Skill Trees

Ten disciplines, 83 base nodes and 30 rank nodes. Skills level from what you already do, cost points and study notes, and never pay coins.

The third progression layer

The server has three ways for a character to grow, and they do different jobs. Buffs sell numbers for coins, so with enough money you can eventually own all of them and there is no real choice in them. Professions pay coins for actions, and their one branching decision is the mastery pick. Skills are the third layer: they change what you can do, and they cannot be bought.

Three properties hold across the whole system:

  • Skills level from what you already do. Points come from playing, not from a profession slot. It does not matter which of the 21 professions you carry; a miner with no Miner profession still levels Mining.
  • Skills are never wiped. Nothing about a season, a death or a profession change touches your levels or your bought nodes.
  • Skills never pay coins. There is no node anywhere that credits your wallet. This is structural rather than a habit: a savings-rate node was designed and cut for exactly this reason, because money with no player action behind it is a faucet. The Commerce tree reduces fees and reveals numbers, and pays nothing.

What a node buys instead is a numeric effect or a capability flag. There are 40 numeric effect arms and 21 capability flags in the system, and every one of them is read by live code: a node whose effect has no reader is refused at boot and never enters the tree at all. An arm also has to declare which discipline it belongs to, and a node that reaches for an arm belonging to another tree is refused the same way.

The ten disciplines

Each discipline has its own level, its own point budget and its own study-note balance. They do not share anything, so progress in one costs you nothing in another.

DisciplineWhat levels itWhat its nodes move
MiningBreaking ore and stoneExtra ore drops, richer regions, vein-break range and free vein breaks, tool durability sparing, haste at depth, an ore glimpse, no gravel suffocation
GatheringLogs, foliage, fishing, and conversions at a Herbalist stationA flat gather bonus, an abundance chance, fishing treasure, tree felling, station output and station fuel
FarmingHarvesting crops, both the custom crop path and the vanilla hoe pathFlat crop bonus, seed bonus, scythe radius, bare-hand harvest, reading soil, reading a seed's genetics, reading a greenhouse
ForgingCompleting a forge and repairing an itemStarting quality score, the melt threshold, the width of the strike window, repair cost, a forgiving quench, tier reach
EnchantingBinding a book at the enchanting stationShard, core and XP cost cuts, and the level a book can reach
RiftSealing a rift, credited to every payee rather than only the killer, and the first time you walk into each groveShard bonus, core chance, channel speed, anchor damage
SlayingKilling mobsLoot rolls, mob XP, execute damage, projectile damage, undead damage, damage taken from mobs
DuellingKilling players, under a daily ceiling and a per-victim windowOpener damage, damage taken near home, knockback resistance, a last stand
GrovesHarvesting a grove's glow flowers, entering new chunks and reading constellationsA second Grove Essence from a harvested flower, a chance the flower is left standing instead of regrowing, two sight flags, surer climbing, travel speed
CommerceCoins actually credited to you, under a daily ceilingMarket listing fee, market sale fee, bank fee, loan rate at the moment a loan is opened, and fee sight

Two notes on the edges of that table. Groves was called Ruins until Update 2.0.1, and it levelled on brushing a deposit at an Ancient Ruin. Ancient Ruins was removed in that release, and the discipline was repointed rather than retired: it levels on grove work now, and the four nodes that had been built around ruin deposits were rebuilt around glow flowers. Those four read as Bloomsight, Full Bloom, Evergreen and Deep Roots on the cards, and Bloomsight still marks suspicious sand and gravel as well as flowers. Every node id still begins expl. and every magnitude was carried across untouched, so nothing you had already bought moved or changed value; the labels and what they read changed, the numbers did not. Commerce reads the credited figure at the tail of the payout funnel, so it counts what actually reached you and never the gross amount that was requested.

Rift, Groves and Commerce are display names sitting over the constants Magic, Exploration and Finance, and Groves spent a while in between being called Ruins. Renames like these are deliberately display-only, because your levels, points and bought nodes are stored under the constant rather than under the label. A tree answers to either of its current names, so /skill tree groves and /skill tree exploration both open it. The old label does not, because it is no longer the display name of anything.

An eleventh discipline, Botany, is declared in the code and ships switched off, which is why /skill still lists ten. Nothing feeds it, and a tree with no source of XP would sit at level 1 for ever; level 1 grants zero points, so every node in it would be unbuyable including its one-point entry. A card on every screen that lists disciplines is not free, and one that leads nowhere is worse than none.

Levels, XP and points

Every discipline runs to level 30. The curve is fixed in code rather than in a config key, so it is the same for everybody and cannot drift between restarts.

FigureValue
Maximum level, per discipline30
XP to reach level 2170
XP for the step into level 309,859
Cumulative XP for a whole discipline123,218
Skill points granted, totallevel minus 1, so 29 at level 30

One discipline to 30 is roughly the cost of taking one profession to its top rank. Ten disciplines is ten times that, which is why the tree is written to be a long-term project rather than a checklist.

How XP is credited

  • Damped, not raw. An award is damped before it lands, so repeating a cheap action many times pays less per action than doing it once. A single block of dirt and a full ore vein are not worth the same.
  • Player-placed blocks pay zero. Placing and re-breaking the same stone is not a source.
  • Duelling and Commerce have daily ceilings. When you hit one, awards in that discipline stop and you are told once that day. Killing the same player again inside the victim window pays nothing, though the victim is still noted.
  • The bar tells you. Skill XP appears on the action bar as a status line for the discipline you just fed, and a level-up sends a chat message with a clickable that opens that tree.

XP is written to disk in batches, roughly one write per hundred awards, plus a write when you quit. A clean shutdown loses nothing. A crash can cost up to 99 awards, which is a stated and bounded limit rather than an accident. Purchases are different: those are written the moment they happen.

Study notes

Points alone do not buy a node. Most nodes also cost study notes, and study notes are the second currency of the system.

They live in a ledger, not in your bags. A note is credited to a per-discipline account held with the rest of your skill state. That has consequences worth stating plainly: notes cannot be dropped, despawned, lost on death, laundered through a shulker or traded to anyone. They are also not money. There is no transfer verb, no price and no market for them.

Where notes come from

  • Guaranteed at levels 5, 10, 15, 20, 25 and 30. Six per discipline, no roll involved.
  • Rolled between levels. At most one rolled note per level, and the chance is proportional to the XP actually credited rather than flat per action. The target is that about 35 percent of levels yield a rolled note. The allowance counter is persisted, so relogging does not reset it.
Note economy, one disciplineValue
Supply across a whole progression to level 3016.1 (6 guaranteed plus 29 rolls at 0.35)
Demand, a full path through one tree7
Ratio, supply over demand2.31
Accepted band for that ratio1.0 to 4.0

The ratio is checked at every server start. Below 1.0 a tree would be unfinishable by construction; far above it, notes stop being a decision.

Legacy note items

Notes used to be paper items in your inventory. Any you still hold convert into your ledger by shift-right-clicking the stack, or in bulk with /skill notes convert, which sweeps your inventory and your ender chest in one pass. That command is also the reliable path on Bedrock if the shift-right-click gesture does not come through.

One producer used to hand out the item rather than a ledger credit: Ancient Ruins could place a note inside a deposit, where the finder is not known until somebody brushes it, so a ledger credit was impossible by construction. Ancient Ruins was removed in Update 2.0.1, so nothing mints the item any more. The item's id was deliberately not retired along with the subsystem, because an unregistered id would make every stack still lying in the world unidentifiable and therefore unconvertible. Nothing was taken from anybody: a note already filed in your ledger stayed there, and a note still lying in a chest converts exactly as it always did. Groves did not lose its note supply either, because the discipline still levels from grove work and a rolled note follows that XP the same way it does in the other nine trees.

Tiers, forks and what a node costs

Every discipline is five tiers deep and carries two fork groups. There are 83 base nodes in total: ten in Farming, nine in Gathering and eight in each of the other eight disciplines.

A node costs points, usually study notes, and requires a level. Point cost rises with the tier:

TierPoints per node
11
24
35
47
510

Tier 3 opens at level 12. The costs are checked at boot to be strictly ascending, so a deeper node can never be cheaper than a shallower one.

The budget, and why you cannot own a tree

WhatPoints
Earned by level 3029
One completed branch28
A whole tree, base nodes only33 in eight disciplines, 38 in Gathering, 43 in Farming
A whole tree including its rank ladder48, 53 and 58 on those same three counts

Farming became the dearest tree in Update 2.0.0, when two tier-3 nodes were added to it at five points each.

That inequality is the design. One branch is finishable and a tree is not, so the fork you take is a real choice for the life of that discipline. It was not always so: an earlier version priced the dearest branch at 30 against 29 earnable, which made every tier-5 capstone unreachable by construction. Nobody could buy them, and nothing said so.

Forks

A fork group is two nodes at the same tier. Taking one locks the other, and the card tells you which node you already own rather than only refusing the click. On the tree screen a fork tier is drawn as two cells with the middle of the row left empty: the gap in the spine is the fork, and there are no arrows or dividers doing that job.

Refusals happen before anything is consumed. If you are short on points, short on notes or below the level, the screen names the exact number you are missing and takes nothing. If your notes move while a purchase window is open, the purchase is refused and the window reopens up to date.

Seed Sight and Glasswise

Update 2.0.0 added two nodes to Farming, both at tier 3, and neither of them moves a number. They read something instead, and they are the skill tree's only Garden nodes. What the readings mean belongs to the Garden's own articles; what follows is the skill side of them.

NodeIdIconWhat it shows you
Seed Sightfarming.seedsightSpyglassRight-click while holding a seed and it names the species and that seed's genetics. Clicking at the sky works, which is the natural gesture for it.
Glasswisefarming.glasswiseGlassRight-click a plot or a greenhouse core and it says whether that plot counts as being under glass. When it does not, it names the first condition that failed and the coordinates where it failed, rather than a bare "not covered".

Three things about them are worth knowing before you spend the points.

  • Neither one writes anything. Both are reads. The click is never cancelled, so planting the seed still plants the seed. Glasswise deliberately asks a greenhouse through read-only accessors: the routine that detects a greenhouse properly also stamps its owner, stamps the day and clears dormancy, so asking through that would change the thing you asked about.
  • Each is throttled to one reading every five seconds, per player and per node, so a held mouse button does not flood your chat. The two clocks are separate, and a restart clears them.
  • The genetics are not an item description line, and that is deliberate. A description is baked in when the item is built, so it would be one answer for every viewer of that stack for ever. Worse, a description is part of an item's identity for stacking, so a per-player line would split every seed stack in the world the moment one player bought the node. A chat reading is the only shape that can differ per player, and it is also the shape that reads identically on Bedrock.

A seed carrying no stored genome reads as its species default, because an absent genome is the default genotype rather than a different state from it.

Both are reachable by typing as well as by clicking. /skill unlock farming.seedsight buys one and /skill node farming.glasswise reads its card. Using them is a plain right-click rather than sneak plus right-click, which is finicky through Geyser. Glasswise has no typed equivalent: the only typed greenhouse reading is a staff command, and pointing a player at something they cannot run is not an instruction.

Why two, when nine were asked for

The brief for this work described nine rows, seven of them numeric. Six of those seven had no reader anywhere in the release: the crop quality roll and its cross step, the roaster, and the apiary radius and the blight roll, neither of which carries a player or a plot owner whose effect could be read. None of the seven was declared.

That refusal is the rule the whole system rests on. An arm has to declare a home discipline and a live reader, and a node whose arm has neither is refused at boot. A node whose arm is read by a stub would pass that gate while doing nothing, which is the gate being skipped for exactly the nodes nobody has reviewed yet. The two that did ship are capabilities rather than magnitudes, and both read state that already existed, so both were live the day they arrived.

Tier 3 in Farming now holds seven nodes: the bare-hand harvest, the flat crop bonus, Seed Sight, Glasswise and the three ranks of the Seedwright ladder. The screen paints one card per upgrade and a ladder is a single card however many ranks it carries, so that row is five cards in a row of seven cells. It is the widest tier anywhere in the tree, with two cells left.

Rank ladders

Beside the 83 base nodes there are 30 rank nodes: one ladder of three ranks in every discipline, all of them at tier 3.

A ladder is one upgrade bought in steps. Each rank requires the rank below it, so it cannot be bought out of order, and the magnitude climbs by a fixed step per rank rather than being three unrelated numbers. Only rank 1 carries a capability flag, because a flag you already own cannot be granted twice and charging points for that would buy nothing.

Rank laddersValue
Ladders10, one per discipline
Ranks per ladder3
Rank nodes in total30
Tier3, so 5 points a rank
Cost of all three ranks15 points, about 51 percent of a level-30 budget
Level at which all three unlock12

On the tree screen a ladder takes a single cell rather than three, so a tier row still reads as a row of distinct upgrades. Clicking it opens the ladder's own screen, which lists the ranks cheapest first, shows how many you own out of how many exist, and prices the next one. Every discipline reuses an effect its tree already grants, so a ladder does not add a new kind of thing to learn.

Fifteen points out of twenty-nine is a real trade. Filling a ladder is more than half of everything a level-30 discipline will ever give you, and those points are not available for tiers 4 and 5.

Respec

A respec clears one discipline's bought nodes, hands back every point you spent in it and returns the study notes those nodes cost. Your level and your XP are untouched, and the other nine disciplines are untouched.

It is paid for in coins, and the fee has two terms:

RespecValue
Base fee500 coins
Per point being refunded250 coins
A small two-node respecabout 2,000 coins
A full 28-point branch7,500 coins

Two details of the mechanism are worth knowing. The fee is burnt, not transferred: undoing a choice shrinks the money supply rather than moving coins into a pot someone else can spend. And you are charged before anything is changed, so a respec you cannot afford is refused with the shortfall named and your tree left exactly as it was.

The number the screen quotes is the number you are charged. That is asserted at every boot, along with the rule that a larger refund can never cost less than a smaller one.

The fee defaults are a first guess rather than a tuned figure, so treat 500 plus 250 a point as the current shape rather than a permanent one.

Screens and commands

Everything in the system is reachable two ways: through the menu and by typing. Nothing is menu-only.

CommandWhat it does
/skillOpens the hub, showing all ten disciplines with your level and unspent points
/skill <discipline>Jumps straight to that tree, for example /skill mining
/skill tree <discipline>The same tree as a chat listing, one typeable row per node
/skill listYour levels and points across all ten disciplines, in chat
/skill explainWhat a discipline is and which actions level it
/skill node <id>Reads one node's card in chat, for example /skill node farming.glasswise
/skill unlock <id>Buys one node by id, for example /skill unlock farming.seedsight
/skill notesYour study-note balance, per discipline
/skill notes convertFiles every legacy note item from your inventory and ender chest into the ledger
/skill respecQuotes and confirms a respec for one discipline
/skill helpOpens the help screen. Before Update 2.0.5 this printed chat lines instead
/skill help textThe same help as chat lines, from the same source, for a console or a client whose screen did not load
/skill guiOpens the menu explicitly

The menu itself has six screens: the hub, a tree, a node card, a rank ladder, the respec confirmation and a two-page help screen whose second page is the live XP ladder for the discipline you are furthest along in. A tree screen paints one tier per row and pages four tiers at a time.

Bedrock is not a fallback here. The same screens render as native forms with the same cards and the same wording, and the page buttons work. The one thing a form cannot do is hover, so a row's whole description is folded into its button label.

Java players connect at blacklight-network.de. Bedrock players use the same address on port 19132. The server runs Paper 26.2.

Limits worth knowing

Some of these are trade-offs, some are known rough edges. All of them are better read here than discovered after you have spent points.

  • You cannot own a whole discipline. 29 points against a tree costing 33 to 43, or 48 to 58 with its ladder. Respec is the only way to change your mind, and it costs coins.
  • Study-note effects are per-discipline now. A node that multiplies your study-note chance used to raise that chance in all ten disciplines, because the effect table had no per-discipline dimension at all and summed every tree into one slot. Every tier-5 capstone declares that multiplier at three times, so somebody holding two capstones rolled at six times and somebody holding ten rolled at thirty, on every discipline's roll, against a card that says three. Update 2.0.0 gave the table its missing dimension, and the card is the number again.
  • Level 30 is the ceiling and the curve is fixed. There is no prestige and no continuation past 30. Once a discipline is capped, its 29 points are all you will ever have there.
  • Duelling and Commerce are the two capped disciplines. Both stop awarding once their daily ceiling is reached, which makes them slower to level deliberately.
  • Passives are given and taken back. Effects like haste at depth are applied when the condition holds and removed when it stops, when you swap the tool, when you surface and when you log out. Only what the skill system granted is ever removed.

Much of the newer material described on this page is code-written and has not been verified on the live server. Numbers are quoted from the implementation, so treat them as the current design rather than as measured behaviour, and report anything that does not match what you see in game.