Archetypes

What is an Archetype?

Archetypes are the building block MythicRPG uses for things like classes, professions, races, and specializations. Rather than shipping a separate system for each, MythicRPG gives you the full archetype toolkit and lets you express any of those concepts with the same configuration.

Archetype Groups

Every archetype belongs to a group declared via its Group: field. Groups are how MythicRPG decides what a player can hold at once: a player has at most one active archetype per group, and as many active archetypes as there are groups.

The example pack ships with two groups — CLASS and PROFESSION — but the names are arbitrary. Any string you put in Group: registers a new group the first time it's used. Common patterns:

  • CLASS for combat / role identity (Wizard, Warrior, Cleric, …)
  • PROFESSION for trade-style activities (Miner, Fisher, Smith, …) — see Professions
  • RACE for permanent character traits (Human, Elf, Dwarf, …)
  • SUBCLASS for nested specializations

Two archetypes in the same group are mutually exclusive. Two archetypes in different groups stack — their stat modifiers, spells, talents, and skills all apply simultaneously.

Configuring Archetypes

Archetypes are configured in the Archetypes folder inside any Mythic pack. Create any .yml file inside that folder and put as many archetypes inside as you'd like.

The example pack generates a classes.yml with simple starters.

Configuration Options

Option Description
Group The group this archetype belongs to. Determines what the player can hold simultaneously. Defaults to the archetype's id.
Category Free-form category tag, used by the hasArchetypesInCategory condition for grouping in skill logic.
Display The proper display name (e.g. '&aWizard'). Defaults to the archetype's id.
DisplayOrder Sort order in menus and lists. Lower values appear first. Defaults to 0.
Description A multi-line description used in menus and command output.
Icon Standard Mythic item options — material, model, lore, etc.
Permission Optional permission node players must have to be assigned this archetype.
Leveling Leveling configuration block: MinLevel, MaxLevel, ExperienceCurve, ExperienceSource. See Leveling.
PointRewards List of point grants per level (PerLevel: and SpecificLevel:).
TalentTree Inline talent tree for this archetype. See Talents.
SpellUnlocks Spells the player learns at given archetype levels. Format: <spell>[:<spellLevel>] [<archetypeLevel>]. See Learning.
BaseStats List of <STAT> <value> lines. Replaces the player's base stat (last archetype to set wins; loss reverts to the global default).
StatModifiers List of <STAT> <value> [Operation] lines. Stacks with other archetypes' modifiers. Operation is Additive (default), Multiply, Compound, Set.
Bindings Force a learned spell into a hotbar slot. Format: <slot> <spell>.
ClickCombos Per-archetype overrides of click-combo slots. Format: <slot> <combo>.
Skills A list of mob-style skill lines with triggers — applied passively to anyone holding this archetype. Same syntax as Mythic mob skills.
InitSkills Skills run when a player gains this archetype.
QuitSkills Skills run when a player loses this archetype.
LevelSkills Skills run when a player levels up this archetype.

BaseStats vs StatModifiers

These two are easy to confuse:

  • BaseStats sets the player's base value for a stat for as long as they hold the archetype. Useful for "this class has 30 max health by default."
  • StatModifiers layers a modifier on top of whatever the base value is. Multiple archetypes' modifiers stack, so this is what you want for "+5% damage" or "+10 mana" bonuses.
BaseStats:
- HEALTH '20 + 5*L'
StatModifiers:
- DAMAGE 0.05 ADDITIVE_MULTIPLIER
- MAX_MANA 10

Default Archetypes

You can configure default archetypes that new players are auto-assigned. Set DefaultArchetypes: in config-archetypes.yml (in the MythicMobs plugin folder). Each entry is a single line in the format <Group> <ArchetypeId>:

Configuration:
  CommandFeedback: true
  DefaultArchetypes:
  - CLASS Adventurer
  - PROFESSION Drifter

Set RequireUnlocking: true in the same config to gate archetypes behind the unlock system (players must explicitly unlock an archetype before they can pick it).

Examples

A simple class

Wizard:
  Group: CLASS
  Display: '&5Wizard'
  Description:
  - 'A scholar of the arcane.'
  Icon:
    Material: ENCHANTED_BOOK
  Leveling:
    MinLevel: 1
    MaxLevel: 50
    ExperienceCurve: STANDARD
    ExperienceSource: SPELLCASTING
  BaseStats:
  - MAX_HEALTH 18
  - MAX_MANA '50 + 5*L'
  StatModifiers:
  - SPELL_DAMAGE 0.10 ADDITIVE_MULTIPLIER
  PointRewards:
  - Type: TALENT_POINTS
    PerLevel: 1
  SpellUnlocks:
  - MagicMissile
  - Fireball 5
  - Polymorph 20
  Bindings:
  - 1 MagicMissile
  TalentTree:
    PointType: TALENT_POINTS
    Menu: wizard_talents
    Talents:
      ArcaneIntellect:
        MaxPoints: 5
        Components:
        - Type: STATS
          Stats:
          - SPELL_DAMAGE 0.02 ADDITIVE_MULTIPLIER
  InitSkills:
  - sound{s=block.enchantment_table.use} @self
  - message{m="<gold>You have become a Wizard!"} @self
  LevelSkills:
  - sound{s=ui.toast.challenge_complete} @self

Passive on-event hooks via Skills:

The Skills: block runs Mythic skills with triggers for as long as the player holds the archetype. Useful for passives that don't need to be a learnable spell:

Berserker:
  Group: CLASS
  Display: '&cBerserker'
  Skills:
  - sound{s=entity.wither.spawn;v=0.4} @self ~onDamaged
  - effect:particles{p=crit;amount=10} @self ~onAttack
  - message{m="&c+5% damage!"} @self ~onTimer:200 ?inCombat

Click-combo overrides per archetype

You can override which slot a click combo maps to on a per-archetype basis. This is useful when different classes should have different "default" combo layouts:

Rogue:
  Group: CLASS
  ClickCombos:
  - 1 LL
  - 2 LR
  - 3 RL
  - 4 RR

See Casting for how slot-mode click combos work.

Updated Aug 19, 2026