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. 0.3.9 - The Harvest Moon Update targets Hytale 0.5.5: crop harvest XP, new Harvest stat (double/triple yield), tame XP, and optional Alec’s Tamework companion XP bridge. 0.3.8 addedBlacklistedXPBlocks, faster level progress HUD for 100+ players, nameplate console spam fixed, and leaderboard name fixes. 0.3.7 added external database sync and LevelCostMultiplier; 0.3.6 added per-range XP-earned multipliers and native HudManager HUD; 0.3.5 added per-player language; 0.3.3 added modder APIs, chat tokens, /lvl xprateboost, class cooldown, and HUD/stability fixes. A class system (from 0.3.1 onward) adds 6 classes, 18 passives, and full customization. One mod, full RPG feel.
Everything you can do
Classes & passives (0.3.6)
- 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.
- Crop harvest XP (0.3.9) - Harvest mature crops for XP. Tier multipliers, cooldown, and per-seed overrides in HarvestingConfig.json. Stack the Harvest stat for bonus yields.
- Tame XP (0.3.9) - Taming creatures awards XP (same kill formula, configurable in RPGLevelingConfig.json).
- 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 presets - Easy, Normal, Hard, Extreme. One setting in
mods/Zuxaw_RPGLeveling/RPGLevelingConfig.jsonshapes how punishing gaps are and how tough high-level mobs feel. Balanced progression out of the box. - Config toggles -
EnableGapLevelDefense,EnableGapLevelDamageToPlayer,EnableMonsterLevelScale,EnableGapLevelXpReducerto 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, XPCurveOverridesConfig, HarvestingConfig (0.3.9), MessagesLanguageMapping. Class and passive configs inmods/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: falsein the main config (see Main Plugin Config). - PvP XP toggle -
EnablePVPXpto enable or disable XP from player kills. - Entity blacklist -
BlacklistedEntities(no XP, no level display) andBlacklistedStats(hidden in GUI, no allocation, no effect in-game). Fully disable stats or mob types you don’t want. - Block XP blacklist -
BlacklistedXPBlocksin Main Plugin Config excludes block type IDs from mining/woodcutting XP (case-insensitive; default includes Animal Husbandry feed troughs). - Offline admin commands -
/lvl setlevel,/lvl setpoints,/lvl setreset,/lvl resetstatswork for offline players (by name; data inuniverse/players/)./lvl resetrewards//lvl resetrewardsallclear only claimed level reward flags so players can reclaim (items already received stay in inventory)./lvl resetallresets 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. 0.3.9 adds
XPSource.HARVEST/HarvestContextandXPSource.TAME/TameContextonExperienceGainedEvent. See API. - Alec’s Tamework (optional, 0.3.9) - With Alec’s Tamework! installed, companion feed / harvest / breeding XP mirrors 1:1 to the owner’s RPG level (combat companion XP is not credited). No extra config.
- PartyPro - PartyPro 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 (0.3.6) add more identity via innate bonuses and passives.
Combat stats
Farming & gathering stats
Survival & resources
Movement & mana (0.3.6)
Stamina tuning
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:
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
- Pick a class (0.3.6) - Choose Heavy, Blunt, Edge, Fang, Archery, or Arcane (or use a server-customized class). Play it to tier up and unlock passives.
- Kill mobs - Gain XP (monster level + level difference).
- Use the HUD - Green zone = best XP; white = too easy; orange/red = too hard.
- Level up - Earn stat points.
- Spend points - Improve Damage, Mining, Defense, Health, Movement Speed, Mana Regen, or any stat you want.
- Open
/lvl gui- Manage stats, switch class, check leaderboard.
