hyarpg-3.6.0.jar [Release 5.2] (Tooltips / UI QoL / Highlight configs)
29 May 2026
CurseForge · Hytale mod
A mod that overhauls Hytale into a bigger experience including gameplay elements from Survival Games, ARPGs and more!
Quick answer
hyarpg-3.6.0.jar [Release 5.2] (Tooltips / UI QoL / Highlight configs) targets 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. No required dependencies listed for this file.
Where it goes
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.
Put Hytale mods on the world host or dedicated server. Singleplayer runs a local server too; Hytale does not use separate client mods.
hyarpg-3.6.0.jar [Release 5.2] (Tooltips / UI QoL / Highlight configs). Change the file and its required mods may change too.
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
Built for hyarpg-3.6.0.jar [Release 5.2] (Tooltips / UI QoL / Highlight configs). Pick another file and the loader, install side or required mods may change.
Use hyarpg-3.6.0.jar [Release 5.2] (Tooltips / UI QoL / Highlight configs). It targets Hytale; another release may target a different game build or dependency set.
This file does not list any required mods. Do not add a library just because a different file uses it.
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.
Use the “Get this file” button beside hyarpg-3.6.0.jar [Release 5.2] (Tooltips / UI QoL / Highlight configs). It opens that exact file at the source.
About this project
A comprehensive overhaul that transforms Hytale into a full-scale Survival Action RPG — new core systems, reworked mechanics, and deep progression across combat, loot, base-building, and world exploration.
⚠️ Before You Start: This mod overrides many core systems and vanilla assets, making it highly incompatible with other mods. Start a fresh world — do not install this on a world you care about. Both Hytale and this mod are under active development, so expect some instability.
Get a taste of what this mod adds.
| System | What It Does |
|---|---|
| 🍖 Survival | Hunger & thirst bars, water purification, and configurable drain rates |
| ⚔️ Player Progression | Levels, XP, HP scaling on level-up, and class-based skill trees with active abilities and cooldowns |
| 🏆 Gear Score | Your equipped items' average score directly scales all damage dealt and received |
| 🪨 Ore Progression | Rarer ores unlock the further you explore from your starting point |
| ✨ Item Rarities & Affixes | Common → Legendary rarity tiers; gear rolls 1–4 random affixes plus implicit modifiers |
| 🔩 Component Crafting | Build gear from tiered components crafted at benches and assembled via the Horradrix Cube |
| 🔨 Salvaging | Break down unwanted gear into components and materials via the Horradrix Cube |
| 🛡️ Combat | Block, parry, stamina-based damage mitigation, look-to-target, and a full ARPG damage pipeline |
| 👾 Enemy Scaling | Enemies scale infinitely by distance from spawn, with randomized affixes, named rarities, and damage-type prefixes |
| 🏠 Base Building & Light Wells | Claim territory with Light Wells; place benches and set your spawn point inside your base and use Homestones to warp home at any time. |
| ⚔️ Raids | Player bases (and players) can be raided by one of 15 raid events; co-ownership supported |
| 🏛️ Room System | Discover room recipes by experimenting with room sizes, decorations, and contents |
| 🗺️ Prefab Spawning | Drop custom prefabs into the world — surface and underground variants with mob spawning |
| 🧭 Compass | A craftable compass that points you toward Wayward Shrines, prefabs, bosses, and something darker… |
| 💀 Gravestones | Fallen players leave a gravestone that stores their items — allies can resurrect them, or you can use a Dead Man's Chest to recall it |
| 💼 Jobs | Earn job XP through gameplay activities and unlock perks in dedicated job skill trees |
| ⚙️ Configuration | Extensive config file covering combat, enemies, XP, survival, loot, world, building, and more |
Your HUD shows your World Tier, Average Enemy Level, Gear Score, Player Level, and XP progress toward your next level. Earn XP by defeating enemies, and spend +2 skill points per level in any class skill tree. You also gain a permanent HP increase on each level-up, making progression feel impactful beyond skill points alone.
Specialize your character by investing skill points into one or more class trees. Each tree unlocks passive bonuses and active abilities you can slot into dedicated ability slots. Abilities support cooldowns and resource costs — some require specific weapon types. You'll get a chat notification if a weapon requirement isn't met, and the skill tree UI shows all requirements and costs upfront.
Available Now
| Class | Playstyle | Abilities |
|---|---|---|
| Knight | Durability, defense, group support — uses 1H weapons & shields | Taunt, Rallying Cry (Ultimate) |
| Juggernaut | Aggressive high-impact melee — uses 2H weapons | Cyclone, Leap Slam, Chain Pull |
| Ranger | Ranged combat & mobility — uses bows & crossbows | Aerial Maneuver, Rain of Arrows (pins enemies, Ultimate) |
| Assassin | Mark targets and execute with precision strikes — uses daggers & kunai | Assassin's Mark, Shadow Strike, Reaper Death Seal (Ultimate) |
| Mage | Homing and area-effect arcane spellcasting — uses staves & wands | Arcane Missiles, Simulacrum, Arcane Meteor (Ultimate) |
Coming Next: Elementalist, Priest and Monk. With many more planned for the future!
Use a Sphere of Regret to fully refund all of your invested skill points, letting you rebuild your character without starting over.
Your Gear Score is the average score of your equipped items and directly affects how much damage you deal and receive. Crafted gear matches your player level; dropped gear scales to the enemy's level.
Ore spawns in a distance-based progression system — the further you explore from your starting point, the more advanced the materials you'll find. Copper starts at 2k blocks out, giving early exploration a true T0 phase before metals begin appearing.
| Tier | Ore | Spawn Range | Peak Spawn |
|---|---|---|---|
| T0 | Crude | 0–2k blocks | N/A |
| T1 | Copper | 2k–22k blocks | ~12k blocks |
| T2 | Iron | 12k–32k blocks | ~22k blocks |
| T3 | Thorium | 22k–42k blocks | ~32k blocks |
| T4 | Cobalt | 32k–52k blocks | ~42k blocks |
| T5 | Adamantite | 42k–62k blocks | ~52k blocks |
| T6 | Mithril | 52k–72k blocks | ~62k blocks |
Spawn distances are fully configurable.
Jobs are a parallel progression system that runs alongside your combat class. Rather than earning XP from combat, job XP is earned through gameplay activities — mining, crafting, exploring, and more. Each job has its own level and perk tree, letting you specialize in the activities you enjoy most.
View your job progress and unlocked perks in the dedicated UI page by typing the new command /jobs.
Available Now
| Job | How to Level | Perks |
|---|---|---|
| Logging | Chop trees and harvest wood | Passive bonuses to yield more wood, sticks and fiber when chopping trees |
| Mining | Mine ore nodes | Passive bonuses to yield more ore and provide opportunities to collect more rarity shards |
| Alchemy ⏳ | Picking up and refining alchemy ingredients, crafting alchemy recipes | Coming soon |
| Bartering ⏳ | Buying and selling from NPCs and the Player Market | Coming soon |
| Beastmastery ⏳ | Taming, ranching, breeding, fighting beside combat pets | Coming soon |
| Building ⏳ | Crafting and placing build pieces, discovering room recipes | Coming soon |
| Cooking ⏳ | Picking up and refining cooking ingredients, cooking recipes | Coming soon |
| Crafting ⏳ | Processing, crafting, salvaging, combining | Coming soon |
| Exploring ⏳ | Discovering Wayward Shrines and prefab locations | Coming soon |
| Farming ⏳ | Planting, watering, and harvesting crops | Coming soon |
| Fishing ⏳ | Catching fish, crafting bait | Coming soon |
| Performing ⏳ | Emoting, singing, or playing an instrument | Coming soon |
| Thievery ⏳ | Crafting lockpicks, picking locks, pickpocketing, detecting traps and hidden objects | Coming soon |
Admins can add and reset player job levels via command.
Items come in a tiered rarity system, with a new Set rarity tier now in the game (no Set items yet — groundwork is laid for future content):
Common → Uncommon → Rare → Epic → Legendary → Set
Gear is now crafted from components via the Horradrix Cube. The Arcane, Weapon, and Armor benches have been refactored to craft mod components directly. You will still need to discover ingredients to unlock the recipes for components. You can view locked component recipes at their respective workbenches. All weapon and armor components have custom icons, and their implicit modifiers have been hand-tuned to be tighter and more impactful.
Two-handed weapons roll with double implicit and affix values (this includes base weapon damage implicit values) to compensate for the lack of an offhand item/stat-stick.
The Horradrix Cube serves as a combined crafting and salvage station for mod gear, and also supports cube combining — feed similar items into the cube to combine them into upgraded or different items, or combine gear and runes to modify the gear permanently.
Implicit Modifiers are tied to components. You will be able to see the crafting result of items based on the selected components before crafting.
You can use the Horradrix Cube to salvage gear back into components and components back into ingredients. Right now it's 1 component/ingredient chosen at random, but future updates will offer ways to improve that through skill lines and room recipes.
Shard Dust is a new material that drops from enemies, chests, and containers such as barrels, coffins, and crates. Smelt it at the furnace to convert it into usable shards, or feed similar dusts into the Horradrix Cube to combine them into higher-quality variants.
Runes of Powering are a new item that drop from enemies and loot containers. They come in tiers — 3 lower-tier runes can be combined in the Horradrix Cube to produce 1 rune of the next tier. Higher-tier runes can then be used in cube combine recipes to upgrade the Gear Score of your items. Runes of Powering can only increase an item's Gear Score — they will never lower it.
Available Now
Note:
- Arrows have been removed — bows and crossbows use the ammo recharge system instead.
- Teleporters are Legendary / level 60, non-breakable, and can no longer be crafted. They will spawn within Wayward Shrines scattered throughout the world at even paces.
Coming Soon: Spellbooks, Spears, Scythes, Sickles, Bombs, Concoctions, Longbows and more!
Both enemies and chests drop tiered loot based purely on distance from spawn — no more mixed or inconsistent rewards. Metal, leather, and cloth drop pools are all properly tiered. Drop rates have been tuned down from previous versions.
Gear and enemies can spawn with affixes — bonus modifiers that make each item or enemy feel unique. The number of affixes scales with rarity (1–4). Affixes range from T0 to T5: T0 is an extremely rare chase modifier; almost all drops land in the T1–T5 range. Stat types include mana leech, damage taken from, main hand / off hand flat damage, health/mana/stamina leeching, and Assassin Marks. A custom inventory page lets you view all active affixes and your full player stats.
Enemies have a 25% chance (configurable) to roll with a damage type prefix, granting them flat bonus damage of that type. Enemies with a prefix award 50% bonus XP on kill, making them worth hunting down. The roll chance and bonus damage values are both adjustable in the config.
Abilities now use a look-to-target system — looking at an enemy highlights and marks them as your active target, and applicable abilities aim at that target. All applicable abilities have been reworked to use this system.
Enemies now have catalogued damage types, combat types, and damage values tuned per enemy group, giving each faction a more distinct and sensible feel in combat. Weapons deal specific damage types that feed into a custom ARPG-style damage pipeline — old unused damage types have been removed and new weapon/forced type scaling damage types added:
All existing class abilities have been updated to scale off main hand with appropriate modifiers — ultimates in particular now feel appropriately powerful.
Signature Energy is earned by both dealing and taking damage — one point per hit in each direction. Future affixes will interact with this mechanic to create deeper combat loops.
Health, Mana, Stamina, and Ammo all regenerate at configurable base rates. Affixes and skill tree nodes can add flat or percentage bonuses on top. Ammo is a recharging resource (no longer a consumed item) and appears on your HUD when using a compatible weapon.
The mod includes a fully configurable prefab spawning system that places custom structures throughout the world as you explore. Two spawn categories are currently active, each with its own folder in the mod directory:
| Folder | Where It Spawns | Mobs |
|---|---|---|
surface |
Overworld, above ground | No |
underground |
Below ground | No |
Drop your own *.prefab.json files into the appropriate folder and they'll be picked up automatically. Surface prefabs no longer paste air blocks, so terrain can grow over and around them naturally. Prefab placements are registered to world data, enabling the compass and future explorer tracking features.
The mod also ships with a Wayward Shrine prefab — a discoverable landmark that provides utility to explorers. Wayward Shrines have their own spawn flow and config settings separate from general prefabs.
⚠️ Surface & Underground Dungeons Temporarily Disabled — The
surface_dungeonandunderground_dungeoncategories have been disabled due to spawners crashing the game. I am looking into other ways to approach this.
The Wayward Compass is a craftable navigation tool that can help you track down nearby points of interest:
Light Wells are the foundation of your base — place one to claim territory and set your spawn point. The Light Well features a new block model and animations.
Player bases (and players, if enabled via config) can be raided. Once a Light Well is placed, your territory becomes a target. The raid system supports co-ownership — all owning players will see and be able to participate in base raids.
Discover new room recipes by experimenting — build rooms of different sizes, fill them with decorations, benches, and contents, and see what recipes you unlock.
/discovered command to view themWhen a player dies, they leave behind a gravestone at their location that stores their dropped items. Allies can spend 10 seconds interacting with it to resurrect the fallen player. While interacting with a gravestone you will be unable to move, and taking damage cancels the resurrection forcing you to start over.
Each player can have up to 1 active gravestone at a time. If you die again while a gravestone already exists, creating the new one will cause the previous gravestone to drop its stored items on the ground wherever it was located.
The new craftable Dead Man's Chest item lets you recall your gravestone and its stored items directly to you — useful when allies aren't available to resurrect you and there's no shot you are getting back to your body.
A config file is generated automatically on first run, and any missing entries are regenerated on startup. Current options include:
Note: Loot drop chance and recipe drop chance are no longer configurable — loot is now determined by static distance-based drop pools.
/home commandThese features are planned but not yet in a specific order:
Project description from CurseForge.
Recent files
29 May 2026
24 May 2026
15 May 2026
12 May 2026
Looking for an older file? The official CurseForge project page is in Resources.