
Pick a race. Pick a class. Earn levels, learn skills, and live with the consequences. LegendQuest turns Minecraft into a character-driven RPG — six rolled stats, classes that gate what you can wield, skills you buy with points you earn, and a karma score that quietly opens some doors and closes others.
It began as a Bukkit plugin years ago. This is that design rebuilt from nothing for NeoForge — and built for Minecraft 1.21.11, 26.1.2, 26.2 and 26.3. Each download names the version it is for, and refuses to load on the wrong one rather than misbehaving quietly.
LegendQuest is server-authoritative. Install it on the server and you are done. Vanilla clients can join and play the entire game through chat and the action bar — no client install, no version negotiation, no "you must install this modpack to play here".
Players who do install it get the extras on top: an in-game handbook, a character panel on the inventory screen, a skill HUD and keybinds.
Races, classes, skills and feats are datapack registries. Write a JSON file, and the content exists — no Java, no compiling, no waiting on an update.
Prefer YAML? There is a front door for that too: drop the same content into
config/legendquest/ and the mod converts it for you. Malformed files are
logged loudly and skipped rather than taking your world down.
A pack can also replace the built-in content instead of merely adding to it, so you are never stuck with elves and wizards in a setting that has no room for them.
Not samples — finished, playable content sets, each a drop-in datapack.
The Wasteland — 8 Archetypes, 20 Roles, 62 skills, 10 Perks. Post- apocalyptic survival. Start as a Drifter and earn your way into a specialisation: Scavenger, Enforcer, Doc, Scout, Labourer, and the harder roles behind them.
Cold Frontier — 8 Species, 16 Professions, 56 skills, 10 Augments. A cold, hard sci-fi frontier. Deliberately setting-neutral: retune the vocabulary and the same data plays as space-western, fleet-opera or salvage-horror.
Both are datapacks rather than mods, and CurseForge only hosts .jar files on
a mod project, so they are downloaded from the GitHub release:
Download the genre packs
— legendquest-apocalypse.zip and legendquest-scifi.zip, attached to every
release alongside the mod.
Roughly 280 player-facing strings live in one config file. Races become "Archetypes". Mana becomes "Stamina". Karma becomes "Humanity". Parties become "Crews".
The handbook, the HUD, the commands, the error messages — all of it follows. Modded clients receive the server's vocabulary when they log in, so the interface speaks your server's language rather than the mod's. Each genre pack ships its vocabulary ready to paste in.
A skill-pack is a small jar that registers its own skill effect types and ships
its own content, without touching LegendQuest. SkillEffectTypes.register() in
your mod constructor is the entire API surface.
A worked example is attached to the files page as examplepack-<version>+mc<minecraft>.jar
— one per Minecraft version, same as the mod. Install it beside LegendQuest to
see custom effects in action, or read it as a template for your own. Two of its
three effects declare themselves hostile and one deliberately does not, which
is the part worth copying.
/skill toggle silences any always-on skill and brings it back,
and the game reminds you on login which ones you have switched off, so a
setting never gets mistaken for a bug. Content authors can mark a skill
unswitchable where it is meant to be a drawback./roll takes what a table actually says: /roll 6,
/roll 2d6+3, /roll d%, /roll adv, /roll str for a d20 plus your
Strength modifier, in any combination. Advantage shows both dice./roll./pc for a line, or /pc alone to send everything you type
to your party until you switch it off. Operators can listen in only if the
server grants it and they turn it on./party
voice is the door back in. Without the mod, nothing changes and nothing is
said about it.Install Standards alongside it and LegendQuest reports things nothing else can see. A missed attack counts as combat, so nobody teleports away the instant they dodge you. Hostile skills mark the caster, and a blind or a curse marks the victim — even though neither deals damage. And LegendQuest asks permission before landing a hostile skill, so a peaceful faction or a safe zone can refuse it.
Standards' vanish is honoured too: hide a player and their nameplate goes with them, instead of hovering over empty air announcing exactly where they are.
Standards 1.8.0 or newer is required, and has been since 2.5.0 — the character sheet and skills panel are built on its inventory-panel system, which is what lets several mods put a panel beside your inventory without two of them fighting over the same space. Install it alongside LegendQuest; both are on CurseForge and both are free.
mods/ folder.legendquest-apocalypse.zip or
legendquest-scifi.zip from the
GitHub release,
drop it into <world>/datapacks/ and restart, then paste that pack's
vocabulary snippet into config/legendquest/messages.yml.Pick the download matching your server:
| File | Minecraft | NeoForge |
|---|---|---|
legendquest-<version>+mc1.21.11.jar |
1.21.11 | any 21.11 build |
legendquest-<version>+mc26.1.2.jar |
26.1.2 | any 26.1 build |
legendquest-<version>+mc26.2.jar |
26.2 | any 26.2 build |
legendquest-<version>+mc26.3.jar |
26.3 | 26.3.0.58-beta or newer |
Any build within the series will do. On 26.3, where NeoForge is still in beta and has changed its API along the way, LegendQuest 2.9.1 and later need 26.3.0.58-beta or newer, with Standards 1.10.2 or newer. Your settings carry over unchanged. For 26.3.0.33-beta to 26.3.0.36-beta, stay on LegendQuest 2.9.0. Updating NeoForge otherwise never means waiting for a LegendQuest release that changes nothing else.
Content is read when the world loads, matching how vanilla handles data-driven
registries — edit your JSON or YAML and restart the server; /reload will not
apply it.
MIT licensed and developed in the open at GitHub. Bug reports and content-pack contributions are welcome on the issue tracker.