v0.11.0 - February 2026 Patch Notes
What's new in v0.11.0 - February 2026
New Skills: Magic & Artillery
- Magic - A new combat skill for wands and spellbooks, split from Archery. Gain XP by dealing damage with any wand or spellbook. Includes a mana-heavy skill tree (350+ potential mana from tree rewards alone), XP tokens, boost templates, and item level requirements
- Artillery - A new combat skill for bombs and guns, split from Archery. Gain XP by dealing damage with explosives and firearms. Includes a damage/crit/health-focused skill tree, XP tokens, boost templates, and item level requirements
- Archery refocused - Archery now covers bows, crossbows, blowguns, and arrows/darts only. Wand, spellbook, bomb, and gun XP patterns have been moved to their respective new skills. The Archery skill tree has been updated to a stamina-focused ranged tree, replacing the old mana-heavy rewards that were designed for wand users
- Both new skills ship as "built-in custom skills" — they appear in all UI pages, admin editors, leaderboards, and quest requirements automatically, just like any other combat skill
Ranged Weapon Level Requirements
- Shortbow requirements added - Shortbows now have Archery level requirements matching the standard material progression (Copper: 1, Iron: 10, Cobalt: 40, Mithril: 50, Adamantite: 60, Thorium: 70, Onyxium: 80)
- Longbow requirements added - Longbows now have Archery level requirements (Copper: 1, Iron: 10, Cobalt: 40, Adamantite: 60, Thorium: 70)
- Per-material crossbow requirements added - Individual crossbow materials now have Archery level requirements instead of just a generic crossbow entry (Iron: 10, Cobalt: 40, Mithril: 50, Adamantite: 60, Thorium: 70, Onyxium: 80)
- Wand requirements - Wands require Magic skill levels (Wood: 1, Tribal: 10, Root: 20, Stoneskin: 40)
- Spellbook requirements - Spellbooks require Magic skill levels (Brown Grimoire: 15, Purple Grimoire: 25, Fire/Frost: 50, Demon: 70)
- Bomb and gun requirements - Artillery weapons require Artillery skill levels (Bomb: 1, Gun: 20, Handgun: 30, Blunderbuss: 35, Assault Rifle: 50)
- Item level requirements now support custom skills - Any skill (built-in or custom) can be used as a level gate for items, not just the 22 built-in skills. Existing requirements continue to work unchanged
Leaderboard
- Custom skills now appear in leaderboard filters - When viewing a category leaderboard (e.g., Gathering), custom skills in that category now show as individual filter buttons alongside built-in skills. Players can sort and view the leaderboard by any custom skill
- Total level no longer counts untouched skills - Skills at level 1 (no XP earned) are excluded from total and category level calculations on both the leaderboard and XP page. A player with Mining 10 and all other skills untouched now shows total level 10 instead of an inflated number
API Improvements
- Unified skill ID API for custom skills - All public API methods now accept string-based skill IDs alongside the original enum-based parameters. This makes custom skills fully interchangeable with built-in skills when other plugins interact with MMO Skill Tree's data. The original enum-based methods continue to work but are now deprecated in favor of the string-based versions
- For mod authors - You can discover all available skill IDs at runtime via
SkillRegistry.getInstance().allSkillIds()(returns both built-in names like"MINING"and custom IDs like"HERBALISM"). UseSkillRegistry.getInstance().getDisplayName(id)for the localized display name and.getCategoryName(id)for the category ("GATHERING","COMBAT","CRAFTING","MISC"). Then pass any skill ID string toMMOSkillTreeAPI.getLevel(store, ref, id),.getXp(...),.addXp(...), etc. — no need to resolve built-in vs custom yourself
Bug Fixes
- Fixed ranged weapons not earning combat XP on hit - Wands, bows, spellbooks, bombs, guns, and other ranged weapons were not awarding per-hit or damage-based XP. The combat XP system only recognized melee damage sources, so any damage dealt via a projectile (arrows, spells, explosions) was silently ignored. Ranged weapons now correctly award XP on every hit across all combat XP modes
- Fixed ranged weapons not applying combat bonuses - Damage bonuses, critical chance, lifesteal, and defense reduction from skill tree rewards were not being applied to ranged weapon hits. Only melee attacks received these bonuses. All combat bonuses now apply to both melee and ranged attacks
- Fixed combat XP blocked by hostility check on ranged hits - Hitting a mob from range before it detected the player would award zero XP because the mob wasn't "hostile" yet. The hostility check has been removed from per-hit XP — the entity blacklist already prevents XP from unwanted targets, and this matches kill-based XP which never had a hostility requirement
- Fixed Magic and Artillery not appearing in Custom Skills admin page - The built-in custom skills (Magic, Artillery) were missing from the Custom Skills section of the admin UI. They now appear with a "(built-in)" label and blue highlight, with edit/delete buttons hidden since they ship with the mod
- Fixed combat XP not earned with wands, spellbooks, bombs, and guns - Weapons without a durability system (wands, spellbooks, bombs, guns) were incorrectly treated as "broken" by the combat XP system, silently blocking all XP gain. Damage bonuses and critical hits still applied because the damage modification system did not have this check. The broken-item guard has been removed — zero-damage hits are already filtered naturally
- Fixed Magic and Artillery defaults not showing in XP Overrides admin page - When selecting Magic or Artillery in the admin XP Overrides editor, the default XP patterns (wands, spellbooks, bombs, guns) were not displayed. Only user overrides appeared, making it impossible to see or compare against the built-in defaults. The defaults now display correctly for all skills including built-in custom skills
Looking for technical details? View full developer changelog for v0.11.0 - February 2026