Additional essences now dropping from Elite mobs alongside the existing Life Essence.
The following essences have been added to the Elite mob loot pool:
- Fire Essence
- Ice Essence
- Lightning Essence
- Water Essence
- Meat Essence
These essences drop in addition to Life Essence and do not replace it.
- Drops are tier-scaled on Elite mobs
- Lower tiers act as rare teaser drops
- Higher tiers offer more reliable access
- Life Essence remains the core early-game essence
- Reduce single-essence bottlenecks
- Expand elemental and specialty crafting paths
- Maintain early-game balance while enriching late-game rewards
If you want a one-paragraph Discord version or a dev-only changelog, I can spin that up too 👌
Added Staff entries to Magic skill, using these now give XP:
- Copper Staff: +8 Magic XP
- Iron Staff: +12 Magic XP
- Thorium Staff: +25 Magic XP
- Cobalt Staff: +30 Magic XP
- Adamantite Staff: +35 Magic XP
- Mithril Staff: +48 Magic XP
- Onyxium Staff: +65 Magic XP
🐞 Bug Fix
- Fixed an issue where Wands and Spellbooks were incorrectly granting Archery XP instead of Magic XP.
- Buffed Onyxium weapon XP from 55 XP > 65 XP
- Added Prisma Dagger: +75 XP to Dagger skill
- Added Prisma Sword: +75 XP to Sword skill
- Cobalt gear and ore now grant more XP
- Thorium gear and ore now grant less XP
- Applies to combat skills and mining
This update better aligns XP rewards with intended material progression.
If you want it even punchier (one-liner) or formatted for Steam / Discord / in-game popup, tell me where it’s going.
🌽 Expanded Culinary System
- 🌱 Fresh farm-to-table cooking! Added 30+ new dishes that go beyond plain cooked meat — from hearty tavern classics to sweet desserts. Every dish restores more nutrition than before!
🔥 New Crafting Workstation — The Range
-
🍞 A new Range workstation crafted from:
- 1 × Chef’s Stove
- 15 × Iron Ingots
- 10 × Stone
- 10 × Charcoal
-
🧼 Includes a functioning sink to fill buckets quickly — perfect for dough and baking!
🌾 More Crops & Beekeeping 🍯
-
🌱 New agricultural crops added — grow things like sugarcane & cocoa beans for use in many recipes.
-
🍯 Functional Beehive workstation:
- Place down a beehive 🎋
- Add 5 of the same flower
- Wait to harvest 2 jars of sweet honey — perfect for desserts, bread, and sweet feasts!
🥗 Boosted Nutrition Values
- Many new foods give higher nutrition than vanilla-only options — more reason to diversify crops and kitchen production.
🍽️ Effects & Benefits
- Some dishes grant additional effects while adventuring — making quality cooking a strategic choice!
-
Introduces new progression tiers:
- Mithril
- Onyxium
- Prisma
-
Dragon Frost
- Multi-phase boss encounter with frost-based attacks.
-
Hedera
- Nature/poison-themed boss with root and area-control mechanics.
-
Void Golem
- Final endgame boss featuring multiple aggressive phases.
-
Boss fights include phase transitions with brief invulnerability windows.
- New arena-style survival challenge.
- 5 escalating wave difficulties.
- Final boss waves unlock high-tier rewards.
-
Adds 100+ new items, including weapons, armor sets, and tools.
-
New gear progression:
- Adamantite → Mithril → Onyxium → Prisma
-
Prisma-tier legendary weapons with unique effects:
- Prisma Sword — summons spectral clones.
- Prisma Daggers — execute low-health targets.
- Prisma Pickaxe — fastest mining speed with a portable storage feature.
-
Frostbite Blade
- Applies freeze and slow effects to enemies.
- Adds elite enemies such as Alpha Rex and Void-themed casters.
- 9+ new NPC types with custom behaviors and abilities.
- Hidden and dungeon-based traders offering rare items.
- New endgame zones, including frozen dungeons with tiered loot.
- Introduces the Endgame Workbench with multiple upgrade tiers.
- Unlocks crafting paths for Mithril, Onyxium, and Prisma equipment.
- Adds keys and portal shards required to access endgame content.
- Defeat early endgame bosses to unlock Mithril gear.
- Progress through mid-tier bosses to access Onyxium.
- Defeat the final boss to unlock Prisma-tier equipment.
Progressive Reforging System
- Introduced the Reforge Station, a new placeable block used to enhance gear.
- Press F while interacting with the station to open the reforging interface.
- Weapons and armor can be reforged through up to 10 levels of progression.
- Each level increases item power while also increasing cost and risk.
Reforging Interface
- Displays success chance, required materials, and currency cost before reforging.
- Clear feedback on successful upgrades or failed attempts.
Item Enhancements
- Weapons gain additional damage bonuses per reforge level.
- Armor gains additional defense bonuses per reforge level.
- Bonuses scale progressively and stack with existing item stats.
Risk vs Reward System
- Each reforging attempt has a chance to fail.
- Failed attempts may destroy the item, with partial material refunds depending on settings.
- Optional protection allows reforging to reset the item’s level instead of destroying it.
Economy Integration
- Reforging requires both materials and currency.
- Costs scale with each level to maintain long-term progression balance.
This update introduces a unified, progressive damage scaling system across all combat styles. The goal is to reduce early-game power spikes, control late-game damage stacking, and preserve long-term build progression.
The following now share one identical damage progression curve:
- Melee (Swords, Daggers, Axes, Maces, Spears, etc.)
- Ranged (Archery)
- Magic (Staves)
- Unarmed (if applicable)
All STAT_DAMAGE bonuses—weapon-specific and Damage (All)—have been rebalanced accordingly.
| Tier | Previous Bonus | New Bonus |
|---|---|---|
| 2 | +10% | +6% |
| 3 | +15% | +8% |
| 4 | +20% | +10% |
| 5 | +25% | +10% |
| 6 | +35% | +14% |
| 7 | +50% | +16% |
| 8 | +65% | +20% |
| 9 | +75% | +20% |
| 10 | +100% | +24% |
- All values are rounded to even numbers
- The same curve applies across every combat tree
- No per-weapon exceptions
| Build State | Old System | New System |
|---|---|---|
| Full damage investment | +395% (×4.95) | +128% (×2.28) |
-
Early game: Damage progression is slower and more controlled, emphasizing gear, positioning, and player skill.
-
Mid game: Damage increases steadily without sudden spikes.
-
Late game: Full investment is still rewarding, but no longer trivializes enemies, defenses, or combat mechanics.
- Critical chance, lifesteal, parry bonuses, XP bonuses, and non-damage stats are unchanged
- This system is future-proof: new weapons automatically inherit the same curve
- Combat style identity is preserved through non-damage stats, not raw scaling
This update significantly reworks enchanting costs and progression to better reflect power scaling and long-term progression.
-
Enchantment scroll recipes now scale exponentially by tier:
- Tier 1: ×1 (unchanged)
- Tier 2: ×4
- Tier 3: ×9
- Tier 4: ×16
-
Applies to all scalable ingredients (essences, bars, crystals, plants, etc.)
-
All values are rounded up to whole numbers
This makes higher-tier enchantments a meaningful investment rather than a linear upgrade.
-
Fabric_Scrap_Cindercloth now scales linearly by tier instead of remaining flat:
- Tier 1: 5
- Tier 2: 8
- Tier 3: 13
- Tier 4: 20
-
Keeps early enchanting accessible while discouraging mass high-tier crafting
All Tier 3 enchantment scrolls now require additional rare materials:
-
+25 Void Essence
-
Plus one of the following:
- 1 Emerald (if the recipe did not already include gems)
- 1 Concentrated Life Essence (if the recipe already uses gems)
This change is intended to:
- Slow Tier 3 enchantment spam
- Force engagement with higher-end resource systems
- Make Tier 3 a deliberate progression choice
Enchanting table upgrades now follow the same tier-based scaling philosophy:
- Upgrade 1 (Tier 1): Unchanged
- Upgrade 2 (Tier 2): Costs ×4
- Upgrade 3 (Tier 3): Costs ×9
- +25 Void Essence added as a Tier 3 upgrade tax
Single-count unique items (gems, Voidheart) are not multiplied.
- Make enchanting progression feel earned, not spammed
- Preserve early-game experimentation
- Push Tier 3+ enchantments firmly into late-game territory
- Improve long-term economy balance on servers
Elite & Tiered Mob System
- Introduces tier-based enemies (Tier 1–5) with increasing health, damage, and difficulty.
- Mobs now spawn with randomized stats, armor, and weapons, making encounters less predictable.
Dynamic Combat Abilities
-
Certain mobs gain special abilities, including:
- Charge Leap – rapidly closes distance to players
- Heal Leap – restores health during combat
- Summon Undead – calls allied mobs to assist in battle
Enhanced Loot System
- Adds tiered loot tables with rarity-based drops.
- Higher-tier mobs have improved chances to drop powerful gear, consumables, and equipment.
- Enemies may drop the items they were using when defeated.
Visual Enhancements
- Tier indicators displayed on mob nameplates.
- Elite mobs feature increased size and visual effects to reflect their strength.
Word spreads along the trade roads and campfires burn late with rumors… Nomad Tamers have arrived.
Wandering beast-masters have crossed into our lands, bringing with them ancient knowledge of how to befriend, tame, and ride the wild creatures of the world.
The world now teems with new life. Keep your eyes open beyond the city walls:
Mounts of the Nomads
- Swift Antelope of the plains
- Armored Armadillo, rolling through the dust
- Mighty Bison and stubborn Warthogs
- Graceful Doe & Stag of the forests
- Towering Bull & Cow Moose of the cold wilds
- Sun-soaked Sand Lizards of the dunes
- Ancient Tortoises, slow but steadfast
- Curious Trillodons
- And even proud Flamingos, stalking the shallows
Each beast has its own temperament… and its own favorite treat.
The Nomads teach no spells or sorcery — only patience.
- Offer a creature the food it loves
- Watch for signs it’s willing to trust you
- Earn its loyalty
- Ride beside it as a true companion, not a master
Those who carry the right food may find beasts following them willingly.
✨ Look closely — creatures will show when your offering pleases them.
Travelers whisper of a clever little creature known as the Raton.
- Fond of Cheese
- Shy, but loyal to those who earn its trust
- Will trail behind kind souls who treat it well
🏕️ Choose your path, traveler.
Will you cross the plains atop a bison?
Wander the forests with a stag at your side?
Or earn the trust of something rarer?
The wilds are watching.
Added Fishing Skill, weights, length & leaderboards
- Craft a Fishing Rod and Fish Bag at Workbench > Survival.
- Fish in open water with a tuned bobber and bite/reel timing.
- Catch fish based on where you are fishing (freshwater/saltwater areas).
- Catch fish you see nearby in water, or get a fish from local catch pools.
- Store catches in a dedicated Fish Bag so your inventory fills up less quickly.
- Build personal bests and compete for global/server records.
- Use /hfleaders to view fishing leaderboards in-game.
Major Dungeons adds new custom dungeons to the game. These dungeons are instanced and accessible through the Ancient Portal, which opens after reaching 100 Memories. In the dungeons, you'll encounter completely New Enemies and Bosses. And as a reward for completing dungeons and killing the final bosses, you can receive a Unique Weapons and Armors, which drops at a certain rate, just like in Terraria.

Dungeon of Fear is the first in the Major Dungeons series. You'll gradually descend deeper and deeper into the Kingdom of Baal. You'll visit various parts of his kingdom and encounter his deadly minions. If you fail the final boss of a level, you'll have to start over from the beginning, as the one-use crystals required for entering subsequent dungeons after the first drop only from bosses.
This mod adds a new merchant to the game - a Nameless God. He offers unique Weapons, Armor, and various Artifacts. He only accepts Dark Coins as payment, which can only be found in dungeons.

Changes
- Improved Skills UI
- Added kitchen furniture sets, tables and chairs
- Added functional refrigerator for food storage and kitchen stove with cooking functionality
- Added tea sets with functional teapots
- Added Violet's Wardrobe
Fixes
- Fixed invalid entries in the market crashing the client
Improved commands & simplicity
Changes
- Migrated all homes to new plugin
- Less spammy join/leave messages
- Added a first join message for new players, be nice to them yall!
- Improved RTP checks
- Added warmup timers for commands, no more easy escapes
Fixes
- /back now works as intended
- Fixed double leave messages
A combat reimplementation that replaces blocking with dodging when wielding daggers or bows
- Dodge - By pressing the right-mouse button (originally block-button) you can now dodge (with i-frames).
- Air-Dashing - Dodging can be done while on air.
- Attack-Cancelling - Dodging can be done to cancel all forms of attacks or actions.
Adding modifiers to hostile mobs indicated by affixes or visual effects. When a mob spawns, it has a chance to roll one or more of the below traits
- Berserker: Damage output ramps up as the mob's HP gets lower.
- Bombardier: Tosses explosive projectiles at players within range.
- Frost: Attacks apply a slowing effect; has the potential to freeze.
- Infernal: Fire immunity and applies burn on hit.
- Launcher: Attacks knock you back significantly.
- Magnetic: Periodically drags nearby players toward the mob.
- Swift: Moves 50% faster than normal.
- Splitting: Breaks into two smaller versions of itself when killed.
- Stoneskin: Flat 25% damage reduction from all sources.
- Vampire: Heals itself for 50% of the damage it deals.
- Venomous: Applies poison on attack.
- Volatile: Explodes instantly upon death.
Place a Raid Totem anywhere in the world, activate it, and defend against raids from enemies that scale with your location and party size. Defeat all enemies to claim zone-specific loot chests filled with valuable resources!
Get ya rods ready! The fishing minigame is here!
- Wide variety of new fish to hytale's seas, rivers and other aquatic environments, making the waters feel more alive and diverse
A secure trading system, allowing players to exchange items safely through a dedicated UI. Prevent theft and trade with confidence!
- Sends a trade request to the specified player.
/trade <playerName>
- Added a nickname changer UI for those with permission
/nick
Achievements turn everyday play into a mini victory hunt! Tiny goals, big dopamine, and that yes! moment when it pops 🎉
- Combat: Monster hunting chains, boss kills, PvP milestones, specific creature hunts
- Progression: Mining, crafting, building chains with tiered rewards
- Exploration: Zone discovery, distance traveled, world exploration
- Social: Chat milestones, playtime achievements, community engagement
- Husbandry: Animal taming, fishing, farming progression
- Secret: Hidden achievements with funny references (Chicken Slayer, Darwin Award, Leeroy Jenkins…)
- Unlock titles by completing achievements
- Display titles above your name or as chat prefix
- Select your active title via the Title Selection UI (/titles)
- Titles come in various rarities with unique colors
You don’t have to explain it; the cape already does. It’s pride without noise, confidence without words, and the simple joy of knowing you finished what you started
- 17 Capes Total - One for each of the 16 skills + a Master Cape for total level 1000
- Reward-Only - Automatically awarded at level 100 through the Item Rewards system
- Custom "Mastery Cape" quality - Gold text with legendary drop particles
- Effectively Indestructible - 9999 durability
- Capes: Mining, Woodcutting, Excavation, Harvesting, Swords, Daggers, Polearms, Staves, Axes, Blunt, Archery, Unarmed, Block, Acrobatics, Crafting, Building, Master
- Armor Stats - Each mastery cape has unique attributes themed to its skill, making them functional gear on top of prestige cosmetics
- Damage Resistance - All capes provide physical and projectile damage resistance (8-18%), surpassing Epic-tier chest armor
- Health Bonuses - All capes grant bonus health (+14 to +28), scaling with the cape's combat relevance
- Master Cape is the best cape - 18% Physical/Projectile resistance, +28 Health, +30 Mana, and +4% to all damage types (Light, Charged, Signature)
Multiple cat breeds that can be tamed, named, and commanded. Cats can follow you on your adventures or stay at home as a cozy companion. Each cat supports multiple behavior states and animations, making them feel alive and responsive
- Seven cat breeds: Black Cat, Calico, Gray Tabby, Orange Tabby, Siamese, Tuxedo, Kitten
- Taming system using fish
- Automatic cat naming with unique names for each cat
- Full command-based interaction via /cat
- Custom cat names with /cat name
- Cat ownership limits configurable via permissions
- Multiple behavior states: sitting, following, waiting, wandering, sleeping, playing, searching
- Matching animations for each behavior
- Cat sounds
- Cat Bed item for assigned sleeping spots
- Item consumption for taming and feeding (items are consumed from the player's inventory)
- Mastering a skill now rewards a global XP boost token - Reaching level 100 in any skill now awards a 1.25x All-Skill Global XP Boost (30 min) token instead of the previous personal skill-specific boost. When activated, this boost benefits every player on the server across all skills
- Celebrating mastery is now a server-wide event - your achievement helps everyone!
- Storm Leather & Storm Hide added to item rewards - New rare crafting materials available at levels 80 and 100 for Defense, Daggers, Archery, Acrobatics, Unarmed, Harvesting, and Crafting, plus Total Level milestones
- Reduced Total Level 350 rewards - Material quantities rebalanced to better match the progression stage
- Master Cape moved to Total Level 1500 - The Master Cape is now a long-term goal awarded at Total Level 1500 instead of 1000
- Fixed reward claiming not targeting the correct reward
- Fixed player naming issues within the market UI
- Fixed inconsistent searching in market
- Ever played OSRS? This is it!
- Leveling formula has completely changed. XP requirements are higher at all levels, so existing players will have lower levels with the same XP.
- Early/mid levels ~10% harder than previous quadratic formula
- Endgame scales exponentially (OSRS-style)
- Level 100 = ~10M XP (true endgame grind)
- Level 10: ~14,270 XP
- Level 25: ~95,573 XP
- Level 50: ~446,222 XP
- Level 80: ~2,274,045 XP
- Level 100: ~10,000,000 XP
Goblin Duke
- Health: 226 -> 352
- Speed: 4 -> 8
Outlander Brute
- Health: 124 -> 390
- Melee Attack Damage: 35 -> 40
- Chase Speed: 0.4 -> 1
Wolf Outlander Priest
- Health: 107 -> 118
Wolf Outlander Shaman
- Health: 118 -> 107
Trork Chieftain
- Health: 124 -> 302
Trork Shaman
- Health: 61 -> 74
Trork Hunter
- Health: 61 -> 72
Trork Mauler
- Health: 61 -> 94
- Melee Attack Damage: 23 -> 32
Trork Sentry
- Health: 61 -> 83
Trork Unarmed
- Health: 42 -> 72
Trork Warrior
- Health: 61 -> 94
- Melee Attack Damage: 23 -> 26
Wolf Trork Hunter
- Health: 38 -> 72
Void Crawler
- Health: 74 -> 84
Void Eye
- Health: 61 -> 104
Void Spawn
- Health: 193 -> 223
- Melee Attack Damage: 48 -> 50
Void Spectre
- Health: 41 -> 51
Yeti
- Health: 226 -> 430
- Melee Attack Damage: -> 40
Earth Golem
- Health: 160 -> 246
- Melee Attack Damage: 9 -> 27
- Desired Attack Distance Range: 2/2.6 -> 1/1.6
Flame Golem
- Health: 283 -> 404
- Speed: 5 -> 6
- Desired Attack Distance Range: 2/2.4 -> 1/1.4
- Melee Attack Damage: -> 54
Frost Golem
- Health: 224 -> 382
- Speed: 5 -> 7
- Desired Attack Distance Range: 2/2.4 -> 1/1.4
- Melee Attack Damage: -> 51
Sand Golem
- Health: 193-> 332
- Speed: 5 -> 7
- Desired Attack Distance Range: 2/2.4 -> 1/1.4
Thunder Golem
- Health: 193 -> 248
- Speed: 5 -> 7
- Melee Attack Damage: 10 -> 28
- Desired Attack Distance Range: 2/2.4 -> 1/1.5
Firesteel Golem
- Health: 224 -> 304
- Speed: 5 -> 7
- Desired Attack Distance Range: 2/2.4 -> 1/1.4
- Melee Attack Damage: -> 34
- All 16 skills have rewards at levels 10, 25, 50, 100
- Total Level rewards at 50, 100, 200, 350, 500, 750, 1000
- Level 100 rewards include legendary weapons (Flame, Void, Spectral)
- Access via "Rewards" tab on Skill Overview
- See tier status: LOCKED, READY, CLAIMED
- CLAIM button to receive items (no auto-claim)
- Toggle between Skill and Total Level rewards
- Rewards tab glows orange with * when rewards available
- Increased
levelScaleMultiplierfrom 1.0 to 1.2
Buying Items
- Global Access - Open the marketplace from anywhere (/market).
- Categorized Items - Easily find what you need (Weapons, Tools, Materials, etc.).
- Search System - Quickly search for specific items by name.
- Safe Transactions - If you don't have enough inventory space, the purchase will fail and you won't lose any money.
Selling Items
- Inventory Listing - Select any valid item from your inventory and set your own price.
- Management - View all your active listings and cancel them at any time to get your items back.
- Sales History - Track what you've sold and how much you've earned.
Transaction Fees
- Every payment will be hit with a 0.05 per dollar fee.
New Payment GUI
- Opened with /Pay
Mining Rewards
- Tier-based rewards - Ores classified by rarity (COMMON → LEGENDARY)
- Auto-classification - Uses Hytale Family tags to detect ore types
- Vein Streak System - Audio feedback and bonus coins for consecutive ore mining
- Tool Required - Must use a pickaxe (bare hands give no reward)
- Tool Quality Bonus (pending - waiting for Hytale API)
- Depth Bonus - Deeper mining pays more
Mob Kill Rewards
- Automatic NPC classification - No manual config required for any mob
- 180+ mob patterns - Wildcard-based classification covers all NPCs
- Third-party mod support - Works with ANY mod that adds custom NPCs
- Threat Score algorithm - Calculates tier from HP, damage, and aggression
- Physical coin drops - When EcotaleCoins is installed
- Anti-Farm system - Diminishing returns to prevent abuse
Security & Economy Protection
- Anti-Farm - Diminishing returns for repetitive farming
- Rate Limiting - Per-player burst protection
- Economy Cap - Server-wide hourly injection limit
- Exclusion Lists - Block specific mobs/blocks from rewards
- Balances and shops are being reset to ensure a future proof economy system going forward
- New starting balance of $100
- Voting rewards has been lowered to $150 per site
- Create interconnected teleport networks, manage visibility, share with friends, and travel across your world instantly!
- You can no longer obtain Mihtril & Onyxium
- You can no longer craft Prisma Armor
- Removed due to immense lag
- Will be readded once issues has been properly fixed, thanks for your understanding!
👹 New Boss: The Entity of the Hollow - A powerful ancient creature with unique mechanics.
Strategy: Full Mithril (Solo) or Full Adamantite (Team) required. Healing Totem & Shield highly recommended!
🗡️ Vine-Twined Daggers - New Legendary weapon with a boss signature ability!
💎 Prisma Armor (Tier 4) - The new legendary armor set, surpassing Onyxium!
✨ Magic Overhaul - Full staff progression (Copper to Onyxium) using a new Mana-only system!
🪂 Gliders - Standard & Advanced Gliders with jump-boost technology!
⛏️ Natural Mithril - Now generates naturally in the Dragonspire Weald fragment!
⏱️ Improved Exploration - Dragonspire Weald timer increased to 20 minutes.
A new expansion that breathes new life into Hytale’s wilderness. From the smallest woodland friends to towering elemental titans, every creature can be earned, hatched, and raised as your own loyal companion.
The path to companionship has evolved. To bring a new friend into the world, you must now combine the thrill of the hunt with the skill of the farm.
Peaceful wildlife no longer drop completed eggs. Instead, when defeated, they now have a rare chance to drop a Broken Egg. These fragile remnants contain the essence of the creature, but they are too damaged to hatch on their own.
To restore a companion, you must take the Broken Egg to your Farming Workbench. By "infusing" the shell with harvested goods, you can craft a functional Pet Egg.
The following companions must be restored at the Farming Workbench using a Broken Egg:
- Mouse
- Penguin
- Dog
- Fox
- Bunny
- Lizard
- Pig
- Bison
- Camel
To get these eggs, you must hunt and defeat the creature in the wild.
- Cave Raptor – [Requires: Defeat Cave Raptor]
- Spider – [Requires: Defeat Spider]
- Wraith Lantern – [Requires: Defeat Wraith]
- Trillodon – [Requires: Defeat Trillodon]
Harness the power of the elements by defeating these ancient guardians.
- 🔥 Flame Golem – [Requires: Defeat Flame Golem]
- ❄️ Frost Golem – [Requires: Defeat Frost Golem]
- 🌱 Earth Golem – [Requires: Defeat Earth Golem]
- ⚡ Thunder Golem – [Requires: Defeat Thunder Golem]
- ⏳ Sand Golem – [Requires: Defeat Sand Golem]
- Added weapons stats, see detailed damage statistics, organized by type and rarity.
- Fixed a bug where chopping wood & other similar interactions would kick you.
- Reverted the Tiered Progression System, needs more work.
- Fixed a bug where if your bed was in an unloaded chunk it would tell your that your bed is obstructed and respawn you at the world spawn.
• 9-Tier Progression: From humble Wood to legendary Onyxium. • Durability scaling: Higher tier tools last exponentially longer - Onyxium has 100x the durability of Wood! • Rewarding Progression: Each tier upgrade is a meaningful power boost.
The Core Rules • Tiered Mining: You can only mine ores using the tool from the tier directly below it (or higher). • Specialization: Tools now have strict roles: • Pickaxes: Rocks and Ores only. • Axes: Wood only. • Shovels: Soil and Sand only. (currently only go up to Cobalt tier, later will have more) • No Unarmed Harvesting: Hand-gathering is highly inefficient or disabled for most blocks. Use the right tool for the job!
Tool and Ore Tiers Progress through the world in this specific order:
- Wood (Cannot mine ore; Stone only)
- Crude (Stone)
- Copper
- Iron
- Thorium
- Cobalt
- Adamantite
- Mithril (Coming in Hytopia 1.0)
- Onyxium (Coming in Hytopia 1.0)
Getting Started (Pro-Tips) • Scavenge First: Since you can't punch trees effectively, start by picking up Sticks, Fiber, and Rubble (stone bits) directly off the ground. • Crafting: Wood tools can be made by hand, but they are very weak. • Goal: Build a Workbench immediately to unlock Crude (Stone) tools. This is where your real journey begins.
The "Realm of Nothingness" vehemently leaks itself into the world of Orbis
Light Attack
Heavy Attack
A new way of training the Unarmed Skill!
Heavy Attack
Ultimate Ability
An elite grizzly bear variant wearing scavenged armor.
Features:
- Significantly increased health pool
- Higher damage output than the Battle Hardened Bear
- Faster movement speed
- Enhanced loot drops including valuable ingredients
A rare grizzly variant wearing a helmet from past encounters.
Features:
- Increased Max Health
- Increased damage and movement speed
- Collectable Bear Helmet
- Superior loot table with ore bars and materials
A veteran alpha wolf that hunts alone rather than in packs.
Features:
- Increased health and damage
- Enhanced loot drops
- Rare spawn
Combat:
- Attack cooldown: 0.53s → 1.6s
- Tongue Attack Buffer: 0.33s → 1s
- Damage: 35 → 25
- Knockback force: 14 → 10
- Vertical knockback: 1 → 2
Stats:
- Health: 124 → 160
- Speed: 8 → 9
- View range: 12 → 10
- Hearing range: 8 → 7
- Flee range: 15 → 12
- Combat distance: 9 → 8
Guaranteed Drops:
- Raw Wildmeat: 2-4 (was 1-2)
- Medium Hide: 2-4 (was 1-2)
Bonus Drops:
- Bone Fragments: 50% chance for 1-2
- Copper Ore: 20% chance for 1
- Iron Ore: 12% chance for 1
- Silver Ore: 4% chance for 1
- Gold Ore: 1% chance for 1
Stats:
- Health: 124 → 150
- Chase range: 11 → 8
Loot:
- Heavy Hide: 1-3 (was 1-2)
- Raw Wildmeat: 3-4 (was 2-3)
Stats:
- Health: 103 → 80
Spawning:
- Pack size: 2-3 → 3-4 wolves
- Now spawns in Mountain biomes
- Now spawns in Forest biomes
- Removed NoCube Bags
- Removed NoCube Bakehouse
- Removed NoCube Culinary
- Removed NoCube Orchard
- Removed NoCube Undead_Warriors
- Removed Multi Tools
- Loot Chests are now instanced (Each player sees unique loot that's generated especially for them!)
- Removed the Teleporter limit and introducing private and restricted teleporters.
- Fixed huge lag spike every 5 second due to server reading
YmmersiveMelodiesRegistry, which contains all the custom MIDI files. This does NOT work for such a large server we're running.
- Added skills leaderboard (use /xp, head to the leaderboard tab)
- Added EyeSpy (See info about blocks when looking at them)
- Added enchantments, yes you heard me.
- Lowered max claims to 9, claims will be buyable this weekend. This is to reduce the huge claims of nothingness.
- Added #useful-commands, its for well... Useful commands to use on the server.
- More progress on spawn, we're getting there! Next up is portals hub.
- Added XP support for Wan's weapons.
- Fixed a CRITICAL performance bug with HUD placements.
- Fixed certain interactions not being protected in claims, like crops etc.
- Fixed voting rewards for (https://hytaleonlineservers.com/server-hytopia.590)
- Fixed Wayback Charm not working.
- Added Skills (Open GUI with /xp)
- Added a custom difficulty system with 3 options (Normal, Intermediate & Hard), server is set to Intermediate. This is to go on par with the new skills system, I hope yall enjoy it.
Intermediate:
85% Player Damage
90% Player Health
125% Mob Damage
- Improved claims colors & usability
- Moved to new permissions system, this will allow for much better configuration going forward.
- Added Persistent Signature Move which makes it so once you charge up a signature move (Default: Q), any "unequipping" actions doesn't make you lose that signature move charge.
- Fixed voting rewards for (https://hytaleserverlist.me/server/hytopia.42007)
- Improved voting lookup, now has a proper GUI (/vote)
- Many performance improvements and fixes has been implemented to reassure a smoother playing experience.
- Fixed chat announcements stacking up if server was lagging.
- Added relics weapons (Wans Wonder Weapons)
- Added more spellbooks!
- Fixed black lines sometimes appearing in water.
- Work has been started on spawn, check it out! (Thanks Maddmollyy)
- Updated to Update 1
- Added /shops & /money
You can set up a shop with /myshop manager, you need to create a tab (which is essentially a shop) and then you can hold an item and do /myshop add ... if it doesn't show up in /shops, do /myshop open
quick distinction: the buy price is the price of someone buying the item you are listing, the sell price is the price of someone selling the item listed TO you. the price you choose is for 1 quantity.
Pickup Item Crash (Critical) When a player disconnects while picking up an item, the world thread crashes and kicks ALL players in that world.
Error: NullPointerException in PickupItemSystem.tick() - null targetRef
Fix: Safely marks corrupted pickup items as finished before they crash the server
RespawnBlock Crash (Critical)
When a player breaks a bed or sleeping bag, they get kicked from the server.
Error: NullPointerException in RespawnBlock$OnRemove - null respawnPoints array
Fix: Initializes the respawn points array before Hytale's buggy code runs
ProcessingBench Window Crash (Critical)
When a player breaks a campfire or crafting table while another player has it open, they get kicked from the server.
Error: NullPointerException in BenchWindow.onClose0 - null ref during window close
Fix: Clears the windows map before the crash-causing close handlers run
Instance Exit Missing Return World (Critical)
When a player exits an instance (dungeon, cave, etc.) and the return world data is corrupted, they get kicked from the server.
Error: IllegalArgumentException in InstancesPlugin.exitInstance - Missing return world
Fix: Tracks player position before entering instances and uses it as fallback destination
Empty Archetype Entities (Monitoring)
Logs entities with corrupted/empty component data for debugging. These don't crash but indicate world data issues.
Chunk Memory Bloat Hytale doesn't properly unload chunks when players move away, causing unbounded memory growth and eventual OOM crashes.
Symptoms: Server memory grows from 4GB to 14GB+ while players fly around; chunks never decrease
Example: Player loads 5,735 chunks, only 317 are in view radius, 5,400+ stay in memory forever
Fix: ChunkCleanupSystem runs on the main thread every 30 seconds to trigger Hytale's internal chunk cleanup
Results: Observed 77% reduction in loaded chunks (942 → 211) after fix



