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RPG Leveling And Stats/Skills

RPG Leveling turns Hytale into a true RPG with XP, levels, zones, scaling difficulty, and stat progression. Easy–Extreme modes; spend points on Damage, Defense, Health, Stamina. 0.3.0: classes and 18 passives (LifeSteal, Impact…). HUD, GUI, leaderboard.

File Details

RPGLeveling-0.3.0.jar

  • R
  • Mar 14, 2026
  • 13.40 MB
  • 17.9K
  • Early Access

File Name

RPGLeveling-0.3.0.jar

Supported Versions

  • Early Access

[0.3.0] — 2026-03-14

Mod version: 0.3.0 · Game version: Hytale 2026.02.19-1a311a592

Ko-fi Discord

✨ Added

  • Entity override ExactIdMatch (include matching) — Entity overrides in InstanceLevelConfig and ZoneLevelConfig support ExactIdMatch per entry (default true). When set to false, the override applies by "include": any NPC whose type ID contains the entry's EntityId gets that override (e.g. EntityId "skeleton" with ExactIdMatch false applies to all skeleton variants). Longest matching entry wins.
  • Admin command /lvl setclasstier <player> <class> <tier> — Sets a player's tier for a specific class (0–4). Example: /lvl setclasstier Zuxaw archery 4. Works for online and offline players. Class name is case-insensitive (e.g. archery, Archery).
  • 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.

🐛 Fixed (for beta players)

  • ImpactBuff world crash — Fixed Entity contains component type: ImpactBuff and ComponentType is not in archetype: ImpactBuff when Impact (or Hunter's Mark / Last Stand) procced multiple times in the same tick. The engine's removeComponent throws when the entity does not have the component in its archetype, so we now: (1) only call remove when the store already has the buff, and (2) deduplicate adds per player per tick via pending-add sets so at most one add is queued until the store is updated.
  • World crash on Hunter's Mark usage — Fixed IllegalArgumentException: Entity contains component type: HunterMarkBuff when multiple Hunter's Mark (or Impact / Last Stand) buffs were applied in the same tick. Buff application now uses remove-then-add so duplicate components are never queued.
  • Class tier display in GUI — Tier label now shows "Tier 4/4" at max instead of "Tier 4/5" (tiers are 0–4; the denominator was incorrectly 5).

🔄 Changed

  • LifeSteal (passive) — for beta players — Config migration restores pre-beta heal-per-tier values for PassivesConfig (e.g. max 7% → 12%). If you played during beta and kept the toned-down values, upgrading to 0.3.0 will put LifeSteal back to the original stronger values unless you edit the config after migration.
  • 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 MessagesLanguageMapping so you can localize or rename everything without touching class JSON.