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Classes

Drehverschluss edited this page Nov 2, 2026 · 2 revisions

Classes

Renegades come in ten classes. The first six are always available; the other four mirror classes of other mods and only exist when that mod is installed (see Classes that need other mods).

Class Role Needs Variants Health Attack Speed Knockback res.
Warrior Melee bruiser: sweeps, dash, parry – – 60 6 0.25 0.3
Rogue Stalker: stealth, knives, ambush, dodge – – 45 5 0.30 0.1
Paladin Heavy tank: slam, spin, leap, brace – – 75 6 0.23 0.6
Archer Ranged: aimed shots, volleys, traps – – 40 4 0.28 0
Wizard Caster: bolts, homing volley, nova – fire, frost, arcane 35 3 0.26 0
Priest Healer: heals, cloud, protection – – 40 3 0.26 0
Elemental Wizard Control caster Elemental Wizards RPG aqua, terra, wind 35 3 0.26 0
Berserker Relentless two-hander with rage Berserker RPG – 65 7 0.27 0.4
Bard Supporter: songs, mockery, crescendo Bards RPG battle, guardian 35 3 0.27 0
Forcemaster Combo brawler with a big finisher Forcemaster RPG – 50 5 0.30 0.2

Health and attack are base values: gear, the [strength] multipliers and mob level mods (e.g. Dynamic Difficulty) come on top. Speed is the movement speed attribute.

Strength

Each class has its own base attributes (table above). In [strength], healthMultiplier and damageMultiplier (default 1.0) multiply the base values of all renegades when they spawn, before level scaling such as Dynamic Difficulty is applied on top; damageMultiplier also scales the archer's arrows and, with Spell Power, the spell power casters get from their gear. Renegades that already exist keep their values.

How renegades fight

Renegades fight with telegraphed attacks: every attack has a windup, an active window and a recovery, and damage is only dealt in the active window, when the weapon actually swings through its target. A hit is a regular mob melee hit (attack damage incl. weapon and level bonuses, weapon enchantments such as Sharpness and Fire Aspect, blockable with a shield) and needs line of sight, so attacks never go through walls.

Cooldowns: each attack has a cooldown, shortened at random – about 40 % on average for a renegade fighting alone. Renegades fighting near other renegades (within 32 blocks) get somewhat shorter cooldowns, but at most 25 % shorter than alone, and no cooldown is ever shorter than 1 second (cooldownGroupScaling in [combat], default true; false = always like alone). Support spells (priest) and most special abilities of the newer classes always use their full cooldown; the class pages say which.

Hazards: the combat movement steers directly instead of using pathfinding. Before every step (walking, strafing, backing off, circling, attack advances, dashes and rolls) the ground ahead is checked: renegades never step into lava, fire, magma, cactus, powder snow, sweet berries or water, nor off a drop deeper than 3 blocks. At such an edge they move only along it and then walk to their goal with normal pathfinding, which finds the way around.

Targets out of reach: if the target is out of vertical reach of the main attack (e.g. on a pillar or a ledge), a melee renegade walks there with normal pathfinding if a path reaches the target, otherwise it keeps 3–5 blocks distance and circles until the target becomes reachable again.

Allies: renegades never hurt each other with their attacks, spells or arrows; arrows of renegades fly through allies and bystanders.

Evasion: with mods that give armor an evasion chance (e.g. Spell Engine's evasion_chance on Rogues armor), renegades evade hits like players do.

/renegades nearby shows every renegade's stance, combat state and running action with its phase, plus class details (see Commands).

Magic

Magic power: without other mods, a caster's spell power is its attack damage (incl. level bonuses). With Spell Power installed, the spell power of its school from its equipment (e.g. Wizards robes and staffs, or the healing power of Paladins priest robes and holy wands for the priest) is added, with critical strikes and the target's resistances; the log line Magic backend: vanilla|spell_power shows which one is active. /renegades nearby shows a wizard's variant, backend and current bolt damage, and a priest's heal power.

Spell damage is magic damage (renegades:<school> damage types, tagged c:is_magic): it ignores armor, and witches resist it. Spells need line of sight, never hurt other renegades, never set blocks on fire and never break blocks.

Shields only stop spell projectiles (bolts and other flying spells): raised and facing the bolt, a shield blocks it like an arrow – no damage, no extra effects, the shield loses durability. Area spells (novas, bursts, clouds) go through shields.

The damage types and the tags they are in are listed in the Datapack reference.

Classes that need other mods

Some classes mirror classes of other mods and only exist with that mod, because without its gear and spells they would be a plain copy of another class: the Elemental Wizard needs elemental_wizards_rpg, the Berserker needs berserker_rpg, the Bard needs bards_rpg, the Forcemaster needs forcemaster_rpg. Without the mod:

  • no natural spawns; spawn groups with the class are left out (/renegades spawngroup names the missing mod);
  • its spawn egg is not in the creative tab; an egg from /give and the commands (spawnelite, reequip) report "… is not available (requires: elemental_wizards_rpg)" instead of spawning it;
  • the entity type stays registered (worlds and server/client stay compatible); a renegade of that class saved earlier loads with the plain fallback gear of its pools (leather) and logs one line.

Its data (equipment pools, spawn groups, caster_visuals, rare items) uses neoforge:mod_loaded conditions. These classes always use the Spell Engine look from caster_visuals, also with casterVisuals = "builtin" (their mods need Spell Engine; they have no built-in look of their own). A missing or wrong spell id in caster_visuals falls back to the plain built-in bolt and particles (one log line).

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