Version 1.6.0
The Ability Rework
The biggest update MMO Skill Tree has shipped. Every one of the roster's 63 active abilities and 34 triggered passives becomes editable content instead of hardcoded Java, every hit carries one of 9 damage schools, your gear can grant real stats and even ability upgrades, and a brand-new companion mod pulls you into hands-on work stations, starting with the Sawmill.
Fifteen new abilities, and your first deployables
Skyward Leap, Bull Rush, Tempest, Vortex Lunge, Javelin Toss, Explosive Shot, Hookshot Arrow and more join the trees, most built straight off native Hytale combat moves. Archery's Sentry Turret and Magic's Flame Totem plant a fighting structure that attacks on your behalf, and Summon Wolf calls a temporary ally to hunt hostile mobs. Kills from any of the three credit you, quests and achievements included.
Two channeled Staves abilities
Frost Stream pours a beam of ice that damages and slows for as long as you hold it on target; Void Slam leaps into a void-charged slam that launches enemies and leaves a lingering field behind.
Block and parry, made yours
Guard Stance and Parry Riposte build on the game's own block-and-parry hold: shrug off the stagger of your blocked hits, or open a tight parry window and strike back for free.
Eight abilities return, rebuilt
Blood Pact, Challenging Shout, Forest Warden, Iron Bulwark, Prospector's Focus, Smoke Bomb, Soul Drain and Wind Dancer come back on the new asset system with their own cast VFX and SFX.
Enemies can cast too
The same catalog players use can be cast by mobs, complete with real cast sound and visuals. It is the groundwork the MMO Mob Scaling companion uses to give elites their signature moves.
Every hit carries one of 9 schools
Fire, Ice, Lightning, Water, Arcane, Void, Poison, Life, Physical: each school has its own colour, its own bonus-damage and resistance channels for gear and mastery, and its own tooltip line. A pass across the whole roster puts frost spells on Ice, Tide Caller on Water, Riftblade on Void and the dagger shadow kit with it, and the draining pair on Life. Fire-immune monsters still shrug off fire spells exactly like before.
School resistance, everywhere it should be
A skill-tree node, a piece of gear, an enhancement roll or a mastery node can grant permanent resistance to any school, and everything granting the same school adds up on one stat.
Mastery reaches whole schools
A mastery node can say "+5% Fire damage" or "+4% Void resistance" instead of naming one weapon skill; the free Mastery Pack ships seven school tracks built on it.
Every ability looks and sounds like what it does
The whole roster carries cast sounds, impact particles and, on the heaviest hits, camera shake. Empowered strikes play their own consume cue, bleeding and marked targets are visibly tinted, buff auras glow, and Vanish and Shadowstep get a void-purple makeover with real invulnerability for the instant of the blink.
Tooltips that never lie
A tooltip composes itself from the ability's real effect chain, so it never drifts from the actual numbers, and once unlocked it breaks your total down into base plus every bonus, naming where each comes from: gear, tree, mastery, or a granted upgrade.
Status icons for armed effects
While a next-hit buff or triggered passive is active, a named icon sits beside your other effects, and every ability in the roster carries its own unique icon.
The slam family lands with weight
Concussive Dive, Molten Slam, Rending Slam and Crippling Slam join Ground Slam, sharing its weapon-trail arc and impact burst, so every slam telegraphs and lands with a crack of dust and sound.
Clear refusals
Casting on cooldown, without resources, before unlock, or with the wrong weapon in hand tells you exactly why, in your own language, instead of one generic refusal.
Gear that scales your damage, and even your abilities
Defense, crit, lifesteal, combo damage, cooldown reduction, luck, bonus XP and more can now be granted straight from an item or a potion effect, with no plugin code. Seven ability-specific numbers (range, radius, splash, duration, cost, i-frames, pierce) are grantable gear stats too, each named on the item's own tooltip and each capped so stacking has a ceiling.
Gear can grant ability upgrades
A worn or held item can carry an ability improvement, and a dropped or crafted item can arrive already enhanced: mining a Zephyr gem carries a chance to drop a charm already boosting Vortex Pull's radius.
One predictable damage calculation
Every damage bonus feeds one shared calculation in one fixed order, the tooltip reads from the same numbers the hit uses, and stacked percent bonuses are capped, so runaway stacking has a tunable ceiling.
Crowd control works on everyone
Slows, roots, stuns and hastes now move players and mobs alike, at the same strength, and repeated stuns on one target build toward a short stun immunity.
Fields and beams behave
Lingering fields and channeled beams still deal their listed damage with your bonuses, but no longer roll crits, eat armed buffs or trigger on-hit passives on every tick.
Press use, and get to work
Press use on a station block to pull into a third-person work view (or sit down, hands-free) and convert materials one cycle at a time for small, steady experience. The engine is the new standalone RPG Stations companion mod; install it plus the MMO Skill Stations Pack and the first station, the Sawmill, pays Woodcutting and Crafting XP. Servers that skip both never see anything station-related at all.
Cosmetic flair unlocks
A quest, an achievement or a mastery node can unlock a named sound-and-particle flourish for a station, purely cosmetic and kept forever.
Packs can add a whole new skill
A content pack can add a brand-new skill to the tree, with its own name, icon and category, the same way a pack already adds masteries or quests.
The Guide is waiting in the Forgotten Temple
Placed NPCs are one system now: one file per character covering where it stands, which worlds it appears in, and what pressing use opens - which is how the Adventurer's Guide can also be waiting inside the Forgotten Temple, with a greeting you only hear on your first visit and a quest arc only they hand out: clear the rubble, thin the Trork off the stair, and earn the keeper's vestments, with a daily offering at the stones that pays a different way each time.
Rewards worth coming back for
A quest can pay a real item, a roll on a shared loot table, or gear that arrives already enhanced, and a finished quest parks its reward in your log until you collect it.
Bonus drops, one table
The lucky find in a broken block and the extra a killed mob is worth are one system now, pattern-matched per family, and a drop's odds can even weigh what a companion mod knows about the mob.
Conversations that remember
A first-visit greeting is a one-line switch, optionally once per world, and anything else a conversation remembers is declared with its own lifetime, so a quest reset can never strand a dialogue.
A Quest Book in your pocket
A second tutorial item joins the Skills Menu Scroll: use it to open your quest log directly.
Abilities are content-pack material
Every active ability and triggered passive ships as its own asset file, so a pack can author a brand-new ability, override an existing one, or build a variant that inherits everything it does not change. Quests and achievements move onto one shared format with native inheritance and generators, every quest and achievement notice is a small file you can reword, and a server owner can retune one ability in ability-overrides.json and push it live with /mmoability reload, no restart.
One shared quest format
One file per quest or achievement, inheritable by Parent, stamped out in families by generators, and every built-in ships that way, so any of them reads as an example.
Content can depend on another mod
A quest, dialogue option, drop or NPC can require (or exclude) a named mod, and simply hides when it is not there; the Quest Pack uses it for a Kweebec Nightmare chapter.
A sharper admin surface, and an upgrade helper
/mmoadmin becomes a hub of focused pages with two brand-new editors (World Rules and Power Level), every admin page speaks all nine languages, and a page-by-page audit fixed the actions that could crash or disconnect an admin. /mmoability unlockall lets you try the whole roster, /mmonpc tells you what should be standing where, and /mmomigrate reads your server, reports every older-format file in plain language, and converts what it safely can with automatic backups.
A release this size has corners
Beyond the headlines, a long tail of smaller changes lands across the whole mod:
CategoryOrder.ability-clamps.json: per-stat safety rails that folded gear and mastery bonuses can never push past, retunable live with /mmoconfig reload.A long list of things that now just work
The rework came with a correctness pass across combat, mastery and quests, plus a sweep of fixes for issues reported on the community Discord.
/give count is delivered in full, however it was written.From the community Discord
The companions, in step
1.6.0 ships alongside its family: the new RPG Stations companion mod and the new MMO Skill Stations Pack, the first release of the free MMO Skill Quest Pack, and updates to the Bounty, Taming and Mastery packs. MMO Mob Scaling uses the new enemy ability casting for signature moves, and everything rides on Ziggfreed's CommonLib. See each pack's own page for what it adds.
Coming from 1.5.x? A Hytale Update 6 (0.6.x) server is required, a handful of owner files changed shape, and the server converts what it safely can at first boot; Upgrading to 1.6.0 walks the whole thing, including /mmomigrate and the browser-based Migration Converter for content packs.