Vintage Story Mod DB · Vintage Story mod
C&N RPG Classes
C&N RPG CLASSES RPG classes, spells and talent trees for Vintage Story CanRpgClasses adds a full class/spell/talent framework on top of Vintage Story combat: eight classes, hundreds of skills, and a talent point every level across three specialization trees
Quick answer
Which C&N RPG Classes release should I use?
C&N RPG Classes 1.0.5 targets 1.22.3. It must be installed on the client. Installation on the dedicated server is optional. All 1 required mods have matching files.
Where it goes
Is C&N RPG 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 C&N RPG Classes 1.0.5 need?
1.0.5. Change the file and its required mods may change too.
Install C&N Party 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 C&N RPG Classes without breaking your instance.
Built for C&N RPG Classes 1.0.5. 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 C&N Party 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 C&N RPG Classes add?
C&N RPG CLASSES
RPG classes, spells and talent trees for Vintage Story
CanRpgClasses adds a full class/spell/talent framework on top of Vintage Story combat: eight classes, hundreds of skills, and a talent point every level across three specialization trees per class.
Classes
Paladin
A holy warrior. Trees: Holy (healing), Protection (tank), Retribution (melee holy damage). Resource: Mana + Devotion (build with strikes, spend on finishers).
Rogue
A stealthy blade-fighter. Trees: Stealth (openers/mobility), Combat (sustained damage), Utility (survival). Resource: fast-regenerating Energy + combo points.
Hunter
A bow-hunter with a pet wolf. Trees: Marksmanship (empowered bow shots), Survival (traps & mobility), Beast Mastery (the wolf). Resource: Focus + combo points.
Warrior
A rage-fueled melee bruiser. Trees: Arms (two-handed burst), Fury (berserk sustain), Protection (shield tank). Resource: Rage - built by dealing and taking hits.
Mage
A fragile burst caster with no heals. Trees: Fire (burst & Ignite), Frost (roots, slows, shatter), Arcane (ramping Mystic Charges). Resource: Mana.
Priest
A mana healer / shadow caster. Trees: Discipline (absorb shields & Penitence), Holy (pure healing), Shadow (DoTs in Shadow Guise). Resource: Mana.
Shaman
A mail-wearing hybrid of all three roles, built around totems, chain spells and weapon imbues. Trees: Elemental (nature & fire caster), Enhancement (melee, imbues, Storm Charge stacks), Restoration (chain healing). Resource: Mana.
Druid
A shapeshifter who fights in real animal forms. Trees: Balance (ranged nature/astral caster), Feral (combo-point cat DPS and rage-fueled bear tank), Restoration (healer). Resource: Mana, plus Energy in cat form and Rage in bear form.
More classes are planned.
Progression
- Levels 1–25: one talent point per level, spendable in any of your class's three trees (tiers unlock every 4 points spent in that tree). XP comes from killing-blow kills, scaled by the victim's max health.
- Per-class progress: XP and level are tracked separately for every class - switching class never wipes what you've earned, each class keeps its own level.
- Free respec & talent loadouts: reset your talents at any time from the talent window, and save named builds per class to swap between them in one click.
- Talent trees: ~13 talents per tree - passives that scale a stat per rank, and "learn" talents that unlock a new active skill.
- Tree mastery: every point spent in a tree (regardless of which talent) also sharpens that tree's core stat - more damage in an offensive tree, more health in a defensive one, and so on.
- Gear affinities: built-in bonuses/penalties based on what you're wearing or wielding - no talents needed (cloth casters are smothered by mail, the shaman is at home in it and only true plate cuts them off, the druid loses power in plate, a shaman's mace or axe is a spell focus of its own).
Combat Mechanics
- Combo point system: "builder" skills generate combo points (up to 5), "finisher" skills spend them all for a scaling payoff.
- Charge & stack resources: several specs ramp up instead of just spending - Devotion, Mystic Charges, Shadow Embers and the shaman's Storm Charges all build from your rotation and are cashed in by a spender (Storm Charges make your next lightning bolt or heal instant).
- Shapeshifting forms: the druid's Feline and Ursine forms are real player-model swaps - each locks out normal casting, unlocks its own ability set and runs on its own resource pool (cat Energy, bear Rage), shown as a second bar under your mana.
- Totems: the shaman plants a stationary totem (one at a time) that pulses an effect around it every second - burning the nearest enemy, slowing everything nearby, healing or restoring mana to the party, or buffing their melee damage. It's a real entity: it can be destroyed.
- Chain spells: Forked Lightning and Cascading Heal jump from target to target with a falloff per jump - the damage chain picks the nearest enemy, the healing chain intelligently picks the most wounded ally.
- Weapon imbues: the shaman enchants their weapon with a lasting on-hit rider (Flame Edge, Frost Edge, Gale Edge) - one at a time, applied on every real melee swing.
- Reactive effects: Static Shield and Stone Ward fire back or heal when damage lands on you, and thorns/riposte effects reflect part of what you take.
- Crowd control with diminishing returns: stuns, fears, roots, silences and polymorph share one DR window - repeated CC on the same target gets shorter and finally grants immunity, so chain-locking is impossible.
- Damage schools & resistances: physical damage is cut by armor while Fire/Frost/Holy/Shadow/Arcane/Nature magic pierces it; every school has its own resistance and penetration stats.
- Absorb shields: barrier spells soak damage before health - and render a visible dome over the shielded target.
- Ally targeting: heals and buffs land on the ally under your crosshair, otherwise on yourself.
- Party play (via canparty): party-wide auras (Aura of Might, War Cry, War Chant), totems, Penitence, chain and splash heals reach your whole group, your AoE and traps never hit party members or your pet, and the party panel gains a resource bar (mana/energy/rage) for every member.
- Combat overlay: floating damage numbers, health bars over nearby wounded creatures, and a “reflects damage” indicator over targets with active thorns/riposte effects.
- Positional damage: rogue talents reward striking a target from behind.
- Stealth & invisibility
- Animal companion: the hunter's wolf assists, off-tanks and takes stance/attack orders; Beast Mastery talents scale its health, damage and on-hit effects (venom, slow, lifesteal).
- Empowered shots: hunter "shot" abilities arm your next real bow shot instead of firing a spell projectile - the arrow you loose carries the bonus (extra damage, multi-shot fan, healing-cut, resource drain, ignite…).
- In-combat tag: a general "you're in a fight" flag (shown on the HUD) gates out-of-combat tools like Stealth.
HUD
An always-on overlay shows your skill hotbar, class resource bar, channeled-cast progress bar, and combo points - each independently configurable:
- Position: drag any block to anywhere on screen while the settings panel is open.
- Size & orientation: length/thickness sliders, plus a horizontal/vertical toggle for the resource bar, cast bar, and combo points independently.
- Secondary pools & charges: a second bar appears for form resources (druid cat Energy / bear Rage), and charge-style resources (Devotion, Mystic Charges, Shadow Embers, Storm Charges) show as pips.
- Per-class layouts: each class remembers its own HUD arrangement.
In-Game Guides & UI
- Spellbook: browse every skill you've unlocked, with tooltips (exact numbers computed from your current stats) and drag-to-bind hotbar slots.
- Talent tree window: tree layout with a live "build bonuses" summary showing your exact current multipliers.
- Character-screen integration: Talents / Spellbook / Change Class buttons appear right next to the vanilla character panel (
C), and every window also has a rebindable hotkey (talents, spellbook, class selection, HUD settings, pet panel) plus 9 rebindable spell-cast slots. - RPG character sheet tab: class, level, XP, talent points and all derived stats (including per-school resistances) shown in a dedicated tab of the vanilla character dialog.
- Handbook guide: an "RPG Classes Guide" page in the vanilla in-game handbook covers class selection, resources, skills, talents and the HUD.
- Pet panel (hunter): a dedicated window to rename your wolf, watch its health and issue every order by button (aggressive/defensive/passive, stay, come, dismiss); the name sticks across re-summons.
Class Selection
New players are greeted with the class-selection window on first join; the first pick is always free. Re-picking later follows a server-configured policy: unrestricted (always free), cooldown (free once per N days), admin-only, or fee (charged through an economy mod, if present).
Admin Balance Editor
Press the admin hotkey (requires the controlserver privilege) for a live balance editor covering every number in the mod - spell coefficients, costs, cooldowns, per-rank talent values, gear-affinity bonuses, and global constants. Edits apply immediately to every connected player and persist across restarts, without touching the mod's own default config files. A /canrpgdummy command spawns an unkillable training dummy with configurable damage reduction for balance testing.
Configuration
All balance numbers live in editable JSON under assets/canrpgclasses/config/ (one file per class, plus core.json for cross-class globals) - every spell/talent/affinity value can be hand-tuned without recompiling. Server-side live overrides from the admin panel are stored separately in ModConfig/canrpgclasses-balance-overrides.json and layer on top without modifying the shipped defaults.
Requirements
- effectshud (required dependency - status-effect framework)
- VSImGui (required dependency)
- PlayerModelLib (required dependency - player model swaps: druid forms, Spirit Wolf, Polymorph)
- canparty (required dependency)
Icons are from game-icons.net.
Project description from Vintage Story Mod DB.
Pick your setup
C&N RPG Classes releases for each Vintage Story version.
Choose the version and loader you play, then open the matching release.
1.22.3
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
C&N RPG Classes versions and loaders
1.0.5
canrpgclasses_1.0.5.zip
29 Jul 2026
1.0.4
canrpgclasses_1.0.4.zip
25 Jul 2026
1.0.3
canrpgclasses_1.0.3.zip
16 Jul 2026
1.0.2
canrpgclasses_1.0.2.zip
11 Jul 2026
1.0.1
canrpgclasses_1.0.1.zip
6 Jul 2026
1.0.0
canrpgclasses_1.0.0.zip
1 Jul 2026
Looking for an older file? The official Vintage Story Mod DB project page is in Resources.