Ascension Protocol
Plugins

AscensionSkills

Skill tree, actives, skill shop

Features

  • Skill tree GUI (/skills) — overview, detail, confirmation, loadout
  • Passive and active skills
  • Skill shop — purchase with gold, XP, or skill points
  • Cast actives: /skills cast <id>
  • Skill runes — carry actives as items and right-click to cast

The skills menu

/skills opens an overview filtered by All / Active / Passive / Owned, ordered by required rank then actives before passives, and paged when it outgrows one screen. Clicking a skill opens its detail screen rather than spending anything: current level and effect, what the next level adds, each requirement ticked or crossed, the price in both currencies, and your balance. Learning a skill asks for confirmation first, stating what you pay, what you get and what you are left with.

The loadout screen shows your rune slots and every owned active, so equipping is a visible choice instead of a right-click on a cast button. Filters and the current page survive a purchase.

Every screen carries the shared navigation row — Back, paging, Close, and Home to /asc.

Leveling passives

Passive skills scale per level. Re-buy an owned passive in /skillshop to raise its level up to its max-level; each level's effect is base × level (e.g. Mana Surge at level 3 gives triple the regen bonus). Upgrade cost is the base price × skills.shop.level-cost-multiplier (default 1.6) to the power of the current level, so higher levels cost progressively more. The shop shows the current level and the next-level price.

Skill runes

Opening a GUI or typing a command mid-fight is awkward, so an unlocked active can be equipped as a rune — an item the player right-clicks to cast. In /skills, open Loadout and click an active to equip or unequip its rune; /skills equip <id> does the same.

Runes work from the off-hand, so a player casts without sheathing their weapon. They're soulbound (no dropping, no containers, kept on death) and capped at skill-runes.max-equipped (default 4). Casting through a rune runs the same mana, rank, unlock and cooldown checks as /skills cast, so runes are pure convenience, not a balance change.

See Skills configuration for the material, cap, and per-skill model data.

Active cooldowns

Active-skill cooldowns are tracked centrally and shown live in the action-bar HUD while a skill is cooling down, and in the skill-tree cast buttons. Cooldowns survive /asc reload.

Each rune also carries its own vanilla cooldown group, so the item shows the standard cooldown sweep without greying out the player's other runes.

Skill catalog

Skills span every rank E→Monarch. All are defined in AscensionCore config.yml (skills.skills) with shop pricing under skills.shop.entries — tune freely.

SkillTypeRankEffect
Mana SurgepassiveE+mana regen (per level)
Hunter's InstinctpassiveE+XP from dungeon mobs (per level)
Shadow BondpassiveD+shadow capacity, cheaper summons (per level)
Tough SkinpassiveDLess damage from dungeon mobs (per level, cap 50%)
Iron WillpassiveC+max mana (per level)
Mana BladeactiveCNext melee hit deals bonus magic damage
Arc BoltactiveBMana bolt at your target
Shadow StepactiveCBlink forward
Dash StrikeactiveBLunge + AoE slam on landing
Arc StormactiveABolt chains to nearby enemies
BloodlustpassiveALifesteal on melee vs dungeon mobs (per level)
Shadow ExchangeactiveSSwap places with a shadow
Shadow ArmoractiveSAbsorption shield + brief resistance
Monarch's DomainactiveNationalSlow + weaken foes around you
Arise EchopassiveMonarch+shadow damage while enough shadows are summoned

Passives level up by re-buying them in /skillshop; actives fire from the skill tree, /skills cast <id>, or an equipped rune. The skill shop has All / Passive / Active filter tabs, shows owned level + next-level cost, and lists the unmet requirement (rank or prerequisite) in red on locked skills.

One rank, one price

The ranks above are enforced on every acquisition route. A rank may be declared on the skill definition (skills.skills.<id>.min-rank) or on its shop entry (skills.shop.entries.<id>.min-rank), and the stricter of the two applies to both /skills and /skillshop — so a skill priced at B-Rank in the shop cannot be unlocked below B-Rank in the tree either.

Tree unlocks cost 1 skill point, except where the shop entry is itself priced in skill points, in which case the tree charges that same amount (Arc Bolt 2, Mana Blade 2, Arc Storm 3, Monarch's Domain 4). Skills priced in gold or XP keep the one-point tree unlock alongside their money price.

Casting a skill you already own checks only the definition's own rank, so skills unlocked before these two sources were reconciled stay usable.

The skill grid is ordered by required rank, then actives before passives, then config order — the same every time it is opened.

Respec

/skills → Respec releases every skill you own and returns the skill points you paid.

Refunds come from purchase receipts, recorded from the moment a skill is bought. A skill with no receipt — granted by staff, or bought before receipts existed — is still released, but returns nothing: there is no record of what was paid, and refunding today's price for an unknown historical purchase would create points out of nothing. The respec screen lists those skills by name before you confirm, so the smaller number is never a surprise.

Points are returned before the skills are removed. If the refund fails, nothing changes.

Skills bought with gold or XP release without returning that currency; only skill points come back.

Key files

FilePurpose
config.ymlSkill definitions, costs, unlock rules

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