MMO Skill Tree & Abilities

A fully customizable RPG skill progression system for Hytale, inspired by mcMMO and RuneScape - hotbar abilities, triggered passives, quests, achievements, and a deep skill tree.
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MMOSkillTree-1.5.1.jar

File nameMMOSkillTree-1.5.1.jar
Uploader
ziggfreedziggfreed
Uploaded
Jul 8, 2026
Downloads
1.0K
Size
3.8 MB
File ID
8397010
Type
R
Release
Supported game versions
  • 0.5

What's new

A per-world rules patch, plus a boss-fight stability fix: worlds like a minigame instance can now switch off the MMO power you carry in, so you play them on an even footing, per-world rules reliably match instanced worlds, and the level-100 bleed passives no longer stack out of control in raids.

  • New: worlds can leave your stats at the door. Per-world rules gain a switch that strips your persistent stat bonuses - the extra health, stamina, and mana from your skill tree, ability mastery, and class - while you are in that world, then restores them the moment you leave. A lobby, arena, or minigame instance can run on vanilla stat pools without touching your saved progress. It is separate from the existing combat-bonus switch (which only affects damage dealt and taken), so a world can turn off max-health bonuses, damage bonuses, or both.
  • Changed: your power level reads higher (matters if you run Mob Scaling). Power level - the single number that sums up your whole build (combat levels, claimed skill-tree rewards, unlocked abilities, ability mastery, achievements), which the optional Mob Scaling companion reads to decide how tough the mobs around you get - is raised by half again across the board, so a given build sits higher on the scale. A single maxed weapon tree reads around 68 instead of 45, a mid-game build around 130 instead of 87; a fully-completed build still tops out at the 200 cap. It has no effect on its own - only servers running the Mob Scaling companion will notice.
  • Fixed: per-world rules now match instanced worlds. A rule aimed at an instanced world (whose live name carries an extra prefix and a random suffix) was silently never applying, so abilities, combat bonuses, and full XP leaked into worlds that were meant to restrict them. A rule can now match a world by a name fragment, with a "*" wildcard at the start, the end, or both, so instanced worlds are caught reliably.
  • Fixed: the Kweebec Nightmare instance applies its intended rules. With the two changes above, the Kweebec Nightmare minigame runs the way it was meant to - abilities off, combat bonuses off, stat bonuses stripped, and only its two allowed skills gaining XP - instead of dropping you in with your full overworld build.
  • Fixed: level-100 bleed passives no longer stack out of control. The damage-over-time capstones (Hemorrhage, Riftblade, Endurance Strike) spiralled during raids and boss fights: each bleed tick counted as a fresh hit, which re-triggered the very passive that applied it, so one bleed fed another and another until hundreds were ticking at once - inflating the damage numbers wildly and lagging the whole server (fast weapons and multi-instance strikes through Power Strike and enchantments made it worse). Two fixes: bleed ticks no longer set off on-hit passives, crits, or lifesteal, so a bleed can't feed itself; and reapplying a bleed now builds it up as capped stacks (a small limit of 3 to 4 depending on the weapon) instead of spawning endless copies. A fully-stacked bleed still hits hard, but the damage and the server load both stay bounded. Server owners can retune both the stack cap and whether a given effect is allowed to proc.

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