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Runic Skills

Runic Skills is a Minecraft 1.20.1 Forge RPG progression mod that adds ten levelable skills, auto-scaling passive bonuses, and hundreds of toggleable perks so players can shape a real build through normal gameplay. Designed for the Runecraft modpack.

Автор: otectus1,5 тыс.7обновлён 4 сент. 2026 г.
ПриключенияМеханики игрыМагия

Описание

Runic Skills

Turn your XP bar into a character build. Runic Skills adds a full RPG progression layer to Minecraft: spend the experience you already earn on ten skills, then cash those skills in for abilities, permanent stat upgrades and titles that other players can see.

Minecraft 1.20.1 · Forge 47.3.0+ Free and open source (Apache-2.0). Forked from JustLevelingFork and heavily reworked.


How it works

You collect XP the normal way — mining, fighting, smelting, whatever you were doing anyway. Then you press Y, open the Skills screen, and spend that XP on whichever skill you choose.

That's the whole loop, and the choice is the point: XP spent on Strength is XP not spent on Magic. Each skill costs more as it rises, so nobody maxes everything, and two players who did exactly the same things end up with completely different characters.

There's no second XP bar to grind and nothing to babysit. Your experience finally has a long-term use beyond enchanting.

Ten skills to invest in

Each skill unlocks its own branch of abilities and stat upgrades:

SkillGovernsPerks
MagicSpellcasting, mana, and all nine magic schools89
EnduranceDefence, wards, damage soaking49
TinkeringSmithing, repair, lockpicking, tool mastery44
FortuneLuck, critical hits, fishing, gems and sockets44
DexterityStealth, accuracy, dodging, ranged precision43
StrengthMelee power, boss hunting, life-stealing42
IntelligenceEnchanting, alchemy, trading, spell efficiency41
BuildingMining, ore yield, salvaging, block work41
ConstitutionMax health, cooking, food and healing39
WisdomLore, focus, farming, arcane insight39

What you spend it on

Perks — 471 abilities you pick. Perks unlock at skill breakpoints and you toggle them on and off freely from the Skills screen. Vein Miner cascades an ore vein in one break. Wormhole Storage opens your ender chest from anywhere. Haggler talks villagers down. Cleave splashes damage into the crowd around your target. You have a limited number of active slots, so a build is about what you leave off as much as what you take.

Passives — 39 permanent stat upgrades. Pour levels into +Max Health, +Attack Damage, +Movement Speed, +Armour Toughness, +Projectile Damage and more. These use Minecraft's real attribute system, so they stack correctly with your gear and with other mods.

Powers — 75 deep magic specialisations. (needs Iron's Spells 'n Spellbooks) A second, separate loadout for spellcasters: 5 Marks, 3 Seals and 1 Crown, escalating in strength, covering all nine magic schools plus cross-cutting effects. Equip them from the Powers panel.

Titles — 77 badges for real milestones. Kill the Ender Dragon, beat the Warden, max out a skill. Earn one and you can wear it above your name, where everyone on the server sees it.

Item locking — gear gated by skill. (on by default) Powerful weapons, tools and armour require a matching skill level. Hand a new player a netherite sword too early and they simply can't swing it — which makes progression mean something instead of being handed over by one lucky chest. Locked items say so in their tooltip, so nobody is left guessing. Not for your world? A single toggle (enableItemLocks) switches the whole system off.


Screenshots

Placeholder — add before publishing: Skills overview · perk detail page · Powers panel · title selection · a locked-item warning


Getting started

  1. Install Minecraft Forge 47.3.0+ for 1.20.1.
  2. Drop the Runic Skills jar into your mods folder.
  3. Launch and press Y.

That's the whole setup. No other mods are required.

Controls

  • Y — open and close the Skills screen (rebindable).
  • Powers panel — unbound by default so it can't clash with your pack; assign a key under Options → Controls.
  • Skills tab — sits next to your inventory tab. If you use L2Tabs or Legendary Tabs (2.0 or newer), it slots into their strip instead of drawing over it.
  • Hover a perk and hold Shift for its full description and level requirement.

Want the in-game settings menu? Add YACL — it's optional, client-side only, and just gives you a graphical config screen. Without it everything still works; you'd edit the config file by hand instead.


Multiplayer

Works in single-player, LAN and on dedicated servers, using the same jar everywhere.

  • Install it on the server and on every client — clients and servers must be on the same version.
  • The server decides the rules. Skill caps, disabled perks and item locks are enforced server-side and pushed to clients on join, so one player's config can't give them an advantage.
  • Your progress is stored per-world in your player data and survives death and dimension changes.

Works with your modpack

Runic Skills integrates with around 40 mods. Every one is optional — it detects what you actually have installed and quietly skips the rest. Nothing crashes because a mod is missing.

Magic — Ars Nouveau (spell damage, mana regen, glyph mastery) · Iron's Spells 'n Spellbooks (all nine schools, spell gating, and the entire Powers system)

Gear & stats — Apotheosis and Apothic Attributes (affix, gem and socket awareness, plus a much wider stat pool for passives)

Quests & scripting — FTB Quests (six task types, so quests can require skill levels, perks or titles) · KubeJS (script your own skills, perks, passives and titles)

UI — L2Tabs · Legendary Tabs (2.0+)

Combat & content — Better Combat, Ice and Fire, Cataclysm, Mowzie's Mobs, Bosses of Mass Destruction, Stalwart Dungeons, Siege Machines, Saints Dragons, Samurai Dynasty, Nichirin Dynasty, Farmer's Delight and the Let's Do series, Nature's Aura, Jewelcraft, and more — mostly automatic level-gating for their gear.

Guns — TacZ, Scorched Guns 2, PointBlank (Vic's), Crayfish Gun Mod


Configuring it

Every number is adjustable: skill caps, XP costs, how many perks you can run at once, which perks exist at all, and every item lock. Edit them in-game via the config screen, or directly in config/RunicSkills/.

Pack authors also get datapack support for titles, perk groups and custom skill artwork, plus KubeJS hooks for adding your own content. Full details are in the README.

To turn a perk off entirely, add its name to disabledPerks. To switch off item locking, set enableItemLocks to false — note that deleting the lock file regenerates the defaults rather than removing them. Apply changes live with /skillsreload.


Commands

Operator commands (permission level 2):

CommandDoes
/skills <player> <skill> get|set|add|subtract <level>Read or change a skill level
/listskills <player>Print all ten skill levels
/respec <player>Reset that player's skills, passives, perks and Powers
/titles <player> <title> set true|falseGrant or revoke a title
/registeritem <item>Add an item to the lock list at runtime
/globallimit <cap>Cap a player's total levels across all skills
/skillsreloadRe-read the config and datapacks without a restart
/powers list|view|equip|unequipInspect and manage Powers

Available to everyone:

CommandDoes
/respecReset your own progression

What's new in 1.8.0

The client crash on Legendary Tabs 2.0 is fixed.

  • Opening your inventory no longer crashes the game when Legendary Tabs 2.0 is installed. Legendary Tabs reshaped the API its tabs are built on; the Runic Skills tab was still written for the 1.x version of it, so the client died the moment the tab strip drew — which is every time you opened your inventory. The tab is now built on the 2.0 API.
  • Legendary Tabs 2.0 or newer is now required if you use it. It stays entirely optional, but Runic Skills now declares the version, so an older Legendary Tabs is refused during mod loading with a clear message instead of letting you into a world that crashes.
  • The Skills tab icon looks slightly different. Legendary Tabs 2.0 draws the button chrome itself and asks each tab only for an icon, so the tab now uses Legendary Tabs' own skills icon and picks up its per-screen button skins automatically.

Nothing else changed — no config, world data or network changes. Protocol is unchanged from 1.7.0, so a 1.8.0 client still connects to a 1.7.0 server, though running the same version everywhere is still the recommendation.

Coming from 1.6.x or earlier? 1.7.0 was a large correctness and security pass: four item and XP duplication exploits closed, configs no longer wiped by a single bad value, the global level cap enforced server-side, and the Powers panel made reachable. It bumped the network version, so ⚠️ clients and servers must both be on 1.7.0 or newer. Existing worlds and configs carry over automatically.

Full details for this and every previous release are in the changelog.


Bugs and suggestions

GitHub issues is the fastest way to reach us.

For a crash, please attach logs/latest.log and your mod list. For anything config-related, add config/RunicSkills/runicskills.common.json5 too.

Translated into 17 languages. Pull requests welcome — including translation fixes.


Credits

Otectus — current maintainer. JustLevelingFork — the original fork base.

Every mod we integrate with belongs to its own author; Runic Skills bundles none of their code and only adds thin optional compatibility layers.

Галерея

Main Skill MenuConstitution GUITinkering GUIBuilding GUI

Последние версии

Все версии →
release

Runic Skills 2.0.5

2.0.5
4 сент. 2026 г.832Minecraft: 1.20.1forge
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## [2.0.5] - 2026-09-03 — Perk Fixes & Inventory Improvements No protocol, save-data, or config schema changes. Network protocol remains at **11**. ### Fixed * **Lucky Break** now prevents durability loss instead of repairing items. * **Mending Boost** now properly improves real Mending repairs without costing extra XP. * **Efficient Crafting** now correctly preserves some crafting materials without duplicating containers or tools. * Bonus-output crafting perks now roll independently instead of interfering with each other. * **Master Researcher** and **Master Artificer** are more stable and perform better with large or heavily modded recipe lists. * **Enchantment Amplifier** and **Enchantment Stacking** now work correctly on vanilla anvils. * Fixed several recursive combat-effect interactions that could cause instability with large perk builds. * Fixed KubeJS skill-level events not firing correctly from server scripts. ### Improved * **Inventory tabs have been reworked** to avoid recipe books, potion effects, and buttons or tabs added by other mods. * Inventory tabs can now be moved with **Shift + drag**, with their position saved in the client config. * Added improved **CustomNPCs integration** so Runic Skills can use its native inventory tab strip instead of drawing a duplicate. * **Precision Tools, Tinker's Touch, Tool Smith, Weapon Smith, Runic Engineering, and Heritage Builder** now behave according to their intended perk descriptions. * **Auto Repair** is now the only perk that passively repairs items. * Added stronger safeguards for unusual or excessively large combat damage values. * KubeJS integration now includes better skill-change controls, advancement helpers, and clearer error reporting. ### Compatibility * Added optional **MineColonies** support for Heritage Builder. * KubeJS remains optional and has improved server-side scripting support.
release

Runic Skills 1.8.0

1.8.0
18 авг. 2026 г.203Minecraft: 1.20.1forge
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## [1.8.0] - 2026-08-14 ### Legendary Tabs 2.0 Compatibility * Added support for **Legendary Tabs 2.0**. * Fixed a crash when opening the inventory with Legendary Tabs 2.0 installed. * Updated the Runic Skills tab to use Legendary Tabs' new icon and tab system. * The old sword icon is now replaced by Legendary Tabs' built-in Skills icon. * Legendary Tabs remains optional, but **version 2.0 or newer is required** when installed. * Incompatible Legendary Tabs versions will now be caught during startup instead of crashing when the inventory opens. --- ## [1.7.0] - 2026-08-13 A major stability, security, performance, and balance update based on a full technical review of Runic Skills. ### Major Exploit Fixes Several perks could be abused to generate unlimited XP or duplicate items. These have been corrected. * **Locksmith** * No longer gives XP repeatedly from opening the same container. * Rewards are now limited by configurable cooldowns. * **Silk Touch Mastery** * Fixed blocks dropping both their normal loot and an extra copy of themselves. * **Lucky Drop** * Now only affects items actually dropped by the defeated mob. * Player-dropped items can no longer be duplicated. * **Double Down** * Now works only on ores instead of every block. * **Lore Mastery** * No longer multiplies unrelated XP simply because a grindstone screen is open. ### Configuration Safety * A single bad config value will no longer reset the entire configuration file. * Invalid settings now fall back individually while leaving the rest of your settings untouched. * Completely unreadable config files are left alone instead of being overwritten. * Unknown settings are preserved, helping prevent data loss when updating mods or modpacks. * Fixed several JSON5 parsing problems. * All settings with defined minimum and maximum values are now properly checked when the server starts. ### Crash & Stability Fixes * Fixed invalid title conditions repeatedly crashing or disconnecting players. * Fixed several perks crashing when configured with a `0%` chance. * Fixed unknown titles causing the HUD to repeatedly crash. * Fixed certain synced config values disconnecting clients. * Fixed invalid Treasure Hunter items causing crashes. * Fixed empty passive settings creating broken attribute bonuses. * Improved handling of malformed or unusual configuration values throughout the mod. ### Player Data Improvements * Added automatic versioning and migration for Runic Skills player data. * Unknown saved data is now preserved between updates instead of being deleted. * Existing player data is upgraded automatically when needed. ### Multiplayer & Server Security * The global skill level limit is now enforced by the **server**, preventing modified clients from bypassing it. * The **Administrator** title is now removed when a player loses operator status. * **Vein Miner** now properly respects land claims and other mods that can cancel block breaking. * **Cleave** now respects PvP rules, pets, ownership, and protection mods. * **Counter Attack** now correctly expires instead of potentially granting a permanent damage bonus. * Perk attribute bonuses are now temporary and automatically cleaned up when no longer valid. * Improved packet spam protection. * Improved Ender Chest access checks. * `/respec` now properly clears equipped Powers, cooldowns, and related restrictions. * Players can now use `/respec` on themselves without admin permission. ### Performance Improvements * Passive effects are no longer unnecessarily reapplied every game tick. * Attribute bonuses are only updated when something actually changes. * Reduced repeated perk and skill calculations during combat and menu rendering. * Improved performance of the Powers system. * Players without equipped Powers now create almost no Powers-related tick work. * Improved inventory tab rendering performance. ### Compatibility Fixes * Runic Skills' HUD now behaves better alongside overlays from other mods. * Optional-mod integrations are less likely to crash when those mods update. * Fixed client-only code being loaded in the wrong environment. ### UI Fixes * The **Powers screen can finally be opened** through a proper keybind. * The key is unbound by default and can be assigned through Minecraft's Controls menu. * Pressing a Runic Skills screen key again now closes that screen. * Title animations now run at the same speed regardless of frame rate. * Fixed several smaller skill-screen and tab display issues. ### Balance Changes The exploit fixes above reduce the strength of several perks compared with 1.6.1. Most notably, **Locksmith can no longer provide unlimited XP** by repeatedly opening containers. Server owners who intentionally relied on the old behavior can adjust its new cooldown settings. ### Updating * Existing player data is migrated automatically. * Old permanent attribute bonuses are cleaned up when each player next logs in. * Active bonuses are then reapplied normally. * **Clients and servers must use the same updated version** because the network protocol changed. --- ## [1.6.1] - 2026-07-08 ### Hide Disabled Content Added new options allowing modpack creators to completely hide disabled Runic Skills content from players. New settings: * `hideDisabledPerks` * `hideDisabledPassives` * `hideDisabledPowers` When enabled, disabled content is completely removed from the relevant menus instead of appearing locked or greyed out. Disabling and hiding are separate: * `disabledPerks`, `disabledPassives`, and `disabledPowers` determine whether something can actually be used. * The new `hideDisabled*` settings only determine whether players can see it. Admin commands will still show disabled Powers for troubleshooting purposes. The server now controls these settings for connected clients. --- ## [1.6.0] - 2026-07-06 A major integration update adding support for more food mods, **Starcatcher**, and **Overgeared**, alongside an important XP fix. ### Expanded Food Mod Support Runic Skills' Farmer's Delight support has been expanded into a general **Culinary Integration** system. Supported by default: * Farmer's Delight * Dungeon's Delight * Fruits Delight * Rustic Delight * Vintage Delight * Brewin' and Chewin' * Let's Do: Vinery * Let's Do: Bakery * Let's Do: Brewery * Let's Do: Candlelight * Let's Do: Meadow * Let's Do: Farm & Charm * Let's Do: Beachparty * Let's Do: HerbalBrews Existing **Master Chef** and **Culinary Expert** bonuses now work with food from these supported mods. ### New Culinary Perks * **Green Thumb** — Bonemeal has a chance to trigger an extra growth attempt. * **Nourishing Meal** — Meals from supported food mods provide bonus saturation. * **Comfort Food** — Supported meals have a chance to remove a harmful effect. Runic Skills also adds appropriate skill requirements to tools and equipment from supported culinary mods while leaving ordinary food, crops, ingredients, seeds, and decorations unrestricted. ### Starcatcher Support Added integration with the **Starcatcher** fishing mod. New perks: * **Angler's Luck** * Chance to gain an additional Starcatcher treasure reward. * **Catch of the Day** * Your first Starcatcher catch each Minecraft day grants temporary Luck. * **Angler's Insight** * Grants bonus XP from successful Starcatcher catches. Starcatcher fishing rods and reusable fishing equipment can also receive Runic Skills requirements. ### Overgeared Support Added integration with **Overgeared**. New perks: * **Steady Hammer** * Chance to improve a Poorly Forged item to Well Forged. * **Blueprint Savant** * Chance to grant bonus blueprint progress. * **Metallurgist** * Chance to receive an additional alloy or casting output. * **Master Smith** * Chance to improve the quality of a forged item by one tier, up to Perfectly Forged. Overgeared tools, blueprints, and finished equipment can also receive appropriate Runic Skills requirements. Basic crafting components remain unrestricted. ### Fixed XP Level-Up Costs Fixed an important issue where leveling a skill could **spend more XP than the player actually had**, sometimes resulting in broken or negative XP values. * Skill upgrades now use **XP points** consistently. * The client and server now use the exact same affordability check. * XP can no longer fall below zero. * The XP bar is recalculated correctly after spending XP. * Modified or outdated clients cannot trick the server into accepting an unaffordable upgrade. ### Level-Up Cost Improvements Added: `skillLevelUpMinCost` Default: `1` This prevents low XP-cost multipliers from accidentally making skill upgrades completely free. Set it to `0` if free upgrades at very low multipliers are intentional. Skill tooltips now also show the **exact amount of XP that will actually be spent** instead of displaying a potentially misleading XP-level estimate. --- ## [1.5.4] - 2026-07-02 ### New Perk Artwork Runic Skills received a complete visual overhaul of its skill icons. * Replaced all **461 perk icons** with original pixel-art textures. * Integration perks no longer borrow icons from other mods. * This prevents missing textures when supported mods change their assets. * Removed old and unused perk textures. * Regenerated all **38 Passive icons** in the same visual style. * Added automatic checks to ensure every perk has a valid icon. The result is a more consistent visual style across the entire Runic Skills skill tree.
release

Runic Skills 1.5.2

1.5.2
18 июн. 2026 г.491Minecraft: 1.20.1forge
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## [1.5.2] - 2026-06-18 — Legacy config-read fix + 20 new titles ### Fixed — legacy snake_case configs silently mis-parsed Config files written before the 1.1.0 `ConfigHolder` refactor were serialized by the old YACL serializer, which named **nested-POJO** fields in `snake_case` (`title_id`, `hide_requirements`, `item`, `skill`, `level`). The current loader uses plain Gson with IDENTITY field naming, so none of those keys matched the Pascal-case Java fields. Gson constructed each object via its no-arg constructor and overrode nothing: - **Titles:** every entry in a legacy `titles.json5` collapsed to the constructor default (`rookie`). After the registry's dedup-by-id, only **Rookie** survived — so the Title tab showed just Rookie + the two system titles (Administrator, Titleless) instead of the full list. This was the reported "only three titles" bug. - **Item locks:** every entry in a legacy `lockItems.json5` collapsed to the default (`minecraft:diamond` / Strength 2), silently breaking configured item gating. Fixed by adding Gson `@SerializedName(value = "<Pascal>", alternate = {"<snake>"})` to the nested model fields (`TitleModel`, `LockItem`, `LockItem.Skill`). Both legacy snake_case and current Pascal-case files now load correctly; new writes stay Pascal. Top-level `@SerialEntry` fields (`common.json5`) were written verbatim camelCase and were never affected. ### Added — title default-merge on load `ConfigHolder` loads an existing file as-is with no merge, so titles added to the built-in defaults never reached players who already had a config. `RegistryTitles.load()` now unions any built-in title whose id is missing from the loaded list (preserving existing entries and custom tunings) and saves — which also rewrites a legacy snake_case file in Pascal-case. ### Added — 20 modpack-themed titles Boss kills (Ice & Fire gorgon/hydra/sea serpent, Cataclysm ignis/ender guardian, Bosses of Mass Destruction night lich/obsidilith, Mowzie's ferrous wroughtnaut, vanilla warden/wither), spellcaster titles (spellweaver/summoner/elementalist), Tinkering titles (artificer/master artificer/engineer), martial hybrids (gladiator/berserker/monk), and a spelunker title (mine ancient debris).