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Inside ImagineCraft: Classes, Custom Gear & the Road to Beta

Inside ImagineCraft: Classes, Custom Gear & the Road to Beta featured image

ImagineCraft Development Preview: Classes, Companions, Dungeons, and a Connected World

ImagineCraft is becoming a connected RPG adventure built around the freedom of Minecraft survival. Whether you enjoy exploring, building, farming, mastering a combat class, training companions, or challenging dungeon bosses, we want your time in the realm to feel rewarding.

We’re bringing together custom equipment, modeled creatures, class abilities, professions, quests, and dungeons into one progression system. Here’s a detailed look at what we’re building.

One recent milestone is our implemented collection of 147 vanilla-style weapon and class-implement models across 21 item types. Each item type has wooden, stone, copper, iron, golden, diamond, and netherite versions. These will support a survival crafting path where you can make your own equipment, apply compatible vanilla and custom enchants, and develop a gear set for your class.

Everything below reflects our current development direction. Names, balance, requirements, and individual features may change as testing continues.

Release Update and Beta Plans

Our originally projected date of October 31, 2026 is no longer the release target.

We do not currently have a confirmed full-release date. We are now aiming for January 1, 2027 for the beta, subject to development and testing.

Please keep watching Realm News for our upcoming Discord link and information about how to enter for a beta key.

ImagineCraft will be completely free to play. Our planned server capacity is 100 players.


One Character, Every Class

ImagineCraft currently has 11 combat classes and 23 specializations in development.

You won’t have to delete your progress to try something different:

  • Every combat class has its own saved level and experience.
  • Every class can reach level 100.
  • Switching classes preserves the progress you earned on your previous class.
  • Specializations share their parent class’s level.
  • Talent choices and ability bindings are saved separately for each specialization.
  • Professions and Ranger companion training have their own progression.

For example, a level-60 Cleric can switch between Luminary and Inquisitor while remaining a level-60 Cleric. Switching to a newly started Knight begins that class’s own journey, while the Cleric’s progress stays saved.

This also gives healers and tanks options for solo play. You can prepare a damage specialization before entering a solo dungeon, then return to your preferred group role later.

Class, specialization, and talent changes will take place outside combat and dungeon runs.


Meet the Classes

Each specialization has five dedicated active abilities, supported by passive improvements and talent choices. Your specialization determines your combat style, resource management, and required weapon setup.

The weapon requirements below describe each specialization’s class ability loadout. Class equipment will also carry its appropriate class and level requirements.

Knight

Resource: Rage

The Knight offers a choice between shield-focused protection and disciplined heavy-weapon combat.

Guardian — Tank

knight guardian

Weapons: One-handed Knight sword with a compatible shield in the offhand.

Guardian specializes in controlling enemy attention, reducing incoming damage, and protecting threatened allies. Its strength comes from timing defensive abilities and keeping dangerous enemies focused on the frontline.

Health, defensive stats, and efficient Rage management will be important parts of its equipment choices.

Abilities: Shield Slam, Shield Wall, Challenge, Intercept, and Last Stand.

Champion — Melee DPS

knight champion

Weapons: Two-handed greatsword, spear, or halberd. Offhand must remain empty.

Champion uses deliberate heavy strikes, controlled cleaving attacks, and carefully timed offensive windows. It rewards positioning and commitment.

Weapon damage, controlled critical bonuses, and Rage efficiency support its heavy-hitting playstyle.

Abilities: Measured Strike, Advancing Assault, Sweeping Arc, Martial Discipline, and Overwhelming Blow.

Mage

Resource: Mana

Mages channel ranged spells through their weapons, choosing between destructive fire and controlling frost.

Pyromancer — Ranged Spell DPS

mage pyromancer

Weapons: Mage staff or Mage scythe, with a Mage lantern in the offhand.

Pyromancer combines direct fire damage, burning effects, and delayed area attacks. It excels when enemies remain within its planned damage zones, while movement abilities help the caster escape pressure.

Its gear will favor spell damage, Mana management, and appropriate offensive bonuses.

Abilities: Fireball, Flame Step, Flame Wave, Ignite, and Meteor.

Cryomancer — Ranged Spell DPS

mage cryomancer

Weapons: Mage staff or Mage scythe, with a Mage lantern in the offhand.

Cryomancer prepares enemies with frost, slows ordinary threats, and turns that setup into powerful Shatter attacks. Protective barriers give it additional defensive utility.

Bosses will retain their encounter-specific control rules, so frost control will not mean freezing every boss in place.

Abilities: Frost Lance, Frozen Barrier, Ice Field, Shatter, and Deep Winter.

Assassin

Resource: Energy

Assassins fight at close range, using an offhand shuriken to create opportunities for their melee attacks.

Nightblade — Melee DPS

assassin nightblade

Weapons: Dagger or sickle in the main hand, with a shuriken in the offhand.

Nightblade specializes in stealth, positioning, and concentrated burst damage. It creates an opening, strikes decisively, and repositions before the enemy can punish its lighter defenses.

Its shuriken supports the melee approach, helping prepare the target for a close-range attack.

Abilities: Shadow Cut, Veilstep, Opening Shuriken, Backstab, and Nightfall.

Venomblade — Melee DPS

assassin venomblade

Weapons: Dagger or sickle in the main hand, with a shuriken in the offhand.

Venomblade applies sustained pressure through poison, bleeding wounds, and carefully timed finishers. It can spread limited wound effects to nearby enemies and capitalize on the damage it has prepared.

Venomblade rewards maintaining pressure over a longer fight.

Abilities: Serrated Slash, Slipping Step, Venom Shuriken, Toxic Reaping, and Virulent Rupture.

Ranger

Resource: Focus

Both Ranger specializations use bows or crossbows and can tame persistent companions. Light and heavy bow appearances do not restrict which Ranger specialization can use them.

Beastmaster — Ranged DPS and Companion Coordination

ranger beastmaster

Weapons: Bow or crossbow. No required class offhand.

Beastmaster fights alongside a trained companion, coordinating attacks while supporting the pet’s survival. The Ranger’s own ranged attacks remain important: owner and companion are balanced together as one combat specialization.

Beastmaster equipment will support combinations of ranged offense, companion strength, companion survival, and owner durability.

Abilities: Quarry Shot, Bonded Retreat, Companion Command, Mend Companion, and Pack Instinct.

Marksman — Precision Ranged DPS

ranger marksman

Weapons: Bow or crossbow. No required class offhand.

Marksman puts more emphasis on the Ranger’s own shots, positioning, and controlled burst windows. Its companion provides useful support through defensive assistance, slowing enemies, and creating firing opportunities.

Precision damage, projectile bonuses, and Focus management shape its equipment choices.

Abilities: Piercing Shot, Skirmish Step, Crippling Shot, Focused Volley, and Perfect Shot.

Backup Weapon Options

Rangers can use compatible ordinary melee weapons as a backup at 40% of normal direct melee damage. Their class abilities still require a bow or crossbow.

Knights, Assassins, and Berserkers can use compatible ordinary bows and crossbows as backup weapons at 40% of normal direct shot damage. Their specialization abilities still require their proper class weapon loadouts.

Class-owned custom weapons retain their class requirements.

Cleric

Resource: Mana

Clerics choose between dedicated healing and ranged holy spell damage.

Luminary — Healer

cleric luminary

Weapons: Cleric staff.

Luminary emphasizes direct healing, emergency recovery, protective shielding, and cleansing approved harmful effects. It is designed for players who enjoy watching their allies’ condition and responding to dangerous moments.

Healing effectiveness, Mana economy, and survivability will guide its gear choices.

Abilities: Greater Mend, Aegis, Purify, Sanctuary, and Divine Intervention.

Inquisitor — Ranged Spell DPS

cleric inquisitor

Weapons: Cleric mace in the main hand, with a censer in the offhand.

Inquisitor channels ranged holy attacks through its mace and censer. It combines focused spell damage with damaging ground effects and limited supportive recovery.

Despite carrying a mace, this is a ranged spell specialization. Its recovery abilities support its toolkit without replacing a dedicated healer.

Abilities: Judgment, Zealous Mend, Purifying Strike, Consecration, and Verdict.

Paladin

Resource: Resolve

Paladin has three specializations, giving it distinct tank, healer, and melee damage roles.

Protector — Tank

paladin protector

Weapons: The approved Paladin greatsword-and-shield loadout.

Protector combines shield defenses, holy threat, and modest self-healing. Sacred Ground also offers limited nearby recovery, helping the Paladin sustain itself while holding the frontline.

Its focus is tanking. Its damage is balanced below Crusader, and its small recovery effects do not replace a dedicated healer.

Abilities: Radiant Challenge, Holy Bulwark, Blessed Guard, Sacred Ground, and Oath of Shelter.

Holy — Healer

paladin holy

Weapons: One-handed Paladin sword or an approved one-handed mace, with a shield in the offhand.

Holy is an armored healer built around protective shields, direct recovery, cleansing, and healing nearby allies. It rewards positioning close enough to support the group while managing Resolve effectively.

This specialization has its own healer-focused balance, equipment priorities, and combat rhythm.

Abilities: Holy Light, Shield of Faith, Absolution, Holy Radiance, and Dawn’s Embrace.

Crusader — Melee DPS

paladin crusader

Weapons: Two-handed Paladin sword or two-handed Paladin mace. Offhand must remain empty.

Crusader is the Paladin’s dedicated holy melee damage specialization. It builds Resolve, marks a target with Judgment, and spends that setup on powerful finishing attacks.

It also has controlled frontal cleave and a personal offensive window. Its equipment and talents focus on dealing damage while maintaining enough durability to stay engaged in melee.

Abilities: Zealous Strike, Dawn Cleave, Judgment, Templar’s Verdict, and Avenging Oath.

Necromancer

Resource: Essence

Necromancers use ranged death and soul magic, with a choice between temporary servants and personal spell pressure.

Summoner — Ranged Spell DPS

necromancer summoner

Weapons: Necromancer staff.

Summoner raises a temporary undead servant and coordinates its attacks while continuing to cast ranged spells. Protective effects and offensive windows help support the partnership.

This servant is separate from the Ranger companion system. It is a temporary class summon rather than a tameable pet with a persistent training tree.

Abilities: Grave Command, Sacrificial Ward, Grave Bind, Raise Servant, and Dark Pact.

Reaper — Ranged Spell DPS

necromancer reaper

Weapons: Necromancer scythe in the main hand, with a sidearm blade in the offhand.

Reaper channels ranged soul attacks, harvesting effects, and limited life drain. Its scythe and blade act as casting implements, supporting a ranged spell role.

Its recovery is intended to help personal survival while remaining below dedicated healing.

Abilities: Soul Rend, Spectral Step, Grave Harvest, Drain Life, and Reaping Hour.

Bard

Resource: Inspiration

Bards use music to heal, deal damage, and support nearby allies. Both specializations perform through instruments, and neither uses a pet or companion beacon.

Troubadour — Healer and Recovery Support

bard troubadour

Weapons: Guitar, flute, or lyre.

Troubadour uses healing melodies, protective verses, and restorative choruses to keep the party moving. It combines direct healing with recovery over time and supportive songs.

This is a full healer specialization, with an emphasis on song timing and group positioning.

Abilities: Mending Melody, Sheltering Verse, Song of Solace, Chorus of Renewal, and Grand Symphony.

Virtuoso — Ranged DPS and Offensive Support

bard virtuoso

Weapons: Guitar, flute, or lyre.

Virtuoso turns music into damaging notes, chords, and powerful refrains. It supports offensive coordination through short songs and buffs while maintaining its own ranged damage rotation.

Its personal damage and group contribution are balanced together. Its instrument is the focus for its attacks and songs.

Abilities: Resonant Note, Echo Step, Dissonant Chord, Battle Hymn, and Crescendo.

Duelist

Resource: Grit

Duelists choose between precise melee exchanges and revolver-based ranged combat.

Fencer — Melee DPS

duelist fencer

Weapons: Short sword or rapier.

Fencer rewards timing, footwork, and successful defensive reads. A well-timed parry creates an opportunity for a riposte, while its offensive rhythm builds toward a committed finishing attack.

It offers a precise, reactive melee playstyle built around winning individual exchanges.

Abilities: Precise Thrust, Measured Footwork, Parry and Riposte, Fencer’s Tempo, and Grand Lunge.

Gunslinger — Ranged DPS

duelist gunslinger

Weapons: Duelist revolver.

Gunslinger focuses on deliberate shots, movement, precision windows, and controlled ricochets. Ammunition and reload timing are part of its combat rhythm.

The current development setup uses a six-round magazine, a 1.3-second firing interval, and a three-second reload. Gunfire includes in-game effects, and damageable animals and custom creatures can be targeted under the server’s protection rules.

Abilities: Quickdraw, Sidestep, Ricochet Shot, Deadeye, and High Noon.

Berserker

Resource: Fury

Berserkers combine aggressive melee pressure with powerful battle cries.

Ravager — Melee DPS

berserker ravager

Weapons: Berserker claws. No shield; offhand remains empty.

Ravager specializes in close-range aggression, wounds, pursuit, and dangerous frenzy windows. It rewards staying engaged and choosing the right moment to commit.

Its offensive strength comes with exposure and short reach, making positioning and retreat important.

Abilities: Rending Claws, Savage Rush, Predator’s Cry, Frenzy, and Bloodstorm.

Warlord — Melee DPS and Battle Shouts

berserker warlord

Weapons: Two-handed battle axe or battle hammer. Offhand must remain empty.

Warlord combines heavy impacts, sweeping attacks, and rallying battle cries. It can temporarily support nearby allies through health and offensive shouts while continuing to serve as a damage specialization.

Its combat style rewards timing heavy blows and using shouts when they will benefit the fight most.

Abilities: Crushing Blow, Warbound Advance, Rallying Cry, Sundering Sweep, and Warbringer.

Gambler

Resource: Fortune

Gamblers combine revolver combat with cards or dice. Their mechanics reward preparation and decision-making while keeping random bonuses within balanced limits.

Cardsharp — Ranged DPS

gambler cardsharp

Weapons: Gambler revolver in the main hand, with playing cards in the offhand.

Cardsharp builds a visible hand through successful attacks, prepares card-based strikes, and spends that hand on a powerful Royal Flush.

Its playstyle revolves around sequencing: prepare your cards, create an opening, and choose when to commit your ammunition and Fortune.

Abilities: Ace Shot, Sleight of Hand, Cutting Deck, Stacked Deck, and Royal Flush.

High Roller — Ranged DPS

gambler high roller

Weapons: Gambler revolver in the main hand, with dice in the offhand.

High Roller stores dice results, uses controlled rerolls, and turns a prepared result into a powerful Jackpot. Explosive Dice provides limited area damage, while Lucky Break offers defensive assistance.

Bad-luck protection and bounded results help keep the specialization playable without making every encounter depend on a perfect roll. Its revolver follows the same current firing interval and reload timing as Gunslinger.

Abilities: Loaded Shot, Lucky Break, Explosive Dice, Second Chance, and Jackpot.


Class Controls, Talents, and Guidebooks

The class system is managed through a GUI.

Using /class, you’ll be able to browse classes, inspect specializations, review weapon requirements, and activate your chosen specialization. Selecting its icon opens its details; the Activate button confirms your choice.

The menus also provide access to:

  • Ability information and bindings.
  • Talent choices and passive progression.
  • Class level and experience.
  • Equipment requirements.
  • Profession menus.
  • Ranger companion controls when playing Ranger.
  • Detailed guidebooks for individual systems.

Each specialization’s five active abilities unlock at class levels 1, 5, 10, 20, and 40.

Passive improvements are planned at 15, 30, 50, 70, and 90, with talent choices at 20, 40, 60, and 80.

The current quickcast controls use the swap-hands key, normally F, followed by a displayed ability number. The action bar displays information such as your specialization, class level, and resource amount, including Mana, Rage, Focus, and other class resources.


The Level 1–100 Journey

Your progression will connect quests, combat, exploration, equipment, and dungeon challenges.

Levels 1–19: Establish Your Character

Choose your class and specialization, learn your opening abilities, and begin exploring beginner regions.

Starter quests, appropriate enemies, gathering, and crafting will help introduce the world and its systems. Early gear will provide a foundation without requiring a rare drop before your class can function.

Our vanilla-style equipment collection will give players a familiar starting point: gather materials, craft an appropriate weapon, and improve your equipment as you explore.

Levels 20–39: Begin Dungeon Progression

At class level 20, Dungeon Finder opens access to the four dungeons on Normal difficulty.

You’ll continue developing through world quests, repeatable activities, region encounters, and dungeon runs while improving your equipment.

Levels 40–59: Expand Your Build

Your fifth active ability unlocks at level 40, completing your specialization’s active toolkit.

Hard dungeons, stronger regions, additional talents, and more specialized equipment will give you new ways to develop your character.

Levels 60–79: Take on Greater Challenges

Veteran dungeons and more dangerous regional content will test your understanding of your class.

This stage emphasizes improving your build, preparing equipment, and learning how to handle harder encounters alone or with friends.

Levels 80–99: Prepare for Endgame

Heroic dungeons and advanced world content will help prepare your character for the final stretch.

Refining your equipment, enchants, talents, and combat decisions will become increasingly important.

Level 100: Master Your Class

Level 100 is the class cap and the planned entry point for Mythic dungeon difficulty.

The journey continues through challenging encounters, equipment progression, professions, companions, and mastering additional classes.

You can reach level 100 on every class.

Dungeon encounters and completions are part of the leveling journey. You can gain class levels during a run and keep that progress. Returning to a familiar dungeon with a stronger class, better equipment, and more experience should make that challenge easier.

Difficulty will follow the selected dungeon tier and group size, rather than automatically increasing every time you gain a level.


A Connected World and Campaign

We’re planning a campaign that connects the worlds through settlements, characters, regional stories, and quest chains.

Alongside the campaign, there will be:

  • One-time quests for stories, discoveries, and progression milestones.
  • Repeatable quests for continued adventuring and leveling.
  • Biome-specific custom mobs that give different environments their own identity.
  • Region-specific, level-based mobs in designated adventure areas.
  • Level requirements for appropriate quests and progression regions, helping guide players toward challenges suited to their development.

The goal is a world where your next adventure has context: a settlement needs help, a region has become dangerous, or a campaign discovery leads you somewhere new.

Rivenmoor — The Main RPG World

Rivenmoor will be the central world for ImagineCraft’s connected RPG adventure.

Its settlements, routes, quests, and level-based regions will form the foundation of the campaign. Players will encounter custom enemies, discover new areas, and follow stories that connect to the other worlds.

The entrance to The Icebound Sanctum is located here.

Clovervale — Survival, Building, and Farming

Clovervale will offer space for SMP survival, building, farming, and community life.

A central village will connect the world to the wider travel network and provide a gathering point for players.

Its wilderness will also feature biome-specific custom mobs, giving different environments their own challenges and character.

Harvestmere — Another Home for Survival

Harvestmere will offer a similar survival-focused experience, with room to build, farm, gather resources, and establish a home.

Its central village will connect it to the other worlds, while biome-specific creatures bring additional character to its wilderness.

Clovervale and Harvestmere are intended to support players who want both an RPG adventure and a lasting Minecraft survival home.

The Netherwilds — A Dangerous Frontier

The Netherwilds will feature two settlements connected by a warp system, alongside one-time quests, repeatable quests, custom creatures, and level-based enemy regions.

This is a hard world. Preparation, stronger equipment, and higher class levels are recommended before venturing deeply into its wilderness.

The entrance to The Cinderbound Bastion is located here.

The Voidlands — Beyond the Familiar

The Voidlands will feature three settlements connected through a warp system, with their own quests, dangerous regions, and custom enemies.

Like The Netherwilds, this world is intended to offer demanding adventures for prepared characters.

The entrances to The Enderfall Citadel and The Violet Abyss are located here.

The Netherwilds and The Voidlands are not for the faint of heart. We strongly recommend building your class level and equipment before taking on their harder regions.


Four Dungeons, Solo or With Friends

ImagineCraft’s four planned dungeons are:

Dungeon Physical Entrance
The Icebound Sanctum Rivenmoor
The Cinderbound Bastion The Netherwilds
The Enderfall Citadel The Voidlands
The Violet Abyss The Voidlands

No attunement quest is required. Once your active class reaches level 20, you can use Dungeon Finder to enter these dungeons on Normal difficulty.

Each dungeon is designed for 1–4 players.

You can enter alone or bring a group. Encounters will scale according to party size, with solo versions designed around one player and larger groups facing stronger opposition.

Larger eligible groups will also have access to greater drop quantities. Exact loot amounts, probabilities, and conditions are still being balanced.

Planned Difficulty Progression

Each dungeon is planned to offer the following progression:

Difficulty Required Active Class Level
Normal 20
Hard 40
Veteran 60
Heroic 80
Mythic 100

These are alternative dungeon destinations with their own themes, rather than a mandatory attunement chain.

You can continue leveling through suitable world content and lower dungeon difficulties before advancing to the next tier.

Ranger pets and temporary summons will not count as additional players for dungeon scaling or create extra reward recipients.

Dungeon Equipment

Dungeon rewards will include specialized equipment for different classes and playstyles.

Our planned reward system will favor the classes represented by participating players, rather than weighting rewards only toward their currently active specialization.

That means a Cleric entering as Inquisitor can still find equipment intended for Luminary, and a Paladin playing Crusader can still work toward a tanking or healing set.

The class-themed Frostbite Mythic gear collection is planned for final-boss rewards on Mythic difficulty. Other equipment rewards will support the progression leading up to that challenge.

Final drop balance remains in development.


Ranger Companions: Taming, Training, and Prestige

Ranger companions are a persistent part of your character’s development.

Both Beastmaster and Marksman unlock access to the current tameable roster at Ranger level 5.

You can keep a collection of individual companions, choose which one to summon, and manage their development through the Ranger GUI.

The current system supports ten owned companions with one summoned at a time.

Current Tameable Companions

The following roster is included in development. These are Ranger companion capture rules, which extend beyond ordinary vanilla taming.

Companion Accepted Foods Capture Requirement
Wolf Beef, mutton, cooked beef, or cooked mutton Vanilla-tame it so it belongs to you first
Cat Cod or salmon Vanilla-tame it so it belongs to you first
Ocelot Cod or salmon Feed an eligible wild adult
Fox Sweet berries or glow berries Feed an eligible wild adult
Spider Rotten flesh or spider eye Weaken it to half health or below
Rabbit Carrot or dandelion Feed an eligible wild adult
Goat Wheat Feed an eligible wild adult
Frog Slime ball Feed an eligible wild adult
Armadillo Spider eye Feed an eligible wild adult
Parrot Wheat, melon, pumpkin, or beetroot seeds Vanilla-tame it so it belongs to you first
Bee Dandelion, poppy, cornflower, or sunflower Feed an eligible wild adult
Bat Sweet berries or glow berries Feed an eligible wild adult
Turtle Seagrass Feed an eligible wild adult
Cave Spider Rotten flesh or spider eye Use the private broodling encounter and weaken it to half health or below
Pig Carrot, potato, or beetroot Feed an eligible wild adult
Sniffer Torchflower seeds Feed an eligible wild adult
Polar Bear Cod or salmon Feed an eligible wild adult
Panda Bamboo Feed an eligible wild adult
Hoglin Crimson fungus Weaken it to half health or below

All of these companions currently require Ranger level 5.

An eligible taming encounter uses four successful food offerings to build trust. The current encounter window is two minutes.

Other players’ animals, protected NPCs, bosses, and unapproved custom mobs cannot be captured. Taming takes place outside dungeons.

One Pet, Separate Specialization Training

You can use the same individual companion when switching between Marksman and Beastmaster.

However, that companion keeps separate training progress for each Ranger specialization.

For example, your wolf could have advanced Beastmaster training while still being a beginner in its Marksman training. Switching specializations restores the appropriate saved progress rather than wiping either track.

The parent Ranger class level is shared between both specializations. Companion training remains separate from that class level, and the pet’s effective strength is limited by your Ranger level.

Marksman Companion Trees

Marksman companions emphasize utility that supports the Ranger’s own shooting.

Scout → Farstrider

A path focused on tracking, slowing a quarry, and supporting repositioning. Its choices balance stronger short control against longer tracking opportunities, with additional defensive assistance as training advances.

Lookout → Sentinel

A defensive support path for Rangers who want help maintaining a safe firing position. Choices emphasize stronger brief protection or a longer, lighter escort effect.

Flusher → Pursuit Specialist

A coordination path that creates an opening for the Ranger’s next shot. Its choices balance a stronger, shorter opportunity against a smaller bonus with more time to use it.

Beastmaster Companion Trees

Beastmaster companions take a larger role in the owner-and-pet combat partnership.

Hunter → Apex Hunter

An offensive path focused on one quarry. Branch choices support pressure against healthier enemies or finishing wounded targets, with advanced training improving coordinated offense.

Guardian → Primal Protector

A defensive companion path that helps the pet survive sustained pressure. Choices emphasize stronger short protection or longer defensive support with modest protection for the Ranger.

Controller → Wild Strategist

A control path built around slowing enemies and disrupting supported attacks. Choices allow stronger control against one quarry or lighter control across a small group.

Companion Levels and Prestige

Companion training follows two stages:

  • Base training: levels 1–50
  • Prestige training: levels 51–100

During the current testing phase, prestige becomes available when both your Ranger class and the selected companion’s training reach level 50.

Prestiging advances the selected path into its advanced form and begins the next training stage at level 51.

A prestige quest is not required during current testing. We plan to introduce authored prestige quests as the quest system is completed and prepared for beta.

Branch choices develop at training milestones 15, 40, and 75, with further refinements at 90 and 100. Prestige and branch selections remain associated with their relevant training paths.

Companion Management

The Ranger GUI will provide access to companion selection, calling, dismissing, storing, naming, training paths, branch choices, prestige, and information.

Companions can be healed with appropriate food. There is no hunger-maintenance requirement.

A fallen companion remains owned and can return after its recovery cooldown. Changing your class or specialization does not erase the animal from your collection.

Future Custom Companions

We are also designing new mobs with custom models, including creatures intended to become future Ranger companions.

These custom creatures will have their own requirements. Depending on the creature, those may include:

  • A higher Ranger level.
  • Beast Handling progression.
  • A specific habitat or region.
  • A particular taming food.
  • A weakened-health condition.
  • A time-of-day requirement.
  • A quest or campaign milestone.

Custom mobs will not automatically become tameable simply because they exist in the world. Each companion will be deliberately designed and balanced.


Equipment That Grows With Your Character

Gear progression will use class level requirements alongside rarity and stat allocation.

As your class advances, you’ll gain access to stronger equipment suited to that stage of progression.

We’re developing class-specific armor and weapons with custom models, including different equipment profiles for different specializations.

For example:

  • Tanks benefit strongly from health and appropriate defensive stats.
  • Healers value healing effectiveness, resource efficiency, and survival.
  • Physical damage specializations value their appropriate weapon and attack bonuses.
  • Casters develop spell-focused equipment.
  • Ranger equipment can support personal ranged damage or companion coordination.

Rarity will matter within its intended level range, while appearance alone will not determine an item’s power.

Craft Your Own Class Equipment

We want ImagineCraft’s equipment system to preserve the satisfaction of Minecraft survival: gather materials, craft your equipment, enchant it, and make it your own.

To support that, we have implemented 147 vanilla-style models across 21 weapon and class-implement types.

Every item type in this collection has seven material versions:

  • Wooden
  • Stone
  • Copper
  • Iron
  • Golden
  • Diamond
  • Netherite

These models bring the familiar Minecraft material families to weapons, casting implements, instruments, and offhand equipment used by our classes.

Included Weapon and Implement Types

Item Type Class Uses
Two-Handed Swords / Greatswords Knight and Paladin
Two-Handed Axes / Battle Axes Berserker
Maces Cleric and Paladin
Staffs Mage, Cleric, and Necromancer
Daggers Assassin
Halberds Knight
Battle Hammers Berserker
Scythes Mage and Necromancer
Sickles Assassin
Rapiers Duelist
Claws Berserker
Wrist Blades / Sidearm Blades Necromancer offhand equipment
Throwing Stars / Shuriken Assassin offhand equipment
Revolvers Duelist and Gambler
Flutes Bard
Guitars Bard
Lyres Bard
Censers Cleric offhand equipment
Handheld Lanterns Mage offhand equipment
Playing Cards Gambler offhand equipment
Dice Gambler offhand equipment

Familiar vanilla equipment—including ordinary swords, bows, crossbows, and shields—will also remain part of the appropriate class loadouts.

Survival Crafting and Material Progression

The new item collection will have crafting recipes for each material version, giving players a way to make equipment for their class through survival gameplay.

The models are implemented, while the recipes and gameplay rules are being developed around the wider progression system.

Our goals include:

  • Material-based base performance and durability inspired by vanilla equipment.
  • Familiar material strengths and tradeoffs.
  • Equipment that wears down through use and can break.
  • Appropriate class and level requirements.
  • A progression path that connects gathering, crafting, enchanting, and adventuring.

The aim is for a crafted weapon to feel like a natural part of Minecraft survival while supporting ImagineCraft’s class system.

You’ll be able to work toward better materials, craft an appropriate weapon or implement, and develop it into part of your personal build.

Vanilla Enchants and Custom Enchants

Player-crafted equipment will support compatible vanilla enchants alongside custom enchants, allowing you to build your own gear set around your class and preferred playstyle.

For example, you might prepare a crafted greatsword for Champion, a staff for your Mage, a rapier for Fencer, or a revolver for your ranged build.

Each item family will have appropriate enchant compatibility and limits. Custom weapon types and implements will receive rules suited to how they function.

This gives survival players a meaningful equipment route: craft the base item, apply suitable enchants, and improve your build as you progress.

We’re also planning a path for player-made equipment to become dungeon-ready Epic gear, supported by crafting, professions, and the enchant system.

Crafted Gear and Adventure Rewards

Player-crafted equipment will develop alongside the specialized gear found through world encounters, quests, and dungeons.

Authored custom gear will have its own starting enchant packages and controlled enhancement rules. Crafted equipment will provide opportunities to choose compatible enchants and shape a build yourself.

The goal is to make both crafting and adventuring rewarding, with useful equipment choices throughout the level 1–100 journey.

Exact recipes, durability values, enchant compatibility, enhancement limits, and upgrade costs remain part of ongoing balance development.


Professions and Survival Progression

Combat is only one part of ImagineCraft.

Our profession system includes 17 progression tracks, each developing separately from your combat class:

  • Mining
  • Farming & Herbalism
  • Fishing
  • Woodcutting
  • Excavation
  • Alchemy
  • Smithing
  • Repair
  • Salvage
  • Smelting
  • Enchanting
  • Cooking
  • Crafting
  • Acrobatics
  • Beast Handling
  • Exploration
  • Building

Profession progression is planned through level 100, with progress retained when you change combat classes.

You can spend time gathering, building, farming, crafting, or caring for companions without having to replace your active combat class with a profession class.

The expanded equipment collection will give gathering, crafting, smithing, and enchanting a stronger connection to your combat build. Materials you collect through survival gameplay will help support the equipment you make and develop.

Profession menus will explain progression, requirements, and available utilities. Support for appropriate custom equipment—including repair, salvage, crafting, and custom enchant interactions—is part of the development plan.

Vanilla experience will remain relevant for enchanting, while class and profession experience serve their own progression systems.


Building ImagineCraft Together

ImagineCraft is being built to offer a lasting home for both RPG adventurers and survival players.

We want the worlds to feel connected, the classes to offer meaningful choices, the companions to feel worth developing, and the equipment journey to reward effort without removing the enjoyment of Minecraft survival.

Whether you find a specialized weapon on an adventure or craft and enchant your own equipment from gathered materials, we want your gear to feel like part of your character’s journey.

We are working day and night to bring these systems together and create the most balanced and enjoyable experience we can.

Thank you for your patience while development continues. We absolutely cannot wait to welcome you into the finished realm.

Watch Realm News for further previews, our upcoming Discord link, and beta-key information.

Current beta target: January 1, 2027
Planned capacity: 100 players
Completely free to play