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Classes Update V.2.0
This update brings 4 new distinct classes into the datapack, making a total of 8 available classes to play as. As of this version, every class will start with it's own guidebook on how to play the class to avoid confusion for newer players. The hub has also been revamped to include these additional classes. Here is a short brief on the 4 new classes added:
Magus
The Magus class is one of the most complex classes. Being very versatile, this class completely switches up the gameplay as they are unable to use conventional weapons and instead rely on using Mana to cast spells for offense, defense, and utility. Here are some mechanics completely exclusive to the Magus class.
Mana
As a Magus you have an extra bar below the wave bar, showing your current mana. This is a resource you use to cast spells. It's controlled by two variables, both of which can be improved through getting more Points as the Magus replaces attack damage and attack speed in the points progression with these two.
✦ Max Mana This is the maximum amount of mana you can store at once, higher maximum mana means you have a higher mana pool to pull from, meaning you can cast more spells before running out.
⇵ Mana Regen This is the amount of mana you regen every second. Higher mana regen means you can recover mana faster, resulting in less downtime for casting spells repeatedly.
Spells
There are three tiers of spells, along with three tiers of wands. Some wands grant more Casting Speed in exchange for Mana Efficiency, some others prioritize Stability. All spells are unlocked from the very start and to use a spell you only need to use the wand with the corresponding tier. There are way too many spells to be written down here so feel free to explore and find out what each spell does in-game.
Apotheosis
The class ability of the Magus grants them a 5x multiplier to their ⇵ Mana Regen for a short amount of time, enabling them to cast multiple costly spells.
Reaper
The Reaper class focuses on using scythes as a weapon rather than swords or axes and it is made to dish out large amounts of AoE damage. Building upon this, the reaper gets additional reach in exchange for less maximum health. This class is great for players who want a simple and understandable class to play.
Excision
The class ability of the Reaper which throws out a large scythe which spins on the ground, dealing high amounts of periodical AoE damage. Placing this ability in the middle of a swarm of enemies could easily wipe them all out. The damage of this ability relies on the variable, ✂ Excision Damage which is scales with every Point milestone reached.
Monk
The Monk class starts out with the highest base stats out of any class, but in exchange for being unable to use any armor or weapon. The monk fights with fists and tanks attacks with their body, supporting other players on the frontline. Although strong at the start, it may not scale as well as other classes in the late-game.
Stillness
Unlike other class abilities, the Monk's class ability is a toggle which can be turned on and off. While toggled, the Monk gains defensive effects, creates shockwaves on hit that damages and pushes enemies back, and gains the ability to instantly slip behind enemies. In exchange for this, this ability drains experience for every second it is active, so players would need to keep an eye on their levels.
Talismans
The defining trait of the Monk are the talismans that only the Monk can craft. These talismans can be crafted out of different materials, and grant random stat boosts to the wielders. What makes the Monk such a great support class is that these talismans can be worn by any player, which makes any team composition with the Monk have higher stats from these talismans.
Necromancer
The Necromancer works very differently from the rest of the classes. There are a variety of ways to play this class, but all of them are great for both solo-play and group-play. There are a lot of complex mechanics and interactions regarding the Necromancer class and its summons which is detailed here.
ᛇ Souls
Similar to the Magus, the Necromancer relies on a soul bar. This is a resource that is used to summon mobs and it can only be gained through directly killing mobs. It is the primary resource used to summon mobs along with two other variables which the Necromancer relies on.
ᛉ Max Souls This is the maximum amount of souls the Necromancer can store at once, a higher maximum allows the Necromancer to summon more mobs without needing to kill any mobs.
ᛟ Summon Capacity This is a resource that is taken up depending on the summons. A higher summon capacity means the Necromancer is able to summon more mobs at once. Some mobs take more than one summon capacity.
Summon Catalysts
Different summons require different summon catalysts. These summon catalysts are non-consumable and once crafted, it requires ᛇ Souls and reserve ᛟ Summon Capacity to successfully summon the corresponding mob.
Summon Upgrades
The Necromancer's summons can be upgraded in many ways, some are permanent, some are non-permanent. These upgrades are the main way to create stronger summons.
Weapon Upgrades Weapon upgrades can be crafted and equipped on a summon, some summons have special interactions with specific weapons.
Armor Set Upgrades Armor set upgrades can be crafted and equipped on a summon, some summons are incompatible with armor.
Evolutions / Soul Upgrades Some summons can be evolved into a stronger summon, these evolutions typically grant the summon different stats, skills, and sometimes change it altogether.
Strand Upgrades These are small upgrades similar to evolutions but they don't change the summons significantly, only granting a few stats or skills.
Calcify
The Necromancer class is bound to a bone exoskeleton and is unable to take it off in any way, so to handle armor and survivability it has to rely on absorbing its own summons to increase the exoskeleton's ⛃ Bone Density. Whenever this value reaches a certain milestone it will upgrade itself when the Necromancer uses the class ability item.
Class Revamps
Slayer
The slayer class has always been intended to be a glass cannon but the drawbacks were too significant and the previous class ability, Cutthroat, does not synergize well with the class itself. Here are some reworks that the Slayer class received:
- 10% increased total damage multiplier.
- Renamed the twin blades, last one was too cliche.
- Reworked the class ability, which is now called Quickdraw.
- When activated the Slayer gains ⫸ Quickdraw Charges, which can be consumed to perform an instant dash that damages enemies in its path.
Hunter
The hunter class is the definitive archer class of this datapack, yet the previous class ability, Seeker Shots, took zero skill and just spawns 12 homing arrows which the player cannot control. It had always been something I wanted to change and this was the perfect opportunity. Here are some reworks the Hunter class received:
- Gave the Hunter a recipe for crafting arrows in bulk while saving material costs.
- Reworked the class ability, which is now called Power Stance.
- Similar to the Monk's class ability, this is toggleable but it does not drain any resource, the Hunter can stay in it as long as they like and switch out of it at anytime.
- While in this mode, the Hunter's fully-charged shots will gain a damage boost, no bullet drop, and special effects. This makes the Hunter a true long-range class and even makes snipes over hundreds of blocks possible.
- The downside is while in this mode the Hunter cannot move in any way, which makes them vulnerable to attacks. Positioning is important.
Other Updates
- Permadeath has been added, and is now the default. In the case of a full party wipe, all players will be sent back to the hub instead of being rolled back.
- To accommodate for permadeath being the default, the default credit conversion rate has been buffed:
- Credit Conversion Rate: 2% ---> 5%
- The classes guidebook in the hub has been changed, now players will need to use the command
/trigger ClassInfo, to view information about classes. This change was made since editing the classes guidebook was time-consuming and tedious. - You can now see your current selected class in the actionbar while in the hub.
- The Ancient Guardian mini-boss has been replaced by the Magi enemy.
- A small welcome text display has been added in the hub.
- An easter egg in the hub has been added, along with an easter egg in the easter egg.
- Generic bug fixes, updates I forgot about, and many more...
*Expect buggy gameplay, this version is still new and mostly untested. Apologies.
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ReleaseVersion number
1.3.0Loaders
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1.21.4Downloads
3Publication date
November 18, 2025 at 6:56 PMPublisher
KiwiFish
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