Austin's RPG Classes

Sponsored Austin's RPG Classes 2e Patch 5

This project is
100% Complete
Minecraft Version(s)
1.14 versions
Pack Requirements
  1. Depends on a Resource Pack
Resource Pack Dependency
NOTE: I will not be personally updating this pack to 1.17 or later. Sorry for the inconvenience.
Austin's RPG Classes 2e

Current Resource Pack edition: 2e Patch 1
Current edition for in-game books: 2.3e
Table of Contents
  1. Links
  2. Overview
  3. Classes
    • Acrobat
    • Artificer
    • Barbarian
    • Druid
    • Knight
    • Ranger
    • Rogue
    • Sorcerer
    • Swashbuckler
    • Warlock
    • Wizard
  4. Multi-classing
  5. Wandering Trader's Books
  6. Debug Commands
  7. Known Bugs
Change Logs
Resource Pack Project
1e Download Page
This datapack changes up Minecraft's survival mode with a variety of different classes to choose from. Each provides you with fun and unique game-play perks.

To pick your class, you first must forge an Enchiridion. To do so, throw a book and a golden sword on the ground together and burn them with a flint and steel. With this tome, you can select your class. Selecting a class is free of charge. However, renouncing your class costs 15 levels. After renouncing your class, you can pick a new one or go without and play vanilla.

Aside from a list of classes, the Enchiridion also contains a plethora of information that may be useful to the class you choose. Give it a look if that happens to be the case!

NOTE: Forging recipes will only work if the item drops on the ground have combined into one before you light the ingredients on fire! For example, if you throw two sticks on the ground, you must wait for the two 1x stick drops to combine into one 2x stick drop.

Note: Some sets of armor offered in the starting gear of classes are described as "Heavy" or "Light"
  • "Heavy Armor" consists of an Iron Helmet, Iron Chestplate, Chainmail Leggings, and Iron Boots.
  • "Light Armor" consists of a Leather Cap, Chainmail Chestplate, Leather Leggings, and Chainmail Boots
The current classes available are:
  • Acrobat
  • Artificer [New!]
  • Barbarian
  • Druid [New!]
  • Knight
  • Ranger
  • Rogue
  • Sorcerer
  • Swashbuckler [New!]
  • Warlock
  • Wizard
A nimble freerunner.
Starting Gear:
Leather Armor
Faster running. High jump by running or sneaking. Skid against walls when falling.
Feast: Food refills 1.5x more.
Traveling across the expanses of Minecraft's biomes can be a chore. If the terrain is too steep, you may find yourself having to break or place blocks to get over hills. However, the Acrobat has fantastic mobility, and is able to traverse tall mountains and long fields with ease.

You are given Speed I and Jump Boost II when sprinting, and Jump Boost III when sneaking. This allows you to clear a 2 block tall hurdle when sprinting (or 2½ with good timing), and a 3 block tall ledge when sneaking. If you're skilled enough, you can sneak for a second then quickly sprint jump to make full use of your Speed and your Jump Boost III.

New in 2e:
Acrobats aren't just great at getting to high places, however; getting down is just as easy. If you hug the wall while falling and hold the sneak key, you'll skid down the wall. In most cases, this will negate all fall damage you may have taken. Don't expect this to work for extremely long falls, however!

Surely running around like this works up an appetite. Fortunately, Acrobats make the most of their meals, and eating food refills 1.5 times as many food points as normal.
A handy inventory.
Starting Gear:
Hammer, 16 Redstone, Light Armor
Items tempered over redstone can be artificed.
New in 2e:
Enchanting is a tricky craft. You slave over an Enchanting table, throwing away your hard earned levels, and often times you don't even get the perks you want. This is not so for the Artificers, those who are capable enough to hammer arcane upgrades directly into their tools.

Of course, this process would first require a hammer. To forge a hammer, drop two sticks and two iron ingots on the ground and light them on fire with a flint and steel. To the layman, a hammer is just as good at breaking rocks as a stone pickaxe, and nearly as good a weapon as a stone axe.

It's the tool of the trade to an Artificer, however. The artificing process is as follows:
  1. Obtain the minimum XP level and components required for the desired enchantment.
  2. Throw the item you want to artifice onto some placed redstone dust.
  3. Fully activate the redstone dust. Whether you use a lever or a redstone block is your choice. Leave the item on the dust until it is tempered, after which it will begin to glow red. Tempered items cannot despawn or be picked up; they'll have to cool off beforehand.
  4. Throw the components onto the item to be artificed.
  5. Hold your hammer in your hand, look at the item, and sneak.
(Do note that some enchantments still can't be put onto incompatible items or put onto items with certain other enchantments.)
There's more to tinkering than swords sharper or armor tougher, though. Artificers have the know-how required to create useful contraptions as well. Contraptions are created in much the same way as enchantments: throw a piston or dispenser on the redstone and let it temper, then throw the required components on to make something useful!

Currently, all the available contraptions are:
  • Fang Trap - Evoker fangs spring up when an entity lands nearby.
  • Rope Trap - Entities caught in this trap are rendered immobile (Slowness VII) for 10 seconds.
List of level costs and component costs for enchantments/contraptions available in the Enchiridion.
A hulking beast.
Starting Gear:
Iron Sword (Unbreaking II), Iron Axe (Unbreaking II), Light Armor
Regain health from killing monsters.
Rage: Strength boost at low health.
Pig King: Killing 10 pigmen will pacify the hoard for a minute.
The Barbarian class was built to kill. Oftentimes, a player gets overwhelmed by monsters, their health quickly draining and their attacks not being able to keep up. A Barbarian in this situation fairs much better. Between 3½ and 6 full hearts, you get Strength. This puts the power of your unarmed swing at 2 full hearts. Between 1½ and 3 full hearts, you get Strength II. Unarmed, you do 3½ hearts of damage. If you're at just 1 heart or less, you get Strength III. Unarmed, you do a devastating 5 hearts of damage.

Don't expect to be on low health forever, though. For every monster kill you get as a Barbarian, you get a little bit of regeneration. Most monsters recover 1½ hearts, but stronger creatures may net you more.

New in 2e:
Barbarians are masters of taking on hoards, but fighting senselessly is bad for everyone. Even the closely knit zombie pigmen know this. If a Barbarian manages to kill 10 zombie pigmen, they'll attain the status of "Pig King" for 60 seconds. While this is in effect, zombie pigmen within a square radius of 56 blocks will not be able to attack you or anyone else.
A kind force of nature.
Starting Gear:
Iron Axe, 3 Bottles, Leather Armor
Dirt Nap:
Heals when buried in all dirt.
Rituals: Can manipulate nature when hydrated.
New in 2e:
Mother Nature is a magic force in her own right, and Druids are the folks on her good side. Druids cast their magic at no cost; the only catch is that abusing their power will make Mother Nature very cross.

Druids have a stat called "reputation". It starts at 10, increases by 10 every day (24000 ticks) spent in the Overworld, and maxes out at 100. When your reputation is above 50, you get permanent luck! When its below zero, however, things won't be so great. At -1 reputation, you get permanent unluck. The fish won't bite as often. Go figure. At -25 reputation, you get Weakness I. At -50, you get Slowness I. Once your reputation goes below -100, Mother Nature will smite you, and you'll be struck by lightning. Afterwards, your reputation resets back to -50.

You can check your current reputation by tossing some bone meal into a lit signal campfire. The actionbar at the bottom of the screen will tell you how you're doing.
  • -51 or lower = "You are in terrible standing with Mother Nature."
  • Between -50 and -26 = "You are in bad standing with Mother Nature."
  • Between -25 and -1 = "You are in poor standing with Mother Nature."
  • Between 0 and 24 = "You are in good standing with Mother Nature."
  • Between 25 and 49 = "You are in great standing with Mother Nature."
  • 50 or higger = "You are in amazing standing with Mother Nature."
To perform druidic rituals, you have to be hydrated, and you need a focus.

Hydration is simple: drink water. Drinking a water bottle will hydrate you for 40 seconds up to a max of 2 minutes (Note: Your hydration will wear off much faster if you are in the Nether or the End, or if you have low reputation). A focus is something from nature you can use to channel Mother Nature's power. This can be a stick, bone, stalk of bamboo, and any small flower other than a Wither Rose. If you're hydrated and you're holding a focus, green particles will emanate off of you. Just sneak to cast magic. Different rituals will happen under different circumstances, and some will eat up more reputation than others.

The most powerful ritual creates a Seed of Life. A seed of life is a special putty that can be molded to create any kind of animal. To create one costs a bone, two lumps of clay, some XP levels, and some of your own health. Tossing a seed of life on the ground surrounded by different blocks or items will create different kinds of animal spawn eggs! Here is the list of all the seed of life environments.

One last thing: whenever things get hairy, you can always just bury yourself in the ground. Being so close to nature will regenerate your health.

List of druidic rituals available in the Enchiridion.
A defensive fighter.
Starting Gear:
Iron Sword (Unbreaking II), Shield (Unbreaking II), Heavy Armor
Gain absorption from sleeping.
Tank: High defense when holding a shield.
Coat of Arms: When your shield is decorated, you get a boost to fighting illagers.
Knights are strong and hard to take down. As a knight, laying in bed gives you 10 full hearts of Absorption. This only works once a night, so make good use of it! Additionally, you get Resistance when holding a shield (or Resistance II if you have a shield in both hands). These two powers together equip you to take in a massive amount of hits without dying.

New in 2e:
Being strong is well and good, but what really makes a Knight is using that strength to protect others. While holding a shield, you can sneak and grant up to 5 nearby animals or villagers Resistance V and Slowness V (so that they stay put). You can protect other players in a similar fashion but they will only be granted Resistance III and Slowness III.

Illagers know a Knight when they see one. Your valor is renowned, and they fear the sight of your Coat of Arms glistening in the light! Holding a shield you have decorated with a banner (no matter how minimal the design may be) will instill fear in nearby illagers, giving them Slowness II and Weakness IV. You also get an extra 6 hearts and regenerate 3 hearts upon facing them. This health boost only lasts 60 seconds though, and you'll have to wait another 20 to get it back.
A skilled archer.
Starting Gear:
Bow (Infinity + Unbreaking I), 64 Arrows, Light Armor
Craft bows and arrows w/o a workbench, and craft mount recipes.
Jockey: Status boosts when on a horse.
Camper: Regeneration when near campfires.
Rangers are true outdoorsmen, and effective hunters. Even while out and about, crafting necessary supplies in a cinch is no issue. By tossing the required ingredients on the ground and sneaking over them, you can craft the items just as you would with a crafting table. You can craft the following items on the ground anywhere you go:
  • Bow
  • Arrow x4
  • Campfire [New!]
  • Ladder [New!]
  • Wooden or Stone Axe [New!]
Additionally, being a Ranger gives you access to crafting table recipes for saddles and horse armor, opening up mount options considerably.

New in 2e:
Rangers are one with their equine companions. A Ranger's ability to communicate with their steed is unmatched. While riding a horse, you get Resistance I. Your horse gets Resistance II as well as Jump Boost I and Speed I.

Finally, a campfire is a comforting sight to a Ranger. Standing near a lit campfire allows you to regenerate hearts.
A stealthy scout.
Starting Gear:
Crossbow (Unbreaking II), 48 Arrows, Leather Armor
Invisibility and swiftness from sneaking.
Tipping: Create poison arrows with spider eyes.
Rogues specialize in stealth and sneaky kills. If they're not wearing any armor, they can sneak and disappear in a puff of smoke, turning completely invisible. While they continue to sneak, they get Speed VI, which is nearly regular walking speed. When they stop sneaking, their Speed is reduced to II, and both their Speed and Invisibility will wear off after three seconds.

New in 2e:
This stealth can be exploited by Rogues to make quick and easy kills out of any mobs who aren't paying attention. But a long, awkward sword doesn't make for clean cuts. Precise cuts are work for a dagger. To forge a dagger, drop a stick, an iron ingot, and two gold nuggets on the ground and light them on fire with a flint and steel. It's durability and power are very poor, but its attack speed is quite good.

When you use your stealth as a Rogue, holding a dagger will allow you to perform back stabs. Sneaking up behind certain mobs will give you Strength V, enough to one-shot most mobs if you crit. However, if any mobs sees you up close in this state, you'll get Weakness V instead!

If getting up close and personal like that is too much for you, can always fight from a distance using poison-tipped arrows. Throwing 8 arrows on the ground with a spider eye and sneaking over them will give you 8 poison tipped arrows.
A natural magician.
Starting Gear:
5 Levels, Stone Sword, Stone Axe, Stone Pickaxe (All with Unbreaking I)
Resonance: Stat bonuses at every 5 levels. (but penalty at 40+!)
XP Bottling: Drinking a thick potion will expel 3 levels into a bottle o' enchanting.
Sorcerers are powerful beings who naturally draw power from their own magic pool. This power manifests in increasingly powerful ways as they gain XP levels. Every 5 levels imbues you with a status effect that lasts until your level falls back below that threshold.
  • Level 5 - Speed
  • Level 10 - Resistance
  • Level 15 - Strength
  • Level 20 - Jump Boost II
  • Level 25 - Haste
  • Level 30 - Night Vision
  • Level 35 - Fire Resistance
  • Level 40 - Overflow!
However, there is a catch to this power: if your level reaches 40 or higher, you "overflow". All these effects are revoked and you are given Weakness. So, don't get greedy!

New in 2e:
So what is one to do when their level hits 40? Do you need to enchant something? Just die, maybe? Fortunately, no. Sorcerers have a way of expelling levels on their own that's just fine, if not a little gross. If you drink a thick potion, you can spit 3 XP levels into a Bottle o' Enchanting. This method is much preferable if you feel like donating your bottles to friends who don't need to know where they came from.

List of Sorcerer milestones available in the Enchiridion.
A plundering mariner.
Starting Gear:
Golden Sword, Map, Compass, Boat, Shulker Box
Can put chest minecarts in boats. High defense in boats.
Sea Legs: Good Swimmer.
Gilded: Efficient with golden gear.
New in 2e:
The sea is an unforgiving and alien terrain for all but the most hardy and adventurous; Swashbucklers! Adventurers ready to shake down the ocean for all its worth. Swashbucklers feel right at home in the ocean. They get 3 seconds of Dolphin's Grace and 10 seconds of Water Breathing whenever they catch their breath.

They can also fashion a cargo ship by throwing a chest in a minecart onto a deployed boat and sneaking over it. This allows them to carry their goods across bodies of water with ease, especially with the shulker box that comes packaged in their starter pack. Swashbucklers are also excellent ship captains. Being in a boat gives them Resistance III.

Nobody loves gold more than Swashbucklers. Their affinity for the shiny stuff gives them enhanced abilities when dealing with otherwise mostly worthless gold tools.
  • Sword - Strength II
  • Axe - Strength I + Haste I
  • Pickaxe, Shovel - Haste II
  • Helmet - Resistance I (Stacks with Chestplates to Resistance II)
  • Chestplate - Resistance I (Stacks with Helmets to Resistance II)
  • Leggings - Jump Boost II
  • Boots - Speed I
A fearsome negotiator.
Starting Gear:
Iron Sword (Unbreaking I), Skeleton Skull, Heavy Armor
Make contracts with bosses in exchange for power.
Favors: Mob heads whisper useful information.
While some study magic and others are simply born with it, there are a select few who are willing to pay for their power. These people are Warlocks, barterers with silver tongues and money where their mouths are. When you come across an Elder Guardian, Wither, or even the Ender Dragon itself, you have the option of paying for a contract instead of killing it. Do note, however, that you can only bargain with a boss once it is at one third of its maximum health.

To write a contract, hold a Book and Quill in your offhand and the payment in your main hand. Then, walk within range of the boss and right click (if you're in a single-player world, the effect will take place after you close the book UI).
Warlock's Contracts
The payment is different for each boss, and for the Wither and the Ender Dragon, you'll be expected to follow up with regular payments at least once every 7 days. This payment can be made by throwing your contract and its payment onto a signal campfire. Remember: if you don't make good on your payments, your contract will be revoked!
Elder GuardianHeart of the Sea-
WitherNether StarNether Star
Ender DragonDragon Head12 End Crystals
Each of these contracts does something different when it is held in your off hand, and gives you access to different crafting or smelting recipes.

  • The Elder Guardian's contract gives you Dolphin's Grace when you are at half breath underwater, and allows you to craft tridents from prismarine shards and a heart of the sea.
  • The Wither's contract makes you immune to the Wither effect and gives you Fire Resistance when you are at half health, and allows you to smelt wither skeleton skulls from normal skeleton skulls (cook time ~8⅓ minutes).
  • The Ender Dragon's contract gives you levitation for a short time when falling into the void, as well as Slow Falling when you fall past 3 blocks, and allows you to craft elytra from phantom membranes.
These contracts aren't any good if you lose them or they get destroyed, so remember to make copies! Tossing a contract on the ground with a piece of paper and lighting them on fire will duplicate the contract, but it will also take a little bit of your hearts.

New in 2e:
Getting to a boss is a lot of work when one is just starting out in a Minecraft world. But don't fear! Warlocks still have connections outside of contracts with higher powers. If a Warlock holds a mob head in their offhand, they can pay levels for the head to whisper useful information to them.
  • Zombie Head - Tells you if there is an illager nearby apart from raids, or if the Wandering Trader has spawned nearby.
  • Skeleton Skull - Tells you if there is a hostile mob behind you. Useful for fights against lots of mobs, mining, traveling at night, etc.
  • Creeper Head - Tells you if there's diamond, emerald, or gold ore within a 15 block or 5 block radius.
  • Wither Skeleton Skull - Takes 3 hearts per use instead of 1 level! Projects a flame that points in the direction of the nearest player death from within the last five minutes.
Warlock pact guide available in the Enchiridion.
A learned spell-caster.
Starting Gear:
Magic Wand, 16 Books, Brewing Stand, Nether Wart, Soul Sand
Passive XP gain which is improved w/ books.
Spell Casting: Cast spells with your wand.
Wizard's Magic Wand
Wizards are arcane scholars with the know-how to take the world's natural elements and bend them to their will. To do this, however, each Wizard needs a Magic Wand. You are provided a Magic Wand if you select the Wizard as your first class, but if you pick Wizard later, you'll have to forge one yourself. To forge a wand, drop a stick and a gold nugget on the ground and light them on fire with a flint and steel.

Casting spells costs XP levels. That's why a good Wizard is always studying! If you have books in your inventory, you will passively gain experience points. The maximum level you can study up to depends on how many books you have. Every 8 books nets you another 1 or 2 levels. The most you can study is 3 stacks of books, which will bring you to level 40. More books will also increase your XP rate at lower levels.

To cast spells, you need a component. Each spell requires a different component. This component is an item that you hold in your off hand, and is consumed after each casting. Casting spells will also consume a number of XP levels, as previously stated. While non-Wizards can craft Magic Wands, they cannot cast spells.

Currently, all the available spells are:
  • Levitation (Feather + 1L) Grants Levitation V for one second. This will easily take you over 3½ blocks high, and can be recast midair to reach higher altitudes.
  • Regen (Nether Wart + 1L) Summons a lingering cloud of instant health. Can be used to damage undead monsters or heal allies.
  • Transmute (Iron Ingot + 1L) Returns 4 gold nuggets.
  • Evoke (Emerald + 1L) Summons evoker fangs underneath nearby hostile mobs.
  • Exhume (Sunflower + 2L) Teleports you to the surface. Only works in the Overworld.
  • Statue (Nether Quartz + 2L) Gives you Resistance V and Slowness V for 10 seconds.
  • Mine Vein (Diamond Pickaxe + 2L) Gradually mines out an ore vein up to 5 blocks away from the origin. This spell does not consume its component.
  • Bridge (Mossy Stone Bricks + 3L) Creates a short cobblestone bridge in the direction you're looking.
  • Explosion (Gunpowder + 3L) Summons an explosion in the direction you're looking.
  • Lightning (Prismarine Crystals + 3L) Summons a lightning strike in front of you.
  • Fire (Blaze Rod + 5L) Sets the ground around you on fire, in a square radius of 3 blocks. Also grants you Fire Resistance for 10 seconds.
  • Defuse (Shears + 5L) Removes a creeper's ability to explode. This spell does not consume its component.
  • Create Portal (Clock + 5L) Creates a portal. Portals teleport all entities to the closest portal created by the same Wizard. This spell does not consume its component.
  • Scrub Portal (Compass + 5L) Destroys a portal you created. This spell does not consume its component.
List of Wizard spells available in the Enchiridion.


If you hold a nether star in your offhand and select a second class, you can up your prestige. This will consume the star, and allow you to hold up to two classes total instead of one. Are you a unstoppable Barbarian-Knight? Maybe a crafty Artificer-Druid? Mix and match the classes to see which one is your favorite!

Wandering Trader's Books

The Enchiridion is filled to the brim with information, but sometimes it's hard to navigate when all you need is a small section tucked away near the back.

That's where the Wandering Trader comes in! When the trader spawns in your world, there's a 1/6 chance that it'll have a book as its sixth trade (given there are players nearby who actually have a class). This book could be the Enchiridion, or it could be a specialized book that only contains information about a single topic. This trade is one use only and costs 3 emeralds.
Artificing Parts - Contains the full list of level costs and component costs for enchantments as well as contraption recipes. Relevant to Artificers.
Druidic Rituals - Contains the full list of Druidic rituals, how big of a favor they are, and their descriptions. Relevant to Druids.
Pact Guide - Contains the full list of bosses as well as their offers, payments, and granted powers and recipes. Relevant to Warlocks.
Wizard's Spellbook - Contains the full list of Wizard spell descriptions and level and component costs. Relevant to Wizards.


Don't want to take on a heroic class of your own? That's fine. The adventuring life isn't for everybody. Sometimes you just need to sit down with a good old-fashioned lute and strum your stress away. To forge a lute, drop a wooden slab, a stick, and a string on the ground and light them on fire with a flint and steel.

To play the lute, just hold it in your offhand and right click. The pitch of the note depends on which slot in your hotbar you have selected. You can pitch the note slightly higher by sneaking. The rightmost hotbar slot will play drum sounds.

Debug Commands
/function ab_classes:reset Resets the datapack. Runs ab_classes:uninst and then reruns ab_classes:load.
/scoreboard players set @s ab_prestige <score> Sets your prestige to <score>./scoreboard players set @s ab_starter_pack <score> Sets your starter pack count to <score>.
/function ab_classes:my_classes Gives you a list of all your class objective scores, or tells you that you have no class.
/function ab_classes:class/renounce_all Removes all your classes.
/function ab_classes:give/contract_1 Gives you an Elder Guardian contract.
/function ab_classes:give/contract_2 Gives you a Wither contract.
/function ab_classes:give/contract_3 Gives you an Ender Dragon contract.
/function ab_classes:give/dagger Gives you a Dagger.
/function ab_classes:give/enchiridion Gives you the book Enchiridion.
/function ab_classes:give/hammer Gives you a Hammer.
/function ab_classes:give/lute Gives you a Lute.
/function ab_classes:give/magic_wand Gives you a Magic Wand.
/function ab_classes:give/necronomicon Gives you a book with the unused Necronomicon texture.
/function ab_classes:give/pactbook Gives you the book Pact Guide.
/function ab_classes:give/partsbook Gives you the book Artificing Parts.
/function ab_classes:give/ritualbook Gives you the book Druidic Rituals.
/function ab_classes:give/seed_of_life Gives you a Seed of Life.
/function ab_classes:give/spellbook Gives you the book Wizard's Spellbook.

Known Bugs
Notice: 1.15 versions have not been tested with this datapack!
  • Due to a bug in 1.14 Pre-Release 2 that prevents item drops from combining, many forging recipes (throwing items on the ground and lighting them with a flint and steel) do not work in that version. One workaround for this is counting our your items and using Ctrl + Q to throw all of them at once.
  • When forging in the rain, the items may be burned without crafting anything if they sit on the edge of two blocks.
  • Spam-right clicking with a Lute or a Magic Wand will often cause it to disappear.
  • The Wizard spell "Defuse" is described as not using up its component when it actually does.
  • The Wizard spell "Exhume" requires 2 levels to cast but only consumes 1 level.
  • Swashbucklers' swimming bonuses don't reset when in caves.
  • Druids' Harvest ritual does not work.
Please contact me if you find any more:
Discord: thisisnotaustin#0005
Invite Link
First release
Last update
5.00 star(s) 2 ratings

More projects from thisisnotaustin

Latest updates

  1. [3e Development] More Druid rituals!

    The roster of Druid rituals in 2e was kind of sparse. This has been remedied in the upcoming...
  2. [3e Development] New Acrobatics

    It's been a while since the last development update, so let's talk about the additions to...
  3. [3e Development] New Classes Poll

    3e is in development! That means, among other things, more classes. I've got quite a few ideas...

Latest reviews

Extremely well thought out classes and very enjoyable, especially with friends.
5/5 Stars
Quite a stable data pack, if you're into big rpg leveling games this is possibly the best pack I've seen for the genre.