File Details
RPGLeveling-0.3.0-beta-1.jar
- B
- Mar 7, 2026
- 13.39 MB
- 659
- Early Access
File Name
RPGLeveling-0.3.0-beta-1.jar
Supported Versions
- Early Access
[0.3.0-beta-1] — 2026-03-07
Mod version: 0.3.0-beta-1 · Game version: Hytale 2026.02.19-1a311a592
0.3.0-beta-1 announcement — Major rework: after 3 weeks, 6 classes, 18 custom passives. Outside the beta, our focus will be on critical issues (e.g. compatibility with Hytale updates) until the full release of 0.3.0. Thank you for your understanding.
✨ Added
- Movement Speed stat — New allocatable stat that increases player movement speed by a configurable percentage. Config:
MovementSpeedStatValuePerPoint(e.g. 0.5 = 0.5% per point),MaxStatPointsMovementSpeed. Icon: Tree Sap item. - Mana Regen stat — New stat for mana regeneration; especially relevant for the Arcane class and magical weapons. Config:
ManaRegenSpeedValuePerPoint(e.g. 0.18 = 18% per point),MaxStatPointsManaRegenSpeed. Icon: Staff Crystal Ice.
🔄 Changed
- Mana for magical weapons (Arcane) — Thanks to Arcane class passives, mana is now used in Hytale for magical weapons and is really interesting if you play Arcane.
- Monster HP per level (+30%) — Monster life (HP) per level increased by 30% for all difficulty presets. EASY: 1.5% → 2%, NORMAL: 2.5% → 3.25%, HARD: 3.5% → 4.5%, EXTREME: 5% → 6.5%. Higher-level monsters are tankier; player damage is unchanged.
- Stats application improved — Stat bonuses are applied in a way that no longer negatively affects you; fixes and refinements so allocated stats only provide benefits.
🖥️ UI
- Interface overhaul — Almost the entire UI has been redone for a clearer, more consistent experience.
⚔️ Class system
- Classes are templates — Classes are just templates and are fully customizable. You can override or replace them to fit your server (e.g. a Jedi class with lightsaber boost for a Star Wars–style mod).
- Class innate bonuses scale with your level — Class bonuses are based on your global level, so they grow as you level up. No heavy penalty for switching class; your current level still applies.
- Tier system (T0 → T4) — The more you play a class, the more you tier it up; each tier unlocks stronger innate bonuses and new passives. Sticking with a class rewards you with better bonuses; you can still change class anytime.
- 6 classes (default set) — Compatible with modded weapons: add weapons from other mods so they get class bonuses, or define a fully custom class (name, weapons, passives, stats) for any theme.
- Goal — Reward specialized playstyles and rebalance weapon diversity; passives add variety and fun. Epic animations when passives trigger may come later.
Classes (default set)
| Class | Weapons | Passives |
|---|---|---|
| Heavy | Axe, Battleaxe | HighGuard, ThickSkin, Overkill |
| Blunt | Mace, Club | Impact, Stubborn, LastStand |
| Edge | Sword, Longsword, Spear | LifeSteal, DuelFocus, Unscathed, Riposte |
| Fang | Dagger, Shortbow | LifeSteal, Backstab, Executioner |
| Archery | Shortbow, Crossbow | SteadyShot, Opening, HuntersMark |
| Arcane | Staff, Wand, Spellbook | ArcaneTransfusion, FullReserve, ManaShield |
🎯 Passive system (18 custom passives)
- Passives per class — Each class has its own passives; they unlock by tier and trigger in combat (damage dealt, damage taken, on kill).
- Add or swap passives — You can add passives to any class or swap which passives a class has; fully configurable per class and tier.
- Configurable — Passive names, descriptions, and all values/percentages are configurable per passive and per tier.
Passives (all 18)
| Passive | Effect |
|---|---|
| HighGuard | +% damage when your HP is above a threshold. |
| ThickSkin | When hit and HP below threshold: chance to heal % of damage taken. |
| Overkill | On kill: restore % max stamina and gain +% move speed for a short duration. |
| Impact | On hit: chance to add +% damage for a duration (refreshes on hit). |
| Stubborn | When hit and HP below threshold: chance to heal % of damage taken. |
| LastStand | First time below % HP: damage reduction + lifesteal for a duration, then cooldown. |
| DuelFocus | When only one target hit in the last X seconds: +% damage. |
| Unscathed | Vs a target that has not damaged you in the last X seconds: +% damage. |
| Riposte | After block or taking damage: next attack within X seconds gains +% damage. |
| LifeSteal | % of damage dealt heals you. |
| Backstab | Hitting from behind: +% damage. |
| Executioner | When target HP is below %: +% damage (cooldown per target). |
| SteadyShot | After not moving for X seconds: next projectile +% damage. |
| Opening | Hitting an enemy above % HP: +% damage on that hit. |
| HuntersMark | Hitting the same target X times within X seconds: +% damage from you for X seconds. |
| ArcaneTransfusion | When you use stamina on a magical attack, % of max mana is converted to stamina. |
| FullReserve | When mana above %: +% spell damage. |
| ManaShield | Use mana to absorb incoming damage: up to % absorbed, mana cost per damage. |
⚙️ Custom config for classes
- Full configurability — Class names, descriptions, item icons, stat bonuses per class and tier, weapon lists, and passive lists. Disable an entire class or individual passives; tweak every value and percentage.
- All names in MessagesLanguageMapping — Every display name (classes, passives, stats, etc.) is configurable via
MessagesLanguageMappingso you can localize or rename everything without touching class JSON.

