LevelingCore
LevelingCore
A modern, flexible leveling system for Hytale
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Game MechanicsAdventureUtility

Player Stats

Updated Apr 2, 2026

Overview

Players gain Ability Points through leveling. These points can be spent to increase one of several core stats.
Spending a stat immediately updates derived values such as health, stamina, mana, and combat damage.

  • Use /showstats or the Tome of Skills to allocate points.
  • Use the Reset Skills Potion to refund all spent points.
  • After spending a stat point, Health, Stamina, and Mana are recalculated and immediately restored to their new maximum values.

Stat Effects at a Glance

  • STR — increases melee damage
  • AGI — increases stamina and oxygen
  • PER — increases projectile damage
  • VIT — increases maximum health
  • INT — increases maximum mana and mana regeneration
  • CON — reduces incoming damage

Spending Ability Points

A player can spend Ability Points by using the command /showstats or using the new Tome of Skills, which can be crafted like so:

tome_repeice

IngredientAmount
Life Essence5

HyUI Version

hyui_version

Vanilla UI / No HyUI

vanilla_version

Resetting Ability Points

A player can reset their Ability Points by crafting the Reset Skills Potion found in the Alchemy bench

reset_recipe

IngredientAmount
Potion Bottle1
Water Bucket1
Life Essence5
Fire Essence5
Ice Essence5
Void Essence5
Water Essence5
Apple2

Derived Stats

Vitality (VIT) – Maximum Health

Increases Maximum Health.

Health Bonus = VIT × vitStatMultiplier
  • Default multiplier: 2.0

Agility (AGI) – Maximum Stamina and Oxygen

Increases Maximum Stamina and Maximum Oxygen.

Stamina Bonus = AGI × agiStatMultiplier
Oxygen Bonus  = AGI × agiStatMultiplier
  • Default multiplier: 0.25

Intelligence (INT) – Maximum Mana

Increases Maximum Mana and Mana Regeneration.

Mana Bonus = INT × intStatMultiplier
Mana Regen = max(1, floor(1 + INT × 0.25))
  • Default multiplier: 2.0

Combat Calculations

Strength (STR) – Melee Damage

Applied when the player performs a melee attack.

Final Damage = Base Damage × (1 + STR × strStatMultiplier)
  • Default multiplier: 0.1

Perception (PER) – Ranged Damage

Applied when the player performs a projectile attack.

Final Damage = Base Damage × (1 + PER × perStatMultiplier)
  • Default multiplier: 0.1

Constitution (CON) – Damage Taken

Applied when the player receives damage.

Final Damage =
  Incoming Damage
  × conDamageMultiplier(CON)
  × Weapon Type Multiplier
  × Mob Level Multiplier
  • Applies to both melee and projectile damage
  • Lower final values mean less damage taken
  • Default base multiplier: 0.80

Configuration Defaults

strStatMultiplier: 0.1
perStatMultiplier: 0.1
vitStatMultiplier: 2.0
agiStatMultiplier: 0.25
intStatMultiplier: 2.0
conStatMultiplier: 0.80

All multipliers are configurable for balance tuning.

Recalculation Behavior

After a stat is spent:

  • Health, Stamina, and Mana maximums are recalculated
  • Health, Stamina, and Mana are automatically set to their new maximums
  • Mana regeneration is updated immediately
  • Stat modifiers are applied as additive max-value modifiers
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