Description
RPGMobs
Adds tiered elite variants to every configured NPC - with scaling, abilities, loot and equipment to your world!
Currently enhancing 200+ NPC types - and more to come!
Support
I'm not able to setup a Ko-Fi or donation platform as I have to be registered as a business where I live. If you wish to support me and this project, you can simply download and play this mod (already makes me happy that people are interested in seeing this grow) and if you want to go the extra mile, you can vote/recommend this mod in the Modding Contest. I'll be adding a link later here if you wish to do so. Thank you for all the support and patience!
Required Dependencies
- NameplateBuilder - Handles nameplate rendering for elite mobs. Must be installed alongside RPGMobs.
Features
Combat
RPGMobs adds a full combat system on top of Hytale's existing NPCs:
- 5 power tiers - Common, Uncommon, Rare, Epic, and Legendary, each with independent health and damage scaling
- Random stat variance - no two elites of the same tier have identical health, keeping encounters less predictable
- Smart combat AI - elites use Hytale's native CombatActionEvaluator with 4 distinct fighting styles:
- Disciplined - steady, measured attacks with long shield blocks
- Berserker - fast, aggressive, barely retreats
- Tactical - circles around you, retreats early, flanks at T5
- Chaotic - unpredictable timing, swarms then scatters
- Per-tier behavior - T1 elites rush in fast with basic attacks. Higher tiers gain new tactics: shield blocking, stepping back, retreating when low on health, observing allies, and flanking at T5
- Per-weapon attack chains - 10 weapon types (Swords, Longswords, Daggers, Axes, Battleaxes, Maces, Clubs, Flails, Spears, Pickaxes) each have their own attack animations and sounds
- Reactive parry - elites with shields can block your attacks. Higher tiers parry more often (15% at T2 up to 70% at T5)
- Per-tier movement speed - T1 elites move 20% faster (eager rush), T5 elites approach with a slow, menacing walk

Abilities (GIF showcase coming)
Elites use an event-driven ability system - abilities trigger based on combat state, not on a timer. A global cooldown (1-3 seconds) prevents chaining, while reactive abilities (Dodge Roll, Parry) bypass it for instant response. There are currently 9 abilities:
- Charge Leap - gap-closing slam with per-weapon sounds (8 weapon variants)
- Heal Leap - defensive retreat with potion healing (living humanoids only - Outlanders, Goblins, Trorks)
- Undead Summon - role-based reinforcements matching the summoner's own role
- Dodge Roll - reactive lateral dodge when you swing at them. Higher tiers dodge more often, and charged attacks trigger a boosted dodge chance. Bypasses global cooldown
- Multi Slash Short - 1-2 hit quick strikes, 3 random variations per weapon. All tiers
- Multi Slash Medium - 2-4 hit combos, 2 variations per weapon. T2+
- Multi Slash Long - 4-6 hit full combos, 1 variation per weapon. T3+
- Enrage - berserk fist-fighting mode. The elite throws away its weapon and punches rapidly for 10 seconds before dying from exhaustion. Drops normal loot. Outlanders, Goblins, and Trorks only, T2+
- Volley - ranged projectile burst for bow/crossbow/gun wielders. T3+
Each ability can be linked to specific mob rules with per-tier ON/OFF toggles and weapon category gates. 54 unique combo designs across all weapon types and Multi Slash lengths.
Loot and Gear
- Category-based weapon and armor organization with hierarchical category trees
- Per-mob armor slot restrictions - mobs whose models don't support full armor won't equip it
- Rarity-weighted equipment assigned by weapon and armor categories per mob rule
- Tiered loot tables with configurable drop multipliers
- Fine-grained drop (loot) control - choose exactly what loot drops for any tier/NPC
- Loot templates with linked mob rules for targeted drop tables (e.g. Goblin Boss loot)
- Chance to drop equipped items on death with configurable durability range
- Consumable drops including food, potions, gems, and materials
- 30+ custom loot entries (ores, bars, gems, life essence, and more)

Visual Identity
- Tiered nameplates with rank indicators and family prefixes via NameplateBuilder
- Model scaling per tier for distinct visual presence
- Entity effects system (projectile resistance and more)
- Every NPC role (family) gets their own rpg-styled & tiered names
Per-World Overlays
Each world or dungeon instance can have its own settings. Anything you don't override inherits from the base config.
- Per-world and per-instance-template overrides for spawning, stats, loot, abilities, visuals, and elite behavior
- Global mob rules with per-world enable/disable toggles - edit once, control per world
- Per-world tier and loot overrides for fine-grained per-mob control
- Instance worlds (
instance-{Template}-{UUID}) matched automatically by template name - Two built-in presets (Full and Empty) plus custom preset save/restore
- Manage overlays through the Admin UI or edit YAML files directly
Progression
Three progression styles to match your server's gameplay:
- Environment (zone-based) - tier distribution is determined by the Hytale zone the mob spawns in. Zone 1 favors low tiers, Zone 4 spawns mostly T4 and T5 elites
- Distance from Spawn - the further out players explore, the stronger the elites. Health and damage bonuses scale gradually with distance from the world origin
- Random - any tier can spawn anywhere with equal probability. Good for arena-style servers or testing
Configuration
Almost everything is configurable. You can do so by opening the in-game Admin UI using /rpgmobs config.
- Sidebar navigation with sections for Core, Debug, Global Config, Global Mob Rules, Combat AI, Equipment, and Per-World/Per-Instance overlays
- 8 sub-tabs per world/instance: General, Mob Rules, Stats, Loot, Spawning, Entity Effects, Abilities, Visuals
- Combat AI tab with 3 sections: Combat Styles, Tier Behavior, and Weapon Combat with per-weapon attack chain editors
- Equipment tab for managing weapon categories, armor categories, rarity rules, and tier equipment quality
- Tree explorers for mob rules, loot templates, abilities, and entity effects with search filtering
- NPC picker and Item picker popups for adding mob rules and loot drops
- Asset picker popup with sound preview for configuring weapon attack chains
- Per-world mob rules with ON/OFF toggles, category bulk toggle, and "X of Y rules active" summary
- Save and Discard with unsaved change indicators across all tabs
Permissions
| Permission | Description |
|---|---|
rpgmobs.reload |
Allows the player to reload configuration at runtime |
rpgmobs.config |
Allows the player to open the in-game Admin UI |
rpgmobs.spawn |
Allows the player to use the spawn command (debug mode only) |
Installation
- Download the RPGMobs
.jarfrom CurseForge - Place it in your server's
modsfolder - Start the server to generate default configuration
- Use
/rpgmobs configto open the in-game Admin UI - Click th
SaveorDiscardto decide the fate of your changes.
Uninstalling
If you remove the mod, leftover elite NPCs can remain with modified stats and equipment. Do not try to kill them - the game will crash since it can no longer find the mod's code.
Instead, use /npc clean --confirm and repeat until all remaining elite NPCs are removed.
Compatibility
RPGMobs works alongside other Hytale mods. Nameplate rendering is handled by NameplateBuilder. Custom weapons and armor from other mods can be added to the appropriate categories via the Admin UI's Equipment tab or in gear.yml.
Strongly recommended to play alongside:
Perfect Parries - Adds more depth and skill-based combat, especially against elite enemies.
RPGLeveling - Adds experience, levels, zones, and stat-based progression. RPGMobs auto-generates a rpgleveling.yml config with tier-scaled XP multipliers, ability-based XP bonuses, and minion XP reduction. XP settings are overlayable per-world.
For Developers
RPGMobs ships a separate rpgmobs-api artifact for mod developers. Add it as a compile-time dependency to listen to events, query RPG mob state, or modify loot and damage at runtime.
- Event-driven API with 12 event types (spawn, death, damage, abilities, aggro, scaling, reconcile, loot)
- Query API with combat state inspection (mob rule key, active ability, combat style)
- Cancellable events for spawn blocking, damage modification, and loot customization
- Lightweight API artifact - no dependency on the full plugin
See the API documentation for setup instructions and integration examples.
Damage System Overview
RPGMobs is compatible with other damage-modifying mods. Multipliers stack, so balance may need tuning - but as long as you know how to read and edit config files, you're in the clear.

Development Status
RPGMobs is actively in development.
- Expect frequent updates and improvements
- Feedback and suggestions are very welcome
- Balancing and content will continue to evolve
Solo developer project - this mod is developed and maintained by one person (me), alongside a full-time job.
FAQ
Which Hytale version is supported?
Hytale Update 4.
Does this work on existing worlds?
Yes. RPGMobs works on existing worlds and affects both current and newly spawned mobs.
Is there an in-game configuration UI?
Yes. Use /rpgmobs config to open the Admin UI. It requires the rpgmobs.config permission. The Admin UI provides visual editors for every setting - base config, per-world overlays, per-instance overlays, combat AI, equipment categories, and more.
Can I configure what I don't like?
Yes. Everything is configurable through the in-game Admin UI (/rpgmobs config).
Is the source code available?
Yes. The full source is available on GitHub.
