Minecraft (NeoForge) - free & open source

LegendQuest ReForged

Pick a race. Pick a class. Earn levels, learn skills, and live with the consequences. LegendQuest turns Minecraft into a character-driven RPG - six rolled stats, classes that gate what you can wield, skills you buy with points you earn, and a karma score that quietly opens some doors and closes others.

10 races, 9 classes NeoForge MIT No client mod required
Rolling stats and picking a race and class from the inventory screen

26

built-in skills

14

skill effect types

318

strings you can retheme

2

complete settings included

It runs on the server, and that is the whole point

Your players do not need the mod.

LegendQuest is server-authoritative. Install it on the server and you are done - vanilla clients can join and play the entire game through chat and the action bar. No client install, no version negotiation, no "you must install this modpack to play here".

Players who do install it get the extras on top: an in-game handbook, a character panel on the inventory screen, a skill HUD and keybinds. People with and without it play together on the same server.

A completely unmodded Minecraft client showing a LegendQuest character sheet in chat
This is a genuinely unmodded client from the Mojang launcher - no mod loader at all - connected to a LegendQuest server. Stats, karma, HP and mana, all through vanilla chat. That is the entire point of the shot.

Re-theme every word in the game

Same screen. Same code. Different game.

318 player-facing strings live in one config file, 20 of them the vocabulary terms themselves. Races become "Archetypes". Mana becomes "Stamina". Karma becomes "Humanity". Parties become "Crews".

The Players Handbook showing Races, with the Dwarf entry open
Stock: the Players Handbook, tab Races, Dwarf with Mana.
The same screen under The Wasteland pack, showing Archetypes and Stamina
The Wasteland: the Survivor's Guide, tab Archetypes, Athlete with Stamina.

The handbook, the HUD, the commands, the error messages - all of it follows. Modded clients receive the server's vocabulary when they log in, so the interface speaks your server's language rather than the mod's. Each genre pack ships its vocabulary ready to paste in.

The content is data, not code

Write a file, and the content exists.

Races, classes, skills and feats are datapack registries. No Java, no compiling, no waiting on an update. Prefer YAML? There is a front door for that too - drop the same content into config/legendquest/ and the mod converts it for you.

Malformed files are logged loudly and skipped rather than taking your world down. A pack can also replace the built-in content instead of merely adding to it, so you are never stuck with elves and wizards in a setting that has no room for them.

Full content reference

A whole skill:

name: Blink
description: "Elsewhere, immediately."
icon: minecraft:ender_pearl
type: active
cooldown: 6000
mana_cost: 5
effects:
  - { type: "legendquest:teleport", max_range: 24 }

Behaviour comes from composed effects - 14 built-in types, and mods can register more.

What your players actually get

A real character, not a stat block.

Six rolled stats

STR, DEX, CON, INT, WIS and CHR, feeding derived HP and mana, modified by race and class.

Sub-classes

A sub-class alongside a main class, each with its own XP bank, so switching class never throws away what you earned elsewhere.

Real class requirements

Prerequisite classes, mastery gates, either/or alternatives, and group restrictions.

A skill-point economy

Earn points per level, spend them on skills or stat boosts, respec when you change your mind.

A five-slot loadout bar

Drag-and-drop, cooldown readouts and cast feedback, plus binding a skill to a held item so right-click casts it.

Item proficiency per class

Wield what your class cannot use and you fumble - wrong weapons hit like fists, wrong tools dig slow, wrong armour tires you.

Karma as a real mechanic

Good and evil paths that lock each other out. Drift out of a band and the skill is suspended rather than refunded - redemption and corruption both do what they say.

Parties

Invite, rename, teleport to members, shared kill XP, party-wide skills, and a chat channel only your party reads - toggle capture and everything you type goes to them until you switch it off.

Nameplates

Character info floats above every head, worded however you like. It renders on a vanilla client because it is an ordinary display entity, not a mod-only overlay - and chat, the tab list and /list are all untouched.

Titled ranks

A class can name what a character is called at a level - Squire through Lord - and karma earns its own epithet. Both optional, and both decorate chat too if Standards is installed.

XP from kills, mining and smelting

Tag-based, so modded ores count.

Gallery

What it actually looks like.

Every skill explains itself - cost, cooldown, and what it actually does.
Every skill explains itself - cost, cooldown, and what it actually does.
Skills you buy with points you earn.
Skills you buy with points you earn.
A five-slot loadout bar with live cooldowns.
A five-slot loadout bar with live cooldowns.
150 levels per class, each with its own XP bank.
150 levels per class, each with its own XP bank.
Spend skill points from the character panel.
Spend skill points from the character panel.
Item proficiency per class, driven by item tags.
Item proficiency per class, driven by item tags.

Two complete settings are included

Not samples. Finished, playable content sets.

Each one a drop-in datapack that replaces the built-in fantasy content rather than sitting alongside it.

The Wasteland

8 Archetypes · 20 Roles · 61 skills · 10 Perks

Post-apocalyptic survival. Start as a Drifter and earn your way into a specialisation: Scavenger, Enforcer, Doc, Scout, Labourer, and the harder roles behind them. Archetypes instead of races, Stamina instead of mana, and a Humanity scale that the worst skills spend.

Cold Frontier

8 Species · 16 Professions · 55 skills · 10 Augments

A cold, hard sci-fi frontier. Species, Professions, Augments, Charge instead of mana and Standing where karma used to be. Deliberately setting-neutral: retune the vocabulary and the same data plays as space-western, fleet-opera or salvage-horror.

The genre packs are not on CurseForge. A CurseForge mod project only accepts jar files, and both packs are datapack ZIPs - so they ship attached to the GitHub release instead, alongside the mod.

Other mods can add skills

A skill-pack is a small jar that registers its own skill effect types and ships its own content, without touching LegendQuest. SkillEffectTypes.register() in your mod constructor is the entire API surface. A worked example ships on every release as examplepack-1.0.0.jar.

Writing a skill pack →

Settings and commands

25 tuning dials across 7 sections - statline mode, the d20 combat toggle, the level curve, XP rates, skill costs, karma bands and party rules. Plus the full command tree, the classic shorthands every Bukkit-era player already knows, and LuckPerms-compatible permission nodes for every race and class.

Requirements

Drop one jar in the server's mods folder.

Minecraft NeoForge Java
1.21.11 21.11.42+ 21

Install on the server and start it - the built-in fantasy content works out of the box. Your players do not need the mod: they can join on a stock client from the Mojang launcher and play the whole game. Installing it client-side too is optional and adds the handbook, character panel and HUD; people with and without it play together on the same server.

Content is read when the world loads, matching how vanilla handles data-driven registries. Edit your JSON or YAML and restart the server - /reload will not apply it.

Credits & licence

LegendQuest is licensed under MIT. It began as a Bukkit plugin years ago; this is that design rebuilt from nothing for NeoForge, by Sablednah. Bug reports and content-pack contributions are welcome on the issue tracker.