promotional bannermobile promotional banner

Grimoires of the Void

Craft Eight unique Grimoires, Encounter Void Bears, Void Rain Weather, Mana System Implemented, Magic Broom, Memories Book, Mana Totem and Potions, At 08/10/2026 I WILL ADD (RIDEABLE DRAGON SUMMONS, RISING YOUR ENEMIES AS ALLIES FROM THEIR DEATHS)
Screenshot 2026-09-29 163240.png

Screenshot 2026-09-29 163240.png

Screenshot 2026-09-29 163149.png

Screenshot 2026-09-29 163149.png

Screenshot 2026-09-29 162839.png

Screenshot 2026-09-29 162839.png

Screenshot 2026-09-29 162820.png

Screenshot 2026-09-29 162820.png

Screenshot 2026-09-29 162750.png

Screenshot 2026-09-29 162750.png

Description

Grimoires of the Void by NightReap (listed in game as Advanced Hytale)

Something is wrong with the sky, and the bears are paying for it.

Features

  • Void bears: purple lightning and one-eyed Void Spectres turn grizzly and polar bears into void bears, with bone spikes, tentacles and their own memories at the statue. Their bite spreads the void to other bears.
  • Eight grimoires: Flame, Frost, Void, Thunder, Water, Summon, Air and Demon, held in the off hand with any staff.
  • Essences: 24 of them (plain, Greater and Pure Crystal for every element), loaded into your staff through its own essence wheel.
  • Staff shots: elemental orbs that burn, slow, weaken, stun, soak or hit harder, each with its own trail and sound.
  • Spell circles: thunder and void storms, scalding geysers, fire fields, freezing ice, rings of wind, all powered by mana and lasting as long as your gear allows. Every element knows what the others do (fire melts ice, water puts out fire, wind blows storms away...).
  • Magic hits everything but you: other players too, PvP on or off, never you or your own minions. Frozen creatures and players stand stock-still.
  • One mana bar fed by armour and rings, with mana potions, Mana Regeneration potions and a Mana Totem.
  • Ten rings in two ring slots of your own, each adding mana and spell time.
  • Minions: skeleton knights and Feran burrowers raised from skulls in Copper, Thorium or champion Prisma armour; they guard you, attack on command and form a shield wall.
  • Crystal staffs, staffs that wear out, and shields that work beside a staff.
  • A flying broom you ride, roll over and hang from.
  • Void Meat: eat it and the void throws you around and kills you, unless a salad flushes it out first (yes, you poop). The Purified Void Salad makes your armour unbreakable for a while.
  • Void Hide, Void Leather and Voidhearts from void bears.
  • Creative scale: resized creatures get hitboxes to match.

How bears turn

  • Purple lightning: during a thunderstorm, every bear has a 1% chance to be struck by a purple bolt. It drops onto all fours and starts to turn.
  • Void Spectres: rare one-eyed ghosts that come in pairs at night where bears live (hardly ever in a thunderstorm). They flee from players, hunt down a bear and fly into it; the bear flares with light, its eyes glow, and it starts to turn. A turning bear can be hit, but takes no damage.
  • Void rain: out of the Void Grimoire's storm (below).
  • Grizzly and polar bears caught out in the open are taken by it. They shake off the droplets, collapse, and slowly change: the corruption spreads over their fur from the spine outwards, bone spikes break through, and four purple tentacles grow from their shoulders and hips.
  • Sheltered bears (under trees, overhangs or roofs) are safe, and calm bears stay under cover while it rains.
  • Void bears hunt players, harmless creatures (critters, birds, fish, prey animals...), neutral ones that only fight back when attacked, and summoned minions. They leave other predators and hostile monsters alone. Get near one in survival to collect its memory: void grizzlies and void polar bears fill the Voidtaken category at the Heart of Orbis statue.

Grimoires

Eight grimoires, each crafted at the Alchemist stand (new Grimoires tab, tier 2) from 100 essences and 10 Void Leather: Flame (fire), Frost (ice), Void (void), Thunder (lightning), Water (water), Summon (greater life), Air (life) and Demon (demon). Grimoires stack to 1 and can be held in the off hand. In the main hand they're held and opened like vanilla spellbooks, and right click on a block places one. Like a plate, a placed grimoire needs a full block under it: it won't go on thin air, grass or rubble, and it drops if the block under it goes. Pick a placed grimoire up with F, or break it. The Summon Grimoire is a bare skull, and the Alchemist stand has a new open book on it.

A new Essences tab lists every essence, the plain ones first, then the Greater ones, then the Pure Crystals:

  • Essences (tier 1), 5 at a time: Essence of Fire (a red crystal + 2 charcoal), of Ice (a white crystal + 2 ice), of Lightning (a yellow crystal + a copper bar), of Water (a blue crystal + 2 water reeds), of the Void (a purple crystal + a void hide), of Life (a green crystal + 4 fibre); and 2 at a time, Essence of Demons (fire + void) and of Air (water + life).
  • Greater Essences (tier 2): 50 essences each. Each looks like its essence, only bigger. The Greater Essence of Life is the vanilla Concentrated Life Essence (now 50 Life).
  • Pure Crystals (tier 3): 20 Greater each, e.g. Pure Crystal of Life, Pure Crystal of the Void.

Essences stack to 500 and each has its own glow when dropped; a Pure Crystal stacks to 1 and is never used up.

Essence strengths

  • Essence: the weakest. A staff shot uses one up; a grimoire spell uses up 20 of them.
  • Greater: a staff shot uses one up and hits 1.6x as hard (a bigger orb with a spiral of stars); what it leaves (burn, slow, weakness, stun) lasts 1.5x as long. A grimoire spell uses up 1 Greater and is 1.5x as strong as on Essences.
  • Pure Crystal: the strongest, and never used up. In a staff's pouch it powers that element for good. Its shots fly as spinning crystal shards, are free and hit 2.4x as hard (their effects last twice as long), and the grimoire of its element casts on it for nothing, 2x as strong as on Essences. Fire powers the Flame Grimoire, Ice the Frost, Lightning the Thunder, Life the Summon, and Void, Water, Air and Demon their own.

Staff + grimoire

Hold any staff with a grimoire in the off hand. Left click switches mode: Staff, Cast (with the Summon Grimoire: Staff, Summon, Command; only Summon summons, Command only gives orders). You have one mana bar, right on top of the stamina bar with its numbers on it. Your mana comes only from armour (every piece adds some, cloth the most) and rings worn in your two ring slots; staffs and grimoires give none, so switching what's in your hand never changes the bar. Picking up more mana comes in empty and fills up over time; losing some cuts off only what's over the new amount. Everything magic costs mana, and while you build up a shot or a spell you watch the bar go down by what it will cost: let go too early, switch slot or have it fizzle and you get it all back. In creative, mana never runs out. While you hold a staff, a grey ring round the crosshair fills with the mode's colour as a shot or spell builds up (Staff yellow, Cast purple) and lights up when it's ready to let go; a staff shot is ready in 0.6 s, a spell in 1.5 s (Command's ring is green). It's hidden while a shield in your off hand blocks. When you cast, you lift the book to read it, like a vanilla spellbook. The staff shoots without the book, so it stays down in Staff mode.

  • Staff: tap right click to open the staff's 5-slot essence wheel, drawn like the Z wheel. Its gold pointer follows your mouse round the wheel, and a click picks the slot it points at; double click a slot to empty it, and click one of the 24 essences under the wheel (every element's essence, Greater and Crystal) to put it in. Staffs only ever use the essences in their own pouch, never your inventory. Hold for 0.6 s to shoot an orb of the active essence (5 mana), each with its own trail and its own sound: fire burns, ice slows, void weakens, lightning stuns (shorter on big creatures), water soaks (see below), life hits harder. An orb hits anything but you and your minions, other players too, PvP on or off. A staff's magic is what's in its pouch: with nothing in it, a shot just fizzles (no more free vanilla orb). Without a grimoire in the off hand, a left click still swings the staff, and holding it shoots the same orb of the active essence. In creative the essence has to be in the pouch, but it isn't used up.
  • Cast (with the Summon Grimoire it says Summon): every spell runs on mana and on the staff's pouch, never your inventory: 20 Essences of the grimoire's element, 1 Greater Essence or its Pure Crystal (the Summon Grimoire runs on Life). The slot you've picked in the pouch is used if it holds one of them, otherwise the strongest there is; beside the ring you see which one and how many are left. With none of them in the pouch there's no magic at all, not even in creative (in creative one is enough and nothing is used up). Hold right click for 1.5 s and let go: 10 mana, a plain spell. Keep holding and more mana flows in, lit up on the mana bar, and the ring fills light blue: after 3 s more it's 40 mana and the spell does twice the damage. Hold on another 10 s with the bar full (the ring fills orange) and the spell is overcharged: 3x as strong, but it drains all your mana and stamina, and your mana takes a whole minute to come back. The more mana a spell took, the slower it comes back (20 s after a plain spell, 40 s after a full one). The pouch then multiplies it: 1x on Essences, 1.5x on a Greater, 2x on a Crystal. Then the staff's rarity: its spells and essence shots do x1 damage on a Common staff, x1.25 Uncommon, x1.5 Rare, x1.75 Epic, x2 Legendary, and it sets how long every spell lasts: 6 s, 8 s, 10 s, 12 s or 15 s. Each ring you wear adds time on top (+1 s Common up to +5 s Legendary, the two adding up), so with the same staff and rings every spell lasts just as long, and its circle stays for all of it. Each staff's description shows its Magic. After a spell, that spell needs 10 s before you can cast it again (the ring counts it down in grey); staff shots have no wait. Spells can't be cast while flying or gliding (a jump or a fall is fine, and staff shots always work). Every staff wears out, like the crystal staffs always did, in creative too: a shot uses 1 durability and a spell 4, and a staff has 120 durability if it's Common, 200 Uncommon, 300 Rare, 450 Epic, 600 Legendary. A broken staff does no magic at all until you mend it with a Repair Kit. Aim at a creature or a block, within 40 blocks (160 for Void and Thunder); aimed at the sky, the spell goes off round you. The grimoire's own magic circle appears on the blocks there first (under the feet of what you aimed at), a different one for every element, softly lit, and the magic follows. It hits every creature and every other player in the circle, PvP on or off (never you or your minions):
    • Thunder: black clouds gather over the circle for 4 s, then it rains for the spell's time. Every 2 s a bolt strikes each creature in the circle in turn: 15 damage and 1.5 s stunned. They'll try to run for it; freeze them first to keep them there.
    • Void: purple clouds gather the same way, then void rain in the circle for the spell's time: it turns bears like the void rain does, and weakens everything it falls on (its hits do half damage).
    • Water: a huge geyser of scalding water (15 damage) throws everything in the circle high into the air and holds it up there on the water for the spell's time; then it falls, and the landing does 40 fall damage.
    • Flame: fire fills the whole circle for the spell's time, burning everything in it. Items lying in it burn up, and it sets Hytale's own fire to everything in it that can burn (grass and plants, wood, trunks, furniture), which then burns and spreads like any fire.
    • Frost: freezes everything in the circle solid for the spell's time: ice spikes rise round its feet and the ice creeps up its body (big creatures too). Anything that walks into the circle while the spell lasts is frozen too, for the time that's left. Frozen creatures can't move at all, not even their animations. A frozen player stands like a statue in the same way: they can't move, look around, switch items or use anything, and fall off their broom. Hitting a frozen creature does 1.5x damage and doesn't break the ice: it stays frozen until the time's up (only magic fire or the Water spell's hot water melts it), then shatters, and it's slowed for 4 s.
    • Air: a ring of wind opens out of the middle of the circle to its edge in 1.5 s, and the moment it's gone the next one opens, one after another for the spell's time. Everything a ring passes over (not you or your minions) takes 8 damage and is thrown up into the air and out of the circle. The wind is plain wind, not glowing, in the colour of the air where it's cast (its weather's haze): grey in the rain, purple-grey under void rain.
    • Demon: its circle only, for now (nothing used), for the spell's time.
    • Summon: raises minions round you until you have 4. Each one rises from a skull you carry, used up once it's up: a skeleton's skull raises a skeleton knight, a Feran skull a Feran burrower (with both, it's random; with one skull left, just one minion; with none, nothing; in creative no skulls are needed). How far you hold it decides their armour: let go while the ring is purple (or still filling blue) and they rise in Copper armour; hold until the ring is fully blue and they rise in Thorium armour; held to the orange overcharge, they rise as champions in Prisma armour: skeletons with an Onyxium sword and a shield they block with, Ferans with Onyxium daggers, and more health. Each stands on a red rune at its feet. They come up a few blocks out, where their runes don't touch you or each other. With no room for them round you (up a pillar, on a ledge) they come up on the ground under you instead; with no room anywhere, nothing's summoned and nothing is spent. Skulls on the ground rise too: skulls you placed within 8 blocks rise first, as your minions, where they lie (a pile of skulls raises a skeleton, a Feran skull pile a Feran), and each is used up. Skulls the world was made with (the bone piles in dungeons and caves) never rise. They last 6 minutes before they sink back into the ground, and they also sink when you die, or when one ends up 40 blocks from you (fallen off a cliff, left behind). As a minion sinks, its rune shrinks away with it.
  • Elements together: every kind of magic (staff shots and spells) knows what the others do.
    • Fire melts a frozen creature (that hit melts the ice rather than setting it alight) and dries off a soaked one. It also chars what it touches: wood, trunks, stairs and slabs turn burnt, grass and leaves burn, and moss burns off stone.
    • Water, Frost, Air, Thunder and Void put out a burning creature. Water and Frost put out fire on the ground and cool lava to stone, and Frost freezes the top of water to ice. A Water or Frost circle cast over a burning Flame circle puts it out at once (Thunder and Void as their rain starts).
    • Air blows a Thunder or Void storm's clouds away, all of them at once: its rain and bolts stop, and it puts fire out. It also blows a Water geyser apart: whatever it was holding up falls.
    • Water washes out a Thunder or Void storm the same way: its rain and bolts stop.
    • Frost ends an Air spell (no more rings of wind) and a Water geyser (whatever it was holding up falls).
    • A spell that's countered takes its magic circle with it.
    • Frost on a soaked creature freezes it for 2 s, and Thunder hits a soaked one 1.5x as hard. A soaked creature misses 2 of every 3 attacks until one lands.
  • Counters: each element hits its counter 1.5x as hard: water, and air, on fire creatures; fire, and void, on ice creatures; frost, and thunder, on water creatures. Life does a little more (1.2x) to void creatures and has no counter of its own. Staff shots and spells alike.

Crystal staffs

The Flame and Ice Crystal Staffs are Legendary staffs that work like every other staff (essence pouch and wheel, essence shots, grimoires in the off hand). Made at the Arcanist's workbench from their element's Pure Crystal, 20 Voidhearts, and 100 of each bar and log.

Shields and staffs

Hold a shield in the off hand next to any staff and right click is the shield's: you guard, and the crosshair turns into the shield icon, just like with a sword.

Rings and mana potions

A ring for every ore, from Copper (+10 mana) to Prisma (+80), each its own design (a copper braid, an iron signet, silver twin bands, a gold crown, a cobalt wave, a thorium vine, spiked adamantite, a mithril diamond, an onyxium voidstone between horns, a prisma rainbow under crystals), made at the Arcanist's workbench from bars, mana crops and a gem. Every ring also makes your spells last longer: +1 s (Copper, Iron), +2 s (Silver, Gold), +3 s (Cobalt, Thorium), +4 s (Adamantite, Mithril), +5 s (Onyxium, Prisma). Wear two in your own ring slots: right-click a ring (or type /rings) to open them, click a ring you carry to put it on and a worn one to take it off, and close the window with the X at its top right. Rings never go in the utility (Z) slots, so your off hand stays free for a grimoire or a shield. Mana potions come in four sizes, each in the same bottle as vanilla's potions of that size: Small (30% of your mana at once), normal (60%), Greater (80%) and Large (all of it). Mana Regeneration potions come in the same four sizes (3, 5, 6 or 8 mana a second for 20 to 40 s). They're brewed at the Alchemy bench from fruit, flowers and mana crops, and unlock with its tier like vanilla's potions: Small at tier 2, normal at tier 3, Greater (a normal one and a mana crop) at tier 4, Large at tier 5.

Placed potions (any potion, vanilla's or the mod's, decorations too): break one and it shatters, with nothing dropped. To take a placed potion back, pick it up with F.

Totems

Totems are free to throw. A totem always lands on the ground under where it hits, even when it hits a creature. The new Mana Totem fills your mana faster while you're in it, gives you room for 50 more mana while you're in reach (at full mana it fills you past it), and lasts as long as the others. Made at the Arcane bench from 3 Large Mana Potions, 20 Thorium Bars and 30 Life Essence.

Minions

In creative, the minions are under Summons.

Minions are your allies: they guard you in formation (far enough out that their runes don't touch you or each other; it faces the way you walk, so you can turn on the spot to pick one out and they stay put), fight what you fight, and split up to meet anything coming at you from several sides. They surround whatever they attack. They can't hurt you or each other, and neither your weapons nor your magic hurt them. In Command mode, the word under the crosshair says what a right click will do:

  • Attack: you're aiming at a creature. They all go for it.
  • Retreat: you're aiming at nothing. They come back to you.

Like all staff magic, an order is paid for out of the staff's pouch, never your inventory: 1 Greater Essence of Life, or 20 Essences of Life. With the Pure Crystal of Life in the pouch, orders are free. In creative nothing's used up, but some life magic has to be in the pouch.

You can also click a minion (Select), then an enemy to send just that one, or another minion to send help. Crouch + click (Shield) raises a shield wall: a ring round you that holds until you say otherwise and takes the hits meant for you.

Swap to another grimoire and your minions stay: they keep guarding you and fighting. Orders need the Summon Grimoire back in your off hand.

The flying broom

The Halloween Broomstick is a broom you ride. Right-click with it (or run with it in hand) and you jump on as the broom swoops in under you, and fly off. E goes up and Q down (hold them); Space and Ctrl work too. Right-click while flying rolls you and the broom over together, and you hang upside down under it by your knees; right-click again to roll back. While you ride you can scroll to a staff and shoot its essences. To get off, double-tap Space, or come down onto the ground. Void Meat and the broom don't mix: you can't get on while you're void-sick, and if you eat it in the air the void pulls you straight off the broom.

Creative scale

Make a creature bigger or smaller with the creative tools and its hitbox grows or shrinks with it: it's as big to hit, to aim at and to bump into as it looks.

Infection

  • A void bear's bite infects other bears: the bitten bear flees in panic for a few seconds, then turns. This spreads even when it isn't raining.

Fighting back

  • Blocking a void bear's attack with any weapon or shield stops all of its damage (blocking still costs stamina).

Drops

  • Void Hide: a heavy hide soaked through by the void. Tan it at the Tannery into Void Leather: it takes a whole Hytale day and night (48 minutes).
  • Raw Void Meat: raw meat from a void bear. Do not eat it. Cook it on a campfire or in a furnace to get Cooked Void Meat (lighter purple).
  • Void Essence, and sometimes a Voidheart.

Raw Void Meat

Eat it and your stomach turns. You double over in pain and can only shuffle along slowly; you can't use anything, though you can still look around, switch camera, scroll your hotbar and eat. Then the void starts throwing you around: it spits you out a few blocks above the ground somewhere else, you tumble and land on your head (seeing stars), lie there rubbing it, get back up, hold your stomach and stagger around looking for help… and it happens again. The third time you get up one last time: your head goes back to the sky as void souls pour out of your mouth and three tentacles reach out of it, writhe… and slide back in. Then you drop dead on the spot, forwards, backwards or to the side. Switching to creative mode lifts the sickness.

Cooked Void Meat

Cooking takes the stomach ache away, not the void. It tastes fine and you can carry on as normal, until the void takes you at the same moment the raw meat would. It throws you around just the same (you land on your head every time, get up dazed and look around), and the last time it still kills you.

Purified Void Salad

Kill a void bear or collect its memory and you learn a new stove recipe (cooking bench, Prepared): 1 Cooked Void Meat + 2 Spiral Fruit + 2 Poison Fruit. The two fruits draw the void out and leave only its strength. It instantly restores 10% health, flushes the void sickness out (raw or cooked: like any salad it sends you to poop, and once you're done the sickness is gone), and grants for 2:30:

  • Armor Protection II: your armor takes no durability damage, and a glowing, see-through paladin's chestplate in pale blue and white appears over whatever you're wearing.
  • Physical Resistance III: +8% physical damage resistance, on top of your armor's.

Salad flushes the void out

Ate Void Meat (raw or cooked)? Eat any salad (berry, caesar, mushroom or the Purified Void Salad) while you're on your feet and you'll need to go right away. You look around to make sure nobody's watching, squat, and leave a poop in the block behind you. Once you're done the Void Meat is out and the sickness is gone. Pick the poop up with F like a mushroom and it's named after whoever made it ("NightReap's Poop"). You can't place it: right click throws it, and G drops it like any other item. A salad eaten while you're healthy is just a salad.

Commands

  • /advancedhytale status: the weather where you stand (void rain, storms)
  • /advancedhytale start, /advancedhytale stop: void rain over the whole world, on or off
  • /advancedhytale lightning: strike the nearest bear with purple lightning
  • /advancedhytale spectres: send a pair of Void Spectres to the nearest bear
  • /advancedhytale cast <spell> [--power=1..3]: cast Fire, Frost, Thunder, Water, Void, Demon, Air or Summon where you aim, as a staff would (power 1: let go at once, 2: full of mana, 3: overcharged)
  • /advancedhytale debug: every bear that can turn, and what happens to it next
  • /advancedhytale voidmeat: feel what Raw Void Meat does (you will die)
  • /advancedhytale cookedmeat: feel what Cooked Void Meat does (you will die too)
  • /advancedhytale armor: Armor Protection, as if you'd eaten a Purified Void Salad
  • /advancedhytale cure: end your void sickness early
  • /advancedhytale poop: need to go right now, sick or not
  • /rings: open your ring slots

Config

mods/NightReap_Advanced Hytale/config.json (created on first start):

  • purple lightning chance per storm, Void Spectre chance, numbers and lifetime
  • which creatures turn, infection chance and bite infection
  • whether blocked void attacks deal no damage
  • how far Void Meat throws you and how many times
  • whether salads make a void-sick player poop, and whether that cures the void sickness

Compatibility

  • Hytale server 0.6.8 or newer, before 0.7.
  • Plugin + asset pack in one jar. Players joining a server or world with Advanced Hytale get its assets automatically.
  • Replaces the three vanilla salads (rebuilt from the game's own files) to add the poop effect.
  • Also changes the vanilla staffs, spellbooks and Alchemist stand (rebuilt from the game's own files).

Made by NightReap.

The Grimoires of the Void Team

profile avatar
  • 1
    Projects
  • 33
    Downloads