SkyBlock 1.0

SkyBlock 1.0 is an upcoming major update to SkyBlock. It is set to fully release in 2022, however it may be delayed to 2023. Certain parts of 1.0 will be released along the way to the full release. SkyBlock will leave the Prototype Lobby once 1.0 is fully released.

The update will contain a large amount of content, such as new islands and features. In addition, many existing areas of the game will receive a revamp and rebalance using the experience with those areas so far.

The development of 1.0 is assisted by design threads posted on the Hypixel Forums. In each design thread, an early design draft for changes to a certain area is shown, and the community can give feedback through a linked survey or in the thread itself. Nothing within the design threads is final and is subject to large changes.
 * Main thread
 * Admin response 1
 * Thread 1 - Skills
 * Admin response 1
 * Admin response 2
 * Thread 2 - Private Islands and SkyBlock Levels
 * Admin response 1
 * Thread 3 - Minions and Collections
 * Admin response 1
 * Thread 4 - Playing alone and together
 * Admin response 1
 * Admin response 2
 * Thread 5 - Few smaller ideas
 * Admin response 1
 * Admin response 2
 * Thread 6 - Gear and Modifiers
 * Threads 7-9 TBD
 * Future thread on
 * Future thread on Enchantments
 * Future thread on the economy

Items

 * Armor
 * 4 new Armor types: Cloaks, Gauntlets, Belts, and Necklaces

Locations

 * Garden
 * Location accessible from private islands starting at
 * Will contain new types of crops and farming mechanics, methods, and patterns

Museum


 * The Museum Curator will accept almost any armor, weapons and rare items the game has to offer, and he will sometimes reward the player as the player complete his/her museum.Donating items doesn’t mean the player will lose them, however from that point the items will be bound to the player. The Curator will track when the player gave each item. Since the Museum is a physical place on the map, the player will be able to choose which items to display and anyone will be able to visit your Museum. It’ll be hard to complete, as every update will bring new items, but every donation will reward some SkyBlock Level EXP.

Gameplay

 * Quests
 * Addition of a global quest line with side quests, unlocked with SkyBlock levels
 * Skill trees
 * May be added to skills apart from
 * Levelling up Skills such as could reward points to spend within the skill trees
 * Dungeons
 * Party Finder may have a new feature where a player could simply join a queue for a dungeon floor and the system automatically matches players up depending on their levels and selected class

Dyes


 * Add extremely rare colored dyes to some mobs' drops
 * This will not affect Exotic armor pieces as colored armor will have a symbol/icon that will differ the dyed armor to the Exotic armor.

General

 * Lore
 * Will be expanded upon
 * Player Info
 * Hovering your mouse on a player name in chat will display information about them, such as their SkyBlock Level, Guild and other trophies.

Items

 * Collection items
 * Unused items within Collections, such as, will be tweaked to be integrated into their relevant Skill's progression
 * Requirements
 * Will be added to most Skill-related items
 * Island items
 * Training Dummy will be able to show your total DPS and also be able to select any mob from the Bestiary, and many others.

Mobs

 * Sea Creatures
 * Will drop important and rare ingredients
 * Monster (Mob) levels will be based on a formula instead of a manual addition by the development team

Locations

 * Private Island
 * Adding rare events and special spawns to the Private Island
 * SkyBlock level progress rewards options for customising private island gameplay
 * New mobs spawning on the island as SkyBlock levels increase, which will have useful drops
 * Certain levels unlock automation options such as sorting systems
 * SkyBlock level 15: Rare NPC can spawn on the island
 * SkyBlock level 20: Rare dragons fly across the island, can be shot for a reward
 * All potentially dangerous content will be toggleable

Gameplay

 * Quests
 * System similar to Commissions for may be added for other skills
 * Commissions could be introduced earlier in progression
 * The global quest line will finally unveil the story of the world of Skyblock and will lead players to a familiar place.
 * Skills
 * Will have improved integration with global progression
 * Will have improved progression within the Skill itself
 * Progression within a skill will involve item progression and changes to the gameplay style
 * Prevents monotonous progression in skills such as, where it is only effective to do a single farming task from level 0 to 60
 * Prevents skills from adversely affecting other skills' progression
 * Tweaks to Skill levelling bonuses to make them more rewarding
 * Coin rewards are currently "mediocre"
 * Cap most Skill rewards at Skill level 50. Any progress past 50 would be mostly cosmetic
 * Dungeons
 * Only 60% of total secrets will need to be found to get the max score from them
 * To compensate for the lower amount of secrets, the speed score will be harder to max out based on the average speed for a floor
 * Every 1% of secrets found above 60% will instead grant +0.5% Catacombs EXP
 * The first completion XP bonus will instead be given on the first 5 completions
 * The first 5 successful dungeon runs will give 40% extra Catacombs EXP
 * Fix Party Warping after a dungeon has finished
 * Boss collection milestones will be implemented to the rest of the game
 * Slayers (WIP IDEA)
 * Every SkyBlock year, each time a player kill a specific Slayer boss, the next one will be X% stronger, but also provide the player with slightly better and better odds for rare rewards and extra exp.

General

 * Economy
 * Balancing rewards and money making capabilities of all skills with each other
 * Elite 500
 * Group of 500 players with the highest SkyBlock level
 * Will have custom Tab menu tag
 * Minions
 * Additional options around Minions, such as Minion placement and new Minion types
 * Special Minion type at SkyBlock level 22, which performs a different task than generating resources
 * Make Minions generate less Skill EXP
 * Minions will be constantly balanced so every minion will have some kind of use
 * There might be a NPC selling system like a market. Depending on the influx of money, items sold to NPC will either drop or rise, hitting a cap at some point
 * Automatic Shipping slots might be reworked to a third minion upgrade slot that only unlocks after the minion hits tier 10
 * Fuels and Minion speed can be nerfed as they are generating resources too fast
 * Minion upgrades, especially fuel-type minion upgrades and diamond spreading, are wrong and these upgrades make players choose minion speed over minion resource
 * Minions will have 3 different perks:
 * Minion Personalities (provide small strategic decisions to maximise the minion's usefulness)
 * Special Minions (Unlocked through Skyblock Levels and don't generate resources but can facilitate gameplay or to optimize your setup)
 * Minion Levels (Every time a player collects the minion, the minion will level up and gain some perks)
 * Minion level ups will provide both Minion Speed and Minion Storage
 * SkyBlock Levels
 * Gauge of a player's progress through the game compared to others
 * An enhancement of the already existing Skill Average and Weight systems, making it inclusive of all areas of SkyBlock and giving it its own learning curve and progression
 * Leveled up by completing certain tasks
 * Example values:
 * Levelling up a Skill: 25 EXP
 * Finishing a Quest: 5 to 25 EXP
 * Bestiary Milestone: 3 EXP
 * Beating a specific Slayer boss for the first time: 5 to 10 EXP
 * Slayer Levels: 10/15 EXP
 * Museum milestones: 2-15 EXP
 * Every other instance of a significant milestone in the game would give an amount of EXP
 * Infinite sources of EXP will be avoided in order to prevent balancing issues for top players
 * Rewards perks such as Private Island gameplay elements
 * Unlocks parts of a global quest line
 * Fairy Souls
 * Fairy Souls will not reward stats anymore, but instead reward other things such as Storage Space and Skyblock EXP
 * Losing the stats will not make the game harder as the players can get these stats back somewhere else
 * Rusty/Telekinesis
 * Telekinesis will be changed from an enchant to a global perk unlocked at Skyblock Level 5
 * Rusty will become a 'Lost and Found' NPC where players can buy back quest/npc items
 * This is so that players can gain back items that has been lost and cannot be obtained again, such as the Campfire Badge
 * All quest/npc items will be coop bound which means a player cannot trade these items to a person outside of their coop

Progression


 * Make goals clearer to players for each stage of the game
 * Make mobs have their own personality (what they do) and drop different items
 * Balance gear and PvE

Collection/Recipe


 * Collection have relevant recipes that sink a large amount of that resource
 * Recipes unlocked from collections will be slowly earned (slower learning curve)
 * Late game items' recipe includes late game drops and have a high requirement
 * Unused items from early game will have a purpose so late game players will still use these items
 * Balance Collections and making them fair will reward players
 * Collecting resources by hand will not be in competition with minions (WIP IDEA)
 * For example, Collecting resources by hand might drop a special item that can be used in specific crafts that minions cannot get