelin attack speed
Forester: Access to the exclusive briquette and treated firewood, and recipes pertaining to fuels, storage, and carpentry
↳ Toolsmith: Recipes for tool handle upgrades
Collier: +100% charcoal yield, +100% peat yield
Lumberjack: +100% wood breaking speed, +100% leaves breaking speed, 75% chance to save axe durability, 75% chance to save shears durability, 75% chance to save saw durability, +5% chance to obtain leafy debris from leaves
Nurseryworker: +300% tree seed yield
Carpenter: +50% log yield from grown logs, +2% chance to obtain resin when breaking grown logs
Delicate: -10% ore yield, -10% ore breaking speed, -10% stone breaking speed, +25% temporal stability loss speed
Herbivorous: -10% protein satiety, -10% dairy satiety
XSkills - Modifiers: +20% survival xp, +10% husbandry xp, +70% forestry xp, +10% farming xp, +10% fishing xp
I don’t really know how to make a compelling woodcutter. Gathering lumber is really rather easy. I’d hoped the cheap chests and crafting convenience was a good thing for her overall! I also just made her really good at gathering fuel - everybody needs fuel.
Hunter
"A little birdie told you? Uhm… no, they can't talk. Believe me, I've tried."
Hunters are skilled marksmen and leatherworkers. They take out even the most fearsome predators from a safe distance and expertly process their hides into pelts and leather alike.
Marksman: +75% ranged accuracy, +20% ranged damage, +10% walk speed
➤ Combat Overhaul: +75% ranged accuracy, -75% aim drift, +10% walk speed, +25% javelin attack speed, +45% bow drawing speed, +45% crossbow reload speed, +45% firearm reload speed
Hunter: Exclusive recipes pertaining to leatherworking and fletching
↳ Butchering: Recipes for butchering bags and bone arrows
↳ More Arrows: Recipes for specialized arrows
↳ Primitive Survival: Recipes for jerky
Bowyer: Exclusive access to the recurve bow and crude arrow
Ranger: +50% damage to animals, -25% damage taken from animals
Carver: +100% creature harvesting speed, +25% increased creature harvesting yield, +100% hide yield, +75% chance to save knife durability
Delicate: -10% ore yield, -10% ore breaking speed, -10% stone breaking speed, +25% temporal stability loss speed
Carnivorous: -10% grain satiety, -10% vegetable satiety, -10% fruit satiety
◆ Butchering - Hauler: -50% less carcass slowdown
XSkills - Modifiers: +10% survival xp, +30% combat xp, +60% husbandry xp, +20% fishing xp
Despite my disdain for combat-focused classes I tried to lean really heavily into her ranged prowess - that’s what sets a hunter apart from a butcher, of course. I’m still not really sure if the Hunter’s a better hunter than the Butcher overall, +100% animal harvesting rate is a huge boon to try to overcome.
Malefactor
"I've got sticky fingers? Duh, it's not like I carry soap around."
Malefactors are merchants and rogues. Often former criminals, their skills have never quite left them. Both wild beasts and monsters seem to nearly ignore them as they delve into ruins to plunder valuable rusty gears and other abandoned resources.
Rogue: -50% creature aggression range, +10% damage taken, +10% damage dealt
➤ Combat Overhaul: -75% creature aggression range, +10% damage taken, +10% damage dealt, +25% mace attack speed, +25% one-handed sword attack speed, +45% firearm reload speed, +45% sling reload speed and damage
Malefactor: Recipes pertaining to scrap, rusty gears, and torch-holders
Improviser: Access to the exclusive sling
Smuggler: Can access extra trader inventory
Sneak: +50% damage to humanoids, -50% sneak speed penalty
Thief: +100% pickup range, +100% rusty gear yield
Scrapper: +100% yield from locust nests, +50% sling damage, +50% scrap weapon damage, +100% chance to save durability on scrap weapons, +100% chance to save sling durability
Scourer: -50% crop seed yield, -50% tree seed yield, -50% fruit tree graft yield
Flavorless: -10% satiety from meals
◆ Thievery: Able to pick locks with a lockpick and tension wrench
XSkills - Modifiers: +30% pottery xp, +60% survival xp, +30% combat xp
I didn’t really know what to do with her. I’m not sure any class mods do. I had a dedicated forager already in Vintner. In the end I decided to try a different take on a merchant character, an archetype I’d yet to fill - a shady trader with access to exclusive deals.
Messenger
"That arrow nearly hit me! Don't you people know anything!? You're NOT supposed to shoot the messenger!"
Messengers are pathfinders and couriers. They lay and maintain roads between points of interest, which they then travel between to run errands like delivering items and spreading notices.
Harrier: +20% walk speed, +10% damage taken, +50% creature aggression range
➤ Combat Overhaul: +20% walk speed, +10% damage taken, +50% creature aggression range, +25% one-handed sword attack speed, +25% quarterstaff attack speed, +45% crossbow reload speed
Messenger: Exclusive access to the exclusive scroll tube and messenger bag, and recipes pertaining to lighting, roads, and personal storage
↳ Primitive Survival: Recipes for floating docks and rafts
Roadlayer: 50% chance to save shovel durability, +50% gravel breaking speed, +50% sand breaking speed, +50% snow breaking speed, +50% soil breaking speed
Swift: +20% path block speed bonus
Sheltered: -25% foraging yield, -25% wild crop yield, -10% creature harvesting yield
Lightweight: -20% max satiety
XSkills - Modifiers: +60% survival xp, +30% combat xp, +30% digging xp
I had yet to see any character based around infrastructure! Initially, her speed made her a bit too powerful overall and turned her more-so into an expert combatant and explorer of uncharted terrain than a roadlayer and errand runner. I’m really happy I figured out how to just make them specifically faster on roads (though they are still among the fastest off-road, as well).
Quarrier
"I don't understand what everybody's complaining about. Moving mountains is easy, just do it one part at a time."
Quarriers are laborers and stonemasons. They smash through rock with heavy hands, often splitting it off whole. They don't mind if they shatter ore in the process - stone is most valuable to them, as they can craft a great many building materials from it.
Laborer: -75% armor movement penalty, +10% max health, -5% walk speed
➤ Combat Overhaul: -75% armor movement penalty, -75% armor hunger penalty, -75% armor manipulation penalty, +10% max health, -5% walk speed, +25% axe attack speed, +25% club attack speed, +25% mace attack speed
Quarrier: Recipes pertaining to stone building blocks, and breaking rock down to stone, gravel, and sand
↳ Stone Quarry: Recipes for splitter plugs
Ascetic: +30% temporal stability offset while underground, +50% damage with stone tools, +100% chance to save durability on stone tools, +50% breaking speed with stone tools
Stonecutter: +50% chance for rock to drop whole, +25% stone yield
Tunneler: +100% stone breaking speed, +150% ore breaking speed, 75% chance to save pickaxe durability, 75% chance to save hammer durability, 75% chance to save chisel durability
Sheltered: -25% foraging yield, -25% wild crop yield, -10% creature harvesting yield
Clumsy: -10% ore yield, -25% cracked vessel yield
◆ Stone Quarry - Thumper: Hammering a splitting plug advances all connected plugs simultaneously
XSkills - Modifiers: +20% stability xp, +20% combat xp, +80% mining xp
She loses so much value when Stone Quarry is installed, but she offers so much when it isn’t. I tried to let her stay relevant even with that mod present by making her by far the best at using it, and the convenience of the stonecutting bench ought to help as well. Master of megabuilds and underground infrastructure!
Spelunker
"Leave no stone unturned? That's what you said. Oh, you didn't mean it literally?"
Spelunkers are prospectors and cavern explorers. They're always chasing the glimmer of precious metals and can find them with ease within rock and gravel alike, pickaxe in one hand and a pan in the other.
Sapper: -90% explosive damage taken, -90% crushing damage taken
➤ Combat Overhaul: -90% explosive damage taken, -90% crushing damage taken, +25% javelin attack speed, +25% spear attack speed, +45% firearm reload speed
Spelunker: Exclusive recipes for carbonaceous, metallic, and crystalline paydirt, and recipes pertaining to mineral processing and explosives
Panner: +100% panning yield, +100% panning speed
Prospector: +100% ore yield, +50% ore breaking speed, 50% chance to save pickaxe durability
Petrophobe: -10% stone breaking speed, -20% breaking speed with stone tools, -20% damage with stone tools
Sheltered: -25% foraging yield, -25% wild crop yield, -10% creature harvesting yield
XSkills - Modifiers: +70% mining xp, +50% digging xp
I don’t know that I can make panning exciting, either, but with a massively increased yield it at least becomes something worth doing actively. To that end I’d hoped the paydirt system made it possible to aim for specific categories of ore drop.
Tailor
"We're cut from the same cloth? Well, one of us is going to have to change."
Tailors are weavers and clothiers. Given time, they can weave usable fibers from even the crudest grass, and then refine those fibers into a wide variety of clothing both practical and pretty for themselves and others to wear.
Fencer: +10% sprint speed, guaranteed dodge: 60s cooldown, +20% armor movement penalty
➤ Combat Overhaul: +10% sprint speed, guaranteed dodge: 60s cooldown, +20% armor movement penalty, +20% armor hunger penalty, +20% armor manipulation penalty, +45% bow drawing speed, +25% one-handed sword attack speed, +25% spear attack speed
Tailor: Exclusive access to the clothing assembly kit, and recipes pertaining to carpets, thatch roofing, and flax fibers
Clothier: Exclusive access to tailored gambeson, sewing kits, and numerous articles of clothing
Bespoke: -80% armor durability loss
Thresher: +100% plant breaking speed, +100% cloth breaking speed, +75% chance to save scythe durability, +75% chance to save knife durability
Weaver: +10% chance to get flax fiber when harvesting grass, +100% flax fiber yield from crops and rust creatures, +100% grass yield
Delicate: -10% ore yield, -10% ore breaking speed, -10% stone breaking speed, +25% temporal stability loss speed
Prude: +400% cold damage taken
XSkills - Modifiers: +30% pottery xp, +30% cooking xp, +60% farming xp
I tried to give them some way to grind for fabric with a rare chance to get flax from grass-harvesting and a way to turn excess grass into even more fibers a bit less effectively. Tailor never felt particularly fun to play, to me; it’s entirely defined by its recipes, and even that mods like Combat Overhaul happily take away from them, so I attempted to make it worth playing regardless.
Vintner
"Things get better with age? Uhm, yeah. Just look at me."
Vintners are winemakers and gatherers. While they appreciate the finer things in life, they can get by just fine by taking what they need from nature, something they often find themselves doing while waiting on drinks to ferment.
Mithridatist: -90% poison damage taken, +100% satiety from drinks, +25% healing received
➤ Combat Overhaul: -90% poison damage taken, +100% satiety from drinks, +25% healing received
Vintner: Exclusive access to the fruiting bag to grow mushrooms. Access to recipes pertaining to trees and bushes, glassblowing, and liquid processing
↳ A Culinary Artillery: Recipes for bottle racks, glass bottles, and cork
↳ Alchemy: Recipes for alchemy tools
↳ Foodshelves: Recipes for liquid storage
↳ NDL Mushroom Growth: Recipes for mushroom troughs and plantable spores
↳ Substrate: Recipes for mushroom cultivation equipment
Gatherer: +100% foraging yield, +100% cultivated berry yield, +100% fruit yield, +100% fruit tree graft yield, +100% tree seed yield
Bloomer: Can empty finished bloomeries without breaking them
Picker: +100% leaves breaking speed, +100% plant breaking speed, 75% chance to save shears durability, +75% chance to save knife durability
Delicate: -10% ore yield, -10% ore breaking speed, -10% stone breaking speed, +25% temporal stability loss speed
Dependent: -10% satiety from meals, -10% satiety from simple foods
◆ Hydrated: Dehydrates 25% more slowly
◆ Composed: Intoxication benefits are doubled, and persist at full strength when overintoxicated
XSkills - Modifiers: +60% cooking xp, +60% farming xp
End of the list, but also the one that drove me to start working on a class mod of my own in the first place; a dedicated forager capable of harvesting immense quantities of different kinds of berries to make wine. It’s what I was missing in the class mods I initially played with, and I’m really glad I made the first step.
stat clarification
temporal stability: an area has a stability rating between -100% and +100%. when it's positive, you gain stability, and when it's negative you lose stability.
a "temporal stability offset" modifies the area rating for you only; an offset of +40% could turn an unstable -30% area into a stable 10% area!
a "temporal stability gain/loss multiplier" only increases or decreases the rate at which your stability changes. it cannot invert an area's stability like the offset can.
an area is considered "underground" or "aboveground" based on how much sunlight would reach that area in daytime, and gradually transitions between the two.
crop yield: crop produce yield (farmhand) does not affect flax fiber drops or crop seed drops. those are respectively affected by crop fiber yield (tailor) and crop seed yield (farmhand).
however, all of these yields still stack multiplicatively with wild crop yield. a single patch of wild crops should give you plenty of seeds to start a field of your own!
panning yield: a panning yield of +300% means that every time you finish panning, it gives you loot as if you finished panning 4 separate times. keep in mind that panning has a ~2 in 3 chance of dropping nothing or stone, and stone drops are removed entirely, so it might not feel like a lot of loot! it's the reason i felt comfortable setting the modifier so high.
known issues
mining speeds: mining speed modifiers don't work with an empty hand and require any item to be held
known incompatibilities: Birthsigns - both mods heavily modify the character creation and class selection process.
Classes & Traits - both mods heavily modify the character creation and class selection process.
thank you!
i mostly started this mod as a way to learn more about modding, i'm having fun learning as i go and building it from the ground up
feedback of any kind is very welcome, whether positive or constructive, balance-related or performance-related, or suggestions for new things entirely!
please don't be afraid to comment, either here or in the thread in the vintage story discord. thanks in advance!
thanks to Aldi for encouraging me and helping me get started;
thanks to Nybygget for keeping me motivated and helping me with ideas!
thanks to Milliath for making patches, consistent feedback, testing and suggestions in the discord thread!
Project description from Vintage Story Mod DB.
Pick your setup
Specialized Classes releases for each Vintage Story version.
Choose the version and loader you play, then open the matching release.
1.22.2
1 loader build1.22.1
1 loader build1.22.0-rc.10
1 loader build1.22.0-rc.9
1 loader build1.22.0-rc.8
1 loader build1.22.0-rc.7
1 loader build1.22.0-rc.6
1 loader build1.22.0-rc.5
1 loader build1.22.0-rc.4
1 loader build1.22.0-rc.3
1 loader build1.22.0-rc.2
1 loader buildShowing the newest 12 of 42 game versions. Older files are in the list below.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Specialized Classes versions and loaders
3.0.0
specializedclasses_3.0.0.zip
20 Jul 2026
3.0.0-rc.2
specializedclasses_3.0.0-rc.2.zip
19 Jul 2026
3.0.0-rc.1
specializedclasses_3.0.0-rc.1.zip
29 May 2026
3.0.0-pre.5
specializedclasses_3.0.0-pre.5.zip
22 May 2026
3.0.0-pre.4
specializedclasses_3.0.0-pre.4.zip
20 May 2026
3.0.0-pre.3
specializedclasses_3.0.0-pre.3.zip
20 May 2026
3.0.0-pre.2
specializedclasses_3.0.0-pre.2.zip
18 May 2026
3.0.0-pre.1
specializedclasses_3.0.0-pre.1.zip
17 May 2026
2.2.2
specializedclasses_2.2.2.zip
28 Apr 2026
2.2.1
specializedclasses_2.2.1.zip
25 Apr 2026
2.2.0
specializedclasses_2.2.0.zip
21 Apr 2026
2.2.0-rc.1
specializedclasses_2.2.0-rc.1.zip
8 Apr 2026
Looking for an older file? The official Vintage Story Mod DB project page is in Resources.