Description:
/mastery in chat.Endless Mastery turns ordinary Minecraft gameplay into a persistent skill-progression system inspired by the Elder Scrolls approach to leveling. Every action you take — moving, mining, fighting, eating, jumping, swimming — contributes XP to one or more skills. Skills have no level cap, and each level requires progressively more XP than the last. The result is a game where you naturally grow more powerful just by playing, and specialization emerges from how you actually spend your time.
All progress is saved with your player data and survives world reloads and server restarts.
Endless Mastery adds no new items or blocks. Instead it layers an invisible but meaningful progression system onto everything that already exists:
| Skill | What earns XP |
|---|---|
| movement | Walking and general travel |
| sprinting | Moving while sprinting |
| swimming | Moving while swimming |
| sneaking | Moving while crouching |
| acrobatics | Jumping, climbing, any upward movement off the ground |
| mining | Breaking stone and ore-type blocks |
| digging | Breaking dirt, sand, gravel, etc. |
| woodcutting | Chopping wood |
| building | Breaking other block types |
| combat | Dealing damage to mobs and players |
| defense | Taking damage |
| slayer | Killing enemies (bonus per kill) |
| archery | Using bows and crossbows |
| unarmed | Attacking with an empty hand |
| eating | Consuming food |
| drinking | Consuming drinkable items |
| use | Using items in general |
| obtaining | Gaining new items in your inventory |
In addition to these broad skills, the mod tracks specific sub-skills for individual blocks (block:<id>), items (item:<id>, use:<id>), foods (eat:<id>, drink:<id>), and enemy types (damage:<id>, kill:<id>). These grant smaller amounts of XP alongside the parent skill and reflect deep specialization.
A global skill accumulates XP across everything you do.
Skill levels translate directly into permanent attribute modifiers applied server-side. Bonuses begin from level 1 — there is no unlock threshold.
| Attribute | Driven by | Formula (approximate) |
|---|---|---|
| Movement speed | Highest of: movement, sprinting, swimming | +1.33% per level |
| Jump strength | acrobatics | +1.11% per level |
| Safe-fall distance | acrobatics | Scales with jump height so you land safely from your own jumps |
| Fall damage reduction | acrobatics | Up to 85% reduction (cap — very large falls still hurt) |
| Block break speed | Highest of: mining, digging, woodcutting, building | +1.67% per level |
| Attack damage | combat | +0.083 damage per level |
| Armor | defense | +0.1 armor per level |
| Armor toughness | defense | +0.05 toughness per level |
Combat and defense levels also directly modify the damage numbers in combat:
A kill bonus message appears on your action bar when you defeat an enemy.
The safe-fall distance bonus is kept in sync with your jump strength bonus so that at any acrobatics level you can land safely from your own enhanced jump. Fall damage reduction from acrobatics is capped at 85%, meaning extremely large falls (well beyond your jump height) will still deal some damage.
Because every action trains its relevant skill, the fastest way to grow is to play naturally and lean into what you enjoy:
There is no level cap, so all skills continue to improve indefinitely. Early levels come quickly; later levels require substantially more XP, making the system rewarding at every stage of the game without trivializing long-term play.
| Command | What it does |
|---|---|
/mastery | Shows a summary of your top skills and overall progress |
/mastery top | Same as /mastery — shows your highest-ranked skills |
/mastery skill <name> | Shows detailed XP and level info for a specific skill (e.g. /mastery skill combat, /mastery skill eat:minecraft:apple) |
Skill names are the same internal identifiers listed in the skills table above, or the full namespace:path IDs for specific sub-skills.
This mod is licensed under the CreativeMode Mods License.