Skill Bonuses
Overview
Skill Bonuses are specialized combat abilities that unlock as players level up their weapon and armor skills. Each weapon type (swords, axes, bows, crossbows, tridents, hoes, maces, spears) and armor have their own distinct set of bonuses that enhance gameplay with unique mechanics -- from bleeding effects and AoE sweeps to conditional execute damage and death prevention.
Players earn skill XP by using specific weapon types in combat. As their skill level increases, new bonus tiers become available. Players can select up to 3 active bonuses per weapon/armor type at any time, allowing them to customize their playstyle.
Weapon-to-Skill Mapping
| Skill | Weapon Items |
|---|---|
| Swords | Wooden/Stone/Iron/Gold/Diamond/Netherite Sword |
| Axes | Wooden/Stone/Iron/Gold/Diamond/Netherite Axe |
| Bows | Bow |
| Crossbows | Crossbow |
| Tridents | Trident |
| Hoes (Scythes) | Wooden/Stone/Iron/Gold/Diamond/Netherite Hoe |
| Maces | Mace (1.21+) |
| Spears | Custom item (1.21.11+, requires resource pack) |
| Armor | All armor pieces (leveled passively at 1/3 rate) |
Hoes are called Scythes in the skill bonus system for thematic reasons.
How It Works
Unlock Tiers
Skill bonuses are organized into four tiers, each unlocking at a specific skill level:
| Tier | Required Skill Level | Description |
|---|---|---|
| 1 | Level 10 | Basic bonuses -- foundational combat enhancements |
| 2 | Level 25 | Intermediate bonuses -- stronger effects and new mechanics |
| 3 | Level 50 | Advanced bonuses -- powerful abilities with higher impact |
| 4 | Level 75 | Master bonuses -- devastating effects and ultimate abilities |
Selection Limit
Players can have a maximum of 3 active bonuses per weapon type at any time. This means players must choose which bonuses to equip, creating meaningful build decisions. Selections are saved to the database and persist across sessions.
Selection Menu
Players can manage their skill bonus selections through the in-game Skill Bonus Menu. The menu displays all available bonuses for each weapon type, organized by tier. Bonuses that the player has not yet unlocked (due to insufficient skill level) are shown but cannot be selected. Active bonuses can be toggled on and off through the menu.
How Bonuses Are Applied
- On login: All active bonuses are applied to the player automatically.
- On weapon switch: Passive effects (like movement speed, knockback resistance, and reach) are toggled based on the weapon currently held.
- In combat: Proc, conditional, stacking, and cooldown bonuses are processed when dealing or receiving damage from elite mobs.
- On logout: All bonuses are removed and selections are saved.
Bonus Types
Every skill bonus belongs to one of five types that determine how it triggers:
| Type | How It Works | Example |
|---|---|---|
| PROC | Chance-based trigger on specific events (attacks, being hit). Each hit rolls against the proc chance. | "15% chance to cause bleeding on hit" |
| PASSIVE | Always active when selected and the correct weapon is equipped. No trigger needed. | "Increased movement speed while wielding a sword" |
| CONDITIONAL | Active only when specific conditions are met. The bonus applies automatically when the condition is true. | "Bonus damage when target is below 30% HP" |
| STACKING | Builds up over repeated actions. Stacks accumulate and decay over time if the action stops. | "Consecutive hits increase attack speed, up to 5 stacks" |
| COOLDOWN | Powerful effect that triggers once and then has an internal cooldown before it can activate again. | "Survive fatal damage (60s cooldown)" |
Swords
Swords bonuses focus on finesse, speed, and precision combat with a mix of offensive and defensive options.
| Name | Type | Tier | Description | Key Scaling |
|---|---|---|---|---|
| Lacerate | Proc | 1 | Attacks have a 15% base chance to cause bleeding. Bleed deals 8% of hit damage per tick over 5 seconds (40% total). | Proc chance: +0.2%/lvl (max 50%). Bleed: +0.1%/tick/lvl. |
| Poise | Passive | 1 | Reduces knockback taken while wielding a sword. Applied as an attribute modifier. | Base 20% reduction, +0.3%/lvl (max 50%). |
| Swift Strikes | Passive | 1 | Increases movement speed while wielding a sword. Walk speed is increased directly. | Base 5% speed, +0.1%/lvl (max 15%). |
| Flurry | Stacking | 2 | Consecutive hits increase attack speed via attribute modifier. Stacks decay after 3 seconds of not attacking. | 5 max stacks. 6.5% attack speed/stack, +0.1%/lvl. |
| Riposte | Cooldown | 2 | After blocking an attack, your next attack (within 3s) deals bonus damage. | Base 50% bonus, +1%/lvl (max 150%). Cooldown: 10s base, -0.5%/lvl (min 5s). |
| Expose Weakness | Proc | 2 | 20% base chance to debuff the target, reducing its defense for 5 seconds. Future hits deal bonus damage to debuffed targets. | Proc: +0.3%/lvl (max 50%). Defense reduction: 10% base, +0.2%/lvl. |
| Duelist | Conditional | 3 | Deal bonus damage when fighting a single enemy (no other elite mobs within 10 blocks). | Base 25% bonus, +0.5%/lvl. |
| Finishing Flourish | Conditional | 3 | Deal bonus damage to enemies below 30% health (execute effect). | Base 50% bonus, +1%/lvl. |
| Parry | Conditional | 3 | Reduces damage taken while blocking with a sword. Provides extra damage reduction on top of normal blocking. | Base 30% reduction, +0.5%/lvl (max 60%). |
| Vorpal Strike | Cooldown | 4 | Critical hits deal massive bonus damage. Only triggers on critical strikes. | Base 3x damage, +0.02x/lvl (max 4x). Cooldown: 30s base, -0.3%/lvl (min 15s). |
Axes
Axes bonuses emphasize raw power, heavy hits, and breaking through enemy defenses.
| Name | Type | Tier | Description | Key Scaling |
|---|---|---|---|---|
| Devastating Blow | Proc | 1 | 10% base chance to deal massive bonus damage on hit. Creates an explosion visual effect. | Proc: +0.2%/lvl (max 30%). Multiplier: 2.0x base, +0.02x/lvl. |
| Deep Wound | Proc | 1 | 15% base chance to inflict a deep wound that bleeds over 4 seconds. Bleed deals 10% of hit damage per tick. | Proc: +0.3%/lvl (max 40%). Bleed: +0.15%/tick/lvl. Total: 40% base over 4s. |
| Executioner | Conditional | 2 | Deal bonus damage to enemies below 40% health. | Base 40% bonus, +0.8%/lvl. |
| Stagger | Proc | 2 | 12% base chance to stagger enemies, applying Slowness and Weakness debuffs for 2 seconds. | Proc: +0.2%/lvl (max 35%). Slow/weakness amplifier scales with level. |
| Momentum | Stacking | 3 | Consecutive hits build damage stacks. Stacks decay after 4 seconds of not attacking. | 8 max stacks. 4% damage/stack, +0.05%/lvl (max 10%/stack). |
| Timber | Passive | 4 | Passively increases axe damage and improves shield-breaking capability. | Damage: 15% base, +0.2%/lvl. Shield disable: 30% base, +0.3%/lvl. |
Bows
Bows bonuses reward ranged precision with debuffs, multi-target effects, and scaling damage for focused play.
| Name | Type | Tier | Description | Key Scaling |
|---|---|---|---|---|
| Frostbite | Proc | 1 | 15% base chance to slow and fatigue enemies on arrow hit. Applies Slowness and Mining Fatigue. | Proc: +0.2%/lvl (max 35%). Effect amplifier: scales with level (0-2). Duration: 3s. |
| Pack Hunter | Conditional | 1 | Deal bonus damage for each nearby ally (other players within 10 blocks). Capped at 3 allies. | Base 8%/ally, +0.1%/lvl. Max bonus: 24% at 3 allies. |
| Multishot | Proc | 2 | 20% base chance to fire additional arrows on hit. Extra arrows deal 50% damage. | Proc: +0.2%/lvl (max 40%). Extra arrows: 2 + (level/40), so 2-4 arrows. |
| Overdraw | Conditional | 2 | Bonus damage for holding bow longer than 1.5 seconds. Bonus scales with overdraw time, capped at 2x base. | Base 15%, +0.3%/lvl. Max potential: 3x base bonus with full overdraw. |
| Hunter's Mark | Proc | 2 | 25% base chance to mark enemies, causing them to glow and take bonus damage from you for 10 seconds. | Proc: +0.25%/lvl (max 50%). Mark bonus: 20% base, +0.3%/lvl. |
| Ricochet | Proc | 3 | 15% base chance for arrows to bounce to the nearest enemy within 5 blocks. Bounce deals a percentage of original damage. | Proc: +0.2%/lvl (max 35%). Ricochet damage: 50% base, +0.5%/lvl. |
| Wind Runner | Passive | 3 | Successful hits grant a Speed potion effect for 5 seconds. | Speed amplifier: scales with level (1-3). |
| Barrage | Stacking | 3 | Consecutive hits increase damage. Stacks reset after 3 seconds without a hit. | 5 max stacks. 5% damage/stack, +0.1%/lvl. |
| Ranger's Focus | Stacking | 4 | Hitting the same target repeatedly increases damage. Switching targets resets stacks. | 8 max stacks. 4%/stack, +0.08%/lvl. |
| Dead Eye | Cooldown | 4 | Critical shots deal massive bonus damage with particle effects. | Base 1.5x multiplier (50% bonus), +1%/lvl. Cooldown: 45s base, -(level/5)s (min 20s). |
Crossbows
Crossbow bonuses favor tactical play with positioning mechanics, explosive effects, and opening-shot advantages.
| Name | Type | Tier | Description | Key Scaling |
|---|---|---|---|---|
| Steady Aim | Conditional | 1 | Bonus damage when standing still for at least 1.5 seconds. Bonus increases the longer you stand still (up to 3s). | Base 20%, +0.3%/lvl. Max potential: 3x base bonus. |
| Quick Reload | Passive | 1 | Successful hits grant a temporary attack speed boost via attribute modifier for 3 seconds, speeding up reloading. | Attack speed: 0.5 base, +0.02/lvl. |
| Explosive Tip | Proc | 2 | 15% base chance for bolts to explode on impact, dealing AoE damage to nearby enemies. | Proc: +0.2%/lvl (max 35%). AoE damage: 50% base, +0.5%/lvl. Radius: 4.0 + 0.02/lvl. |
| Hunter's Prey | Conditional | 2 | Deal bonus damage to targets below 50% health. | Base 25%, +0.4%/lvl. |
| Heavy Bolts | Passive | 3 | Bolts deal bonus damage and apply knockback to targets. | Damage: 15% base, +0.3%/lvl. Knockback: 1.2 base, +0.01/lvl. |
| Suppressing Fire | Proc | 3 | 20% base chance to apply Weakness and Slowness debuffs for 4 seconds on hit. | Proc: +0.2%/lvl (max 40%). Debuff amplifier scales with level. |
| Arrow Rain | Cooldown | 4 | Rain 15 arrows (5 waves of 3) on the target location. Arrows deal a percentage of weapon damage. | Arrow damage: 30% base, +0.5%/lvl. Cooldown: 30s base, -(level/5)s (min 15s). |
| First Blood | Conditional | 4 | Massive bonus damage on first hit to targets at full health (99%+ HP). | Base 50%, +0.5%/lvl. |
Tridents
Trident bonuses embrace aquatic themes with lightning, water surges, and environment-dependent mechanics.
| Name | Type | Tier | Description | Key Scaling |
|---|---|---|---|---|
| Impale | Proc | 1 | 15% base chance to deal bonus damage that ignores armor on trident attacks. | Proc: +0.15%/lvl (max 25%). Damage multiplier: 1.0x base, +0.02x/lvl. |
| Snare | Proc | 1 | 25% base chance to heavily slow and ground targets. Applies strong Slowness and negative Jump Boost. | Proc: +0.2%/lvl (max 45%). Slowness level 4+, scales with level. Duration: 3s. |
| Tidal Surge | Cooldown | 2 | Creates a water surge that knocks back and damages nearby enemies within 5 blocks. Splash particle effect. | AoE damage: 30% of hit base. Knockback: 1.5 base, scales with level. Cooldown: 20s base (min 10s). |
| Storm Caller | Proc | 2 | 15% base chance to strike lightning at the target, dealing additional lightning damage. | Proc: +0.15%/lvl (max 35%). Lightning damage: 50% base, +1%/lvl. |
| Poseidon's Favor | Passive | 2 | On hit, grants Water Breathing, Dolphin's Grace, and Conduit Power for 10 seconds. Also provides a passive damage bonus. | Damage: 15% base, +0.2%/lvl. Dolphin's Grace amplifier scales with level. |
| Riptide Mastery | Conditional | 3 | Bonus damage when in water or rain. If both conditions are met, the bonus is multiplied by 1.5x. | Base 50%, +1%/lvl. Both conditions: bonus x1.5. |
| Returning Haste | Stacking | 3 | Consecutive trident throws build damage stacks. Stacks decay after 5 seconds without a throw. | 5 max stacks. 10%/stack, +0.2%/lvl. |
| Undertow | Proc | 3 | 20% base chance to pull targets toward the player on trident hit. | Proc: +0.2%/lvl (max 40%). Pull strength: 1.0 base, +0.01/lvl. |
| Depth Charge | Conditional | 4 | When target is in water, deal bonus damage and create an explosion that damages nearby aquatic enemies within 4 blocks. | Damage bonus: 50% base, +1%/lvl. AoE damage: 40% base, +0.5%/lvl. |
| Leviathan's Wrath | Cooldown | 4 | Massive AoE water attack with lightning strikes. Damages all nearby enemies within 6 blocks. | Damage multiplier: 2.0x base, +0.02x/lvl. Cooldown: 60s base (min 30s). |
Hoes (Scythes)
Hoe bonuses lean into a dark reaper fantasy with life drain, death marks, and risk-reward mechanics.
| Name | Type | Tier | Description | Key Scaling |
|---|---|---|---|---|
| Soul Drain | Proc | 1 | 20% base chance to drain health from enemies. Heals the player for a percentage of damage dealt (capped at 10% max HP per proc). | Proc: +0.2%/lvl (max 50%). Drain: 10% base, +0.2%/lvl. |
| Reaper's Harvest | Conditional | 1 | Deal massive bonus damage to enemies below 25% health (execute effect). | Base 100% bonus, +2%/lvl. |
| Grim Reach | Passive | 1 | Extended interaction range via attribute modifier (1.0-2.0 extra blocks). Also provides a passive damage bonus. | Damage: 15% base, +0.3%/lvl. Reach: 1.0 + 0.013/lvl blocks (max 2.0). |
| Soul Siphon | Stacking | 2 | Each kill grants a stacking damage bonus. Stacks decay after 30 seconds without a kill. | 10 max stacks. 8%/stack, +0.1%/lvl. |
| Death Mark | Proc | 2 | 25% base chance to mark enemies for death. Marked enemies glow and take increased damage for 15 seconds. | Proc: +0.3%/lvl (max 50%). Mark bonus: 50% base, +1%/lvl. |
| Harvester | Passive | 2 | Passive damage bonus and improved loot quality from kills. | Damage: 10% base, +0.2%/lvl. Loot quality: 15% base, +0.3%/lvl. |
| Scythe Sweep | Proc | 3 | 30% base chance to sweep hit nearby enemies within 3 blocks, dealing AoE damage. | Proc: +0.4%/lvl (max 60%). Sweep damage: 50% of hit base, +1%/lvl. |
| Reap What You Sow | Conditional | 3 | Deal more damage when below 50% health. The lower your health, the higher the bonus (scales up to 3x at very low HP). | Base 50%, +1%/lvl. Risk multiplier: up to 3x at lowest HP. |
| Spectral Scythe | Cooldown | 4 | Launch a spectral projectile that pierces through enemies over 10 blocks, damaging all in its path. | Damage: 100% base, +2%/lvl. Cooldown: 25s base, -0.2s/lvl (min 10s). |
| Death's Embrace | Cooldown | 4 | Cheat death -- when you would take fatal damage while holding a hoe, instead heal to 20% HP. Also provides a small passive damage bonus. | Passive damage: 5% base, +0.1%/lvl. Cooldown: 60s base, -0.4s/lvl (min 30s). |
Maces
Mace bonuses channel a paladin-like theme with holy damage, crowd control, and divine protection.
| Name | Type | Tier | Description | Key Scaling |
|---|---|---|---|---|
| Concussion | Proc | 1 | Chance to daze enemies, reducing their damage output with debuffs. | Proc: 15% base, +0.2%/lvl. Applies Weakness for 3s. Debuff strength scales with level. |
| Crushing Blow | Proc | 1 | Chance to ignore enemy armor on hit, dealing true damage. | Proc: 12% base, +0.2%/lvl. Armor bypass: 25% base, +0.3%/lvl. |
| Righteous Fury | Stacking | 1 | Build fury stacks on hit, increasing your damage with each consecutive attack. | 5 max stacks. 5%/stack, +1%/lvl. Decay: 5s. |
| Judgment | Proc | 2 | Mark enemies for judgment, causing them to take increased damage from subsequent attacks. | Proc: 20% base, +0.2%/lvl. Judgment bonus: 40% base, +0.5%/lvl. Duration: 10s. Judged enemies glow. |
| Shatter | Cooldown | 2 | Slam the ground, dealing AoE damage and slowing nearby enemies. | Damage: 100% base, +2%/lvl. Slow: 3s. Cooldown: 15s base (min 7.5s). |
| Divine Shield | Cooldown | 2 | When taking fatal damage, become invulnerable briefly, preventing death. | Invulnerable for 2s. Cooldown: 120s base, -0.5%/lvl (min 60s). |
| Consecration | Cooldown | 3 | Create holy ground that continuously damages enemies standing within it. | DPS: 50% base, +1%/lvl. Duration: 5s. Cooldown: 25s base (min 12.5s). |
| Stunning Force | Passive | 3 | Increased knockback on mace attacks with a chance to root enemies in place. | Knockback: 150% base, +2%/lvl. Root duration: 2s. |
| Hammer of Wrath | Cooldown | 4 | Deal massive damage to enemies below 30% health. Execute-style ability on cooldown. | Damage: 300% base, +5%/lvl. Threshold: below 30% HP. Cooldown: 30s base (min 15s). |
| Avatar of Judgment | Cooldown | 4 | Become an avatar of divine wrath for 10 seconds, gaining a massive damage boost. | Damage boost: 200% base, +3%/lvl. Duration: 10s. Cooldown: 90s base (min 45s). |
Spears
Spear bonuses emphasize reach, formation fighting, and disciplined combat tactics.
| Name | Type | Tier | Description | Key Scaling |
|---|---|---|---|---|
| First Strike | Conditional | 1 | Deal bonus damage to full-health enemies. Rewards opening attacks. | Base 30% bonus, +0.5%/lvl. |
| Long Reach | Passive | 1 | Increases attack range via the entity interaction range attribute modifier. Applied when holding a spear. | Base +0.5 blocks, +0.01/lvl. |
| Precision Thrust | Proc | 1 | Chance to deal critical damage on spear attacks. | Proc: 10% base, +0.2%/lvl. Crit damage: 150% base, +1%/lvl. |
| Phalanx | Passive | 2 | Reduced damage taken from frontal attacks. Defensive stance bonus. | Base 15% reduction, +0.2%/lvl. |
| Impaling Strike | Proc | 2 | Chance to cause bleed damage over time on spear attacks. | Proc: 15% base, +0.2%/lvl. Bleed: 50% base, +1%/lvl over 5s. |
| Vortex Thrust | Cooldown | 2 | Pull nearby enemies toward your target, grouping them up for AoE attacks. | Pull strength: 80% base, +0.5%/lvl. Slowness II for 2s. Cooldown: 18s base (min 9s). |
| Legion's Discipline | Stacking | 3 | Consecutive hits increase damage. Resets on miss, rewarding precision. | 10 max stacks. 3%/stack, +0.5%/lvl. Resets on miss. |
| Vanguard | Cooldown | 3 | Charge forward, damaging all enemies in your path. | Damage: 100% base, +2%/lvl. Cooldown: 20s base (min 10s). |
| Polearm Mastery | Passive | 4 | Significant attack speed and damage increase. Attack speed is applied via attribute modifier when holding a spear. | Damage/Speed: 20% base, +0.3%/lvl. |
| Impaler | Cooldown | 4 | Pin an enemy in place, dealing massive damage and immobilizing the target. | Damage: 400% base, +5%/lvl. Pin: 3s. Cooldown: 45s base (min 22.5s). |
Armor
Armor bonuses are defensive skills that activate when receiving damage from elite mobs. They focus on survivability, damage reduction, and counter-attacks.
| Name | Type | Tier | Description | Key Scaling |
|---|---|---|---|---|
| Evasion | Proc | 1 | Chance to completely dodge incoming attacks, taking zero damage. | Proc: 10% base, +0.2%/lvl. Full dodge on proc. |
| Iron Stance | Conditional | 1 | Gain damage reduction when standing still for at least 1 second. Rewards stationary positioning. | Base 30% reduction, +0.6%/lvl. Requires standing still for 1s. |
| Battle Hardened | Passive | 1 | Passive damage reduction from all sources. Always active when selected. | Base 20% reduction, +0.4%/lvl. |
| Retaliation | Proc | 2 | Chance to reflect damage back to attackers when hit. | Proc: 25% base, +0.2%/lvl. Reflect damage: 100% base, +2%/lvl. |
| Adrenaline Surge | Cooldown | 2 | When health drops below 30%, gain combat buffs (speed, strength). Has an internal cooldown. | Grants Speed, Strength, Resistance. Buff strength: 100% base, +2%/lvl. Cooldown: 45s base (min 22.5s). |
| Fortify | Stacking | 3 | Build damage reduction stacks when taking damage. Stacks decay after 10 seconds without being hit. | Reduction/stack: 100% base, +2%/lvl. Decay: 10s without damage. |
| Second Wind | Cooldown | 3 | Automatically heal when health drops below 25%. Triggers once per cooldown. | Heal: 100% base, +2%/lvl. Threshold: below 25% HP. Cooldown: 60s base (min 30s). |
| Grit | Conditional | 3 | Gain increased damage reduction when below 50% health. The lower your health, the more reduction. | Max reduction: 50% base, +1%/lvl. Scales with missing HP below 50%. |
| Last Stand | Cooldown | 4 | Survive a fatal blow once per cooldown, being saved at 1 HP instead of dying. | Prevents death, restores to 1 HP. Cooldown: 120s base, -0.5%/lvl (min 60s). |
| Reactive Shielding | Cooldown | 4 | When taking a big hit (20%+ of max HP), activate a temporary damage reduction shield for 3 seconds. | Shield reduction: 100% base, +2%/lvl. Duration: 3s. Cooldown: 30s base (min 15s). |