File Details
Soulbound_Paths_beta0.1.zip
- B
- Jun 20, 2026
- 455.03 KB
- 10
- 1.20.1
- Forge
File Name
Soulbound Paths.zip
Supported Versions
- 1.20.1
Changelog — MMORPG Class System
Major overhaul: classes, licenses, skill trees & optimization
This update is a complete rework of the class system, from streamlining down to four classes, to the graded license system, the new skill trees and server-side optimization.
Classes
- Removed the Wizard class. The system now ships with 4 classes: Stand User, Knight (Medieval), Dragon Trainer and Engineer.
- Class detection is finally reliable. After many iterations, a player's class is now recognized instantly and consistently. Each player's starting quest and skill tree unlock correctly based on their origin.
- Fixed several class powers that were not loading properly (resistances, passive bonuses, effects). All powers are now active and error-free.
Firearms: switched to Point Blank
- Replaced TaCZ with Vic's Point Blank. The Engineer now uses Point Blank for firearms (crafted at the Weapon Printer, with dedicated ammo). Access and restrictions were updated accordingly.
New system: graded Licenses
A complete rework of how you gain access to other classes' mods. No more all-or-nothing:
- 18 licenses (6 mod categories × 3 mastery tiers).
- Three tiers: 25%, 55% and 95% effectiveness (uncommon to epic). The highest tier you unlock takes priority.
- Right-click a license to permanently unlock access (the item is consumed).
- The percentage actually affects gameplay:
- Weapons: damage scales with your license tier.
- Armor: wearable from the first tier, with partial protection that grows as your mastery increases.
- Tools: unusable without a license (mining is blocked), then functional once unlocked.
- Crafting: you cannot craft (table or furnace) an item from a mod you haven't unlocked — the attempt fails.
- Your origin class always keeps 100% effectiveness on its own mods and is never limited.
Skill trees — in-depth rework
All four classes now have new trees, organized into themed branches (one per attribute) leading to a final value, with a capstone power at the top:
- Dragon Trainer: breaking speed, tamed creature damage and resistance, fall reduction, mount speed, stealth. Capstone: Dragon's Veil (invisibility when you take damage).
- Knight: max HP, melee damage, resistance, armor and resistance shred, damage reflection, breaking speed. Capstone: Last Stand (temporary invulnerability at low HP).
- Stand User: natural regeneration, max HP, stamina, experience, consuming speed. Capstone: Stand Regeneration.
- Engineer: a full tree gathering every attribute (mining, combat, resistances, penetration, mobility, survival) plus vanilla attributes (attack power, armor, speed…), each pushed to the max.
Passive point gain
- On top of quests, you now earn skill points by playing: by killing mobs and mining ores.
- Intentionally slow pace (a real investment), with anti-farm protection.
Optimization & performance
- Greatly reduced the server cost of the class scripts. Class detection was centralized (a single check per player instead of several), and damage handling no longer runs needlessly for mobs fighting each other. As a result, server TPS more than doubled in testing.
- License data is now cached to avoid repeated checks on every hit.
- Reduced Saint's Dragons natural spawn rate by roughly 85% (they were far too common).
Documentation
- Added a reference document listing every available attribute and its effect, to make customizing the trees easier.
- Added a guide for building a server version of the pack (which client-only mods to remove).
Note: this pack is under active development. Feedback is welcome.

