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RpgLevel

Lightweight, data-driven RPG progression for Fabric featuring skill XP, faster actions, better tools, easy configuration, and full mod compatibility.

File Details

rpglevel-0.8.0-1.20.1.jar

  • B
  • Jan 22, 2026
  • 2.44 MB
  • 26
  • 1.20.1
  • Fabric

File Name

rpglevel-0.8.0-1.20.1.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:rpglevel-1349501:7507915"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Features

Skills Detail View

The skills detail view was improved in different ways.

  • There are now two columns to show double the items at once
  • If there are more than eight items, the view changes by removing the text and only show icons.
  • Each level restrictions is separated into the restricted actions.
  • Updated informations on hover and grouped by actions

Images say more than words so here:

And here an example with the Mod Tech Reborn where a lot of blocks have the same restriction.


Enhancements

Performance

Added performance config to be tweaked on very big servers. See performance config in the wiki.

Also when not directly viewable, the code was heavy optimized for performance but also for readability after clean code principles. Still a lot of potential here.

Default Mod Configs

Added default configurations for multiple mods directly into rpglevel. Restrictions will appear by default if you install one or multiple of those mods. See here for the modlist and here if you want to configure other mods.

PVP Experience

It is now configurable to grant experience on defense, combat and archery if players do pvp. By default it is enabled. You can change this on general.json with the variable "pvpExperience". See here how to change it.

Other

  • You now grant experience on mining when using the shovel for dirt, sand etc.
  • Reworked XP-Curve to so that leveling is easier on start and much harder on higher levels.
  • Added more restrictions on basic minecraft items and blocks
  • Improved multiplayer data syncing (classes, restrictions, levels etc.)

Fixes

  • Reapply passive bonuses after death. (Player gets a new UUID on each run)
  • Multiplayer: Luck and healing respawn functionalities could cause the player to go into a zombie state where the server thought the player is still living and the client thought he is dead.
  • Some abilities like jumping didn't clead correctly. So they stayed active in the AbilityHud