How to Progress
Skill XP (often shown as TXP or “Combat Skill XP”, etc.) is the currency for learning skills. The six paths are separate—combat XP only buys combat skills.
How to earn XP
Do the matching activity. No quests or NPCs.
| Path | Play like this | Rough rule |
|---|---|---|
| Combat | Kill hostile mobs | Tougher mobs give more |
| Mining | Break “real” blocks (stone, ores) | Harder blocks give more; leaves/wool usually don’t |
| Farming | Harvest crops/cocoa, hand-pick berries/magic fruit, till soil | 8 / 5 / 1 per action (defaults) |
| Fishing | Successful catches | Fixed amount per catch |
| Crafting | Anvil repair, combine, rename | Higher anvil level cost → more XP (minimum 3) |
| Exploration | First visit to a biome, first Nether/End entry, first sleep in a biome | Each “first” once only |
Exploration tips
- Travel and sleep in different biomes for fast exploration XP
- Rare biomes (mushroom fields, deep dark, badlands, etc.) pay more on first visit
- Nether and End each have a one-time big bonus
How to spend XP
- Press K
- Open the category you want
- Click green nodes or upgrade in details
- Cost comes from that category’s pool
Costs scale with rank. Example (combat):
| Skill | Rank 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Strength | 15 | 30 | 60 | 120 | 240 |
| Berserker | 50 | 100 | 200 | — | — |
| Thunder Strike | 100 | — | — | — | — |
| Thunder Strike: Lock | 80 | 160 | 320 | 640 | 1280 |
Strong skills often need prerequisites—tree lines show the order.
Prerequisites & risks
- Prerequisites: gray nodes show what’s missing in details
- Death penalty: Berserker loses 1 rank per death (not below 0)—warning in UI
- Mutual exclusion: some servers/modpacks may configure exclusive talents (uncommon in default packs)
Developmental talents
Developmental talents don’t use Skill XP. Rolled at rank 1, then grown by play:
- Poison Resistance — eat food with bad effects (rotten flesh, spider eyes, …)
- Heat Tolerance — gain progress while burning