Your character is two choices. Your race is what you are — it sets your base attributes and gives you always-on racial passives. Your class is how you fight — it sets which weapons you excel with, your role, and (on this server) the four abilities you press in combat.
Pick both in game with /race and /class.
Every race and class on this page is a card — open one to see its full attribute spread, its passives and its abilities, and to step through its ascension chain and watch the numbers climb.
⚠️ None of this is vanilla Hytale. The base game ships no races, no classes, no attributes and no abilities. Every single thing on this page is added by the Endless suite.
⚡ Endless Skills is exclusive to the Endless Leveling Server. Everything marked ⚡ below — all 80 active abilities, three whole classes, and a set of passive changes — exists only here. A server running Endless Leveling Core by itself gets the races and classes, but no abilities at all.
Legend
| Mark | Means |
|---|---|
| (unmarked) | Endless Leveling Core — present on any server running the addon |
| ⚡ | Endless Skills — exclusive to the Endless Leveling Server |
Attributes
Ten attributes drive everything. Races give you a starting spread; classes bend how fast each one grows.
| Attribute | What it does |
|---|---|
| Life Force | +3 max HP per point. Pool growth — never amplified by % bonuses. |
| Strength | +0.6 flat physical damage per point. Applied after % bonuses. |
| Sorcery | +0.6 flat magical damage per point. Applied after % bonuses. |
| Defense | +0.75 flat defense per point. Added after % bonuses. |
| Haste | +0.25% movement speed per point. |
| Precision | Raises critical hit chance on every attack. |
| Ferocity | Adds bonus damage to each critical strike. |
| Stamina | +0.2 max stamina per point. Pool growth. |
| Flow | +0.5 max mana per point. Pool growth. |
| Discipline | +0.5% XP per point. Additive across all sources. |
No race starts with any Discipline — it is earned through skill allocation, never granted at birth.
Races
How races work
Every race has the same shape: a base form, two tier-1 branches, two tier-2 branches, and a single final form where both branches converge. That's six forms per race, 72 in total.
Ascension is gated identically for all twelve races:
| Stage | Prestige required | Also requires |
|---|---|---|
| Tier 1 | Prestige 5 | Two skill minimums, or a combined Strength + Sorcery total |
| Tier 2 | Prestige 10 | Higher skill minimums |
| Final | Prestige 20 | The steepest requirements — usually a flat minimum and a combined total |
Ascending raises every base attribute and deepens your racial passives — a Human Emperor has roughly triple the Life Force of a plain Human and carries a stronger version of the same four passives. You never trade a passive away; ascension only sharpens what you already had.
Golem cannot crit, ever. All six Golem forms have Precision and Ferocity locked at 0 and carry a hard crit restriction. That is the price of the highest Life Force and Defense in the game.
Racial passives
| Passive | Effect |
|---|---|
| XP Bonus | Flat additive % bonus to all XP gained. |
| Health Regen | Heals that % of max HP over 5 seconds, passively. |
| Mana Regen | Restores that % of max mana over 5 seconds. |
| Healing Bonus | Multiplier on your own outgoing self-heals. |
| Ravenous Strike | On-hit lifesteal, scaling with Strength and Sorcery. |
| Special Charge Bonus | Speeds up special-ability charge gain. |
| Second Wind | When a hit drops you below the threshold, heals a % of max HP over time, then goes on cooldown. |
| Adrenaline | When stamina falls below the threshold, restores a % of max stamina over time. |
| Berzerker | Flat % damage bonus while below the HP threshold. |
| Retaliation | Reflects a % of incoming damage back at the attacker. |
| Swiftness | Stacking movement-speed buff built from hits and kills. |
| Crit Restriction | Locks the race out of critical hits entirely. |