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RPGSkillsMod
Adds RPG classes and unique skills to R.E.P.O.
| Date uploaded | a month ago |
| Version | 0.5.1 |
| Download link | Spefire-RPGSkillsMod-0.5.1.zip |
| Downloads | 174 |
| Dependency string | Spefire-RPGSkillsMod-0.5.1 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
RPG Skills Mod
Adds RPG classes to R.E.P.O., each with a unique active skill on a cooldown.
[!WARNING] This plugin is currently under active development and testing. Features, balance, and behavior may change between versions.
Features
- 8 playable classes, each with a unique active skill (plus a "None" option)
- Cooldown system with an in-game HUD showing readiness / remaining time
- Class selection in the shop and lobby, with an in-level HUD
- Configurable keybinds and an on/off toggle (BepInEx config)
- Save compatibility: your selected class is stored per save file
Classes & Skills
| Class | Skill | Effect | Status |
|---|---|---|---|
| Warrior | Berserk | Temporarily increases your strength. | โ OK |
| Druid | Nature's Blessing | Heals nearby allies within a small radius, sharing a fixed pool of health. | ๐งช Testing |
| Necromancer | Raise Dead | Sacrifices your own health to revive yourself, or a fallen ally whose severed head you're holding. | ๐งช Testing |
| Assassin | Phantom | Become invisible and undetectable by enemies for a short time, floating like a ghost. | โ OK |
| Scout | Best Runner | Grants infinite stamina for a short duration. | โ OK |
| Paladin | Divine Taunt | Grants temporary invulnerability to all damage, but forces nearby enemies to focus you. | โ OK |
| Blacksmith | Reinforce | Makes the item you're currently holding unbreakable for as long as you keep holding it. | โ OK |
| Treasure Hunter | Treasure Sense | Reveals valuable items within a radius around you. | โ OK |
Controls
- F -> Use skill
- F6 -> Previous class
- F8 -> Next class
These keybinds, as well as enabling/disabling the mod, can be changed in the BepInEx configuration file.
Screenshots

Contact, Bugs & Ideas
If you find a bug, have a suggestion, or want to share feedback:
- Open an issue: GitHub Issues
- Contact me directly via Gmail or Ko-fi
CHANGELOG
Changelog
All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog, and this project follows Semantic Versioning.
[0.6.0] - Reconsolidation: 2 skills per class
Changed
- Consolidated the 10 classes down to 5, each now wielding 2 independent active skills instead of one:
- Warrior: Berserk + Predator Sense (merged from Ranger)
- Paladin: Divine Taunt + Shockwave (merged from Monk)
- Scout: Best Runner + Treasure Sense (merged from Treasure Hunter)
- Druid: Nature's Blessing + Raise Dead (merged from Necromancer)
- Mage: Phantom (merged from Assassin) + Reinforce (merged from Blacksmith)
- Each skill now has its own independent cooldown, tracked and displayed separately.
- Updated the in-game HUD to show both skills (name, description, properties, cooldown, key hint) for the selected class.
- Updated the README's Classes & Skills table for the new 5-class/2-skill layout.
Added
- Added a secondary skill key (G by default, configurable) to activate each class's second skill, alongside the existing primary skill key (F).
[0.5.0] - Visual feedback & some skills rework
Added
- Added a visual/light cast effect that plays on the caster whenever a skill is used, colored per class.
Changed
- Renamed the Assassin's Shadow Step to Phantom, and added a floating (zero-gravity) effect on top of the existing invisibility.
- Reworked the Necromancer's Raise Dead: reviving an ally now requires physically holding their severed head, instead of an unreliable nearby-ally radius check that rarely worked.
Fixed
- Fixed an exception in the skill cast effect potentially aborting skill activation before the cooldown was applied.
- Fixed the Druid's skill and description.
Known Issues
- Assassin's Phantom only prevents new enemy detections; it doesn't un-taunt enemies that are already chasing the caster when the skill is used.
[0.4.0] - Reliability pass
Changed
- Reworked the Paladin's Divine Shield into Divine Taunt: still grants temporary invulnerability, but now also forces nearby enemies to focus the caster.
- Reworked the Warrior's Berserk to use the same permanent strength/throw upgrade mechanism as the in-game shop items, instead of a temporary stat override that didn't always stick.
- Added a status column (โ OK / ๐งช Testing / โ Broken) to the class/skill table in the README for testing transparency.
Fixed
- Fixed the Scout's Best Runner hardcoding energy to 100 instead of the player's real max, which caused an incorrect HUD readout and leftover excess stamina after the skill ended.
Known Issues
- Assassin's Shadow Step only prevents new enemy detections; it doesn't un-taunt enemies that are already chasing the caster when the skill is used.
[0.3.0] - Active skills release
Added
- Implemented active skills for every class (previously just a framework with no effect).
- Added the Paladin class (Divine Shield: temporary invulnerability to all damage).
- Added the Treasure Hunter class (Treasure Sense: reveals nearby valuables).
- Added the Blacksmith class, replacing Alchemist (Reinforce: makes the held item unbreakable).
- Skill activation is now announced in the in-game chat.
Fixed
- Fixed skills'
Execute/Updatelogic not running for some classes (e.g. Warrior).
[0.2.0] - Config and UI improvements
Added
- Added a configuration file using BepInEx.
- Added configurable keybinds
- Added an option to enable or disable the mod.
- Added support for future configuration options.
Changed
- Reworked the skill UI.
- The skill activation key is now displayed when the skill is ready.
Fixed
- Fixed several UI initialization issues.
- Improved UI stability and cleanup.
[0.1.0] - Initial Preview
Added
-
Added the class system.
-
Added 8 selectable classes:
- Necromancer
- Druid
- Warrior
- Assassin
- Scout
- Guardian
- Alchemist
- None
-
Added class selection UI in the Shop and Lobby.
-
Added an in-game class HUD.
-
Added class persistence through the game's save system.
-
Added the framework for active class skills.
-
Added cooldown infrastructure for future skills.
Notes
- Active skills are not implemented yet.
- This is an early preview release intended for testing and feedback.
- Existing saves should remain compatible with future updates.