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EvilMMO: RPG Experience

EvilMMO is a NeoForge 1.21.1 RPG mod that combines leveling, races, classes, fates and dungeons with a Skyrim-style magic, a weight based backpack and a fast-travel world map, plus masteries, map markers and an emerald doublon economy with a shop and more
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evilmmo-1.0.7.jar

File nameevilmmo-1.0.7.jar
Uploader
evilrenderevilrender
Uploaded
Oct 6, 2026
Downloads
163
Size
3.6 MB
Mod Loaders
NeoForge
File ID
9074901
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:evilmmo-rpg-experience-1717462:9074901"

Learn more about Curse Maven

What's new

Changelog

All notable changes to EvilMMO.

[1.0.7]

Added

  • Class starting spells: taking a primary class now equips two spells for the mouse buttons in magic mode (left click / right click) that fit the class, instead of Healing and Flames for everyone. All are Novice or Apprentice spells and are learned on the spot: Cyberblade Static Charge / Quicksilver Stride, Brawler Jolt / Force Blows, Adventurer Kinetic Bolt / Hare's Leap, Arcanist Arcane Barrage / Arcane Crescendo, Assassin Phantom Step / Shadow Meld, Paladin Holy Smite / Blessed Blade, Ranger Spectral Arrow / Quickdraw Rune, Berserker Blood Lance / Troll's Blood, Necromancer Vampiric Drain / Raise Zombie, Cleric Triage / Lesser Ward, Reaper Hemorrhage / Soul Trap, Warlord Concussive Nova / Courage, Elementalist Firebolt / Ice Spike, Guardian Oakflesh / Anchored Stance, Monk Gale / Meditation, Gunslinger Ricochet Spark / Flashbolt, Druid Thorn Barrage / Lifebloom, Spellblade Lightning Bolt / Flame Cloak, Duelist Phantom Blades / Fade Away, Summoner Conjure Familiar / Lesser Imp.
  • The class lends them: they are known while you have that class, so changing class forgets the old pair (unless you learned it from a spell tome, which now also works on a lent spell and keeps it for good) and clearing the primary class brings Healing/Flames back. The tome tooltip says when a spell is only lent by your class. Spells you already knew before taking the class are never forgotten.
  • Each hand follows the class only while it still holds the previous automatic spell (Healing/Flames or the old class's one): a hand you set up yourself in the Magic menu is never replaced, although it empties if it held a forgotten class spell. Existing characters with a class get their class pair on their next login or profile switch, in the hands they never changed.
  • Server config endlessmmo-classes.toml, section [startingSpells.<class>] (left / right spell ids), changes each class's pair; unknown ids are reset to the built-in default.
  • Spell Tomes in the shop: a new "Spell Tomes" category sells a tome of every spell (634), priced by the spell's tier: Novice 150, Apprentice 400, Adept 900, Expert 1800, Master 3500 doubloons. The shop also buys tomes back at 12% of that price (Novice 18 … Master 420) instead of one flat price for every tome; a renamed tome still sells at its item value. Tomes follow supply and demand like the other shop items and can be searched by name, school or tier. Server config endlessmmo-economy.toml, section [spellTomes], turns them off or changes the prices (/mmo shop reload applies it).

Fixed

  • The shop's "Other mods" category listed every item other mods register, including technical ones players never get (animation frames, model holders…), so animated items showed up once per frame. It now lists only the items the creative inventory shows.

Thanks

  • Thanks to Ryuta0_ and user_x1lmbff7vbma523s for their feedback.

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