Skill Proficiencies
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Level up 15 RPG skills just by playing — mine, chop, fight, fish, sneak, craft. Bonuses stack with vanilla enchantments.
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Skill Proficiencies
Do things, get better at them. Fifteen skills level from 0 to 100 through ordinary vanilla play — mine, chop, fight, brew, enchant — and every level passively makes you better at that same activity. mcMMO spirit, vanilla-plus rules: no new ores, no gated gear, and every bonus stacks additively with your enchantments (a Fortune II pickaxe at Mining 60 digs like Fortune V).
New button in inventory screen:

No wiki needed — every skill tells you exactly what trains it and what it currently gives you:

⛏ Mining


🏹 Archery


All fifteen
Gathering — Mining, Woodcutting, Harvesting, Excavation, Fishing
Combat — Combat, Arms Mastery, Archery, Defence
Movement & stealth — Acrobatics, Athletics, Sneaking
Artisan — Smithing, Alchemy, Enchanting
Every skill in one line
- Mining — use pickaxes more efficiently, and find more from ores.
- Woodcutting — chop trees faster, and get more logs.
- Harvesting — farm faster, and get bigger crop yields.
- Excavation — dig faster, and dig more blocks.
- Fishing — faster fishing and higher quality of fish.
- Combat — hit harder with any weapon, and get more mob drops.
- Arms Mastery — swing melee weapons faster and better sweeping strikes for swords.
- Archery — draw bows faster, and ricochet arrows between enemies.
- Defence — increase HP pool and gain passive armor.
- Acrobatics — take less damage from falling.
- Athletics — sprint faster and consume less hunger.
- Sneaking — reduce the range at which hostile creatures can see you and hit harder while unnoticed.
- Smithing — chance to get materials back when crafting gear, chance to get more ingots when smelting ores.
- Alchemy — chance to keep the ingredient when brewing potions.
- Enchanting — ecnhantments cost less levels and have a chance at improving enchantment levels.
Details
- Multiplayer-ready — all skill logic is server-authoritative; progress is per-player and survives death and restarts.
- Configurable — skill modifiers are editable (Mod Menu + Cloth Config supported, plain JSON without them).
- Feedback during gameplay — a skill XP bar above the vanilla XP bar for your held tool, advancement-style level-up notifications.
- For mod developers — register your own skills through the
specialities:skillsentrypoint and the engine gives them the same XP curve, HUD and skills-screen row as built-ins. See the architecture docs.
Formerly called Specialities.
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