Trail of Orbis

RPG overhaul with 6 elements, 485-node skill tree, procedural Realm dungeons, 246 stats, 101 gear modifiers, a loot filter, and an 11-stage damage pipeline.

File Details

Trail of Orbis - 1.0.6

  • R
  • May 5, 2026
  • 57.65 MB
  • 96
  • Early Access

File Name

TrailOfOrbis-1.0.6.jar

Supported Versions

  • Early Access

Trail of Orbis v1.0.6 - Patch Notes


A word from me : Hey everyone ! Thanks for trying out this mod and/or following its progress ! I'm so glad we made it to the modjam finalists, 1.1.0 is not ready yet, but this version should be WAY more stable and playable than previous versions, so you can have a semi-enjoyable experience while trying out my mod.

I'm really happy with the optimisation and stability state we were able to reach in this short amount of time. Most of the UI/HUD crashes, race conditions, and everything related to missing wiring has been fixed and/or properly implemented.

The core mechanics are all done, they jsut need a LOT of polishing, and until I'm happy with the state of all of them, no compeltely new mechanic will be added for now.

I created a Discord Server to get your feedback, server is quite small, please come on in and share your experience with me ! https://discord.gg/vbGQQeTxKu

Stats

  • Stat Pipeline Completely Reworked. Every stat in the game is finally correct (Wishes and hopes, still some misshaps)
  • Another Vanilla Stats Suppression
  • Void Scaling Buffed True Damage and Life Steal per point both doubled
  • Attribute Page Fixed. Earth showed +4 Armor when it's +3.5, HP Regen said +0.0 when it's +0.02, etc...
  • Burn Damage %, Shock Damage %, DOT Damage % existed on the stats page, on gear, in the skill tree, in attributes. Displayed proudly, contributed zero. They multiply ailment damage for real now
  • Shock amplification works on DOTs. Shocked target = more damage taken, and that includes DOT ticks.
  • Fixed names and colors for all "lower is better" stats

Damage Pipeline

  • Armor Formula Reworked. Old formula gave like 2.7% damage reduction at level 12 which is basically nothing. New one scales with attacker level, armor actually does something now, still need a rework on Evade
  • Ailment DOTs reworked they now properly damage you and mobs, and go thru the entire damage pipeline
  • Attack Speed Rewrote for a way better synchronisation, still need one lat detail missing
  • Death Screen Tint no longer stays red/dark after dying to a DoT
  • Armor/Resistance Split armor only reduces physical damage now, resistance reduces elemental.
  • Crossbow Infinite Reload and other secondary actions fully fixed (May include something to conserve signature energy and ammos between item scrolls)
  • Shield Regen on DOT (energy shield restored when your DOTs deal damage) hooks into the damage pipeline correctly
  • Life Steal is now capped at 15% max HP per second

Magic & Hexcode

  • Hexcode Damage Pipeline Rebuilt. Spells didn't go thru the damage pipeline properly
  • Spellbooks now have Mana Regen as their Implicit
  • Spellbooks get Proper Modifiers now
  • Staff Attacks are Spells now. Hytale fires staff attacks as physical melee. Spell Damage, Spell Damage %, Spell Penetration, all did nothing on staves. Staff attacks scale with spell stats now
  • Staves Roll a Fixed Element. Every staff gets a random element at creation, visible on the tooltip in its color. Modifiers favor that element.
  • Hex Spells get Projectile Scaling. All hex spells use a delivery glyph to reach targets. Projectile Damage % is now in the pool

Energy Shield

  • Energy Shield Regen is a Real Stat now. Was hardcoded at 20% per second for everyone which made no sense. Now you can scale it thru gear, skill tree, and attributes. Regen delay is per-player too
  • Water Element Reworked from flat Energy Shield per point to % max ES + ES regen per point
  • Energy Shield HUD is now done and almost final
  • Energy Shield Regen Delay is now reset when you take damage from players or monsters to your Health too

RPG Items

  • Spells and Offhand Requirements are now working as expected
  • Requirements have a Notification showing, to alert you what you currently cannot use
  • Gear Modifiers show Roll Ranges you can see the [min-max] on each modifier now, so you know if your roll is good or trash
  • Implicit vs Modifier Balance some implicits were weaker than random modifiers for the same stat which made no sense.
  • RPG Armor is no more sometimes invisible with specific Mods/Plugins - all potential RPG items will now correctly show on players
  • 2-Handed Weapons now suppress offhand stats : you were getting free bonus stats from your offhand while holding a 2H
  • Offhand Stat Tracking is fixed, you can't be a god anymore by having 4 offhand items, sorry.
  • Offhand slot switching didn't properly update your stats instantly
  • Crafting Preview Tooltips shouldn't leak into your inventory at all anymore
  • Crafted Gear scales to your Level. Crafting crude at level 1 could give you a level 5 item you can't equip. Now it's your level or the material ceiling, whichever is lower. Tooltip shows your exact result
  • 22 Gear Requirements were wrong. Armor mods required Water when Earth grants armor, crit mods required Wind when Lightning grants crit. Every modifier now requires the element that actually gives its stat
  • Signature Energy HUD works on RPG weapons now. Custom weapons weren't showing the signature attack energy bar

Loot

  • Loot Distribution Rebuilt.
  • Loot Filter changed from Chat Notification to Toast Notification
  • Loot Filter no longer ejects your weapon during combat.
  • Pickup Notifications Reworked. Toast notification with the item's 3D model and rarity colored background. All rarities and Maps show level and quality now. Items the Loot Filter catches don't flash a notification before disappearing anymore
  • Gear base drop rate from 8% to 12%

Stones

  • Threshold Stones preserve your Roll Quality. If you had a top roll implicit and use a Threshold Stone to change level, it now stays a top roll at the new level.
  • Stone Descriptions updated for Gaia's Gift, Cartographer's Polish, Transmutation Crystal, and Orbisian Blessing - they actually tell you what they do now, caps and edge cases included
  • Stone Feedback Fixed. Results showed raw numbers while tooltips showed quality adjusted ones, same modifier, two different numbers. All stone feedback is toast notifications now with the modified item shown

Mobs

  • Mob Stat System Rebuilt.
  • Elemental Resistances & Weaknesses on mobs. Fire resists fire, weak to water.
  • Mob Damage Rebalanced so that combat actually feels better
  • Mobs can now get Ailment Modifiers they wouldn't be able to before
  • Fixed 10 mob stat bugs, Earth/Wind penetration was silently dropped, spawn config was ignored, chunk tracking leaked memory
  • Overworld Mobs were 5x stronger than Realm Mobs at the same level because distance bonus was double-dipping on top of level scaling. Same formula for both now
  • Caster Mobs deal Elemental Damage now. Fire mages deal fire damage, not physical. Your armor won't help, you need fire resistance

Realms

  • Realm Modifiers Reworked. 14 -> 30 modifiers. 4 that were display-only actually work now (no regen, reduced healing, XP bonus, stone drops). 16 new : 6 elemental prefixes (mobs deal bonus fire/water/lightning/earth/wind/void reduced by your resistance), 5 mechanical prefixes (player vulnerability, weakened blocking, armored monsters, ailment immunity, regenerating monsters), 5 reward suffixes (better quality, empowered loot, bonus maps, enriched stones, extra time)
  • Realm Spawn Protection you're invincible when entering a realm until you move.
  • No more spawning inside the ground. Some biomes had you spawn in the terrain, surface biomes now scan higher and cave biomes scan from the floor
  • Ancient Gateway Progression Reworked. Old 7-tier system needed Gold and Mithril which basically don't exist. New 5-tier system matches zone ore progression : Copper (free, up to level 10) -> Iron (20) -> Thorium (30) -> Cobalt (45) -> Adamantite (unlimited). Each ore shows up in the zone matching its tier

UI & HUDs

  • HUDs survive Realm transitions now.
  • /hud command added to hide the HUDs : I couldn't wire myself into F8 it's dedicated to Vanilla HUDs only
  • Weapon HUD now always shows on all weapon types
  • Builder's Workbench Now shows reskin/transmog specific tooltips
  • Unidentified Maps hide their info in the Ancient Gateway
  • Number Formatting Overhaul every number in the game is formatted the same way now. No more "0.00%" or weird decimal mismatches across tooltips, stats page, combat log, death recap (copium)
  • Skill Tree/Sanctum Nameplates are now always correctly positionned
  • Refund Points are on the Skill HUD. Wasn't shown anywhere. Yellow when available, red when depleted, updates when you use an Orb of Unlearning
  • Dodge, Block, Parry and Miss Feedback. Floating text and sounds when you dodge, block, parry or get missed. Life steal shows "+N" in green. No more guessing if your defensive stats do anything

Quality of Life

  • Added a way to re-enable guides if you deactivated them too fast. Don't abuse it tho.
  • Party XP only goes to members in the same world

Stability & Polish

  • Creative Mode correctives so that Creative players are excluded from everything this plugin does
  • Fixed 19 Texture Sizes to avoid Hytale complaining to the client about it and showing errors
  • Removed 7 Particle Effects same as Texture Size
  • Automatic Upgrade. Drop the new JAR and everything migrates. Configs merge, your values preserved, new keys added, backups created.
  • Gear validated on login : removed modifiers get replaced, values out of range get fixed, wrong implicits rerolled. World chests migrate when you open them
  • Timed Crafting Fixed.
  • Sanctum Node Visuals weapon switches and hotbar scrolls were corrupting all node orbs in the skill sanctum. Mostly fixed, some minor flicker left on Hytale's side
  • Fixed Stat Suppressor Warnings
  • Fixed a bunch of warnings and errors client & server side

Admin

  • /tooa fullreset <player> allows you to make a complete character wipe to someone and make him go back to level 1 while resetting everything related to this plugin to default level 1 state

Known Issues

  • Ancient Gateways spawn underground I like this, but would like to control it more
  • WorlgenV2 quirks in Maps/Realms. A lot of them. /too realm exit
  • /too combat detail to redo properly for spells/hexcode
  • Skilltree Nodes morph on hotbar item swap, proper fix not found yet
  • Some regression regarding making vanilla tooltips disappear
  • Way too much other known issues, but please still report anything you find.

Note I still want to do a lot of optimisations regarding stats sync, player actualisation, data read/writes etc... I would like for Trail of Orbis to be able to be used on a server with an insane amount of players with no lag or client stutters etc... so I'll keep working on this constantly. Same for server Owners, i'll try and separate the different parts of my plugin as best as possible and create an "item history" and as much tools as possible to help.