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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.

How to Install Skill Proficiencies (Mod)

Skill Proficiencies by matje-balovich is verified for Fabric, Forge, Neoforge across Minecraft versions 1.20, 1.20.1, 1.21, 1.21.1, 1.21.11, 26.1, 26.1.1, 26.1.2 (latest release: 1.6.4, file size: 155 KB). Follow the steps below to install it safely from ModCraft.tv:

  1. Click the Download button above and select your Minecraft version (1.20, 1.20.1, 1.21, 1.21.1, 1.21.11, 26.1, 26.1.1, 26.1.2) and platform (Fabric, Forge, Neoforge).
  2. Make sure you have the compatible loader or environment installed for Fabric, Forge, Neoforge.
  3. Move the downloaded Skill Proficiencies file into your Minecraft .minecraft/mods folder and launch the game.

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
26.2
Fabric
1mo ago 1
26.1.x
Fabric
1mo ago 1
1.21.11
Fabric
1mo ago 1
1.21.x
Neoforge
1mo ago 1
1.21.x
Fabric
1mo ago 1
1.20.x
Forge
1mo ago 1
1.20.x
Fabric
1mo 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
4mo ago 1
26.2
Fabric
4mo 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
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