Reward Types

31 reward types to build your character

Overview

Skill tree rewards are permanent bonuses that enhance your character. There are 31 different reward types, each tailored to specific skill categories. Damage, lifesteal, and combo rewards are flat-first: they add a flat amount at early levels and only switch to a percentage multiplier at high tiers. 4 parry reward types are available when the Perfect Parries mod is installed.

All Reward Types

TypeEffectScaling
Max HealthIncreases maximum healthPercentage
Damage BonusIncreases damage dealtPercentage
Defense BonusReduces damage takenPercentage
Movement SpeedIncreases movement speedPercentage
Max StaminaIncreases maximum staminaPercentage
Max ManaIncreases maximum manaPercentage
Health RegenRegenerates health over timePercentage
Mana RegenRegenerates mana over timePercentage
LuckChance to receive bonus resourcesPercentage
Bonus XPIncreases XP gained from this skillPercentage
Critical ChanceChance to deal critical damagePercentage
LifestealRestore health when dealing damagePercentage
Combo Damage %Bonus damage on the combo finisher hitPercentage
Dodge CounterattackBonus damage on your next hit after dodging an attackPercentage
Knockback ResistanceReduces knockback receivedPercentage
HasteIncreases gathering speedPercentage
FortuneChance for bonus dropsPercentage
Vein MinerBreak connected blocks of same typePercentage
Fall Damage ReductionReduces fall damage takenPercentage
Effect DurationEntity effects last longerPercentage
Cooldown ReductionReduces ability cooldownsPercentage
Parry CounterattackChance to counterattack after a successful parryPercentage
Parry ReflectReflect a percentage of blocked damage back to the attackerPercentage
Parry Stamina DrainDrain attacker's stamina on successful parryPercentage
Parry Stun DamageDeal bonus damage to stunned enemies after parryPercentage
Ability UnlockUnlocks an active ability for use via /mmoabilityPercentage
Ability ModificationModifies an existing ability's behavior (damage, cost, cooldown, onHit) per-player when claimedPercentage
Flat DamageAdds flat damage to your hitsFlat (additive)
Flat LifestealHeals a flat amount per damage hitFlat (additive)
Flat Combo BonusAdds flat damage to combo finisher hitsFlat (additive)
School ResistanceReduces damage taken from a specific damage schoolPercentage

Stat Rewards

Max Health

Increases your maximum health permanently. Applies via Hytale's EntityStatMap system.

  • Typical values: +5 to +30 health per reward
  • Stacks additively from multiple sources
  • Reapplied automatically on config updates

Max Stamina

Increases your maximum stamina. Base stamina is 10, so rewards are scaled appropriately.

  • Typical values: +1 to +3 stamina per reward
  • Early tiers: +1, Mid tiers: +2, Master tier: +3

Max Mana

Increases your maximum mana. Players start with 0 mana by default.

  • Staves skill offers the most mana (360+ potential)
  • Archery offers high mana for spellcasters (290+)
  • Physical combat skills offer minimal mana

Health Regen

Regenerates a percentage of your maximum health per second. Applied continuously while alive and not at full health.

  • Defense offers larger values: +0.5% HP/sec at tier 7, +1% HP/sec at tier 9
  • Gathering skills (Mining, Woodcutting, Excavation, Fishing) and Building offer +0.2% at tier 8 and +0.3% at tier 9
  • Stacks additively from multiple sources

Mana Regen

Regenerates a percentage of your maximum mana per second. Applied continuously while not at full mana.

  • Staves offers larger values: +0.5% MP/sec at tier 7, +1% MP/sec at tier 9
  • Harvesting and Crafting offer +0.2% at tier 8 and +0.3% at tier 9
  • Stacks additively from multiple sources

Damage Schools Since 1.6.0

Every hit is tagged with one of six damage schools: Fire, Ice, Lightning, Water, Arcane, and Void. Fire and Ice are native Hytale damage causes; Lightning, Water, Arcane, and Void are MMO-defined sub-types of vanilla Elemental damage. Abilities that deal elemental damage are tagged with the matching school (frost abilities use Ice, arcane abilities use Arcane, and so on), and the school an ability uses is what a School Resistance reward reduces.

Lightning currently has zero abilities assigned to it. It exists as a school (and a reward can still target it) but no shipped ability deals Lightning damage yet.

Combat Rewards

Combat Targeting

Combat rewards (Damage, Critical, Lifesteal) can be configured to apply to specific weapon types:

TargetApplies To
ALLAll combat (default, backward compatible)
MELEESwords, Daggers, Polearms, Staves, Axes, Blunt, Unarmed
RANGEDArchery (bows)
MAGICMagic abilities
IndividualSpecific skill (e.g., SWORDS, DAGGERS)

High-tier rewards (Tiers 8-9) offer "All Combat" bonuses as alternatives to skill-specific bonuses.

Damage

Increases your outgoing damage. Flat-first: early tiers add a flat amount to each hit (Flat Damage), and only the highest tiers switch to a percentage multiplier.

  • Typical values: +1 to +4 flat damage at early tiers, +2% to +10% at high tiers
  • Flat damage is additive and does not compound with the percentage multipliers
  • Applied in CombatDamageEventSystem before damage calculation
  • Can target specific weapons via combatTarget in config

Block (Defense)

Reduces incoming damage from all sources.

  • Typical values: +2% to +10% per reward
  • Capped at 90% maximum total reduction
  • Named "Block" to distinguish from Hytale's built-in defense

Critical Chance

Chance to deal 1.5x damage on attacks.

  • Typical values: +3% to +15% per reward
  • Combat notification shows "Critical! (x1.5)"

Lifesteal

Heals you when dealing damage. Flat-first: early tiers heal a flat amount per hit (Flat Lifesteal), and only high tiers switch to a percentage of damage dealt.

  • Typical values: +1 to +2 flat heal at early tiers, +2% to +10% at high tiers
  • Flat lifesteal is additive and does not compound with the percentage multipliers
  • Combat notification shows green "+X.X" heal amount

Combo Finisher

Adds bonus damage to the final hit of a melee combo chain. Flat-first: early tiers add a flat amount to the finishing blow (Flat Combo Bonus), and only high tiers switch to a percentage. Only available in melee weapon skill trees (Swords, Axes, Daggers, Polearms, Staves, Blunt, Unarmed).

  • Typical values: +2 to +5 flat at early tiers, +5% to +20% finisher bonus at high tiers
  • Triggers on the last hit of a timed combo: Axes need 2 hits, Swords 3, all others 4 (within a 3-second window)
  • Pink COMBO +N% notification appears on the finishing blow
  • Stacks additively from multiple skill tree choices
  • See Combo Finishers for full details and per-skill config overrides

School Resistance Since 1.6.0

Reduces incoming damage from one specific damage school (Fire, Ice, Lightning, Water, Arcane, or Void).

  • Stacks across every claimed School Resistance node, even ones for the same school
  • Survives relogging and moving between worlds
  • Removed when you respec the tree or do a full skill reset

Ability Modification Since 1.6.0

Grants a standalone improvement to an ability you have already unlocked - for example a damage bump, a lower cooldown, or an entirely new effect step spliced into the ability's chain. This is distinct from Ability Unlock, which grants access to a new ability in the first place; an Ability Modification reward does nothing if you don't own the target ability yet. It is delivered through the same unified reward pipeline as every other reward type, so it can come from a skill-tree node, a mastery node, a quest, a dialogue option, or a shop entry.

Utility Rewards

Bonus XP

Multiplies XP gains for the associated skill.

  • Typical values: +5% to +20% per reward
  • Stacks multiplicatively with multiple bonuses
  • Display shows specific skill: "+5% Mining XP"

Luck

Chance for bonus resources when gathering.

  • Typical values: +3% to +15% per reward
  • Triggered on block breaks and item pickups
  • Bonus item determined by luck loot table
  • Display shows specific skill: "+5% Mining Luck"

Fall Damage Reduction

Reduces damage taken from falls.

  • Acrobatics specializes in this (up to 60%)
  • Capped at 90% maximum total reduction

Parry Rewards

These 4 reward types are only available when the Perfect Parries mod is installed. They appear in melee combat skill trees at levels 40-100.

Parry Counterattack

Chance to automatically counterattack after a successful parry.

  • Values: 2% at level 40, scaling to 4% at level 100
  • Offered by: Swords, Daggers, Axes, Unarmed, Defense

Parry Reflect

Reflects a percentage of blocked damage back to the attacker.

  • Values: 2% at level 40, scaling to 4-5% at level 100
  • Offered by: Swords, Polearms, Staves, Blunt, Defense

Parry Stamina Drain

Drains the attacker's stamina on a successful parry.

  • Values: 2% at level 40, scaling to 4-5% at level 100
  • Offered by: Daggers, Staves, Unarmed, Defense

Parry Stun Damage

Deals bonus damage to enemies stunned after a parry.

  • Values: 2% at level 40, scaling to 4-5% at level 100
  • Offered by: Polearms, Axes, Blunt, Defense

* Each weapon skill receives a unique pair of parry rewards that match its playstyle. Defense receives all four types at its highest tiers.

Skill Category Themes

CategoryPrimary Rewards
GatheringLuck, Stamina, Block, Health Regen, Bonus XP
Physical CombatDamage, Crit Chance, Lifesteal, Combo Finisher, Health
Magical CombatMana, Mana Regen, Damage, Crit Chance
BlockBlock, Health, Health Regen, Fall Reduction
AcrobaticsFall Reduction, Stamina, Block
ProductionBonus XP, Health, Stamina, Mana, Mana Regen