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xSkills Fork

Important: For mod operation, you also need to install imGui, xLib, and xSkills Gilded. xSkills (Fork) This is a fantastic mod byXandu that adds a skill system with abilities, perks, and progression! I just created my server, but there aren't any players ye

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which xSkills Fork release matches 1.22.0?

Updated today
Best match for your filters 1.0.91
Game version 1.22.0-pre.1, 1.22.0-pre.2, 1.22.0-pre.3
Loader Built-in Vintage Story mod system

xSkills Fork 1.0.91 targets 1.22.0-pre.1, 1.22.0-pre.2, 1.22.0-pre.3. It must be installed on the client. Installation on the dedicated server is optional. All 1 required mods have matching files.

Where it goes

Is xSkills Fork required on the client, server, or both?

It must be installed on the client. Installation on the dedicated server is optional.

Client Required
Dedicated server Optional
Loader for this release Built-in Vintage Story mod system
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

This release supports both sides, but the source does not require it on the server.

What else does xSkills Fork 1.0.91 need?

1.0.91 on 1.22.0. Every mod below is checked against that same setup.

All 1 required mods have matching files

Install xLib Fork first. We found matching files for this game-version and loader setup.

xLib Fork Needed by xSkills Fork 1.0.91
required
Matching file found Matched file: 1.0.34

We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add xSkills Fork without breaking your instance.

Built for xSkills Fork 1.0.91 on 1.22.0. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use 1.0.91. It targets 1.22.0-pre.1, 1.22.0-pre.2, 1.22.0-pre.3; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install xLib Fork first. We found matching files for this game-version and loader setup.

  3. 03

    Put it on the correct side

    It must be installed on the client. Installation on the dedicated server is optional.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside 1.0.91. It opens that exact file at the source.

About this project

What does xSkills Fork add?

Important: For mod operation, you also need to install imGui, xLib, and xSkills Gilded.      

xSkills (Fork)

This is a fantastic mod byXandu that adds a skill system with abilities, perks, and progression!

 

I just created my server, but there aren't any players yet. Once people start joining, I'll remove this. Thanks for understanding! <3

Behold what is perhaps the hardest Vintage Story server yet.

If you're tired of survival that's basically "baby mode," then welcome. A real challenge awaits you:

  • Your journey begins in the Far North.
  • No map - only a sextant and a compass... if you can find one.
  • You start with only 5 HP.
  • Monsters are smarter and deadlier. Shivers run faster and can climb walls.
  • Boarthorns no longer retreat during combat, and their attacks hit much harder.

But the server isn't just about suffering. It's packed with carefully selected mods that I chose with great care. And if there's a mod you'd love to see, let me know—I might add it.

Most importantly, there's a goal beyond simply surviving. You can travel south, where daytime temperatures average around **15°C (59°F)**. That's where you'll find all the story locations and the rest of the game's content.
No starter resources, no spawn, just you, your clothes, and the freezing cold! Prepare to suffer! Sounds awesome, doesn't it?


Pack your camp, begin your journey south... and see if you can survive.

164.152.123.227:27503



 

xSkills adds a flexible RPG-style skill and ability system to Vintage Story, allowing players to gain experience through their actions and specialize their character through unique abilities.

Players gain experience in different skills by performing related activities such as combat, crafting, cooking, or resource gathering. As skills level up, ability points are awarded, which can be spent to unlock powerful perks and passive bonuses.

This fork aims to maintain compatibility with newer game versions, improve stability, and provide additional configuration options.

To open xSkills menu press "O"

 



Old Classic GUI to open press "K"
 Screenshot 3 Screenshot 3

Features

  • RPG-style progression system

  • Multiple skills with unique ability trees

  • Ability points earned through leveling

  • Configurable experience rates

  • Multiplayer support

  • Highly customizable through config files (XLeveling folder)

 

Specializations
  • Survival
    Improves character survivability, health, mobility and general utility abilities.
  • Combat
    Improves combat effectiveness and provides weapon specializations.
  • Mining
    Improves ore mining efficiency and resource gathering from stone.
  • Digging
    Improves digging of soil resources like clay, peat and saltpeter.
  • Forestry
    Improves woodcutting and tree resource gathering.
  • Farming
    Improves crop growth and agricultural efficiency.
  • Fishing
    Improves fishing efficiency, catch chances, and fishing-related rewards.
  • Husbandry
    Improves animal handling and beekeeping activities.
  • Metalworking
    Improves smelting, smithing and metal crafting.
  • Pottery
    Improves clay forming and ceramic production.
  • Cooking
    Improves food preparation and cooking bonuses.
  • Temporal Adaptation
    Improves survival in temporal instability and related effects.
Changes Compared to the Original xSkills

Configuration & Documentation & Information

Documentation:

🔧 Mod Commands

All commands require admin privileges.

Skill Level Progression Configuration 

Commands!

Skills

/level <add|set|get|reset> <player> <skill> [level] — manages skill levels
/exp <add|set|get> <player> <skill> [experience] — manages skill experience
/tier <add|set|get> <player> <skill> <ability> <tier> — manages ability tiers
/skillset <save|load|delete|default> <SkillSetName> — saves, loads, or deletes a skill set
/skillbook <skill> <experience> [color] [knowledge] [quantity] — creates a skill book that grants experience

 

 Effects

/effect clear [player] — clears all effects from a player

/effect add <player> <effect> <intensity> <duration> — adds an effect to a player

/effect remove <player> <effect> — removes an effect from a player


 

- Do not type the symbols < > [ ] | in the command itself - they are only used to describe the command syntax.

-The nickname in the command must use the same letter case as the original nickname.

 

Abilities, Effects & Skills Names

Skills

Spoiler!
  • survival
  • farming
  • digging
  • forestry
  • fishing
  • mining
  • husbandry
  • combat
  • temporaladaptation
  • metalworking
  • pottery
  • cooking

Abilities

Spoiler!
  • longlife — Increases your health by X% and additional X% for each level at the survival skill. Maxed out at X%.
  • hugestomach — Increases your maximum saturation by X.
  • wellrested — Increases your experience gain for every skill up to X% for X seconds depending on how rested you are after sleeping.
  • nudist — Clothing is a burden. Increases your movement speed up to X%, your health up to X points, your temperature resistance up to X points and decreases your hunger rate up to X%. Every piece of cloth you wear reduces these effects and can lead into disadvantages.
  • meatshield — Absorbs X% of the incoming damage. You lose X times the absorbed damage as saturation.
  • diver — Reduces your oxygen consumption by X%.
  • featherfall — Reduces your fall damage by X and additional by X%.
  • allrounder — You can learn X additional specializations.
  • photosynthesis — Increases your health generation in the sunlight up to X% but reduces the health generation in the dark up to X%.
  • strongback — Adds an additional inventory with X slots to your character. You can switch the items between this inventory and your hotbar. [default: R]
  • ontheroad — Increases your movement speed on paths by X%.
  • scout — Increases your movement speed by X%.
  • steeplechaser — Increases your step height by X%.
  • healer — Healing items you use heal additional X% over X seconds.
  • sprinter — Increases your movement speed by X% and your hungerrate by X%.
  • abundanceadaptation — Increases your healing effectiveness by X% and your hungerrate by X%.
  • soulboundbag — If you die you do not lose the items in your inventory of the Strong Back ability.
  • luminiferous — You begin to glow in dark areas, creating a bright area around you with a light level of X.
  • cateyes — Your eyes can adjust to dark areas increasing the brightness up to X times, but you may lose some colors. Be careful with bright light sources while your eyes are adapted.
  • meteorologist — Every day you will get a forecast for the weather of the next X days.
  • laststand — You have a chance to survive a hit that would kill you. The probability of surviving is equivalent to your remaining relative health multiplied by X%.
  • greenthumb — Increases the yield of harvested crops by X% and additional X% for each level at the farming skill. Maxed out at X%.
  • demetersbless — Increases the yield of gathered seeds by X% and additional X% for every level at the farming skill. Maxed out at X%.
  • gatherer — Increases the yield from harvesting grass, berry bushes, reeds and mushrooms by X% and additional X% for every level at the farming skill. Maxed out at X%.
  • orchardist — Increases the yield from fruit trees by X% and additional X% for every level at the farming skill. Maxed out at X%.
  • repotting — Harvesting non-matured crops drops always the seeds.
  • recycler — Breaking farmland now drops soil depending on the remaining fertility. Can improve the soil up to a base fertility of X.
  • carefulhands — Allows you to harvest mushrooms and reeds with your bare hands without breaking the roots.
  • farmer — You will receive X% more experience for all farming activities. The amount of specializations you can learn is limited.
  • brightharvest — Your shears and scythes can break X% more blocks at once.
  • cultivatedseeds — If you plant seeds the planted plant has a chance of X% and additional X% for each level at your farming skill to skip a growth stage. If the crop was planted in a greenhouse this ability will always trigger and has a chance to trigger again. The chance is capped at X%.
  • beekeeper — Breaking harvestable skeps will give you X more Honeycombs.
  • extensivefarming — Enables tool modes for some farming tools to work a larger area. Enables a X times X area tool mode.
  • composting — Every time you harvest a full grown crop the farmland will receive some nutrients back.
  • crossbreeding — Harvesting a fully grown crop next to a fully grown crop of another type has a base chance of X% to drop a random seed.
  • beemaster — You can harvest skeps with right click without breaking them.
  • claydigger — Increases clay harvesting yield by X% and additional X% for each level at the digging skill. Maxed out at X%.
  • peatcutter — Increases peat harvesting yield by X% and additional X% for each level at the digging skill. Maxed out at X%.
  • saltpeterdigger — Increases saltpeter harvesting yield by X% and additional X% for each level at the digging skill. Maxed out at X%.
  • shovelexpert — Breaking a block with a shovel increases your digging speed with shovels by X% and additional 0.X% for each level at the digging skill. Maxed out at X%. This effect stacks up to X times and last X seconds.
  • carefuldigger — Digging with a shovel has a chance of X% and additional X% for each level at the digging skill to not reduce the durability of the shovel. The chance is capped at X%.
  • mixedclay — While you harvest one type of clay you have a chance of X% of getting an extra clay of an other type.
  • quickpan — Increases your panning speed by X%.
  • golddigger — Increases your yield while panning by X% and additional X% for each level at the digging skill. Maxed out at X%.
  • digger — You will receive X% more experience for all digging activities. The amount of specializations you can learn is limited.
  • scrapdetector — Every time you break a sand or gravel block there is a chance of X% that the block breaks as if it was sieved with a pan.
  • scrapspecialist — Increases the amount of rare items from your Scrap Detector ability by X%.
  • strongline – chance to not lose fishing rod durability.
  • fisher – increases fishing experience gain (profession).
  • fishfilleter – chance to get extra fillets when cleaning fish.
  • goodbait – reduces fish bite waiting time.
  • autobaiter – automatically attaches bait when casting.
  • baitmaster – chance to not consume bait on catch.
  • doublehook – chance to catch two fish at once.
  • magnetichook – chance to catch items instead of fish.

Effects

Spoiler!
  • disease — Diseases that can be spread to other players.
  • momentum — Increases mining speed with a specific tool by X%.
  • dot — Deals X damage every N seconds.
  • hot — Restores X health every N seconds.
  • heated — Increases body temperature by X every N seconds up to Y.
  • receivedDamageMultiplier — Multiplies all incoming damage by X.
  • trigger — Triggers another effect for N seconds after this effect ends.
  • walkspeed — Increases walking speed by X%.
  • exhaustion — Decreases walking speed by X%.
  • health — Increases maximum health by X.
  • meleeWeaponsDamage — Increases melee weapon damage by X%.
  • rangedWeaponsDamage — Increases ranged weapon damage by X%.
  • hungry — Increases hunger rate by X%.
  • nutrition — Modifies the nutrition value of a specific food category by X every N seconds.
  • nutritionFruit — Modifies fruit nutrition by X every N seconds.
  • nutritionVegetable — Modifies vegetable nutrition by X every N seconds.
  • nutritionProtein — Modifies protein nutrition by X every N seconds.
  • nutritionGrain — Modifies grain nutrition by X every N seconds.
  • nutritionDairy — Modifies dairy nutrition by X every N seconds.
  • attribute — Modifies a player attribute.
  • intoxication — Sets intoxication level to X.
  • regeneration — Modifies healing effectiveness by X%.
  • animation — Can play animations.
  • shader — Applies visual effects (shaders).
  • blindness — Limits the field of view.
  • colorblind — Removes the ability to distinguish colors
  • rested — Well Rested
About Unlearn Points!

If you're an admin and don't want to drink alcohol to earn learning points, use this method to learn skills instead.

Unfortunately, the XSkills mod does not include the /add unlearn points command.
Therefore, you’ll need to use the following command to reset or change a skill level:

/tier set <player> <skill> <ability> <tier>

Tier values:
0 — completely unlearn the skill
1, 2, 3 — set the corresponding skill level

- Do not type the symbols < > in the command itself - they are only used to describe the command syntax.

-The nickname in the command must use the same letter case as the original nickname.

Knowledge System, Skill Books and Requirements!

The mod features a Knowledge mechanic that allows server administrators and modpack creators to detach specific perks from the standard experience grind. You can gate powerful or specialized abilities so that players must acquire a specific item (like a rare book) to unlock them rather than just leveling up.

1. Creating Knowledge Books (Admin Command)

To generate these books, use the following in-game command:

/skillbook skill experience type knowledge quantity

Parameter Breakdown:

  • skill: The name of the skill tree (e.g., metalworking, combat).

  • experience: The amount of standard experience the book grants. Set this to 0 if you only want to grant the knowledge point.

  • type: The texture type of the book (e.g., red, blue, gold, aged).

  • knowledge: A custom text identifier for the knowledge (e.g., ancient_automation or dragon_lore). Reading the book will increase the player's level for this specific knowledge by exactly 1.

  • quantity: The number of books to spawn.

Example Usage:

/skillbook metalworking 100 aged-cherryred ancient_automation 1

This spawns 1 aged-cherryred metalworking book that grants 100 experience, and adds +1 point to the ancient_automation knowledge.

 

Отличное расширение функционала! Вот обновленная версия документации, в которую я аккуратно интегрировал новые параметры для создания ветвящихся древ навыков и зависимостей одних перков от других.

Я сохранил оригинальную структуру и язык текста, дополнив его нужными блоками.

2. Gating Abilities Behind Knowledge, Classes, Traits, or Other Abilities (JSON Setup)

To require specific knowledge, a player class, a character trait, or a foundational ability (perk), edit the configuration file for the respective skill (e.g., metalworking.json). Find your target ability within the "abilities" array and add a "requirements" block to it.

Configuration Examples

Example A: Knowledge Requirement

JSON
 
{
  "name": "blacksmith",
  "id": 5,
  "maxTier": 2,
  "minLevel": 3,
  "enabled": true,
  "values": [
    1, 5, 2, 10
  ],
  "requirements": [
    {
      "type": "knowledge",
      "name": "ancient_automation",
      "hideUntilFulfilled": false,
      "level": 3
    }
  ]
}

Example B: Class/Profession Requirement

JSON
 
{
  "name": "metalworker",
  "id": 6,
  "maxTier": 1,
  "minLevel": 5,
  "enabled": true,
  "values": [
    40
  ],
  "requirements": [
    {
      "type": "class",
      "class": "hunter", //or multiple classes, specify them like this:  "classes": ["hunter", "blacksmith"]
      "hideUntilFulfilled": true } ] }

Example C: Trait Requirement

JSON
 
{
  "requirements": [
    {
      "type": "trait",
      "trait": "frail",
      "minimumTier": 1,
      "hideUntilFulfilled": true
    }
  ]
}

Example D: Ability Requirement (Skill Tree Branching)

JSON
 
{
  "name": "LongLife",
  "maxTier": 1,
  "minLevel": 5,
  "enabled": true,
  "values": [ 
    // values here 
  ],
  "requirements": [
    {
      "type": "ability",
      "skill": "survival",
      "ability": "safequenching",
      "requiredTier": 1,
      "minimumTier": 1,
      "hideUntilFulfilled": false
    }
  ]
}

Requirement Parameters

  • "type" — Tells the mod what kind of requirement this is. Valid options are "knowledge", "class", "trait", or "ability".

  • "name" (Knowledge only) — The exact identifier used when creating the knowledge entry.

  • "class" (Class only) — The specific player class or profession required to unlock this perk (e.g., "hunter").

  • "trait" (Trait only) — The identifier of the required trait.

  • "skill" (Ability only) — The internal identifier of the skill tree containing the required prerequisite perk (e.g., "survival").

  • "ability" (Ability only) — The internal identifier of the required prerequisite perk (e.g., "safequenching").

  • "level" (Knowledge only) — The number of books with this knowledge that must be read to satisfy the requirement.

  • "requiredTier" (Ability only) — The specific tier level of the prerequisite ability that the player must reach.

  • "minimumTier" — The minimum tier of the specified trait, or the minimum tier of the current perk where this requirement begins to apply.

  • "hideUntilFulfilled" — Set to true or false. Determines whether the perk remains completely hidden in the UI until the requirement is met. For example, if set to true, only eligible players will see the perk.

3. In-Game Mechanics

Item Tooltips

When a player hovers over a knowledge book, an additional line appears in the item description showing the knowledge name. This can be localized in your language files using the book-yourname key.

Skill Menu UI

How a locked ability appears in the player's skills menu depends on the hideUntilFulfilled setting:

  • Hidden (true)

    The perk is completely invisible in the menu until the player meets the requirement. This is ideal for secret unlockables, class-specific skill branches, trait-exclusive perks, or advanced abilities that logically follow foundational ones.

    Examples:

    • A Hunter will not see Blacksmith perks restricted to another class.

    • A character without the required trait will not see trait-exclusive abilities.

    • Advanced skill nodes remain hidden until the prerequisite nodes are purchased.

  • Visible (false)

    The perk is visible but locked. The specific requirements will be displayed in the tooltip:

    • For Knowledge: [Knowledge Name]: [Current Level] / [Required Level]

    • For Classes: [Required Class]: [Class Name]

    • For Traits: [Required Trait]: [Trait Name] (Tier [Required Tier])

    • For Abilities: [Ability Display Name] [Current Tier]/[Required Tier].

Practical Applications

This requirement system enables highly flexible progression paths:

  • Knowledge requirements are perfect for distributing unique, learnable rewards through quests, events, boss loot, treasure finds, or custom server shops. Knowledge books can also be added to Vintage Story loot tables using JSON patches.

  • Class requirements allow you to create profession-specific skill trees tailored to different roles on a multiplayer server.

  • Trait requirements make it possible to create unique gameplay paths based on character traits. For example, certain perks may only be available to characters with specific strengths, weaknesses, backgrounds, or mutations.

  • Ability requirements allow you to create deep, interconnected skill trees. You can logically gate advanced, specialized, or powerful mechanics behind the mastery of simpler, foundational perks (e.g., unlocking the Long Life perk only after a player invests in Safe Quenching). After obtaining the required knowledge books, players must read enough copies to reach the required knowledge level and unlock the associated perk.

Exp Multiplier by class: Edited by DeathSeven.
Specialization / Class Commoner Hunter Malefactor Clockmaker Blackguard Tailor
Survival 10% 20% 15% -20% -5% 0%
Combat 10% 0% -10% -20% 20% 0%
Farming 10% -15% 10% 15% -15% 0%
Digging 10% -15% 10% -15% 10% 0%
Forestry 10% 10% -20% -15% -5% 0%
Mining 10% -20% -10% 15% 15% 0%
Husbandry 10% 20% 15% -20% -10% 0%
Fishing 10% 20% 0% 0% -10% 0%
Metalworking 10% -15% -15% 20% 15% 0%
Pottery 10% 15% 5% 20% -20% 0%
Cooking 10% 15% 5% 0% -15% 0%

💬 Credits

Huge thanks to the original author of the mod, Xandu!
Please consider supporting them with a coffee ☕ for their great work.

Mod Additions by These Authors

 

The following perks from Panda XSkills Rework by @Pandarific have also been added. Thanks to them for the excellent code:
  • Ancient Mariner - Reduces hunger drain while holding a fishing rod.
  • Ice Fisher - Reduces the effects of cold while fishing.
  • Moonlit Waters - Increases bite chance at night.
  • River Specialist - Increases bite chance in flowing freshwater. Mutually exclusive with Coastal Master.
  • Coastal Master - Increases bite chance in saltwater. Mutually exclusive with River Specialist.

    Full brunch: Tailoring, Brewing, Sailing, Riding from PandaXskills Rework
Many different improvements from the user Aimli_
  • Improved compatibility with A Culinary Artillery and Expanded Foods liquid recipes.

  • Updated Dilution food detection to support:

    • NutritionProps

    • NutritionPropsPerLitre

    • nutritionPropsWhenInMeal

    • nutritionPropsWhenInMealByType

  • Allowed Refined Dilution to affect non-edible liquid processing products, such as Expanded Foods pre-gelatin.

  • Added probabilistic rounding for fractional liquid output bonuses, preventing small Dilution bonuses from always being truncated.

 

  • Reworked Well Done handling for contained liquid products:

    • Additional cooking-time modifier is calculated before cooking completion.

    • Shelf-life bonus is applied to the actual finished contents instead of the outer container.

    • Missing transition states are initialized before modifying freshHours.

    • Existing product-specific shelf-life values are multiplied instead of replaced with collectible template values.

 

  • Added optional saucepan cooking-time compatibility for Electrical Progressive machines.

  • Fast Food and Well Done time modifiers now affect Expanded Foods simmering recipes.

 

  • Preserved existing behavior for:

    • Normal meals

    • Pies

    • Non-liquid cooking outputs

 

  • Added Orchardist compatibility for Tree Shaker 1.1.1.

  • Fruits harvested with Tree Shaker now correctly receive the player's Orchardist yield bonus.

 

Fixed the Effects HUD mode not being preserved after restarting the game.

  • The selected Effects HUD state is now saved to xeffects.json.
  • Restored the saved Effects HUD state when the client creates the Effects window.
  • Changes made through the Effects hotkey are now saved immediately.
  • Closing the Effects window from its title bar now correctly persists the updated display mode.

Effects HUD Modes

  • Never: the Effects window remains hidden after restarting the game.
  • Dynamic: the Effects window automatically opens when active effects are present.
  • Always: the Effects window remains visible.

Technical

  • Added the persisted effectFrameState setting to XEffectsConfig.
  • Added a state-change callback to EffectFrame.
  • Centralized Effects HUD state changes through SetForcedState.
  • Updated XEffectsSystem to load and save the Effects HUD mode.

 

  • Fixed a crash when loading an Electrical Progressive electric fruit press with a full pomace output or an empty/unresolved input stack.
  • A lot of Chinese translation corrections.

 

  • Fixed a crash when loading an Electrical Progressive electric fruit press with a full pomace output or an empty/unresolved input stack.

  • Fixed the Effects HUD mode not being preserved between game sessions.

  • Fixed the Well Done shelf-life bonus being applied repeatedly to food already present in the output slot.

  • Chinese translation corrections.

Changes by Taper4ik
  • Updated the Archer perk description to be more accurate.

  • New perks:

    • Cuttings - Reduces the regrowth time before a bush can provide another cutting.

    • Rooting - Planted cuttings grow into mature bushes faster.

    • Careful Shooter - Grants a chance to avoid durability loss on bows, slings, and crossbows. When using a sling, also grants a chance not to consume regular stones.

 

Compatibility with the Blush and Bins mod by JakeWags, thanks a lot for the code!

 

Fork Policy
Forks and modifications are allowed.

Original authorship credits must be preserved.

If you believe my name should not be credited as an author, then do not use my version of the mod.
Instead, use the original source code from older versions of the mod provided by the original author.

You can also contact me on Discord: DeadSigma:6666, or on Telegram: @El_Neuman.

Project description from Vintage Story Mod DB.

Pick your setup

xSkills Fork releases for each Vintage Story version.

Choose the version and loader you play, then open the matching release.

22 available setups

Showing the newest 12 of 22 game versions. Older files are in the list below.

Check the dependencies, then try the file in a copied instance before changing a world you care about.

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Looking for an older file? The official Vintage Story Mod DB project page is in Resources.