Experience Skills adds a set of parallel experience tracks that sit alongside vanilla XP. Every action you take feeds a matching skill, and the higher that skill's level climbs the better you get at it — you move faster, mine faster, hit harder, take more punishment, and more.
There's nothing extra to grind. You gain skill experience from the things you're already doing: distance walked, blocks broken, mobs slain, damage survived, laps of the pool, hours on the riverbank. Each skill collects its own colored experience orbs, tracks its own level, and grants its own reward.
This mod is currently in early beta, if you have any suggestion or found any bugs please report at GitHub Issue Tracker
| Skill | Level up by… | Reward |
|---|---|---|
| Speed | Walking, sprinting, sneaking | Faster movement |
| Breaking Speed | Breaking blocks | Faster mining |
| Strength | Killing mobs and players | More attack damage |
| Vitality | Taking damage | More maximum health |
| Jump | Jumping | Higher jumps — with matching fall protection, so you won't hurt yourself |
| Oxygen | Spending time underwater | Longer breath underwater |
| Swim Speed | Moving through water | Faster swimming |
| Fishing Speed | Time spent fishing | Quicker bites |
| Fishing Luck | Reeling in catches | Better catches |
Every skill is fully configurable. Open the config file and adjust how fast each skill levels, how big its bonus is, its color, its level cap, or switch any of them off entirely, just edit and restart the game.
You can define your own skills without writing a line of code. Drop a small .json file into config/experienceskills/skills/, point it at any vanilla statistic and any attribute, and you have a brand-new skill: its own orb, HUD bar, level bonus and command support, all generated for you. Want a "Jump" skill that boosts jump height every 100 jumps? That's one file.
Experience Skills ships a clean plugin API. Register skills from your mod, drive them from your own custom statistics, buff your own custom attributes, react to stat awards, and read or adjust any player's skill levels. The built-in skills are themselves registered through the exact same public API, so anything the mod can do, your addon can too.
You will need to write your own logic for awarding custom stats and the core logic of custom attribute usage.