Tism's Classes

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Tism's Classes

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Tism's Classes is an Origins-style class/origin mod that completely overhauls how you play the game. Rather than just picking a species, you choose a career path that evolves as you gain experience.

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Type
Mod
License
All Rights Reserved
Latest Version
tisms_classes_forge-1.0.2.jar
Authors
CurseForge
Modrinth

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Tism's Classes

Tism's Classes is an Origins-style class/origin mod that completely overhauls how you play the game. Rather than just picking a species, you choose a career path that evolves as you gain experience.

In Tism's Classes, there are currently 3 main trees and a total of 57 unique classes to discover.

⚔️ How It Works

Unlike Origins, you dont just pick one and stay. You evolve.

The Roots: You begin by selecting one of 3 "Root" classes (Level 0).

The Branches: As you gain levels, you unlock stronger versions of your class.

The Trade-off: Every class comes with powerful Active and Passive abilities, but they are balanced by crippling Debuffs. Choose, do you want to be a glass cannon, a slow moving tank, or a master of industry?

Leveling Milestones: Lvl 0 -> Lvl 5 -> Lvl 15 -> Lvl 30 -> Lvl 50 -> Lvl 80 -> Lvl 100

🛡️ Tree 1: Sir Plus

The Classic RPG Experience. Combat-focused, structured, and reliable.

Root: Sir Plus

Role: The unwanted knight.

Pros: Tough against zombies.

Cons: Weak against arrows.

Path A: The General (Leader)

From Squire to General. A balanced soldier path that excels at fighting the undead and commanding the battlefield.

Playstyle: Crowd Control, Buffs, Anti-Undead.

Key Abilities: Bugle (Buffs), Wave Clear, Natural Armor.

Weakness: Extremely vulnerable to projectile damage (Arrows).

Path B: The Juggernaut (Tank)

From Yeoman to Warlord. An immovable object. You trade movement speed for raw defense and area-of-effect power.

Playstyle: Tanking, Crowd Control, Slowness.

Key Abilities: Surge (AOE attacks), Earthquake, Intimidate.

Weakness: Permanent slowness, weak against magic, sinks in water.

Path C: The Reaper (Assassin)

From Rogue to Reaper. High risk, high reward. You are fast and deadly, but a stiff breeze could kill you.

Playstyle: Single-target burst, Stealth, Ice.

Key Abilities: Freeze, Warp, Vanish, Death Mark.

Weakness: "Fragile" (Reduced Health/Increased Damage Taken), cannot use shields.

🧭 Tree 2: The Wayfarer

The Survivalist Experience. Focused on gathering, exploration, and tools.

Root: Wayfarer

Role: The traveler.

Pros: Movement speed.

Cons: Weak armor rating.

Path A: The Excavator (Miner)

From Prospector to World Eater. For those who want to tear down mountains.

Playstyle: Haste, Explosions, Building.

Key Abilities: Dig Speed (Haste), Night Vision, TNT Toss, Lava Swim.

Weakness: Heavy feet, weak armor, vulnerable to magic.

Path B: The Hunter (Ranger)

From Trapper to Apex Predator. Master of the wild, the bow, and the beast.

Playstyle: Archery, Taming, Tracking.

Key Abilities: Bow Mastery, Track Mobs, Camouflage, Summon Wolf.

Weakness: Weak melee damage, cannot use heavy armor.

Path C: The Adventurer (Explorer)

From Hiker to World Walker. Mobility is king. Why fight when you can fly?

Playstyle: Speed, Acrobatics, Evasion.

Key Abilities: Double Jump, Wall Climb/Grapple, Adrenaline, Flight.

Weakness: Vulnerable to explosions and magic, restrictive armor.

👹 Tree 3: The Outcast

The Monster Experience. Play as something inhuman with supernatural powers.

Root: Outcast

Role: The misunderstood monster.

Pros: Monsters are less aggressive.

Cons: Villagers hate you.

Path A: The Raptus (Beast)

From Scamp to Alpha Raptus. A tiny, feral predator that strikes fast and hits hard.

Playstyle: Hit-and-Run, Lunge, Glass Cannon.

Key Abilities: Small Hitbox (1 block tall at max level), Super Lunge, No Fall Damage.

Weakness: Carnivore (Meat only), weak armor, fragile health.

Path B: The Nether Warlord (Demon)

From Kindled to Nether Warlord. Born of fire and bone. The fortress is your home.

Playstyle: Fire Immunity, Wither Effect, Brute Strength.

Key Abilities: Fire/Lava Proof, Wither Touch, Shoot Fireballs, Summon Blaze.

Weakness: Aquaphobia (Water hurts massively), slow movement.

Path C: The End Sovereign (Void)

From Drifter to Void Sovereign. A warping, levitating entity that exists between dimensions.

Playstyle: Teleportation, Evasion, Void Magic.

Key Abilities: Blink/Warp, Levitate, Void Immunity, Black Hole.

Weakness: Aquaphobia, extremely low health (Glass Cannon).

Tism's Classes

Tism's Classes is an Origins-style class/origin mod that completely overhauls how you play the game. Rather than just picking a species, you choose a career path that evolves as you gain experience.

In Tism's Classes, there are currently 3 main trees and a total of 57 unique classes to discover.

⚔️ How It Works

Unlike Origins, you dont just pick one and stay. You evolve.

The Roots: You begin by selecting one of 3 "Root" classes (Level 0).

The Branches: As you gain levels, you unlock stronger versions of your class.

The Trade-off: Every class comes with powerful Active and Passive abilities, but they are balanced by crippling Debuffs. Choose, do you want to be a glass cannon, a slow moving tank, or a master of industry?

Leveling Milestones: Lvl 0 -> Lvl 5 -> Lvl 15 -> Lvl 30 -> Lvl 50 -> Lvl 80 -> Lvl 100

🛡️ Tree 1: Sir Plus

The Classic RPG Experience. Combat-focused, structured, and reliable.

Root: Sir Plus

Role: The unwanted knight.

Pros: Tough against zombies.

Cons: Weak against arrows.

Path A: The General (Leader)

From Squire to General. A balanced soldier path that excels at fighting the undead and commanding the battlefield.

Playstyle: Crowd Control, Buffs, Anti-Undead.

Key Abilities: Bugle (Buffs), Wave Clear, Natural Armor.

Weakness: Extremely vulnerable to projectile damage (Arrows).

Path B: The Juggernaut (Tank)

From Yeoman to Warlord. An immovable object. You trade movement speed for raw defense and area-of-effect power.

Playstyle: Tanking, Crowd Control, Slowness.

Key Abilities: Surge (AOE attacks), Earthquake, Intimidate.

Weakness: Permanent slowness, weak against magic, sinks in water.

Path C: The Reaper (Assassin)

From Rogue to Reaper. High risk, high reward. You are fast and deadly, but a stiff breeze could kill you.

Playstyle: Single-target burst, Stealth, Ice.

Key Abilities: Freeze, Warp, Vanish, Death Mark.

Weakness: "Fragile" (Reduced Health/Increased Damage Taken), cannot use shields.

🧭 Tree 2: The Wayfarer

The Survivalist Experience. Focused on gathering, exploration, and tools.

Root: Wayfarer

Role: The traveler.

Pros: Movement speed.

Cons: Weak armor rating.

Path A: The Excavator (Miner)

From Prospector to World Eater. For those who want to tear down mountains.

Playstyle: Haste, Explosions, Building.

Key Abilities: Dig Speed (Haste), Night Vision, TNT Toss, Lava Swim.

Weakness: Heavy feet, weak armor, vulnerable to magic.

Path B: The Hunter (Ranger)

From Trapper to Apex Predator. Master of the wild, the bow, and the beast.

Playstyle: Archery, Taming, Tracking.

Key Abilities: Bow Mastery, Track Mobs, Camouflage, Summon Wolf.

Weakness: Weak melee damage, cannot use heavy armor.

Path C: The Adventurer (Explorer)

From Hiker to World Walker. Mobility is king. Why fight when you can fly?

Playstyle: Speed, Acrobatics, Evasion.

Key Abilities: Double Jump, Wall Climb/Grapple, Adrenaline, Flight.

Weakness: Vulnerable to explosions and magic, restrictive armor.

👹 Tree 3: The Outcast

The Monster Experience. Play as something inhuman with supernatural powers.

Root: Outcast

Role: The misunderstood monster.

Pros: Monsters are less aggressive.

Cons: Villagers hate you.

Path A: The Raptus (Beast)

From Scamp to Alpha Raptus. A tiny, feral predator that strikes fast and hits hard.

Playstyle: Hit-and-Run, Lunge, Glass Cannon.

Key Abilities: Small Hitbox (1 block tall at max level), Super Lunge, No Fall Damage.

Weakness: Carnivore (Meat only), weak armor, fragile health.

Path B: The Nether Warlord (Demon)

From Kindled to Nether Warlord. Born of fire and bone. The fortress is your home.

Playstyle: Fire Immunity, Wither Effect, Brute Strength.

Key Abilities: Fire/Lava Proof, Wither Touch, Shoot Fireballs, Summon Blaze.

Weakness: Aquaphobia (Water hurts massively), slow movement.

Path C: The End Sovereign (Void)

From Drifter to Void Sovereign. A warping, levitating entity that exists between dimensions.

Playstyle: Teleportation, Evasion, Void Magic.

Key Abilities: Blink/Warp, Levitate, Void Immunity, Black Hole.

Weakness: Aquaphobia, extremely low health (Glass Cannon).

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  • Class Tree
    Class Tree yup

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