0.3.0
Compatibility
Changes
Eldenreach UI 0.3.0 — Paths of Mastery
The skill tree, rebuilt from nothing. 0.2.0 gave you eight skills that level by doing; this release gives those levels somewhere to go. Still pure vanilla mechanics underneath — every perk is an attribute modifier or a status effect, no custom items or combat rewrites.
The Skill Tree (rebuilt)
- Seven disciplines, unsealed in turn. Might is open from the first minute. Warding, Delving, Wilds, Swiftness and Arcana each unseal when the matching activity skill reaches its level — Defense 5, Mining 5, Foraging 8, Agility 10, Magic 12. Ascendance waits for Combat 20 and 80 points already committed elsewhere.
- Locked disciplines stay visible, with a live readout of how close you are. You can always see what you're working towards.
- 109 hand-authored skills across 34 branches — every single one a real effect. No filler, no "Combat Perk 37".
- Branches are bought bottom-up, tier by tier — Bloodletter I → V, Ironhide I → V — laid out as columns of framed icons wired together with connecting rules and numbered in roman.
- Capstones are permanent auras. Berserker III never stops giving you Strength. Emberward IV walks you out of fire. Bodyweaver III mends you unprompted. They cost accordingly.
Points, and What They Cost
- One point per activity-skill level, plus a small stipend so a new character has something to spend the first time they open the screen.
- Points are earned by playing, not banked — which means every level you have already earned is paid out retroactively the first time you log in on 0.4.0.
- Deep tiers cost sharply more than shallow ones. The full tree is 585 points against the 394 a character who maxed all eight skills to 50 will ever earn. You cannot have all of it. What you skip matters as much as what you take.
- Respec whenever you like — the button on the screen, or
/eldenreachtree respec. A tree you can back out of is a tree you'll actually commit to.
Skill Tree Screen (reworked, K)
- Discipline tabs down the left with per-discipline point counts; the selected discipline fills the panel as columns of branches.
- Hover any skill for its full effect breakdown, its cost, and exactly what's blocking it.
- Two clicks to buy — the first arms a skill, the second spends. No more mis-clicks.
- Affordable skills carry a slow gold shimmer, owned ones a solid gold frame, locked ones sit dark. You can read the state of a discipline at a glance.
Fixed
- The old skill tree did nothing at all. Node rewards were unimplemented stubs, so no perk ever applied. Rebuilt so every node has a real, visible effect.
- Purchases never saved. Player state was handed out as a detached copy, so anything bought was discarded on the same tick. Fixed at the source.
- No skill points were ever granted, by anything, which is why the counter read "Points available: 0" forever. Points now come from activity-skill levels.
- Fixed a crash-on-startup class of bug: the 0.3.x skill tree sources did not compile.
Notes
- Your save is safe. Activity skills, quests and gear gating are untouched. The skill tree stores its own data and starts fresh — you lose nothing, because the old tree never successfully recorded anything.
- New testing commands:
/eldenreachtree respec,/eldenreachtree unlockall. - Retained from 0.3.0: activity skills, tier-gated gear, 508 authored quests, the recoded minimap and the animated pickup alerts.
Eldenreach UI 0.3.0 — The RPG Overhaul
A ground-up rework turning the mod into a single-mod RLCraft-style RPG core. Everything is still pure vanilla mechanics (attributes, effects, drops) — no custom items or combat rewrites.
Activity Skills (new)
- Eight skills that level by doing — Combat, Defense, Mining, Woodcutting, Farming, Foraging, Agility and Magic. Do the activity, that skill's XP fills, and each level grants passive bonuses automatically (attack damage, armor, mining speed, luck, move speed, and more). Magic even unlocks Night Vision and Water Breathing at higher levels.
- XP from natural play — killing scales Combat, taking hits trains Defense, mining/chopping/ harvesting/gathering feed Mining/Woodcutting/Farming/Foraging, sprinting builds Agility, and collecting experience grows Magic. Woodcutting rolls a chance for bonus logs.
- Character sheet (press K) — every skill with its level and XP bar, live derived stats (health, armor, attack, speed…), and the requirement of whatever's in your hand.
Tier-Gated Gear (new)
- Every weapon, tool and armor piece is gated by material tier, RLCraft-style: stone Lv 5, copper Lv 7, iron Lv 10, diamond Lv 20, netherite Lv 30 — bows/crossbows/tridents/mace too.
- Using or equipping gear above your level is blocked with a message; the governing skill is Combat (weapons), Defense (armor), Mining/Woodcutting/Farming (tools).
500+ Authored Quests (reworked)
- The old generated tier list is gone. In its place: 508 hand-named quests across ~90 themed chains — The Warrior's Path, Diamond Dreams, The Great Hunt, Wanderer's Map, Mastery of Arms, and dozens more, spanning combat, mining, woodcutting, farming, foraging, gathering, biome exploration and skill mastery.
- Quests unlock in chains — finish one to reveal the next — and reward items, XP levels and thematic activity-skill XP. The journal (J) groups by chain and hides locked steps; the HUD tracker (Z) follows your active objectives.
Recoded Minimap
- New continuous hill-shading for a softer, more three-dimensional terrain look, with depth-shaded water.
- Cleaner renderer: dark-outlined entity blips (hostile / player / friendly / neutral), a fixed north marker, and a zoom-scale readout.
Animated Pickup Alerts (new)
- A clean RPG feed down the right edge for picked-up items ("+3 Iron Ingot"), collected XP ("+18 XP") and skill level-ups — each slides in, holds and fades, and repeats merge into a growing tally with a little pulse.
Notes
- Testing commands:
/eldenreachskills reset,/eldenreachskills max,/eldenreachquest reset. - Retained from 0.2.0: the ornate HUD, reskinned vanilla screens, discovery toasts, stamina/ limited-sprint, and the compass/clock.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:jiUXDKNh:fufwNRJV"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:jiUXDKNh:fufwNRJV"
}

