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Skill Proficiencies

Skill Proficiencies

by matje-balovich • Downloads: 0 • Followers: 0
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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:

The Skills bookmark on the survival inventory

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

The Skills screen, each skill listing its XP sources

⛏ Mining

Mining at Level 100: +100% break speed with pickaxes, +5 Fortune

Levelling Mining by mining a copper vein

🏹 Archery

Archery at Level 100: -30% draw time, arrows ricochet to two extra targets

An arrow ricocheting between skeletons at Archery 100

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:skills entrypoint and the engine gives them the same XP curve, HUD and skills-screen row as built-ins. See the architecture docs.

Source · Issues

Formerly called Specialities.

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
26.2
Fabric
29d ago 1
26.1.x
Fabric
29d ago 1
1.21.11
Fabric
29d ago 1
1.21.x
Neoforge
29d ago 1
1.21.x
Fabric
29d ago 1
1.20.x
Forge
29d ago 1
1.20.x
Fabric
29d ago 1
26.2
Fabric
3mo ago 1
26.1.x
Fabric
3mo ago 1
1.21.11
Fabric
3mo ago 1
1.21.x
Neoforge
3mo ago 1
1.21.x
Fabric
3mo ago 1
1.20.x
Forge
3mo ago 1
1.20.x
Fabric
3mo ago 1
26.2
Fabric
3mo ago 1
26.1.x
Fabric
3mo ago 1
1.21.11
Fabric
3mo ago 1
1.21.x
Neoforge
3mo ago 1
1.21.x
Fabric
3mo ago 1
1.20.x
Forge
3mo ago 1
1.20.x
Fabric
3mo ago 1
26.2
Fabric
3mo ago 1
26.1.x
Fabric
3mo ago 1
1.21.11
Fabric
3mo ago 1
1.21.x
Neoforge
3mo ago 1
1.21.x
Fabric
3mo ago 1
1.20.x
Forge
3mo ago 1
1.20.x
Fabric
3mo ago 1
26.2
Fabric
3mo ago 1
26.1.x
Fabric
3mo ago 1
1.21.11
Fabric
3mo ago 1
1.21.x
Fabric
3mo ago 1
1.21.x
Neoforge
3mo ago 1
1.20.x
Fabric
3mo ago 1
1.20.x
Forge
3mo ago 1
1.21.11
Fabric
3mo ago 1
1.21.x
Fabric
3mo ago 1
1.21.x
Neoforge
3mo ago 1
1.20.x
Fabric
3mo ago 1
1.20.x
Forge
3mo ago 1
26.1.x
Fabric
3mo ago 1
26.2
Fabric
3mo ago 1
26.1.x
Fabric
3mo ago 1
26.2
Fabric
3mo ago 1
26.1.x
Fabric
3mo ago 1
26.2
Fabric
3mo ago 1
26.1.x
Fabric
4mo ago 1
26.2
Fabric
4mo ago 1
26.1.x
Fabric
4mo ago 1
26.2
Fabric
4mo ago 1
26.2
Fabric
4mo ago 1
26.1.x
Fabric
4mo ago 1
  • Smithing: shift-click crafting now pays XP and rolls returns (was 0 XP); shift-click on furnace output now rolls bonus ingots; bonus ingots roll on the count actually taken (GitHub #9)
  • Skills screen: smelting listed as a bonus-ingot source, not an XP source (it never gave XP)
  • F1 hides the skill XP bar on every version (GitHub #8)
  • Inventory "Skills" tab re-positions every frame — no longer left behind when the recipe book opens (GitHub #5)
  • New optional extendedLevels (default OFF) + extendedMaxLevel (default 999, 101–999): skills level past 100, bonuses keep their formula (level 200 = double level 100). Only values that would break the game are capped (chances at 100%, recovery time floor, sneak visibility floor, Lure V). Turning it off never deletes XP (GitHub #6)
  • Level cap is the server's setting, synced to clients
  • Smithing: shift-click crafting now pays XP and rolls returns (was 0 XP); shift-click on furnace output now rolls bonus ingots; bonus ingots roll on the count actually taken (GitHub #9)
  • Skills screen: smelting listed as a bonus-ingot source, not an XP source (it never gave XP)
  • F1 hides the skill XP bar on every version (GitHub #8)
  • Inventory "Skills" tab re-positions every frame — no longer left behind when the recipe book opens (GitHub #5)
  • New optional extendedLevels (default OFF) + extendedMaxLevel (default 999, 101–999): skills level past 100, bonuses keep their formula (level 200 = double level 100). Only values that would break the game are capped (chances at 100%, recovery time floor, sneak visibility floor, Lure V). Turning it off never deletes XP (GitHub #6)
  • Level cap is the server's setting, synced to clients
  • Smithing: shift-click crafting now pays XP and rolls returns (was 0 XP); shift-click on furnace output now rolls bonus ingots; bonus ingots roll on the count actually taken (GitHub #9)
  • Skills screen: smelting listed as a bonus-ingot source, not an XP source (it never gave XP)
  • F1 hides the skill XP bar on every version (GitHub #8)
  • Inventory "Skills" tab re-positions every frame — no longer left behind when the recipe book opens (GitHub #5)
  • New optional extendedLevels (default OFF) + extendedMaxLevel (default 999, 101–999): skills level past 100, bonuses keep their formula (level 200 = double level 100). Only values that would break the game are capped (chances at 100%, recovery time floor, sneak visibility floor, Lure V). Turning it off never deletes XP (GitHub #6)
  • Level cap is the server's setting, synced to clients
  • Smithing: shift-click crafting now pays XP and rolls returns (was 0 XP); shift-click on furnace output now rolls bonus ingots; bonus ingots roll on the count actually taken (GitHub #9)
  • Skills screen: smelting listed as a bonus-ingot source, not an XP source (it never gave XP)
  • F1 hides the skill XP bar on every version (GitHub #8)
  • Inventory "Skills" tab re-positions every frame — no longer left behind when the recipe book opens (GitHub #5)
  • New optional extendedLevels (default OFF) + extendedMaxLevel (default 999, 101–999): skills level past 100, bonuses keep their formula (level 200 = double level 100). Only values that would break the game are capped (chances at 100%, recovery time floor, sneak visibility floor, Lure V). Turning it off never deletes XP (GitHub #6)
  • Level cap is the server's setting, synced to clients
  • Smithing: shift-click crafting now pays XP and rolls returns (was 0 XP); shift-click on furnace output now rolls bonus ingots; bonus ingots roll on the count actually taken (GitHub #9)
  • Skills screen: smelting listed as a bonus-ingot source, not an XP source (it never gave XP)
  • F1 hides the skill XP bar on every version (GitHub #8)
  • Inventory "Skills" tab re-positions every frame — no longer left behind when the recipe book opens (GitHub #5)
  • New optional extendedLevels (default OFF) + extendedMaxLevel (default 999, 101–999): skills level past 100, bonuses keep their formula (level 200 = double level 100). Only values that would break the game are capped (chances at 100%, recovery time floor, sneak visibility floor, Lure V). Turning it off never deletes XP (GitHub #6)
  • Level cap is the server's setting, synced to clients
  • Smithing: shift-click crafting now pays XP and rolls returns (was 0 XP); shift-click on furnace output now rolls bonus ingots; bonus ingots roll on the count actually taken (GitHub #9)
  • Skills screen: smelting listed as a bonus-ingot source, not an XP source (it never gave XP)
  • F1 hides the skill XP bar on every version (GitHub #8)
  • Inventory "Skills" tab re-positions every frame — no longer left behind when the recipe book opens (GitHub #5)
  • New optional extendedLevels (default OFF) + extendedMaxLevel (default 999, 101–999): skills level past 100, bonuses keep their formula (level 200 = double level 100). Only values that would break the game are capped (chances at 100%, recovery time floor, sneak visibility floor, Lure V). Turning it off never deletes XP (GitHub #6)
  • Level cap is the server's setting, synced to clients
  • Smithing: shift-click crafting now pays XP and rolls returns (was 0 XP); shift-click on furnace output now rolls bonus ingots; bonus ingots roll on the count actually taken (GitHub #9)
  • Skills screen: smelting listed as a bonus-ingot source, not an XP source (it never gave XP)
  • F1 hides the skill XP bar on every version (GitHub #8)
  • Inventory "Skills" tab re-positions every frame — no longer left behind when the recipe book opens (GitHub #5)
  • New optional extendedLevels (default OFF) + extendedMaxLevel (default 999, 101–999): skills level past 100, bonuses keep their formula (level 200 = double level 100). Only values that would break the game are capped (chances at 100%, recovery time floor, sneak visibility floor, Lure V). Turning it off never deletes XP (GitHub #6)
  • Level cap is the server's setting, synced to clients
  • 1.20.1 Forge: skill data is re-sent to the client after a dimension change, a respawn and a gamemode change. It was sent on join only, so skills looked reset until you relogged — the server never lost them.
  • Other versions are unaffected; nothing else changed.
  • 1.20.1 Forge: skill data is re-sent to the client after a dimension change, a respawn and a gamemode change. It was sent on join only, so skills looked reset until you relogged — the server never lost them.
  • Other versions are unaffected; nothing else changed.
  • 1.20.1 Forge: skill data is re-sent to the client after a dimension change, a respawn and a gamemode change. It was sent on join only, so skills looked reset until you relogged — the server never lost them.
  • Other versions are unaffected; nothing else changed.
  • 1.20.1 Forge: skill data is re-sent to the client after a dimension change, a respawn and a gamemode change. It was sent on join only, so skills looked reset until you relogged — the server never lost them.
  • Other versions are unaffected; nothing else changed.
  • 1.20.1 Forge: skill data is re-sent to the client after a dimension change, a respawn and a gamemode change. It was sent on join only, so skills looked reset until you relogged — the server never lost them.
  • Other versions are unaffected; nothing else changed.
  • 1.20.1 Forge: skill data is re-sent to the client after a dimension change, a respawn and a gamemode change. It was sent on join only, so skills looked reset until you relogged — the server never lost them.
  • Other versions are unaffected; nothing else changed.
  • 1.20.1 Forge: skill data is re-sent to the client after a dimension change, a respawn and a gamemode change. It was sent on join only, so skills looked reset until you relogged — the server never lost them.
  • Other versions are unaffected; nothing else changed.
  • Config file is now config/skill-proficiencies.json. An existing config/specialities.json is renamed on first load — settings carry over untouched, nothing to do by hand
  • New hudShiftAmount (default 7): how far the vanilla XP bar, hearts, food and armor are raised. Set it to 0 to leave the vanilla HUD exactly where it was — for Raised, Nostalgic Tweaks, Melancholic Hunger and anything else that moves those rows
  • New hudBarYOffset (default 0): moves the skill XP bar itself up or down, for when another mod has already shifted the hotbar out from under it
  • Both are client-local, never synced, same footing as showXpHudBar. 26.2/26.1: Mod Menu config screen, Interface category. Older versions: edit the json
  • Skills screen is titled "Skill Proficiencies"; the inventory tab keeps its short label
  • Mod id, namespace and saved skill data stay specialities — no world data is touched
  • Config file is now config/skill-proficiencies.json. An existing config/specialities.json is renamed on first load — settings carry over untouched, nothing to do by hand
  • New hudShiftAmount (default 7): how far the vanilla XP bar, hearts, food and armor are raised. Set it to 0 to leave the vanilla HUD exactly where it was — for Raised, Nostalgic Tweaks, Melancholic Hunger and anything else that moves those rows
  • New hudBarYOffset (default 0): moves the skill XP bar itself up or down, for when another mod has already shifted the hotbar out from under it
  • Both are client-local, never synced, same footing as showXpHudBar. 26.2/26.1: Mod Menu config screen, Interface category. Older versions: edit the json
  • Skills screen is titled "Skill Proficiencies"; the inventory tab keeps its short label
  • Mod id, namespace and saved skill data stay specialities — no world data is touched
  • Config file is now config/skill-proficiencies.json. An existing config/specialities.json is renamed on first load — settings carry over untouched, nothing to do by hand
  • New hudShiftAmount (default 7): how far the vanilla XP bar, hearts, food and armor are raised. Set it to 0 to leave the vanilla HUD exactly where it was — for Raised, Nostalgic Tweaks, Melancholic Hunger and anything else that moves those rows
  • New hudBarYOffset (default 0): moves the skill XP bar itself up or down, for when another mod has already shifted the hotbar out from under it
  • Both are client-local, never synced, same footing as showXpHudBar. 26.2/26.1: Mod Menu config screen, Interface category. Older versions: edit the json
  • Skills screen is titled "Skill Proficiencies"; the inventory tab keeps its short label
  • Mod id, namespace and saved skill data stay specialities — no world data is touched
  • Config file is now config/skill-proficiencies.json. An existing config/specialities.json is renamed on first load — settings carry over untouched, nothing to do by hand
  • New hudShiftAmount (default 7): how far the vanilla XP bar, hearts, food and armor are raised. Set it to 0 to leave the vanilla HUD exactly where it was — for Raised, Nostalgic Tweaks, Melancholic Hunger and anything else that moves those rows
  • New hudBarYOffset (default 0): moves the skill XP bar itself up or down, for when another mod has already shifted the hotbar out from under it
  • Both are client-local, never synced, same footing as showXpHudBar. 26.2/26.1: Mod Menu config screen, Interface category. Older versions: edit the json
  • Skills screen is titled "Skill Proficiencies"; the inventory tab keeps its short label
  • Mod id, namespace and saved skill data stay specialities — no world data is touched
  • Config file is now config/skill-proficiencies.json. An existing config/specialities.json is renamed on first load — settings carry over untouched, nothing to do by hand
  • New hudShiftAmount (default 7): how far the vanilla XP bar, hearts, food and armor are raised. Set it to 0 to leave the vanilla HUD exactly where it was — for Raised, Nostalgic Tweaks, Melancholic Hunger and anything else that moves those rows
  • New hudBarYOffset (default 0): moves the skill XP bar itself up or down, for when another mod has already shifted the hotbar out from under it
  • Both are client-local, never synced, same footing as showXpHudBar. 26.2/26.1: Mod Menu config screen, Interface category. Older versions: edit the json
  • Skills screen is titled "Skill Proficiencies"; the inventory tab keeps its short label
  • Mod id, namespace and saved skill data stay specialities — no world data is touched
  • Config file is now config/skill-proficiencies.json. An existing config/specialities.json is renamed on first load — settings carry over untouched, nothing to do by hand
  • New hudShiftAmount (default 7): how far the vanilla XP bar, hearts, food and armor are raised. Set it to 0 to leave the vanilla HUD exactly where it was — for Raised, Nostalgic Tweaks, Melancholic Hunger and anything else that moves those rows
  • New hudBarYOffset (default 0): moves the skill XP bar itself up or down, for when another mod has already shifted the hotbar out from under it
  • Both are client-local, never synced, same footing as showXpHudBar. 26.2/26.1: Mod Menu config screen, Interface category. Older versions: edit the json
  • Skills screen is titled "Skill Proficiencies"; the inventory tab keeps its short label
  • Mod id, namespace and saved skill data stay specialities — no world data is touched
  • Config file is now config/skill-proficiencies.json. An existing config/specialities.json is renamed on first load — settings carry over untouched, nothing to do by hand
  • New hudShiftAmount (default 7): how far the vanilla XP bar, hearts, food and armor are raised. Set it to 0 to leave the vanilla HUD exactly where it was — for Raised, Nostalgic Tweaks, Melancholic Hunger and anything else that moves those rows
  • New hudBarYOffset (default 0): moves the skill XP bar itself up or down, for when another mod has already shifted the hotbar out from under it
  • Both are client-local, never synced, same footing as showXpHudBar. 26.2/26.1: Mod Menu config screen, Interface category. Older versions: edit the json
  • Skills screen is titled "Skill Proficiencies"; the inventory tab keeps its short label
  • Mod id, namespace and saved skill data stay specialities — no world data is touched
  • Fix: with showXpHudBar off, the vanilla XP bar, hearts, food and armor return to vanilla height even with Archetypes installed. They stayed raised by 7px above an empty band before
  • Needs Archetypes 1.2.0+ for Archetypes' own HUD rows to sit flush; older Archetypes hardcodes the old offset and will sit 7px high with the bar hidden. Cosmetic only
  • No change with the bar on, and none without Archetypes
  • Fix: with showXpHudBar off, the vanilla XP bar, hearts, food and armor return to vanilla height even with Archetypes installed. They stayed raised by 7px above an empty band before
  • Needs Archetypes 1.2.0+ for Archetypes' own HUD rows to sit flush; older Archetypes hardcodes the old offset and will sit 7px high with the bar hidden. Cosmetic only
  • No change with the bar on, and none without Archetypes
  • Fix: with showXpHudBar off, the vanilla XP bar, hearts, food and armor return to vanilla height even with Archetypes installed. They stayed raised by 7px above an empty band before
  • Needs Archetypes 1.2.0+ for Archetypes' own HUD rows to sit flush; older Archetypes hardcodes the old offset and will sit 7px high with the bar hidden. Cosmetic only
  • No change with the bar on, and none without Archetypes
  • Fix: with showXpHudBar off, the vanilla XP bar, hearts, food and armor return to vanilla height even with Archetypes installed. They stayed raised by 7px above an empty band before
  • Needs Archetypes 1.2.0+ for Archetypes' own HUD rows to sit flush; older Archetypes hardcodes the old offset and will sit 7px high with the bar hidden. Cosmetic only
  • No change with the bar on, and none without Archetypes
  • Fix: with showXpHudBar off, the vanilla XP bar, hearts, food and armor return to vanilla height even with Archetypes installed. They stayed raised by 7px above an empty band before
  • Needs Archetypes 1.2.0+ for Archetypes' own HUD rows to sit flush; older Archetypes hardcodes the old offset and will sit 7px high with the bar hidden. Cosmetic only
  • No change with the bar on, and none without Archetypes
  • Fix: with showXpHudBar off, the vanilla XP bar, hearts, food and armor return to vanilla height even with Archetypes installed. They stayed raised by 7px above an empty band before
  • Needs Archetypes 1.2.0+ for Archetypes' own HUD rows to sit flush; older Archetypes hardcodes the old offset and will sit 7px high with the bar hidden. Cosmetic only
  • No change with the bar on, and none without Archetypes
  • Fix: with showXpHudBar off, the vanilla XP bar, hearts, food and armor return to vanilla height even with Archetypes installed. They stayed raised by 7px above an empty band before
  • Needs Archetypes 1.2.0+ for Archetypes' own HUD rows to sit flush; older Archetypes hardcodes the old offset and will sit 7px high with the bar hidden. Cosmetic only
  • No change with the bar on, and none without Archetypes
[1.6.0] 1.6.0 — HUD bar toggle by matje-balovich on Jul 29, 2026
Download
  • New config showXpHudBar: hide the skill XP bar; the vanilla XP bar, hearts, food and armor drop back to their standard position. Default on
  • Client-side setting, never synced — a server cannot hide your bar, and yours hides nobody else's
  • 26.2/26.1: toggle it in the Mod Menu config screen, new Interface category. Older versions: edit showXpHudBar in config/specialities.json
  • Level-up toasts, the skills screen and the stealth vignette are unaffected
  • New config showXpHudBar: hide the skill XP bar; the vanilla XP bar, hearts, food and armor drop back to their standard position. Default on
  • Client-side setting, never synced — a server cannot hide your bar, and yours hides nobody else's
  • 26.2/26.1: toggle it in the Mod Menu config screen, new Interface category. Older versions: edit showXpHudBar in config/specialities.json
  • Level-up toasts, the skills screen and the stealth vignette are unaffected
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