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 adds a craftable Fillable Minecart: a sealed, chest-sized minecart with 54 internal storage slots that you place on rails like a normal minecart and whose contents persist through saves. The cart automatically vacuums up nearby dropped items while moving or stationary, does not open with a normal right-click (right-click shows a sealed-cart hint), and lets you sneak+right-click to dump all stored stacks at once with a short delay and cooldown. As the cart fills its appearance changes through packed, heavy, and overloaded stages with a growing, irregular cargo pile that now even displays representative item textures and models synced to clients so you can visually tell what it’s hauling; it is crafted from a minecart, chest, hoppers, redstone, and iron and is available in the Redstone creative tab for large-scale hauling and rail-based automation.

Life As Slime turns you into an agile, squishy adventurer: you move like slime but break blocks with vanilla tools, gain a five-block jump, take no fall damage (this also protects player-bonded companions), and wild slimes can spawn in any biome day or night while overall mob populations are slightly increased. Gameplay centers on mass and consumption — press R to consume whatever you’re looking at (Left Shift + R to split when mass allows) which increases your mass and now also restores a small amount of hunger and saturation; baby slimes can even eat coral blocks and coral fans. Press Y to fire an acid attack that breaks the targeted block and drops its loot (7-second cooldown), and progression includes rare Slime Sword and full Slime Armor in village chests, a Creative Testing Tool that opens a Slime Mastery screen to set/reset/split mass, safe placement on first spawn or respawn near a village, plus clear tooltips, chat feedback, squish sounds and particle effects. NOTE! you might spawn underground, use acid attack, check/change keybinds.
Adds the Shallow Light Hugger, a gentle black-and-purple giant that is blind but senses the world through sound and scent; it sniffs and rumbles with a happy heartbeat, bonds with you even in Creative, follows and defends you, and gives protective hugs that grant regeneration, resistance, and strength. Huggers do not spawn naturally and must be summoned with the Hugger Shrieker, which now appears correctly when placed and also spawns matching Hugger Sensor blocks around the summoned Hugger to help it detect and protect its owner; both the shrieker and sensors are available in the creative inventory and the sensors can be safely placed.

The Firewisp Bush is a dangerous decorative plant that burns anything that comes near it — entities that walk over it take fire damage and are set ablaze, and right-clicking any part of the bush scorches the player with a burst of flames; when broken the bush collapses as a connected multiblock and leaves behind spreading fire blocks at each position it occupied, so handle it with care. Firewisp seeds can now be thrown by right-clicking in the air (consumes one seed when not in creative); the seeds spawn a visible projectile that, on impact, ignites a 2x2 fire patch and triggers a short-lived spreading burn which places fire over nearby grass and scorches those grass blocks into podzol. These bushes naturally generate in underground cave-like spaces and near lava in the Overworld and are common across Nether biomes, and their collapse behavior works correctly for naturally spawned or reloaded bushes.
This is the first fully functional, bug free version. Advancement Tab Sorter v7 lets you reorder the tabs on the vanilla Advancements screen by holding a configurable Pick Up Advancement Tab key (default: Left Shift; rebind it in Options → Controls → Key Binds) and dragging a tab to a new position. It is compatible with datapacks and mods that change, add, or remove advancements/advancement tabs. I personally use Blazeandcave's Advancement Pack and have experienced no issues. While dragging you get a highlighted border, a translucent ghost preview and a tooltip showing the tab's resource id, and your custom order is saved automatically with newly added tabs appended to the end — no commands or setup required beyond installing the mod.
This mod is licensed under the CreativeMode Mods License.