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Kami's Magical Items project artwork

CurseForge · Hytale mod

Kami's Magical Items

A collection of a few vanilla feeling magical weapons.

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Quick answer

Which Kami's Magical Items release should I use?

Updated last month
Latest stable file Kami.MagicalItems-1.0.13.zip
Game version 0.6
Mod system Built-in Hytale mod system

Kami's Magical Items Kami.MagicalItems-1.0.13.zip targets 0.6. Do not install it as a separate client mod. Enable it on the world host—the local server in singleplayer or the dedicated server in multiplayer. No required dependencies listed for this file.

Where it goes

Where should Kami's Magical Items be installed in Hytale?

Do not install it as a separate client mod. Enable it on the world host—the local server in singleplayer or the dedicated server in multiplayer.

Separate client mod Not supported
World host / dedicated server Required
Mod system for this release Built-in Hytale mod system
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

Put Hytale mods on the world host or dedicated server. Singleplayer runs a local server too; Hytale does not use separate client mods.

What else does Kami's Magical Items Kami.MagicalItems-1.0.13.zip need?

Kami.MagicalItems-1.0.13.zip. Change the file and its required mods may change too.

No required dependencies listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional project dependencies. Check the creator notes before changing an existing world.

Before you install it

Add Kami's Magical Items without breaking your instance.

Built for Kami's Magical Items Kami.MagicalItems-1.0.13.zip. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use Kami.MagicalItems-1.0.13.zip. It targets 0.6; another release may target a different game build or dependency set.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Enable it on the world host

    Do not install it as a separate client mod. Enable it on the world host—the local server in singleplayer or the dedicated server in multiplayer.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside Kami.MagicalItems-1.0.13.zip. It opens that exact file at the source.

About this project

What does Kami's Magical Items add?

Kami's Magical Items!

Magical Items Preview

Due to the lack of magical items in the base game at the moment, I've decided to add my own! In this mod you can find 4 wands, 4 staffs, 5 spellbooks, 8 summoning scrolls, and 7 runes, all created inside the asset editor. Spells that are cast with Wands, Staffs, Spellbooks and Runes apply status effects to enemies or the caster relative to their type. Nature applies poison/healing, fire applies burning, ice applies freezing, and void applies corruption/lifesteal!

Every item here is craftable inside a custom Magical Items Workbench and uses stamina to cast spells.


Mana and Runes (Update 7)

Mana will be officially implemented with Update 7, so for the time being, the mana cost version of this mod will not be updated until I can play around with the actual costs of each spell relative to the new progression. Once Update 7 has been released, all spells, scrolls, and runes will use mana instead of stamina.

Runes are an amazing addition to Hytale, but they also kinda conflict with the runes I have implemented in this mod. So for Update 7, most of my existing runes will become runes that you can use and modify in the new Runebinder’s Effigy. I really love the offhand option though so I will be keeping the offhand use of them, but I may remove the passive abilities and move those to another item type in the future. Note that none of the vanilla runes will be modified, so only my runes will be useable in the offhand slots.

If you have any ideas for runes or their modifiers, let me know in the comments and I'll see what I can do :)


Wands

Wands cast fast and direct spells according to the element type, each of which apply effects to either you or a hit enemy. You can also block with the wand.

Types - Nature, Fire, Ice, Void

Staffs

Staffs have a primary charge that has two casting modes. Half the charge will create a standard spell that deals AOE damage upon hit, whereas a full charge will create a more powerful spell that inflicts status effects relative to its element type. You can also block with the staff.

Types - Nature, Fire, Ice, Void

Spellbooks

Spellbooks have two charging modes. The secondary (right click) has a short charge and creates a standard spell that deals AOE damage upon hit, the primary (left click) has a longer charge but creates a more powerful spell that inflicts status effects relative to its element type. The Summoners Spellbook has a different primary charge when fully charged, and will summon 3 Undead Knights and 2 Undead Rangers to fight by your side for 60 seconds.

Types - Nature, Fire, Ice, Void, Summoner

Scrolls

Part of the Necromancy update. Fully charge to summon an ally or mount to help you in your travels for 60 seconds.

  • Horse Mount Scroll
  • Rat Scroll (Rat Summon Spellbook coming soon)
  • Wisp Scroll (5 minute summon time)
  • Undead Horse Mount Scroll
  • Undead Knight Scroll
  • Undead Ranger Scroll
  • Undead Hound Scroll
  • Emberwulf Mount Scroll

Runes

Part of the Runes update. Hold in your offhand to gain a passive buff, or hold right click to activate the rune and cast a spell.

Types - Nature, Fire, Ice, Void, Shield, Magelight, Momentum.


Installation

Install through CurseForge or download the zip file and move it into the mods folder here: AppData\Roaming\Hytale\UserData\mods. Enable the mod by right clicking on your world in game, and check the box next to MagicalItems.


[Change Log]

V1.0.11 - Hytale's Update 6! New Lights, Fixed bugs (hopefully)

Apologies for the delay in updates, real life can get in the way sometimes unfortunately. But we're back with some new lighting options, a new necromancy spell, and some bug fixes! :D

  • The Summoner's spellbook has a new secondary spell. Instead of casting a basic Void spell, you can now launch a skull at your enemies.
  • You can now create Wisp variations of torches and lanterns. Turn them off and use the Magelight rune on them.
  • Wisp visual effects have had a slight glow up (pun intended). They glow a little more at their center.
  • Some changes were made to the way spell and rune effects are applied to targets, these changes should now respect whether PVP is enabled or not (I could not test this myself but I hope it works this way).
  • Healing and Lifesteal from Nature and Void spells will now only apply when a target is poisoned/corrupted. (Every hit seemed a bit overpowered)

Feedback is always welcome! Thank you for using my mod :)

V1.0.10 - Hytale's Update 5

V1.0.9 - Hytale's Update 4

V1.0.8 - Runes and Magelights!

I've been experimenting with some new ideas, I wanted some magical offhand options for those who prefer to use swords or wands, so I came up with these runes. I'm sure I'll need to adjust how these runes work soon enough, but in the meantime, I'll let you guys try them out and hopefully you can help shape how these runes should feel and function :) Feedback is always welcome!

Runes are mainly for offhand use, they provide passive boons and can be activated (by holding right click) to cast a spell or conjure a shield. Passives are only enabled when a rune is held in the active offhand slot, but are not cancelled out by weapons that are two handed, giving some extra power to those who prefer the staffs or spellbooks.

Magelights have been added! Use these to light up your world in a more mystical way than just torches and lanterns. You can create these lights by using the new Magelight Rune. You can also interact with them to change their colour (8 available). If you have any suggestions on the colours or functionality, please feel free to let me know :)

As you can probably see from the models and textures of these new runes, I'm no artist. So if anyone reading this would like to contribute and help make this mod even better, then please dm me on discord - couldbekami

Runes added:

  • Fire Rune
    • Activate: Cast a fire spell. (Burns on hit)
    • Passive: Deal fire damage to enemies that get too close. Gain 50% fire resistance.
  • Ice Rune
    • Activate: Cast an ice spell. (Freezes on hit)
    • Passive: Freeze enemies that get too close. Gain 10% physical damage resistance.
  • Nature Rune
    • Activate: Cast a nature spell. (Heals on hit)
    • Passive: Heals you periodically.
  • Void Rune
    • Activate: Cast a void spell. (Lifesteal on hit)
    • Passive: Steal life from enemies that get too close.
  • Shield Rune
    • Activate: Conjure a magical shield to block attacks. Attacking while blocking will push enemies back. Blocked enemies will take a small amount of damage and will get pushed back.
    • Passive: Gain 15% physical damage resistance.
  • Momentum Rune
    • Activate: Launch yourself forward.
    • Passive: Increase movement speed by 25%. Decrease fall damage by 50%.
  • Magelight Rune
    • Activate: Create a magelight at the block you're looking at. Magelights can be interacted with to change colours (There are 8 colours to choose from).

Other things:

  • Summon Emberwulf Mount Scroll added.
  • Summon Rat Scroll added. (Rat Summon Spellbook coming soon)
  • Summoned Allies are now invulnerable. This is to avoid spells affecting summons.

V1.0.7 - Staff and Spell Rework

Part 2 of the weapon updates! Staffs have been upgraded with reworked spells and signature abilities! Spellbooks will be making use of these new spells until I start the spellbook rework. I will also be working to make the signature abilities more unique in a future update, but for now please let me know what you think :D

There are a few bugs in this update due to some of the Asset Editor components not working as intended. Signature AOE spells will affect the player, and for some reason have a health bar.

  • Wand model changed back to previous.
  • Increased spell damage for every spell.
  • Staffs now block slightly more damage per stamina point.
  • Updated Wisp Summon item description. (Forgot to do this last update)
  • New staff spells:
    • Half Charge - AOE, but no Status Effect applied.
    • Full Charge - Large AOE, and respective Status Effect applied.
    • Signature - Large AOE, spawns a lingering AOE effect that slows and damages enemies.

V1.0.6 - Wand Update!

V1.0.5 - Conflict Resolve, New Scrolls, Salvager, Status Effect Changes!

V1.0.4 - Status* Effects *and Balancing!

V1.0.3 - Necromancy Update!

V1.0.2 - Spell Visuals Update!

V1.0.1 - Just a quick stamina cost update.

Project description from CurseForge.

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Kami's Magical Items releases for each Hytale build.

Choose the version and loader you play, then open the matching release.

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Recent files

Kami's Magical Items releases and Hytale builds

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Looking for an older file? The official CurseForge project page is in Resources.