Combat
Damage, weapon mastery, hostile encounters, and combat milestones.
Levels 1–100Character mastery
Skills replace the old need for a ladder of cosmetic progression ranks. The player remains a Survivor while the character becomes a veteran fighter, master forger, obsessive miner, expert fisher, or whatever strange hybrid the world creates.
Definitions are database-driven so HardcoreRPG can add, retire, reorder, or rebalance skills without rebuilding the website.
Damage, weapon mastery, hostile encounters, and combat milestones.
Levels 1–100Surviving damage, blocking, armor use, and defensive encounters.
Levels 1–100Tracking and defeating dangerous custom creatures and bosses.
Levels 1–100Ore extraction, deep-world discoveries, and rare mineral recovery.
Levels 1–100Timber harvesting, rare wood finds, and forestry progression.
Levels 1–100Soil, sand, clay, archaeology, and buried resource discovery.
Levels 1–100Crops, husbandry, harvest quality, and agricultural progression.
Levels 1–100Fishing, treasure catches, biome discoveries, and rare aquatic loot.
Levels 1–100Forge advanced armor and tools, improve quality, and shape endgame gear.
Levels 1–100Create specialized components, utilities, recipes, and equipment.
Levels 1–100Imbue gear with controlled magical properties and advanced enhancements.
Levels 1–100Brew consumables, reagents, catalysts, and temporary enhancements.
Levels 1–100Combat XP should reward meaningful encounters rather than idle farms. Defense should care about surviving real pressure. Hunting can focus specifically on custom mobs, elites, bosses, discoveries, and difficult kills.
Weapon use, damage, kill credit, encounter difficulty, combo milestones, and boss participation can drive offensive mastery.
Skill-gated perks · configurable XPBlocking, armor use, survival under pressure, difficult mitigation events, and defensive mastery become their own progression path.
Reward survival, not damage farmingCollect creature-compatible materials with biome, resonance, and source provenance. This item collection is separate from the eleven persistent skill tracks.
2,048 item definitions in plugin 1.6.0Mining, Woodcutting, Farming, and Fishing are the gathering tracks shipped in HardcoreRPG 1.6.0. They turn eligible Minecraft actions into persistent skill progress.
Mining skill XP comes from eligible block breaks. Runtime-placed blocks are excluded, with a separate per-minute cap.
Eligible wood gathering advances a persistent track with configured source values and anti-farm limits.
Eligible crop actions add their own persistent progression track, with source values managed by plugin configuration.
Fishing contributes to the same character-wide progression model while its own skill level persists independently.
Forging, Crafting, Enchanting, and Alchemy give dropped materials somewhere to go. A boss kill can matter because the resulting component creates a new build opportunity rather than another trophy chest.
Forge skill and RPG level requirements gate configured recipes. Forged equipment can grow gear XP through eligible play.
Crafting skill supports the 32 Workbench campaign recipes and the skill-gated recipes in the Runic Forge.
Swords, Axes, Archery, Combat, and Defense each keep independent progress. Repeated attacks and per-minute limits discourage farming.