World

Skills & Stats

Eleven skills that level up from things you were going to do anyway.

Lion Madness runs AuraSkills, and it isn't a new game mode bolted on. Mining, farming, fighting and the rest of a normal day earn XP in a matching skill, and levelling that skill hands out passive bonuses. There are no new keybinds and no spells to learn. You play the way you already do and slowly get better at it.

Type /skills to see where you're at. Each skill also has its own command, like /farming or /mining, that opens straight to it.

How levelling works

There are eleven skills, each capped at level 100, and none of them reset when you die.

Every level raises one or two of your stats (more on those below). Each skill also has five passive abilities. They unlock at levels 1 through 5 and get stronger every five levels after that.

The first few levels come quickly, so the abilities start showing up in your first session or two. After that it slows down sharply. Level 100 is a someday problem. Level 20 is a this-week problem. The numbers quoted on this page are what each ability reaches at level 100, which is a long-haul goal rather than something you'll see this month, so read them as the ceiling and expect a fraction of them for most of the climb.

One ability in every skill just makes that skill level faster, up to +200% XP by the end.

Gathering

Farming

Bountiful Harvest adds Farming Luck, which means extra drops. Scythe Master makes hoes hit up to 41% harder, which is as silly as it sounds. Geneticist makes plant-based food more filling, and Growth Aura makes crops within 30 blocks of you grow up to 240% faster.

Foraging

Lumberjack adds Foraging Luck for extra drops. Axe Master adds up to 61% axe damage, and Valor gives you extra Strength while an axe is in your hand. Shredder gives your axe up to a 60% chance to deal triple durability damage.

Mining

Lucky Miner adds Mining Luck for extra drops. Pick Master adds up to 41% pickaxe damage. Stamina gives you Toughness while you hold a pickaxe, and Hardened Armor gives up to a 60% chance that your armour takes no durability damage from a hit.

Fishing

Lucky Catch adds Fishing Luck for extra drops. Treasure Hunter and Epic Catch raise your odds of rare and epic loot, topping out at 10% and 4%. Grappler reels in whatever you hook a lot faster.

Excavation

Bigger Scoop adds Excavation Luck for extra drops. Spade Master adds up to 41% shovel damage. Metal Detector and Lucky Spades add chances of rare and epic loot from digging, topping out at 6% and a little over 0.6%. The second number isn't a typo.

Combat

Archery

Bow Master adds up to 41% bow damage. Piercing gives arrows up to a 60% chance to go straight through a mob. Stun has up to a 21% chance to slow your target by 20% for two seconds. Retrieval returns arrows you miss after three seconds from up to 100 blocks away, which saves a lot of wandering around in the grass.

Fighting

Sword Master adds up to 41% sword damage. First Strike makes your opening hit deal up to 110% more, then goes on a five-minute cooldown. Bleed has up to a 60% chance to make a target bleed for several ticks of damage. Parry rewards timing: swing and miss within a quarter of a second before you get hit, and that hit loses up to 43% of its damage and all of its knockback.

Defense

Shielding cuts incoming damage by up to 59% while you're sneaking, and Mob Master cuts damage from mobs by the same amount. Immunity gives about an 8% chance to shrug off an attack entirely. No Debuff gives a chance to ignore harmful potion effects, and by level 100 that chance is 100%.

Everything else

Agility

Light Fall cuts fall damage by up to about 30%. Golden Heal makes Regeneration effects heal up to 119% more. Fleeting gives you a burst of Speed when you drop below 20% health, which is for leaving. Meal Steal gives up to a 39% chance to take a hunger point off any player you hit.

Alchemy

Alchemist makes the potions you brew last up to 79% longer. Life Steal heals you for up to 21.5% of a mob's or player's max health when you kill it. Golden Heart reduces damage to your absorption hearts by up to 62%. Wise Effect gives you Wisdom for every different potion effect you have active.

Enchanting

Anvil Master raises the point where an anvil says "Too Expensive" to 100 levels, so heavily enchanted gear stays repairable. XP Convert turns skill XP into ordinary experience, one point for every 20.5 skill XP at the top. It starts at 30, which makes it the one number on this page that gets better by going down. Enchanted Strength gives you Strength for every enchantment on the item you're holding, and Lucky Table gives up to a 24% chance for the enchanting table to bump an enchantment up a level.

Stats

Stats are where all those levels add up. Each skill feeds one or two of them, and a few abilities add more on top.

  • Health: more max health. Grown by Farming, Fishing, Defense and Alchemy. The heart bar is scaled, so a big health pool shows up as a few extra hearts rather than filling half your screen.
  • Strength: more damage from weapons, bows and your fists. Grown by Foraging, Archery, Excavation and Farming, plus Valor and Enchanted Strength.
  • Crit Chance: the chance for a hit to crit. Grown by Archery alone. Crits come from swords, bows, axes, pickaxes, shovels and hoes, not from bare hands.
  • Crit Damage: how hard a crit lands. Grown by Fighting alone.
  • Toughness: a percentage off incoming damage. Grown by Mining, Defense and Foraging, plus Stamina. Each point is worth a little less than the one before it, so it never adds up to invulnerability.
  • Regeneration: faster natural healing while you're fed. Grown by Excavation, Fighting and Agility.
  • Luck: more extra drops when farming, chopping, mining, fishing and digging. Grown by Mining, Fishing and Enchanting.
  • Wisdom: more experience from orbs, and cheaper anvil work. Grown by Alchemy, Enchanting and Agility, plus Wise Effect.
  • Speed: how fast you move. No skill raises it as you level. Its only source is Fleeting, and only when you're nearly dead.

This is the long game, and you won't feel much of it in your first week. Someone who's pushed every contributing skill high is a lot harder to kill than someone who hasn't, but that's months of play, not a weekend. The endgame totals are still being tuned, so for now this page sticks to what feeds what instead of quoting numbers that might move.

Official documentation

We only cover what's switched on here. For the complete reference, including how every stat and ability is calculated, see the AuraSkills wiki.

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Checked 23 Sept 2026