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.
All Versions
+ Add Version| Name | Game version | Platforms | Published | Downloads | Actions |
|---|---|---|---|---|---|
| 29d ago | 1 | ||||
| 29d ago | 1 | ||||
| 29d ago | 1 | ||||
| 29d ago | 1 | ||||
| 29d ago | 1 | ||||
| 29d ago | 1 | ||||
| 29d ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 4mo ago | 1 | ||||
| 4mo ago | 1 | ||||
| 4mo ago | 1 | ||||
| 4mo ago | 1 | ||||
| 4mo ago | 1 | ||||
| 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 existingconfig/specialities.jsonis 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 to0to 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 existingconfig/specialities.jsonis 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 to0to 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 existingconfig/specialities.jsonis 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 to0to 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 existingconfig/specialities.jsonis 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 to0to 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 existingconfig/specialities.jsonis 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 to0to 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 existingconfig/specialities.jsonis 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 to0to 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 existingconfig/specialities.jsonis 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 to0to 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
showXpHudBaroff, 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
showXpHudBaroff, 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
showXpHudBaroff, 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
showXpHudBaroff, 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
showXpHudBaroff, 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
showXpHudBaroff, 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
showXpHudBaroff, 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
- 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
showXpHudBarin 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
showXpHudBarin config/specialities.json - Level-up toasts, the skills screen and the stealth vignette are unaffected