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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: read it once, hop in, and you will have touched every major system inside ten minutes.

  1. Hytale Update 5 (server SDK 0.5.3) or newer is required. Natural 20 v1.1.0 does not run on Update 4.
  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. You 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 POICopy 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.