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More RPG Classes - Skill Tree (RPG Series Plus)

RPG Series Skill Tree Add-On for the More RPG Classes Series!
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1.2.0+1.21.1-fabric

File namemrpgc_skill_tree-fabric-1.2.0+1.21.1.jar
Uploader
FichteeeFichteee
Uploaded
Sep 17, 2026
Downloads
570
Size
1.5 MB
Mod Loaders
Fabric
File ID
8903816
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:mrpgc-skill-tree-1352810:8903816"

Learn more about Curse Maven

What's new

1.2.0 - 1.21.1

  • ** New Content Update **
  • Added a new layout for Weapon Skills & the Spell Skill Tree (Thanks LeDok!)
  • Added Nodes for all the new Spell Expansion Spells
  • Added Weapon Skill Modifiers for RPG Series Plus / More RPG Classes Weapons
  • The Bard and Witcher Class now also received their own Skill Tree Branches!
  • DISCLAIMER: This is still a Beta Version for public testing and balancing feedback.
  • Some new Passives & Modifiers might have missing Sound Effects, Particle Effects and Models.
  • Technical Changes and Reworks
  • Adopt Spell Engine 1.10.* & Skill Tree (RPG-Series) Version 1.6.*
  • Remove Forgified Fabric API (FFAPI) as a dependency
  • The Witcher Passive and Modifiers Files are located in the Witcher mod itself, if you want to tweak those
  • "Second Wave" Water passive: casting a Water spell now launches a ground-hugging wave projectile that pierces every target, damaging and knocking them back
  • Cleave (Berserker): now a 30% chance on melee hits to deal flat bonus damage, instead of a 20% chance to stack Grievous Wounds
  • Bloodfrenzy (Berserker): melee hits against Bleeding targets now grant Bloodflow (attack damage buff), instead of a chance to inflict Bleeding and self-heal
  • Whirling Storm / "Strongwind" (Air): rolling now guarantees a real twister entity that spawns immediately at your position and chases and damages enemies, instead of a one-shot wind burst
  • Deadly Precision (Berserker): Bloody Strike now deals additional damage as a percentage of the target's max health, instead of a flat damage increase
  • Savage Outrage (Berserker): reworked into a modifier that gives Outrage +30% critical strike damage, instead of a passive that dealt AoE damage on cast
  • Norse Blood Ritual (Berserker): nearby Bleeding targets now receive Grievous Wounds, instead of flat AoE damage
  • Frost Stalker (Tundra Hunter): hitting a Frosted target with Frozen Shot now grants you a movement speed buff (Hunting Fever), instead of extending Frosted's duration
  • Scald / "Hydro Boost" (Water): Hydro Beam now sets enemies ablaze and applies Scald (a custom debuff reducing spell power, attack damage & ranged weapon damage by 10% per stack, up to 3 stacks), instead of granting allies movement speed
  • Apocalyptic Tornado / "Negative Pressure" (Air): Tornado now grows in size and deals damage in a wider area, instead of a critical damage bonus
  • Powerful Asalraalaikum (Forcemaster): now grants +15% critical strike chance, instead of a flat damage increase
  • Sharp Dripstones (Earth): now grants Terra Circle +10% critical strike chance, instead of a flat damage increase
  • Magnitude 10 (Earth): now increases Earthquake's duration, instead of its range
  • Arcane Regeneration (Forcemaster): killing a target with Asalraalaikum now heals you, instead of reducing its cooldown
  • Recurring Burst / "Powerful Burst" (Knuckle weapon skill): reworked into a passive that fires a second Burstcrack shortly after, instead of a flat critical chance modifier
  • Wounding Shot (Deadeye): Disabling Shot now has a 35% chance to stun the target, instead of inflicting Grievous Wounds on debuffed targets
  • Bleeding nodes (Barbed Arrows, Blood Fists, Bloodfrenzy, Slicing Maelstorm, ...) now apply Spell Engine's own Bleed effect instead of the More RPG Classes one
  • Sharpened Point (Earth): Impale now also inflicts a weak, stacking Bleed (up to 3 stacks), instead of reducing its cooldown by 3 seconds
  • Cleansing Storm (Water): Healing Rain impacts now have a 50% chance to remove a harmful effect from the target, instead of reducing its cooldown by 8 seconds
  • Endless Tide (Water): each Tidal Wave impact now reduces its own cooldown by 1 second, instead of increasing its travel duration by 6 seconds

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