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Gameplay Instructions

Natural 20 is a D&D-style RPG mod for Hytale that adds skill-checked dialogue, multi-phase quests, ability-score-driven combat, leveling to 40, and tiered loot. This page is a fast-track playthrough for the CurseForge New Worlds contest: read it once, hop in, and you will have touched every major system inside ten minutes.

  1. Hytale server build 2026.03.26-89796e57b (Update 4) or newer is required.
  2. Download the bundle zip from CurseForge and extract at the server root. It produces mods/Natural20-<version>.jar and earlyplugins/Natural20-Patches-<version>.jar. Both jars are required.
  3. Add --accept-early-plugins to the server start command.
  4. Start the server and join.

Singleplayer paths, hosted-panel notes, and troubleshooting live on the full Installation page.

  1. Spawn into the tutorial. A dialogue window opens automatically on first join. Jiub, the tutorial NPC, introduces the d20 system and walks you through picking a background: a preset that distributes your six starting ability scores and hands you a starter kit.
  2. Open your character sheet. Type /sheet in chat. This is the only player-facing command, and you will use it constantly for stats, level, ability points, party, quests, and NPC dispositions.
  3. Find a quest giver. NPCs with a gold ! above their head are offering a quest; a blue ? marks a turn-in. The cleanest tour is to follow Jiub’s own tutorial quest, which hands you off to Celius Gravus, captain of the spawn settlement. He runs a three-phase chain that walks you through dialogue, travel, and combat in order: a complete end-to-end demo of the mod in one quest line.
  4. Spot a skill check opportunity. Watch for dialogue options tagged with a skill, like [Persuasion]. Picking one rolls a d20 against the option’s Difficulty Class. A pass unlocks new branches, pays XP, and raises your disposition with the NPC; a fail nudges that disposition down. A natural 20 always passes, a natural 1 always fails: the dice have the final word.
  5. Travel to the POI and clear the mob group. Combat phases (Kill Mobs and Kill Boss) spawn a hostile POI, and the server log prints its coordinates as it generates. Contest judges can shortcut the travel by copying those coords and running vanilla /tp <x> <y> <z>. The log-coord trick is combat-phase only: other phase types (Fetch, Peaceful Fetch, Collect Resources, Talk to NPC) route you to settlements or chests instead. /nat20 questtp is the catch-all admin teleport and drops you at the nearest quest-bearing NPC regardless of phase type. On arrival, fight the tinted Nat20 mob group (3-7 affixed champions around 1 named boss), loot the rolled item, and head back. The quest giver shows a blue ? when ready for turn-in.
  • Talk to NPCs and branch dialogue with d20 skill checks. Each NPC tracks its own disposition with each player on a 0-100 scale.
  • Fight Nat20 mob groups during combat phases and ambient encounters.
  • Quest through multi-phase chains. Each phase pays its own XP and a freshly rolled item.
  • Level to a cap of 40. Every level grants +1 ability point to spend on STR, DEX, CON, INT, WIS, or CHA, plus +5 max HP.
  • Gear up across five rarity tiers (Common, Uncommon, Rare, Epic, Legendary). Affixes scale with the matching ability score: a +STR weapon raises crit damage, flat melee, and stamina regen at once.
ActionHow
Open character sheet/sheet
Talk to NPCWalk up and interact with the Hytale default key
Take a skill checkPick a skill-tagged dialogue line, e.g. [Persuasion]
Accept / turn in a questDialogue button at the quest giver
Teleport to a combat-phase POI (judges)Copy coords from the server log, /tp <x> <y> <z> (Kill Mobs / Kill Boss only)
Teleport to the nearest quest NPC/nat20 questtp (admin)
Spawn a mob group for testing/nat20 spawngroup (admin)
Force a difficulty tier/nat20 spawntier <Uncommon|Rare|Epic|Legendary> (admin)
Award XP, set level/nat20 xpadd <n>, /nat20 levelset <n> (admin)

The full admin command reference (14 total) is on First Steps.

Every player is always in a party: solo players occupy a size-one party by themselves. Inviting another player from the Party tab of /sheet merges parties, and quests accepted while partied progress for every member in range. Two rules to remember:

  • 80-block proximity. Party members within 80 blocks of the triggering player share quest credit and bump monster difficulty by +1 monster level per nearby member, capped at +6.
  • No friendly fire. Damage between party members is blocked even on PVP-enabled servers.
  1. Finish Jiub’s tutorial and pick a background that fits how you want to play.
  2. Open /sheet and review your stats. Each score from 0 to 30 maps to a +0 to +10 modifier via floor(score / 3).
  3. Accept the first available quest from a gold-! NPC.
  4. Pick a [Persuasion] or [Intimidation] option in dialogue to feel a skill check land.
  5. Travel to the POI (or teleport via the server-log coordinates) and clear the mob group.
  6. Return to the quest giver. The blue ? marks a turn-in.
  • Disposition swings the dice. 0-24 rolls skill checks at disadvantage (2d20, keep lowest). 25-74 rolls normally. 75-100 rolls at advantage (2d20, keep highest). Quest accepts, turn-ins, and successful checks all nudge the bar up.
  • Pick at least one social stat. Charisma, Wisdom, and Intelligence each cover different [Skill] tags. A character with all three at 0 will fail nearly every dialogue check by default.
  • Watch the bracket thresholds. Modifiers tick up at scores 3, 6, 9, 12, 15, 18, 21, 24, 27. A +2 STR affix is huge if it crosses a threshold and dead weight if it does not.
  • Affixes are where builds live. Weapons can roll Deep Wounds (bleed on hit), Life Leech, Hex (one-shot curse), Vicious Mockery (debuff that amplifies all incoming damage), or Rally (on-kill party damage buff). Tool affixes are equally first-class: Quake (3×3), Delve (1×5 line), Telekinesis (drops fly to your inventory), and Resonance (vein miner). A Legendary pickaxe is as build-defining as a Legendary sword.