← LegendQuest ReForged

The genre packs

Two complete settings ship with every release - not samples, but finished, playable content sets. Each one is a drop-in datapack that hides the built-in fantasy content and replaces it wholesale, vocabulary included.

The packs are not on CurseForge, and that is not an oversight. A CurseForge mod project only accepts jar files, and both packs are datapack ZIPs. They ship attached to the GitHub release instead, alongside the mod jar itself - so if you came from the CurseForge files page and did not see them, this is where they are.

Look for legendquest-apocalypse.zip and legendquest-scifi.zip in the release assets.

Installing either one

Three steps, and the third is the one people miss.

1. Drop in the ZIP

Copy the pack into your world's datapacks/ directory.

2. Merge the vocabulary

Merge the pack's messages-snippet.yml into config/legendquest/messages.yml. This is what renames Races to Archetypes, Mana to Stamina, and so on.

3. Restart the server

Not /reload. Races, classes, skills and feats are frozen registries that load once when the world starts.

Each pack's pack.mcmeta carries a datapack filter that hides the built-in fantasy races, classes and feats, so your pickers show only that pack's content. The built-in skills stay registered - nothing grants them, so they never appear - and the #legendquest:... gear tags stay too, because both packs reuse them.

Rezipping a pack yourself? pack.mcmeta and data/ must sit at the zip root. Wrap them in a folder and Minecraft ignores the pack silently - no error, no log line.

Everything in both packs is YAML-overridable per server: copy a file into config/legendquest/<kind>s/<name>.yml and edit it.

The Wasteland

Post-apocalyptic survival.

8 Archetypes · 20 Roles · 61 skills · 10 Perks

Archetypes instead of races, Roles instead of classes, Stamina instead of mana, and a Humanity scale that the worst skills spend. Pairs nicely with a ruined-city world - CityWorld's apocalypse preset - and a zombie mod.

The Survivor's Guide showing Archetypes
The Survivor's Guide - the same handbook screen, speaking the pack's language.
A character panel reading Mechanic Miner, Humanity Saintly, with a Crew tab
"Mechanic Miner - Humanity Saintly", with a Crew tab where the Party used to be.

The Roles

Master a base Role - reach the level cap with it - to unlock its specialists. Specialists inherit the base Role's skills from level 0, so they start where the base finished. The tree is a modernised descendant of the class hierarchy from the original server's Heroes config, back in 2012.

Drifter (start)
├── Scavenger ──┬── Infiltrator      (stealth kills)
│               ├── Chemist          (fire, poison, stims)
│               └── Trader ◄──────┐  (contacts, hired muscle)
├── Labourer ───┬── Builder        │ (fortification, toughness)
│               ├── Miner          │ (deep work, haste)
│               └──────────────────┘  Trader accepts either mastery
├── Doc ────────┬── Combat Medic    (heals under fire)
│               └── Quartermaster   (buffs, morale, mercy)
├── Enforcer ───┬── Mercenary ──── Pyro   (the only tier-3: flamethrower)
│               └── Veteran         (slow to level, absurd to kill)
└── Scout ──────┬── Sharpshooter    (ranged precision)
                ├── Rancher         (brings livestock back from the dead world)
                ├── Pathfinder      (moves whole crews)
                └── Plague Caller   (raises walkers; costs Humanity)

The Plague Caller's deeper skills carry karma_max gates - simply unavailable to anyone still holding much Humanity, and every casting spends more. The Quartermaster's Mercy is the mirror: karma_min 20, and using it gives Humanity back.

The Archetypes

Who you were before. Archetypes tweak stats, add an edge or two, and their trait groups (Tough, Quick, Clever, Steady, Handy, Sly, Touched) are the hooks that feats and future content gate on.

Archetype The pitch
Nobody The blank start. Pick one when you are ready.
Ex-Military Discipline, hardware habits, flat heart rate.
Athlete Rule one: cardio.
Paramedic Kept people alive for a living; still does.
Mechanic Things make more sense than people.
Street Kid Was surviving before it was mandatory.
Prepper Told you so.
Immune Got bitten. Got better. Nobody relaxes around them.

Balance notes: base Roles are deliberately modest and the specialists get the numbers. The Veteran levels 20% slower and the Labourer line levels 20-40% faster from mining, both straight from the Heroes config. The Flamethrower consumes one coal per burst, as is right and proper.

Roles that must be earned - master the Labourer before you can be a Builder.
Roles that must be earned - master the Labourer before you can be a Builder.
Wasteland skills: improvised, chemical, and mean.
Wasteland skills: improvised, chemical, and mean.
Perks, where the fantasy set has Feats.
Perks, where the fantasy set has Feats.

Cold Frontier

A cold, hard sci-fi frontier.

8 Species · 16 Professions · 55 skills · 10 Augments

Species instead of races, Professions instead of classes, Augments instead of feats, Charge instead of mana, and Standing where karma used to be. Deliberately setting-neutral: nothing in the data names an empire or a franchise, so retuning the vocabulary makes the same content play as space-western, fleet-opera or salvage-horror.

The Ship's Manual showing Species, with the Belter entry open
The Ship's Manual - the third name the same book has worn on this page.
The Species and Profession pickers on the character panel
Species and Profession pickers, same panel, different world.

The Professions

Master a base Profession to rate for its specialist billets; specialists inherit the base kit from level 0. Mastering any base Profession qualifies you for the Captain's chair.

Crewman (start)
├── Marine ─────┬── Commando       (cloak fields, silent takedowns)
│               └── Juggernaut     (walking cover; slow to rate up)
├── Technician ─┬── Engineer       (party shielding, redlined tools)
│               └── Roboticist     (sentry turrets, security bots)
├── Medtech ────┴── Surgeon        (resuscitation, guardian protocols)
├── Recon ──────┬── Pathjumper     (translocation rig - actual teleports)
│               └── Railgunner     (very long, very final arguments)
├── Scientist ──┬── Xenobiologist  (spores, serums, gene-hounds)
│               └── Psion          (mind and storm)
└── (any mastered) ──► Captain     (fights with their voice)

The Psion is double-gated: it needs a mastered Scientist and a Species carrying the Psionic trait group - Mutants and the Vex. Baseline brains just get headaches. Inside the wing, Standing splits the deep techniques: Empathic Mend needs karma_min 20, Void Whisper needs karma_max -20, and each use pulls you further along its own road. One character can never hold both.

The Species

Species The pitch
Unregistered No file on record. The blank start.
Terran Baseline human; adapts to anything, complains throughout. Extra skill points.
Synth Built, not born. Dense chassis, internal battery, no brewing.
Mutant The radiation took; it also gave. Psionic-receptive.
Vex Grey, tall, out here first. Fragile body, cathedral mind. Psionic.
Belter Spaceborn. Falls professionally.
Uplift Gene-raised from animal stock. Strong; do not mention the lab.
Clone Decanted with the training pre-loaded. Learns absurdly fast.

Trait groups: Crew, Adaptable, Synthetic, Psionic, Touched, Voidborn, Gene-Modded and Tough - the hooks Professions and Augments gate on.

Balance notes: tuned to the same envelope as the built-in fantasy set and the Wasteland pack - base Professions modest, specialists get the numbers, the Juggernaut rates up 20% slower. The Pathjumper's rig is the only teleport in the pack; the Vex get the biggest Charge pool but the thinnest hull.

Professions, and the billets behind them.
Professions, and the billets behind them.
Skills that read as hardware rather than magic.
Skills that read as hardware rather than magic.
Augments, where the fantasy set has Feats.
Augments, where the fantasy set has Feats.

Re-theming your own

The vocabulary is just a config file.

Both packs do their renaming through the same mechanism available to you: 318 player-facing strings in config/legendquest/messages.yml, written in full on first boot, of which 20 are the vocabulary terms themselves - term.race, term.mana, term.karma, term.party, term.handbook and the rest.

{term.x} cross-references, {placeholder} runtime values and & colour codes work in every string, and deleted keys fall back to the defaults. Unlike content, text is applied on restart and on /reload - so you can iterate on wording without bouncing the server.

Modded clients receive the vocabulary on login, so the panel and handbook follow the server's genre too. Optional flavour for the Wasteland: rename the karma bands in the server config to something like Decent, Good Egg, Samaritan, Saint and Hard, Cold, Ruthless, Feral.