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


 * Dyes
 * Can be applied to any armor which is Leather in order to change their colour
 * All dyed armor will have an icon in their descriptions, signifying that they are dyed
 * This will not affect existing dyed "Exotic" armor pieces
 * Drop extremely rarely from certain mobs
 * Example: Wolves in the Ruins will extremely rarely drop Celeste Dye

Locations

 * Garden
 * Location accessible from private islands starting at
 * Will contain new types of crops and farming mechanics, methods, and patterns
 * Museum
 * Items can be donated to the Curator to be put on display
 * The player's can be appraised by Madame Eleanor Q. Goldsworth III
 * Donated items become and cannot be traded with player's outside of your Co-op afterwards
 * Players receive rewards according to the number of unique items they have donated

Gameplay

 * Modifier system
 * Streamlines the item upgrading process
 * Allows players to apply all owned modifiers to an item, from anywhere in their storage
 * Can instantly craft and purchase missing modifiers
 * Party Finder
 * Matchmaking similar to modern multiplayer game matchmaking
 * Automatically matches queued players according to their level, class and floor
 * 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

General

 * Lore
 * Will be expanded upon in the quest line
 * 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

 * Accessory Bag
 * Applying a reforge to the Accessory Bag permanently unlocks it for freely swapping reforges
 * Reforges will only be able to be applied directly to the Bag
 * New system for Accessory reforges:
 * All accessories' rarities will be summed up as Reforge Points
 * The power of the reforge scales with the number of Reforge Points
 * Accessory Bag grants some stats free to spend based on the number of owned Accessories
 * Armor sets
 * Most full set bonuses will be changed to scale with the number of worn pieces
 * Example: Wise Dragon Armor
 * 2 pieces - 8% cost reduction
 * 3 pieces - 18% cost reduction
 * 4 pieces - 33% cost reduction
 * Collection items
 * Unused items within Collections, such as, will be tweaked to be integrated into their relevant Skill's progression


 * Keystone Accessories
 * Will be more powerful and have more impactful effects
 * Only a few can be used at a time
 * May not release until a while after 1.0
 * Quest items
 * Items such as the will become
 * Rarity
 * Many items will have their rarity reduced by 1
 * In order to "better represent the spread of items in the current state of the game"
 * Requirements
 * Will be added to most Skill-related items
 * Training Dummy
 * Will be able to show total DPS
 * Will be able to simulate any mob from the Bestiary
 * Additional enhancements

Mobs

 * Mob levels
 * Will be assigned using an algorithm rather than arbitrarily
 * Sea Creatures
 * Will drop important and rare ingredients

Locations

 * Colosseum
 * Will receive a revamp with PvE content
 * Will reward Belts


 * 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
 * Global system will receive improvements in order to implement better quest content
 * 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% or 80% 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 the cap 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 of a day 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


 * Slayer ramp-up
 * Each Slayer boss kill makes the subsequent boss stronger, but increases the rewards
 * Resets every SkyBlock year
 * High score will be saved each year

General

 * Economy
 * Balancing rewards and money making capabilities of all skills with each other
 * 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
 * Elite 500
 * Group of 500 players with the highest SkyBlock level
 * Will have custom Tab menu tag


 * Enchantments
 * Many more enchantments will be added
 * More defensive, support and "technical" enchantments
 * More offensive enchantment options
 * Each item will have a set amount of enchantments it can hold
 * Each item may be able to hold different amounts of offensive and defensive enchantments etc.
 * Allows adding an indefinite amount of enchantments without increasing players' power levels
 * Balancing to enchantments, especially buffs to weaker ones
 * will receive "changes, including nerfs"


 * 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
 * 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, including speed and 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


 * Telekinesis
 * Will be changed from an enchantment to a global perk unlocked at SkyBlock level 5
 * 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
 * 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


 * 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