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Overview

Turn Hytale into a real RPG. RPG Leveling adds experience, levels, zones, difficulty scaling, and stat-based progression so every fight and every zone feels meaningful. In 0.3.0 a class system adds 6 classes, 18 passives, and full customization: pick a role, tier it up by playing, unlock passives in combat, and override any class to fit your server (e.g. Jedi with lightsabers). You get a clear path from early game to endgame, balanced by monster-level XP, level-gap penalties, and difficulty presets — and you shape your character with stats and classes. One mod, full RPG feel.

Everything you can do

Classes & passives (0.3.0)

  • 6 classes — Heavy, Blunt, Edge, Fang, Archery, Arcane. Each has its own weapons, innate stat bonuses per tier, and passives that trigger in combat (damage dealt, damage taken, on kill).
  • 18 passives — HighGuard, ThickSkin, Overkill, LastStand, LifeSteal, Backstab, Riposte, ManaShield, and more. Unlock by tier (T0→T4); values scale with your class tier.
  • Tier system — Play a class to tier it up; each tier unlocks stronger innate bonuses and new passives. Bonuses scale with your player level.
  • Fully customizable — Classes are templates: override names, weapons, passives, and tier bonuses in JSON; add modded weapons (e.g. lightsabers); rename everything in MessagesLanguageMapping. See Classes configuration, Passives configuration, and Custom class guide.

Leveling & XP

  • Monster-level XP — XP from mob kills is based on monster level (not max health). Higher-level monsters give more base XP.
  • Level-difference multipliers — Monsters near your level = best XP; much easier or much harder = heavy penalties so the best strategy is content that matches you.
  • 6 Zones — Emerald Grove, Howling Sands, Borea, Devastated Lands, Skylands, Poisonlands with different level ranges (default: Emerald Grove 1–15, Howling Sands 15–50, then higher zones).
  • HUD zone display — Zone name + color: green = good match (±25 levels), white = too easy (−26+), orange/red/purple = too hard (+26+). You always know if you’re in the right place.
  • Monster level variation — ±5 levels per monster in a zone for variety.

Difficulty & combat

  • Difficulty scaling — Monster damage and HP scale with level. When you’re underleveled, level-gap penalties apply: monsters hit harder, you deal less. Gap defense uses EASY/NORMAL/HARD/EXTREME caps. See Difficulty Scaling.
  • Difficulty presetsEasy, Normal, Hard, Extreme. One setting in mods/Zuxaw_RPGLeveling/RPGLevelingConfig.json shapes how punishing gaps are and how tough high-level mobs feel. Balanced progression out of the box.
  • Config togglesEnableGapLevelDefense, EnableGapLevelDamageToPlayer, EnableMonsterLevelScale, EnableGapLevelXpReducer to turn gap scaling or all monster scaling off. Full control without editing formulas.

Content & config

  • ZoneLevelConfig entity overrides — Pin bosses or NPCs to a fixed level (e.g. 150), set exact XP per kill, or disable scaling per entity. See Override entity xp and level.
  • Instance Level Config — Works with dungeon mods (e.g. Yung’s HyDungeons). Set level ranges per instance/dungeon so mobs and XP fit your server. See Instance & Dungeon mod setup.
  • Config files — Main configs in mods/Zuxaw_RPGLeveling/: RPGLevelingConfig, StatsLevelConfig, ZoneLevelConfig, InstanceLevelConfig, LevelRewardsConfig, MessagesLanguageMapping. Class and passive configs in mods/Zuxaw_RPGLeveling/Classes/ (Class*.json, PassivesConfig.json, ClassesGlobalConfig.json). See Configuration, Classes config, Passives config.

Social & admin

  • Nameplate level display — See “Username [Lvl. X]” on players and “Lvl. X” on monsters when you look at them. Disable with EnableNameplateLevelDisplay: false in the main config (see Main Plugin Config).
  • PvP XP toggleEnablePVPXp to enable or disable XP from player kills.
  • Entity blacklistBlacklistedEntities (no XP, no level display) and BlacklistedStats (hidden in GUI, no allocation, no effect in-game). Fully disable stats or mob types you don’t want.
  • Offline admin commands/lvl setlevel, /lvl setpoints, /lvl setreset, /lvl resetstats work for offline players (by name; data in universe/players/). /lvl resetall resets all (online + offline). See Commands.
  • Reset points — Players can earn reset points from level rewards; the RESET ALL button in the Stats GUI refunds all allocated stat points, clears claimed rewards, and sets reset points to 0 (requires at least one reset point). Admins can set reset points with /lvl setreset <player> <amount>.

Modders & compatibility

  • Public API — Other mods can add XP (e.g. quest rewards), listen for level-ups, get player level. Perfect for quest mods, custom bosses, or any mod that needs level/XP. See API.
  • PartyProPartyPro shares XP in a party (configurable multipliers, max distance). See Share XP with teammates.
  • Translation — Full localization via MessagesLanguageMapping.json. Class and passive names are configurable there too. See Translation.

All stats you can upgrade

You earn stat points every level up and spend them in /lvl gui. Each stat has a real effect in-game. You can specialize in combat, farming, or survival — or spread points for a hybrid build. Classes (0.3.0) add more identity via innate bonuses and passives.

Combat stats

StatWhat it does
DamageIncreases damage dealt to NPCs. Multiplicative scaling (configurable). Stronger hits, faster kills.
DefenseReduces damage taken from NPCs. Percentage-based, diminishing returns; max 80% reduction. Tank more, survive longer.

Farming & gathering stats

StatWhat it does
MiningIncreases damage to stone and ore blocks. Mine faster; more points = fewer hits per block.
WoodcuttingIncreases damage to wood blocks. Chop trees and wood faster.

Survival & resources

StatWhat it does
HealthIncreases maximum health.
StaminaIncreases maximum stamina.
ManaIncreases maximum mana.
AmmoIncreases ammo capacity.
OxygenIncreases oxygen (underwater).

Movement & mana (0.3.0)

StatWhat it does
Movement SpeedIncreases ground movement speed (configurable % per point). Icon: Tree Sap.
Mana RegenFaster mana regeneration. Especially useful for the Arcane class and magical weapons. Icon: Staff Crystal Ice.

Stamina tuning

StatWhat it does
StaminaRegenSpeedFaster stamina regeneration.
StaminaConsumptionReduces stamina consumed per action. Run, mine, and fight longer.
All stats have configurable max points and effect per point. You can blacklist stats you don’t want. See Configuration and Features.

Why progression feels good

The plugin keeps you in a level band that fits your character:
SituationXPCombatWhat it means
Same level or ±5Best XPFair fightYou’re in the right zone.
6–25 levels higherFull XPHarder (gap damage/defense)Challenging but rewarding.
26+ levels higherReduced XP (50–80%)Very hardNudges you back to content that matches you.
26+ levels lowerLow XPTrivialNudges you into harder zones.
Difficulty presets (Easy / Normal / Hard / Extreme) control how strong these effects are. You get balanced game progression without tuning every number yourself. You can disable underleveled XP reduction, gap defense, or gap damage in config if you want a different pace.

Core loop

  1. Pick a class (0.3.0) — Choose Heavy, Blunt, Edge, Fang, Archery, or Arcane (or use a server-customized class). Play it to tier up and unlock passives.
  2. Kill mobs — Gain XP (monster level + level difference).
  3. Use the HUD — Green zone = best XP; white = too easy; orange/red = too hard.
  4. Level up — Earn stat points.
  5. Spend points — Improve Damage, Mining, Defense, Health, Movement Speed, Mana Regen, or any stat you want.
  6. Open /lvl gui — Manage stats, switch class, check leaderboard.
See Features, Commands, Classes config, Passives config, Progression, and Formulas for more.