Active Abilities

63 hotbar abilities, plus triggered passives, damage schools, and content-pack-authorable ability assets

Overview

On top of passive stat rewards, the skill tree grants 63 hotbar abilities across 14 skills, plus 34 triggered passives and capstones on every combat tree (97 ability assets total), 9 damage schools, deployables and summons, real-momentum dashes with i-frames, and Souls-style dodge counterattack.

Since 1.6.0 The ability tooltip composes from the real effect chain instead of a static blurb: it breaks a total down into the ability's base number plus every named bonus source feeding it (a skill-tree node, a mastery track, a piece of gear), so what you see is what actually resolves.

Hotbar Abilities
63
Passives & Capstones
34
Total Ability Assets
97
Damage Schools
9

How abilities work

  1. 1

    Unlock through the skill tree

    Abilities live as ABILITY_UNLOCK rewards on tier nodes, just like any other reward. Admins can re-home an ability to a different skill or level with a single content edit.
  2. 2

    Bind via /mmoabilities

    Open the bind page, drag any unlocked ability onto hotbar slot 7, 8, or 9.
  3. 3

    Press hotkey to cast

    A cooldown pip appears on the HUD; your held item stays where it was (the slot snaps back automatically after a brief revert).

Every value an ability carries, cooldown, cost, damage, radius, projectile model, sound, animation, on-hit effects, XP routing, is a field on a content-pack-authorable JSON asset, not a Java constant. See Configuration for the precedence chain server owners tune through, and Content-pack authoring for how packs add or override abilities.

The 63-ability roster

Acrobatics - 4

AbilityLvEffect
Tempest Vault0Leap forward on a gust of wind and land with a burst of speed. Not yet reachable through the skill tree - currently obtainable only via admin grant or a gear piece (like the Stormbound Charm) that boosts it.
Dodge4A quick evasive roll in your movement direction. Brief invulnerability - pair with Dodge Counterattack to riposte.
Backflip Disengage18Kick off the ground into a backward flip, putting distance between you and danger.
Skyward Leap33Spring off the ground in one explosive bound, arcing high into the air before crashing back down to earth.

Magic - 12

AbilityLvEffect
Vortex Pull0Rip nearby foes toward you with a churning arcane vortex. Not yet reachable through the skill tree - currently obtainable only via admin grant or a gear piece (like the Stormbound Charm) that boosts it.
Arcane Missiles8Pepper your target with swift arcane darts - a low-mana poke for young sorcerers.
Conjure Poison17Fling a poison-tipped dart that stings on contact and leaves its target bleeding venom over time.
Fireball22Hurl a ball of fire that erupts on impact, engulfing every enemy caught in the blast.
Ice Bolt22Launch a shard of jagged ice that chills its target, slowing them to a crawl.
Renewal32Bathe yourself in restorative light - heal instantly, then stabilize with gentle regeneration.
Frost Nova32Detonate a burst of ice around yourself, freezing every enemy caught in the bloom to a crawl.
Flame Totem41Plant a blazing totem that hurls fire at nearby enemies for a short time.
Flame Stream43Loose a roaring torrent of flame that scorches everything caught in its path for as long as your focus holds.
Soul Drain43Channel a beam of dark magic that saps your target's life with every pulse.
Arcane Lash52Lash a bolt of raw arcane energy at your target, rooting them in place and dealing minor damage.
Meteor67Call down a molten star that crashes to earth, obliterating anything unlucky enough to stand beneath it.

Archery - 9

AbilityLvEffect
Hunter's Mark13Paint a target with a tracker's eye - your arrows bite harder until the mark fades.
Hookshot Arrow24Fire a barbed arrow that hooks the target and yanks them toward you, dealing minor damage.
Piercing Shot28Loose a heavy bolt that punches clean through armor and keeps going, striking multiple foes in a line.
Scatter Shot28Loose a snap volley of broadhead arrows in a tight burst - devastating to anything that closes the distance.
Volley42Loose a rain of arrows onto a patch of ground, peppering anyone caught under the barrage.
Sentry Turret47Plant a mechanical turret that tracks and fires on nearby enemies for 20 seconds, fighting at your side while you attend to other threats.
Paralyzing Dart55Tip your next shot with a numbing venom - when it lands, the target seizes up where they stand.
Summon Wolf58Call a spectral wolf that hunts your enemies for 30 seconds. It never attacks players.
Explosive Shot70Loose an arrow rigged to detonate on impact, exploding for heavy damage and knockback in a 5m radius.

Swords - 5

AbilityLvEffect
Power Strike22Wind up a devastating swing that strikes every nearby foe, then empowers your next melee blow.
Leap Strike32Vault forward with blade raised, slashing every enemy you pass over.
Rallying Cry47Bellow a battle cry that emboldens you and your allies - every next strike lands with fury.
Vortex Lunge60Spin your blade in a cutting vortex, then lunge forward with a piercing stab.
Rending Slam75Leap into an overhead sword slam that rends everything nearby, leaving it bleeding.

Axes - 5

AbilityLvEffect
Whirlwind22Spin in place with weapon flashing, slashing every enemy within reach in one ferocious sweep.
Berserker Charge32Barrel forward in an axe-wielding fury, then wind up a punishing follow-up swing.
Sunder47Cleave through armor with a heavy mark, leaving the target vulnerable to repeated blows.
Tempest60Spin your battleaxe in a whirling vortex, striking all nearby enemies repeatedly.
Concussive Dive75Launch yourself at the enemy and crash down in an overhead strike that leaves everything nearby reeling.

Daggers - 7

AbilityLvEffect
Shadowstep18Vanish in a flicker of shadow and reappear a short distance ahead.
Vanish18Slip into shadow - pursuers lose your trail as a shimmer of displacement obscures your form.
Mark of Death33Brand a target for execution - each strike hits harder, and the killing blow detonates in a burst of shadow.
Smoke Bomb33Vanish in a billow of choking smoke, then strike; the first blow lands clean and the second finds them still reeling.
Vampiric Strike42Lace your blades with a hex - the next strike rends flesh, leaving the wound bleeding while you drink the spilled vitality.
Blood Pact47Open your own veins to fuel a sweeping rend of every foe in arm's reach; their spilled blood patches your wounds in turn.
Shadow Pounce47Leap through the shadows onto a target, priming a vicious follow-up strike.

Polearms - 2

AbilityLvEffect
Javelin Toss45Hurl your polearm as a piercing javelin without losing it.
Crippling Slam70Slam your polearm down in a sweeping crash, crippling the legs of everything caught in the impact.

Blunt - 3

AbilityLvEffect
Bull Rush38Lower your shoulder and barrel forward in a heavy charge, slamming into the first foe that stands in your way.
Ground Slam55Leap up and slam down, dealing AOE bludgeoning damage to nearby enemies.
Molten Slam78Slam the ground hard enough to crack it open, leaving a molten crater that keeps burning long after you've moved on.

Defense - 7

AbilityLvEffect
Guard Stance0Ready your stance and shrug off the stagger of your own blocked hits for a short time. Not yet reachable through the skill tree - it's a ready-made ability stub over Hytale's native block hold, waiting on a default weapon (or a content pack) to wire the hold to it.
Parry Riposte0Ready a tight parry window: a well-timed block staggers the attacker and lets you strike back for free. Not yet reachable through the skill tree - it's a ready-made ability stub over Hytale's native parry hold, waiting on a default weapon (or a content pack) to wire the hold to it.
Shield Bash22Drive your shield forward to stun the foe in front of you, then follow up with a crushing strike.
Challenging Shout32Roar a challenge across the field; every nearby beast turns its rage on you instead of your allies.
Iron Bulwark38Plant your shield and brace; wounds knit closed as the iron in your stance holds the line.
Shield Slam38Charge forward with shield raised, crashing into the first target hard enough to leave them reeling.
Guardian's Call47Raise a protective aura around nearby allies - each of their next swings lands with reinforced might.

Staves - 2

AbilityLvEffect
Frost Stream43Loose a screaming torrent of rime that flash-freezes everything caught in its path and drags it to a crawl for as long as your focus holds.
Void Slam70Drive your staff into the ground, hurling everything nearby skyward and tearing open a rift that gnaws at whatever crosses it.

Mining / Woodcutting / Harvesting / Fishing - 6

AbilitySkill, LvEffect
Lumberjack LeapWoodcutting, 32Spring forward with axe in hand, biting through anything rooted in your path.
Seismic SlamMining, 32Drive your pick into the earth with a miner's force, shaking loose rock and bone in a short quake.
Thorn PatchHarvesting, 32Sow a patch of poisonous thorns that pricks anything foolish enough to cross it.
Tide CallerFishing, 32Cast a fisher's net of churning seawater that drowns and chills anything caught in the swell.
Forest WardenWoodcutting, 67Plant your axe in the soil and draw the forest's resilience into your bones, a deep healing that lingers like sap.
Prospector's FocusMining, 67Steady your stance like the bedrock you have been carving; you and nearby allies land your next strikes with the weight of mountains.

Damage schools Since 1.6.0

Every damage-bearing ability step (a hit, a DOT tick, a zone, a beam) can carry an optional Cause naming a damage-cause asset. 9 of those ids are the mod's damage schools, listed below; the skill-tree and gear-stat docs link back to this table instead of repeating it. An unset or unresolvable Cause falls back to Physical silently.

SchoolOriginExample abilities
FireNative Hytale causeFireball, Molten Slam, Flame Totem, Pyromaniac, Explosive Shot
IceNative Hytale causeFrost Nova, Frostbite, Draconic Arcana
LightningMMO-authored sub-type of the vanilla Elemental causeTempest, Tempest Vault, Wind Dancer, Concussive Reverb
WaterMMO-authored sub-type of the vanilla Elemental causeTide Caller
ArcaneMMO-authored sub-type of the vanilla Elemental causeArcane Missiles, Arcane Resonance
VoidMMO-authored sub-type of the vanilla Elemental causeRiftblade, Assassinate, Mark of Death, Shadow Dance, Shadow Pounce, Smoke Bomb
PoisonNative Hytale causePoison, Thorn Patch, Paralyzing Dart, Forest Warden
LifeMMO-authored sub-type of the vanilla Elemental causeSoul Drain, Vampiric Strike, Blood Pact
PhysicalNative Hytale causePiercing Shot, Volley, Berserker Charge, Shield Slam, Leap Strike, Seismic Slam, Power Strike, Shield Bash

The skill tree can grant permanent resistance to one school through the SCHOOL_RESIST reward type (stacks across every claimed node, survives relog and world-hop, removed on respec or a full reset). See Reward Types for the full reward-type table.

Fields, beams and repeated stuns Since 1.6.0

A lingering ground field (Void Slam) or a channeled beam (Frost Stream) deals its listed damage with every bonus source applied, but a tick from one no longer rolls a critical hit, consumes an armed next-hit buff, advances a combo chain, lifesteals, or fires an on-hit passive - only a direct weapon hit does that. See Combo Finishers for how this changes chain-building.

Landing repeated stuns on the same target (Shield Bash, Shield Slam, Paralyzing Dart, Berserker Charge) now builds toward a short stun-immunity window, so a target can't be chain-stunned indefinitely.

Deployables & summons Since 1.6.0

An effect chain can plant a stationary construct or call in a temporary ally instead of hitting something directly. Kills and XP earned by a deployable or summon's own attacks credit the player who cast it, not the construct.

  • Sentry Turret (Archery) - plants a mechanical turret that tracks and fires on nearby enemies for 20 seconds.
  • Flame Totem (Magic) - plants a totem that hurls fire at nearby enemies for a short time.
  • Summoned Wolf (Archery) - calls a spectral wolf that hunts enemies for 30 seconds; it never targets a player.

Choice tiers - Pick 1 of 2

Several "Choice - Pick 1" nodes sit in the skill tree, forcing a build-shaping decision between two opposite abilities at a single level threshold. Pick one and the other locks out for that skill until you reset:

  • Daggers Lv 18 - Shadowstep vs Vanish (mobility flavor)
  • Magic Lv 22 - Fireball vs Ice Bolt (burst vs control)
  • Archery Lv 28 - Piercing Shot vs Scatter Shot (long-range line vs short-range cone)
  • Magic Lv 32 - Frost Nova vs Renewal (control AoE vs sustain)

The skill-tree page sorts tiers by level requirement so each choice node renders right between adjacent stat tiers, with a "Choice - Pick 1" header above the two ability cards.

Triggered passives - combat trees + Lv 100 capstones

On top of the 63 hotbar abilities, the mod ships 34 triggered passives and capstones across every combat tree (Swords, Daggers, Polearms, Staves, Axes, Blunt, Unarmed, Archery, Magic, Artillery, Defense):

  • One triggered passive at low / mid level on each tree - fires automatically on HitDealt, Kill, or Finisher events. Examples: Coup de Grâce (Daggers Lv 11) lands a 2× execute swing when you hit a target ≤ 25% HP; Cleaver (Axes Lv 25) detonates a 4-block ground burst on every combo finisher; Pyromaniac (Magic Lv 57) buffs your next Fireball hit.
  • Two Lv 100 capstones (Pick 1 of 2) per combat tree - augment specific abilities, apply real status effects to the victim, or drop damage zones at the kill site instead of generic % multipliers. Examples: Cataclysm (Staves) makes meteor leave a 4-second burning crater; Multishot (Archery) gives every Scatter Shot pellet its own bleed; Stagger (Blunt) stuns for 0.75 s on every hit.

Plus Wind Dancer (Acrobatics Lv 67) - a passive that auto-arms a 2.5× next-hit damage buff for 4 s with a chained 1.4× follow-up when you successfully dodge an incoming hit during the perfect-dodge window. No hotbar slot, no cast - pure dodge-and-counter feel.

Since 1.5.1 DOT-stacking capstones (Riftblade, Hemorrhage, Frostbite, Pyrocaster, Endurance Strike, Multishot) no longer stack without limit. A DOT tick no longer re-triggers the combat layer by default (opt-in per ability), and reapplying the DOT now builds a small capped additive stack (an authored cap of 3-4 depending on the ability) instead.

Dodge Counterattack - Acrobatics + Defense

Time a dodge so a hit lands inside the i-frame window and your next swing hits harder. Souls-style parry-then-execute, built into the skill tree as a passive you unlock and scale per-skill.

  • Generalist "+25% Dodge Counterattack" options at Acrobatics Tier 4 (Lv 30), Acrobatics Tier 6 (Lv 50), and Defense Tier 4 (Lv 30). A fully-invested generalist hits 1.75× damage on every successful dodge counter.
  • Specialist tiers that only apply to a specific ability - Shadow Counterstrike (Acrobatics Tier 8, Lv 80, +50% extra when you dodge with Shadow Pounce) and Bulwark Counterstrike (Defense Tier 7, Lv 65, +50% extra on Shield Slam dodges). A Shadow Pounce specialist with full investment caps at 2.25×; a Shield Slam tank tops out at 2.0×.

The dodge timing window (50 ms by default) and how long the counterattack stays armed (750 ms) are server-tunable in mods/mmoskilltree/ability-settings.json.

Dashes - momentum + i-frames

The five DASH abilities - Leap Strike, Berserker Charge, Shield Slam, Shadow Pounce, Lumberjack Leap - write a one-shot velocity impulse that physics carries through the world, slowing on collisions and decaying with air resistance. Dashes also grant i-frames, a brief invulnerability window during the slide. Hits that connect mid-dodge are cancelled outright, and any incoming knockback is stripped.

Defaults: 200 ms for most dashes, 300 ms on Shield Slam (longest, tank-flavored), 150 ms on Shadow Pounce (briefer, assassin timing). Server owners can tune every value (VelocityHorizontal, IFrameMs) per ability via mods/mmoskilltree/ability-overrides.json, or a pack can ship its own dash-based ability outright.

Ability improvements (AbilityMods) Since 1.6.0

A quest, mastery node, dialogue option, or shop entry can grant a standalone improvement to an already-unlocked ability, distinct from ABILITY_UNLOCK. An AbilityMod targets one ability by id (or every ability that routes XP to one skill) and carries a list of modifiers using the same grammar mastery nodes use, including ADD_STEP, which splices a whole extra piece of the ability's cast chain in instead of just tweaking a number.

FieldTypeDefaultDescription
FLATshapeoptionalAdds a flat amount to the target field (ParamKey + Value).
PERCENTshapeoptionalAdds a percent multiplier to the target field.
SETshapeoptionalReplaces the target field outright, or writes a brand-new numeric param the base ability did not author.
TRIGGERshapeoptionalFires an event-keyed effect rather than modifying a field.
ADD_STEPshapeoptionalSplices an authored interaction fragment (referenced by id) into the target ability's Body at its START, END, or ON_HIT anchor.
ConditiongateoptionalAny modifier can carry one so it only applies when the state passes (HP range, hostile-only, on-crit-only).
* required
examples/council-quest-pack/Server/MMOSkillTree/AbilityMods/Council_Arcane_Focus.json
{
  "Name": "Council_Arcane_Focus",
  "TargetAbility": "arcane_missiles",
  "TitleKey": "abilitymod.council_arcane_focus.name",
  "DescriptionKey": "abilitymod.council_arcane_focus.desc",
  "Modifiers": [
    { "Shape": "FLAT", "ParamKey": "damage", "Value": 4 },
    { "Shape": "ADD_STEP", "InsertAnchor": "ON_HIT", "SourceId": "council_arcane_focus",
      "StepPayload": "MMO_Frag_ArcaneFocusProc" }
  ]
}

An ADD_STEP modifier names an interaction fragment the pack ships itself (a file under Server/Item/Interactions/), never an inline block of steps, and the anchor it names has to exist in the target ability's Body; a splice pointing at a missing anchor is reported as a content error rather than quietly doing nothing.

Grant an AbilityMod through the unified reward model's Mmo_Ability_Mod kind ({"Kind":"Mmo_Ability_Mod","Params":{"Mod":"<id>"}}) from a quest, dialogue, or shop reward, the same one-shot pipeline every other reward kind uses, including the offline-retry queue. Gear can grant one too, while the item is held, worn, or carried in the offhand, and a single item stack can carry its own rolled improvements. For testing, /mmoability grantmod and /mmoability revokemod do the same by console command. AbilityMods are defaults < pack only, there is no owner override layer for this type yet.

NPC & mob ability casting Since 1.6.0

Non-player entities can cast from the same ability catalog, either through a body node another mod fires or through the mod's plugin API. The jar ships one demonstration of this, Draconic Arcana (dragon_arcana), an NPC-only ability with no skill-tree placement and no player unlock path. On its own the API is inert; the real consumer is MMO Mob Scaling, a separate, optional companion mod that casts abilities from the mobs it scales up. See Add-ons.

Active vs Passive labeling

Every ABILITY_UNLOCK reward in the skill tree wears a clear [ACTIVE] or [PASSIVE] tag so you can tell at a glance which abilities go on your hotbar vs. which trigger on their own. Active abilities bind to slots 7/8/9 and cast on hotkey. Passive abilities don't appear on the bind page, can't be assigned to a slot, and trigger automatically when their condition is met.

Held-weapon gating

Many abilities require the appropriate weapon category: Power Strike + Leap Strike + Rallying Cry need a sword, Whirlwind + Sunder hold an axe, Shield Bash + Shield Slam + Guardian's Call need a shield, Vampiric Strike + Shadow Pounce need daggers, Hunter's Mark + Piercing Shot + Volley need a bow. Hot-swap to the wrong weapon mid-fight and the cast aborts cleanly - no cost, no cooldown.

Two ways to cast - keyboard or inventory item

Hotkey casting on slots 7/8/9 is the default. Players who prefer mousewheel-friendly hotbar navigation can opt into inventory-item casting on the abilities page: toggle "Cast Abilities via Inventory Item" on, and three new items appear in your inventory, one per ability slot. Use an item to cast the ability bound to that slot. The items are reusable (don't get consumed), and while the mode is on, hotbar slots 7-9 work as ordinary hotbar slots. If you ever lose an item, click "Restore Missing Items" on the abilities page (15-minute cooldown).

Content-pack authoring

Every active ability and passive is a content-pack-authorable JSON asset under Server/MMOSkillTree/Abilities/, decoded through the same schema whether it ships in the jar, a pack, or the owner overlay. A file carries eight top-level groups plus the ability's cast chain:

FieldTypeDefaultDescription
IdentitygroupoptionalDisplay name key, description key, and icon.
CooldowngroupoptionalHow long before it can be cast again, in milliseconds (Ms).
CostgroupoptionalThe resource bar the cast charges (Stat, Amount).
XpRoutinggroupoptionalWhich skills the cast earns XP for, and any held items excluded from that.
CastinggroupoptionalWhat the caster must clear first: the shared requirements block, a caster health window, allowed weapon categories, and the client-clock declaration.
PresentationgroupoptionalThe cast moment itself: sound, particles, animation, camera, feedback.
PassiveTriggergroupoptionalWhich combat event fires the ability, and the filters that narrow when it fires. An ability is passive because it carries this group: there is no separate flag to author.
BodygroupoptionalThe whole cast chain: targeting, damage, projectiles, zones, everything the cast actually does.
* required

Body is an ordinary Hytale interaction chain, the same authoring surface a weapon or a consumable uses, built from the mod's own node types (casting an ability, dealing damage, firing a projectile, laying a damage-over-time or a zone, picking targets) freely mixed with native nodes. There is no separate ability-only effect vocabulary and no Targeting or Effects group: an ability's targeting and its whole effect sequence both live in Body.

A pack file with the same id overrides a jar default entirely; a variant can instead set a top-level "Parent" to inherit every leaf but the ones it overrides, rather than duplicating the whole body.

Server/MMOSkillTree/Abilities/My_Fireball_Variant.json
{
  "Parent": "fireball",
  "Cooldown": { "Ms": 5000 },
  "Cost": { "Stat": "MANA", "Amount": 20 }
}

The jar files an ability under a folder named for its skill (Server/MMOSkillTree/Abilities/Magic/Fireball.json) purely so the roster reads well. Folders are organizational: an ability's id is its plain filename, so a pack file can sit in any folder, or none, and still override the jar default of the same name. Keep filenames unique across the whole folder tree, since two files sharing a basename are two files claiming one id.

See Ability authoring for the full field reference: every group leaf, the number shape modifiers hook into, the anchors a splice attaches to, damage schools, casting an ability from a scroll or a block, and the owner overlay.

Cooldown HUD & bind page

  • Cooldown HUD - pip-style cooldown bar shows your bound abilities and their remaining cooldowns. Each pip displays the ability's icon (the same one shown on the bind page) with its hotbar key above and a seconds counter below; hover to see the ability name. A subtle blue fill behind the icon drains as the cooldown ticks down. Configurable from the Admin Config menu (vertical anchor / horizontal align / X-Y offsets).
  • MultipleHUD compatibility - if the MultipleHUD mod (Buuz135) is installed, the ability HUD coexists with other HUD-using mods (Coordinates HUD, Block Information, Equipment Plus HUD) instead of replacing them. Auto-detected at startup; falls back to the standard slot if not installed.
  • Bind page filtering - search box (filters by name or flavor text), sort buttons (Name / Level / Skill), skill filter dropdown, category chips (Combat / Gathering / Crafting / Misc), Hide Locked toggle, empty-state messages.
  • Distinct icons for every ability - each ability shows its own thematically picked Hytale item icon on the bind page.
  • Toggle from anywhere - /mmohud show|hide ability hides or restores just the cooldown HUD without touching the quest tracker or other HUD panels.
The /mmoabilities bind page: icon grid, search box, sort buttons, skill filter dropdown, and category chips.
The /mmoabilities bind page: icon grid, search box, sort buttons, skill filter dropdown, and category chips.
The pip-style cooldown HUD showing bound ability slots with icons, hotbar keys, and remaining-cooldown timers.
The pip-style cooldown HUD showing bound ability slots with icons, hotbar keys, and remaining-cooldown timers.

Configuration

Ability bodies resolve

defaults<pack<owner
- a pack overrides a jar default outright, or a variant inherits from it via Parent; the owner overlay below always wins for the leaves it sets.

Content pack assetServer/MMOSkillTree/Abilities/<Skill>/<Name>.jsonAbilities/

97 jar-default abilities ship under this folder, one file each, filed by skill; the id is the filename, so a pack file with the same name overrides that default entirely unless it Parent-inherits instead.

defaults<pack<owner
Override configmods/mmoskilltree/ability-overrides.json

Per-ability owner tuning layer, folded last. A partial body (e.g. just Cooldown) overlays leaf by leaf onto the folded ability instead of replacing it wholesale; an Effects key is refused at load with a message pointing at Body.

Override configmods/mmoskilltree/ability-settings.json

Server-wide ability toggle plus dodge/counterattack timing (dodge i-frame window, armed-counter duration).

Override configmods/mmoskilltree/ability-clamps.json

The owner layer over the shipped bonus caps under Server/MMOSkillTree/ModifierClamps/, one entry per modifier key, merged leaf by leaf over the jar defaults and any pack that ships its own. This is where a server puts a ceiling on how far gear, mastery and grants can push one number, without editing an ability or the pack that introduced the key. Re-read by /mmoconfig reload.

abilities.json is retired

The old JSON-blob format at mods/mmoskilltree/abilities.json is never read again. On first boot after upgrading to 1.6.0, any file still at that path is moved (not read) to a timestamped file under mods/mmoskilltree/backup/, with a startup warning. Re-author your tuning in ability-overrides.json, or ship a full ability body as a pack asset.

Commands

CommandWhoDescription
/mmoability reloadAdminRe-folds the ability catalog from current pack state plus a fresh read of ability-overrides.json, live, no restart needed. Does not force-rescan a brand-new zipped pack (still needs a restart for that).
/mmoability grantmod --arg1=<name> --arg2=<id>AdminGrants a standalone AbilityMod for testing, the same effect a reward would grant.
/mmoability revokemod --arg1=<name> --arg2=<id>AdminRevokes a previously-granted AbilityMod.
/mmoability unlockall [--arg1=all|actives|passives]AdminUnlocks the whole ability roster (or just the actives or passives) for testing, no skill-tree claim required.
/mmoability lockallAdminReverts a testing unlock; claimed skill-tree grants survive.
/mmoability explain --arg1=<id>PlayerBreaks down what a cast is actually worth: the ability's base number plus every named bonus source contributing to it.

The player-facing verbs (use, bind, unbind, input, list) are documented on Commands.

  • Configurable damage cap - server admins can tune the pre-defense ability multiplier ceiling via mods/mmoskilltree/skill-config.json (maxPreDefenseMultiplier, default 4.0). Raise it for bigger combo numbers, lower it for tighter PvE balance.
  • reward-icons.json override config - server admins can remap any reward icon. Three precedence layers: per-skill overrides (highest), per-combat-target overrides, and per-reward-type defaults. Set a value to "__DISABLED__" to suppress an icon entirely.

Ability localization

Active ability names, flavor text, and the dynamic damage/radius/duration summary are translated into the player's chosen language. Numeric values come straight from the ability's config, so balance changes propagate to every language without re-translation.