Skill Tree

The skill tree turns island progression into choices. Instead of every island ending up the same, the team earns skill points and spends them on a branching tree of permanent island-wide buffs, shaping the island around how they actually play.

CommandWhat it does
/is skillsOpen your island's skill tree

Earning and spending points

Points come from levelling: every whole island level gained grants points-per-level points (1 by default). Points belong to the island, not the player, so the whole team contributes and the whole team benefits. Spending a point raises a node one level; nodes can be taken several times up to their max-level.

features/skilltree.yml
skilltree:
  enabled: true
  points-per-level: 1

How the tree is built

Each node sits in a branch (a column) at a row, has a per-level cost, a max-level, and optionally requires another node to be at a minimum level first. That last part is what makes it a tree rather than a flat list: deeper nodes unlock only once you have invested in the ones before them.

features/skilltree.yml
  skills:
    worth_boost:                 # Economy branch, the entry node
      display: "<green>Prosperity"
      icon: EMERALD
      branch: economy
      row: 1
      column: 1
      max-level: 5
      modifier: WORTH_MULTIPLIER
      value-per-level: 0.05      # +5% worth gain per level (maxed = +25%)
      cost: 1
    fortune:                     # deeper node, gated behind Prosperity
      display: "<gold>Fortune"
      branch: economy
      row: 2
      column: 1
      max-level: 10
      modifier: WORTH_MULTIPLIER
      value-per-level: 0.03
      cost: 2
      requires:
        worth_boost: 3           # needs Prosperity level 3 first

What a node can buff

A node's modifier decides what it boosts and value-per-level how much per level. Modifiers feed the same systems the rest of the plugin uses (the buff stack), so a skill, a prestige bonus and an upgrade all add together cleanly.

ModifierAffects
WORTH_MULTIPLIERWorth gained as the island grows (so level climbs faster)
BANK_INTERESTExtra interest rate on the island bank each cycle
MEMBER_LIMIT_BONUSExtra member slots on top of the member-limit upgrade
SPAWNER_RATEStacked-spawner output (stacks with the spawner-rates upgrade)
MOB_DROPSMob drops on the island (stacks with the mob-drops upgrade)

The bundled tree ships two branches as a starting point, an economy track (Prosperity, Fortune, Banker) and a settlement track (Settlers, Recruiter), but every node, branch, cost and modifier is yours to redesign in features/skilltree.yml. Add branches, retune values, or gate a powerful node behind a long prerequisite chain.

Pairs with prestige

Skill points and the prestige system reinforce each other: prestige resets give permanent multipliers that make the next run through the tree faster, so veteran islands keep finding new things to spend on.

Respec

Players can rebuild their tree with /is skills reset. It clears every purchased skill and refunds points based on respec-refund-percent:

features/skilltree.yml
skilltree:
  enabled: true
  points-per-level: 1
  # 100 = full refund, 0 = respec disabled, lower it to make resets cost something.
  respec-refund-percent: 100

A full refund lets players experiment freely; a partial refund (say 75) turns a respec into a real decision. Set it to 0 to lock builds in entirely.