Vintage Story Mod DB · Vintage Story mod
Bookbound Classes
Requires PlayerModelLib and All The Stats for all traits to work. This mod is meant to add some extra stats to the base game classes for singleplayer without making them too overpowered in multiplayer. There are also some new classes added that should fit the
Quick answer
Which Bookbound Classes release should I use?
Bookbound Classes 1.2.2 targets 1.22.0, 1.22.1, 1.22.2. 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 Bookbound 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 Bookbound Classes 1.2.2 need?
1.2.2. 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 Bookbound Classes without breaking your instance.
Built for Bookbound Classes 1.2.2. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use 1.2.2. It targets 1.22.0, 1.22.1, 1.22.2; 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 1.2.2. It opens that exact file at the source.
About this project
What does Bookbound Classes add?
Requires PlayerModelLib and All The Stats for all traits to work.
This mod is meant to add some extra stats to the base game classes for singleplayer without making them too overpowered in multiplayer. There are also some new classes added that should fit the vanilla feeling, while encouraging new playstyles.
Commoner is the only class that remains unchanged, because, well, of course.
Hunter was changed to give them an advantage while tracking down game, which they did not have before. They will be able to sneak closer to their prey with ease, and are still a bit faster than average in order to keep up with fleeing animals.
- Focused (+20% ranged damage, +30 ranged accuracy, +20% ranged distance)
- Resourceful (+10% animal loot, +25% animal harvesting speed)
- On The Prowl (+5% walk speed, -25% animal detection range)
- Bowyer (Exclusive bows and arrows)
- Farsighted (-15% melee damage)
- Claustrophobic (-15% ore drop rate, -10% mining speed)
Malefactor having greatly reduced ranged ability whilst having an exclusive ranged weapon felt silly to me. Instead, Malefactors will be able to craft an exclusive backpack that can hold foraging items.

- Forager (+10% loot from foraging, +20% wild crop drop rate)
- Pilferer (+15% drop rate, +10% rusty gear drop rate, 12% chance to collect cracked vessels intact)
- Furtive (-35% animal detection range)
- Fleetfooted (+10% walk speed)
- Hoarder (Exclusive bamboo basketpack)
- Frail (-2.5 health points, -25% ranged distance)
- Nervous (-15% melee damage)
Clockmakers felt unviable, only really having an advantage when dealing with older tech. This rebalance leans into their past by letting their metalworking skills be of use, as well as being able to keep themselves temporally grounded easier.
- Precise (+25% damage against mechanicals, +10% damage with spears, +50% faster smithing speed, chance of iron or steel shattering during quenching halved)
- Technical (-1 temporal gear cost to repair translocators, +30% rusty gear drop rate)
- Quantum-Locked (-40% stability loss)
- Tinkerer (Exclusive tuning spear to tame locusts) [Note: want to raise the limit of tamed locusts to 3]
- Frail (-2.5 health points, -25% ranged distance)
- Nervous (-15% melee damage)
Blackguards remain largely unchanged, other than increased unarmed damage. If you spend your life swinging a sword, your punch is going to be a bit harder too.
Miners are meant for long expeditions underground, best at finding and gathering large amounts of minerals. They don't really like fresh fruits or milk, but love jerky and the like. The Malefactor's sling was given to them instead, as they should have an abundance of ammo in a pinch.
- Prospector (+25% mining speed, +25% ore from mining, -50% prospecting pick durability loss)
- Cave Dweller (-20% stability loss, increased vision in darkness, no penalty for carrying things in offhand)
- Improviser (Exclusive sling)
- Scurvy (+50% nutrition from protein, -30% nutrition from fruits and dairy)
- Nearsighted (-15% ranged damage)
Homemakers are made for a more domestic playstyle without sacrificing too much to make combat impossible if on their own. They are skilled farmers and foragers, though they are not familiar with combat. They do best keeping their distance from danger and letting armor soak the damage for them.
- Farm-to-Table (+30% crop harvest, +50% speed to shoveling soil, -50% durability loss on hoes)
- Homebody (speed of sculpting with clay doubled)
- Forager (+10% loot from foraging, +20% wild crop drop rate)
- Mender (+10% armor durability, speed of healing item use doubled)
- Clothier (Exclusive clothing)
- Weak (-2 health points, -10% mining speed)
- Kind (-10% animal loot, -25% animal harvesting speed)
- Uncoordinated (-25% ranged accuracy, -15% melee damage)
[This class is heavily WIP] Nobles are glass cannons, best at getting in close to do quick damage before retreating. They may struggle with finding food on their own, but lack the hunger drain that Blackguards have.
- Fencer (+25% melee damage, walk speed penalty for wearing armor reduced by 10%)
- Nobility (+25% rusty gear drop rate, +3 health points)
- TEMPORARY Merciless until their exclusive rapier is finished.
- Prideful Gait (+20% animal detection range, +10% walk speed)
- Too Pretty (-10% loot from foraging, -10% wild crop harvesting, -10% nutrition from fruits)
Planned features:
- Noble class will have an exclusive rapier they can smith. Fast attack speed, low durability.
- Would like to allow Clockmaker to have multiple tamed locusts, if possible.
- More classes, when I think of them.
Project description from Vintage Story Mod DB.
Pick your setup
Bookbound 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
Bookbound Classes versions and loaders
1.2.2
Bookbound Classes 1.2.2.zip
10 Jun 2026
1.2.1
Bookbound Classes 1.2.1.zip
6 Jun 2026
1.2.0
Bookbound Classes 1.2.0.zip
4 Jun 2026
1.1.7
Bookbound Classes.zip
23 May 2026
1.1.6
Bookbound Classes v1.1.6.zip
16 May 2026
1.1.0
Bookbound Classes v1.1.zip
9 Feb 2026
Looking for an older file? The official Vintage Story Mod DB project page is in Resources.