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Vampirism project artwork

CurseForge · Hytale mod

Vampirism

A progression-driven vampirism overhaul with infection, blood feeding, skill tree, abilities, unlockable forms, passive powers, and deadly sunburn.

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which Vampirism release should I use?

Updated 3 months ago
Latest stable file Vampirism-0.0.3.jar
Game version Not listed
Mod system Built-in Hytale mod system

Vampirism-0.0.3.jar 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

Where should Vampirism 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 Vampirism-0.0.3.jar need?

Vampirism-0.0.3.jar. 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 Vampirism without breaking your instance.

Built for Vampirism-0.0.3.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use Vampirism-0.0.3.jar. It targets Hytale; 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 Vampirism-0.0.3.jar. It opens that exact file at the source.

About this project

What does Vampirism add?

Vampirism

Feed. Hunt. Ascend.

Before the first hunt

  • How infection starts: the curse can begin after a vampiric kill or by drinking the transformation potion. Infection is temporary. It gives you a short window to finish the change.
  • How to become a real vampire: while infected, use Blood Sucker and finish a victim before the infection timer expires. If you fail, the temporary vampiric state fades and you have to start again.
  • How the relic works: after ascension, your Vampirism Relic becomes your skill focus. It has five configurable slots — primary (Left Click), secondary (Right Click), ability1 (Q), ability2 (E), and ability3 (R) — and targeted skills fire at whatever entity you are aiming at.
  • How to rebind abilities: crouch (Ctrl) and use (F) the relic to open the bindings menu, or open it directly with /relicbindings or /relicbinding.
  • If the relic goes missing: free a visible inventory slot and use /vampirismrelic get to pull it back.

Vampirism turns Hytale into a darker survival-power fantasy built around infection, hunger, blood, and the pull of the night. You do not become a vampire instantly. First comes the curse. Then the struggle to survive it. Then the first real hunt. From that point on, the game shifts: blood becomes your fuel, sunlight becomes a threat, and the night starts to feel like home.

This mod is built around progression. Feed to stay strong, spend blood to unleash abilities, unlock passives through the skill tree, and shape your own playstyle as your powers grow. Chase sustain, mobility, aggression, utility, or full transformation. Use Blood Sucker to finish weakened prey, convert health into blood when you are desperate, slip across the world in Bat Form, or lean into heavier power through Ancient Form.

The world pushes back. Daylight is not cosmetic here. Sunburn builds pressure fast and punishes bad timing, bad positioning, and overconfidence. At night, the balance flips. Night Hunts send you after blood omens, trails, waypoints, and marked prey, turning the map into part of the hunt and making every successful kill feel earned.

Everything is supported by a stronger visual identity: custom HUD, status icons, screen effects, hunt markers, and feedback designed to make the whole experience feel sharp, predatory, and alive.

Vampirism is not just a pack of vampire abilities. It is a full gameplay loop built around transformation, pressure, and power — where every night makes you stronger, and every sunrise reminds you what you have become.

Systems

Infection and ascension
The transformation starts before the power. Players can be infected, enter a temporary cursed state, and only complete the change through feeding and successful hunts.

Blood economy
Blood is more than a bar. It is the resource behind survival, sustain, pressure, and ability usage. Managing it well is the difference between control and collapse.

Skill tree progression
Abilities, passives, modifiers, and upgrades are tied into a progression system that lets the player build around speed, sustain, aggression, mobility, or transformation.

Forms and power states
Vampirism is not locked to one shape. Different forms like Bat Form and Ancient Form open new movement, combat, and utility options.

Night Hunts
The hunt system creates dynamic prey events with blood omens, trails, route markers, summoned targets, and rewards. It turns the night into a progression loop instead of just a backdrop.

Sunburn and daylight weakness
Daytime is a constant threat. Sunburn escalates, builds pressure, and forces real decisions about timing, exposure, and escape.

HUD and visual feedback
Custom icons, hunt markers, screen effects, and blood-focused UI give the mod its own visual language and reinforce the fantasy at every step.

What defines the mod

  • Infection-first progression instead of instant vampirism
  • Blood as a core resource for survival, healing, and abilities
  • Skill tree builds with passives, modifiers, and specialization
  • Night Hunts with dynamic prey, routes, and rewards
  • Vampiric forms with different strengths and playstyles
  • Real daylight pressure through escalating sunburn
  • Custom presentation with unique HUD, effects, and hunt visuals

Cover description

Vampirism is a progression-driven Hytale overhaul where infection leads to ascension, blood fuels power, night hunts drive progression, and the sun is always waiting to burn the unprepared.

Project description from CurseForge.

Recent files

Vampirism releases and Hytale builds

2 of 2 releases match

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