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Hytale Mobs Guide: All Mobs, Attacks, & More
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Hytale is overflowing with new creatures to find, ranging from soaring dragons to pigs with a mustache that can only be described as divine. So, today, we explore all the mobs of Hytale, including those only available through creative, in our Hytale Mobs Guide.

Hytale Mobs Guide: All Mobs, Attacks, & More

Example Hytale Mob
  • ID: Mob ID
  • Disposition:
    • Peaceful – Never Becomes Hostile
    • Retaliative – Becomes Hostile If Attacked or Under Specific Circumstances
    • Hostile – Almost Always Attacks
  • Health Points: The Health Statistic of Each Mob
Divided by category and listed in alphabetical order, all Hytale Mobs can be found below with details regarding their behaviour and attacks. However, it is important to remember many Hytale mobs are still a work in progress and are likely to change over time. This guide will be updated alongside each official patch.

Friendly Humanoid Hytale Mobs

Feran Citizen Screenshot
Feran Burrower
  • ID: Feran_Burrower
  • Disposition: Retaliative
  • Health Points: 61
Upon noticing a player, Feran Burrowers attempt to flee. If followed, they will retaliate with a warning strike using their daggers before attempting to leave once more. Damaging Feran Burrowers causes them to become hostile.
Feran Civilian
  • ID: Feran_Civilian
  • Disposition: Retaliative
  • Health Points: 49
Upon noticing a player, Feran Civilians attempt to flee. Damaging Feran Civilians causes them and any Longtooth, Sharptooth, and Windwalker Feran in the vicinity to become hostile.
Feran Cub
  • ID: Feran_Cub
  • Disposition: Retaliative
  • Health Points: 29
Upon noticing a player, Feran Cubs attempt to flee. Damaging Feran Cubs causes them and any Civilian, Longtooth, Sharptooth, and Windwalker Feran in the vicinity to become hostile. After a few punches Feran Cubs will retreat to cheer on the adults while watching them fight.
Feran Longtooth
  • ID: Feran_Longtooth
  • Disposition: Retaliative
  • Health Points: 61
Upon noticing a player, Feran Longtooths attempt to keep their distance while stabbing with or throwing spears as a warning. Damaging a Feran Longtooth causes them and any Civilian, Sharptooth, and Windwalker Feran in the vicinity to become hostile. A Feran Longtooth throws spears when an enemy is at range and stabs with a spear within melee.
Feran Sharptooth
  • ID: Feran_Sharptooth
  • Disposition: Retaliative
  • Health Points: 61
Upon noticing a player, Feran Sharptooths will attempt to keep their distance while slashing with a one-handed sword or throwing axes as a warning. Damaging a Feran Sharptooth causes them and any Civilian, Longtooth, and Windwalker Feran in the vicinity to become hostile. A Feran Sharptooth throws axes when an enemy is at range and slashes with a one-handed sword within melee.
Feran Windwalker
  • ID: Feran_Windwalker
  • Disposition: Retaliative
  • Health Points: 61
Upon noticing a player, Feran Windwalkers will attempt to keep their distance. Damaging a Feran Windwalker causes them and any Civilian, Longtooth, and Sharptoorh Feran in the vicinity to become hostile. A Feran Windwalker magically conjures and shoots small vortexes of wind when an enemy is at range or large cones of wind from their staff within melee.
Klops Gentleman
  • ID: Klops_Gentleman
  • Disposition: Retaliative
  • Health Points: 74
Klops Gentlemen ignore players but will defend themselves if attacked. They attack with their fists and are capable of blocking incoming strikes.
Klops Merchant
  • ID: Klops_Merchant
  • Disposition: Passive
  • Health Points: 74
Klops Merchants will sell items to players in a future update. At this time, they do not retaliate and the only item they have for sale is a “WIP” sign.
Klops Miner
  • ID: Klops_Miner
  • Disposition: Retaliative
  • Health Points: 74
Klops Miners ignore players but will defend themselves if attacked. They attack with their fists and are capable of blocking incoming strikes.
Kweebec Elder
  • ID: Kweebec_Elder
  • Disposition: Passive
  • Health Points: 38
Kweebec Elders are passive, wave to players, and flee when they or another Kweebec in the vicinity is damaged. Harming them causes all nearby Kweebec Razorleaf to become hostile.
Kweebec Merchant
  • ID: Kweebec_Merchant
  • Disposition: Passive
  • Health Points: 50
Kweebec Mechants are passive, wave to players, and sell a variety of items for Life Essence. They continue to sell to players regardless of any hostile actions toward them or nearby Kweebec. Damaging a Kweebec Merchant does not make Kweebec Razorleaf hostile, nor does it cause panic among the passive Kweebec in the village.
Kweebec Razorleaf
  • ID: Kweebec_Razorleaf
  • Disposition: Retaliative
  • Health Points: 105
Kweebec Razorleaf ignore players but will defend themselves and any other Kweebec if attacked. The only exception to this rule are Kweebec Merchants who are ignored. When defending themselves or others they rush forth into melee and stab or slash with their spear.
Kweebec Rootling
  • ID: Kweebec_Rootling
  • Disposition: Passive
  • Health Points: 62
Kweebec Rootlings are passive, wave to players, and flee when they or another Kweebec in the vicinity is damaged. Harming them causes all nearby Kweebec Razorleaf to become hostile.
Kweebec Sapling
  • ID: Kweebec_Sapling
  • Disposition: Passive
  • Health Points: 74
Kweebec Saplings are passive, wave to players, and flee when they or another Kweebec in the vicinity is damaged. Harming them causes all nearby Kweebec Razorleaf to become hostile.
Kweebec Sapling (Orange)
  • ID: Kweebec_Sapling_Orange
  • Disposition: Passive
  • Health Points: 34
An orange variant of Kweebec Sapling. They are mechanically identical but have less health.
Kweebec Sapling (Pink)
  • ID: Kweebec_Sapling_Pink
  • Disposition: Passive
  • Health Points: 34
A pink variant of Kweebec Sapling. They are mechanically identical but have less health.
Kweebec Seedling
  • ID: Kweebec_Seedling
  • Disposition: Passive
  • Health Points: 20
Kweebec Seedlings are passive, wave to players, and freeze in place when they or another Kweebec in the vicinity is damaged. Harming them causes all nearby Kweebec Razorleaf to become hostile.
Kweebec Sproutling
  • ID: Kweebec_Sproutling
  • Disposition: Passive
  • Health Points: 29
Kweebec Sproutlings are passive, wave to players, and flee when they or another Kweebec in the vicinity is damaged. Harming them causes all nearby Kweebec Razorleaf to become hostile.
Temple Mithril Guard
  • ID: Temple_Mithril_Guard
  • Disposition: Passive
  • Health Points: 1
Temple Mithril Guards are player models wearing full mithril plate armor. They are purely cosmetic, do not move, and can not be killed. The command “/entity remove” can be used to remove a Temple Mithril Guard that has been spawned in.
Tuluk Fisherman
  • ID: Tuluk_Fisherman
  • Disposition: Retaliative
  • Health Points: 124
Upon noticing a player, Tuluk Fisherman attempt to flee. If followed, they will retaliate with a warning strike using their spear before attempting to leave once more. Damaging Tuluk Fishermen causes them to become hostile. This mob has many missing animations suggesting a work in progress.

Hostile Humanoid Hytale Mobs

Trork Magic Caster Screenshot
Fen Stalker
  • ID: Fen_Stalker
  • Disposition: Hostile
  • Health Points: 74
Fen Stalkers rush at the first player they see and use their claws to attack in melee range.
Goblin Duke
  • ID: Goblin_Duke
  • Disposition: Hostile
  • Health Points: 226
Goblin Dukes rush at the first player they see and use their sword to attack in melee range. After swinging once, they attempt to back up and cast a ranged spell before repeating the melee spell combo again. Multiple versions of this entity exist that have names suggesting Goblin Dukes will one day be a multiphase boss fight.
Goblin Hermit
  • ID: Goblin_Hermit
  • Disposition: Hostile
  • Health Points: 38
Goblin Hermits rush at the first player they see and use their fists to attack in melee range.
Goblin Lobber
  • ID: Goblin_Lobber
  • Disposition: Hostile
  • Health Points: 48
Upon noticing a player, Goblin Lobbers retreat backwards while throwing bombs to attack from medium range. If approached, Goblin Lobbers will attempt to flee, wildly tossing bombs as they go, until their targeted player is once again far enough away that they can turn around and begin throwing bombs again.
Goblin Miner
  • ID: Goblin_Miner
  • Disposition: Hostile
  • Health Points: 38
Goblin Miners rush at the first player they see and use their pickaxe to attack in melee range. They are capable of charged swings and a regular melee combo.
Goblin Ogre
  • ID: Goblin_Ogre
  • Disposition: Hostile
  • Health Points: 124
Goblin Orges rush at the first player they see and use their fists to attack in melee range. They are not currently capable of dealing damage and are very likely a work in progress.
Goblin Scavenger
  • ID: Goblin_Scavenger, Goblin_Scavenger_Battleaxe, Goblin_Scavenger_sword
  • Disposition: Hostile
  • Health Points: 54
Goblin Scavengers rush at the first player they see and use their fists, battleaxe, or sword and shield to attack in melee range.
Goblin Scrapper
  • ID: Goblin_Scrapper
  • Disposition: Hostile
  • Health Points: 38
Goblin Scrappers rush at the first player they see and use their club to perform charged attacks in melee range.
Goblin Thief
  • ID: Goblin_Thief
  • Disposition: Passive
  • Health Points: 38
Upon noticing a player, Goblin Thieves attempt to flee. They uniquely place a chest with loot down upon death, but no interactions were otherwise found. Goblin Thieves may be a loot box, work in progress, or require specific conditions to perform their role. As soon as further details are revealed we will provide an update here!
Outlander Berserker
  • ID: Outlander_Berserker
  • Disposition: Hostile
  • Health Points: 103
Outlander Berserkers rush towards the first player they see and use their one-handed axe to attack in melee range. While fighting they will occasionally reposition, attempting to attack their target from the side or flank.
Outlander Brute
  • ID: Outlander_Brute
  • Disposition: Hostile
  • Health Points: 124
Outlander Brutes rush towards the first player they see and use their mace, free hand, and feet to attack in melee range. They are capable charged heavy swings with their mace and punches from their left hand. Occasionally they will also do a damaging stomp attack dealing damage to those in the surroundings.
Outlander Cultist
  • ID: Outlander_Cultist
  • Disposition: Hostile
  • Health Points: 81
Upon noticing a player, Outlander Cultist retreat backwards while throwing daggers to attack from medium range. If approached, they will switch to melee combat, returning to ranged only if the player attempts to retreat or flee.
Outlander Hunter
  • ID: Outlander_Hunter
  • Disposition: Hostile
  • Health Points: 61
Upon noticing a player, Outlander Hunters retreat backwards while firing arrows to attack from long range. If approached, they will switch to melee combat using fanged daggers, returning to ranged only if the player attempts to retreat or flee.
Outlander Marauder
  • ID: Outlander_Marauder
  • Disposition: Hostile
  • Health Points: 103
Outlander Marauders rush towards the first player they see and use their one-handed sword and shield to attack in melee range.
Outlander Peon
  • ID: Outlander_Peon
  • Disposition: Hostile
  • Health Points: 81
Outlander Peons rush towards the first player they see and use their pickaxe to attack in melee range. While fighting they will occasionally reposition, attempting to attack their target from the side or flank.
Outlander Priest
  • ID: Outlander_Priest
  • Disposition: Hostile
  • Health Points: 103
Upon noticing a player, Outlander Priests retreat backwards while firing bolts of magic to attack from long range. If approached, they will switch to melee combat using a one-handed mace, returning to ranged only if the player attempts to retreat or flee. An Outlander Priest can also conjure, or call upon, two hunting wolves with 107 health points each to attack their targeted player and usually do so right away.
Outlander Sorcerer
  • ID: Outlander_Sorcerer
  • Disposition: Hostile
  • Health Points: 103
Upon noticing a player, Outlander Sorcerers retreat backwards while firing bolts of magic to attack from long range. If approached, they will attempt to flee, only attacking once again if the player is far enough away. An Outlander Sorcerer can also conjure, or call upon, two hunting wolves with 118 health points each to attack their targeted player and usually do so right away.
Outlander Stalker
  • ID: Outlander_Stalker
  • Disposition: Hostile
  • Health Points: 61
Upon noticing a player, Outlander Stalkers retreat backwards while firing bolts to attack from long range. If approached, they will switch to melee combat using daggers.
Trork Brawler
  • ID: Trork_Brawler
  • Disposition: Hostile
  • Health Points: 61
Trork Brawlers rush towards the first player they see and use their club to attack in melee range. While fighting they will occasionally reposition, attempting to attack their target from the side or flank.
Trork Chieftain
  • ID: Trork_Chieftain
  • Disposition: Hostile
  • Health Points: 124
Trork Chieftains rush towards the first player they see and use their battleaxe to attack in melee range. While fighting they will occasionally reposition, attempting to attack their target from the side or flank.
Trork Witch Doctor
  • ID: Trork_Doctor_Witch
  • Disposition: Hostile
  • Health Points: 74
Upon noticing a player, Trork Witch Doctors retreat backwards while conjuring and launching rocks to attack from long range. If approached, they will attempt to flee, only attacking once again if the player is far enough away. A Trork Witch Doctor can also conjure, or call upon, two hunting wolves with 118 health points each to attack their targeted player and usually do so right away.
Trork Guard
  • ID: Trork_Guard
  • Disposition: Hostile
  • Health Points: 61
Trork Guards rush towards the first player they see and use their spear to attack in melee range. While fighting they will occasionally reposition, attempting to attack their target from the side or flank.
Trork Hunter
  • ID: Trork_Hunter
  • Disposition: Hostile
  • Health Points: 61
Upon noticing a player, Trork Hunters retreat backwards while throwing one-handed axes to attack from medium range. If approached, they will switch to melee combat using a one-handed sword. Trork Hunters are always accompanied by a hostile hunting wolf with 38 health points which spawns in shortly after they do.
Trork Mauler
  • ID: Trork_Mauler
  • Disposition: Hostile
  • Health Points: 61
Trork Maulers rush towards the first player they see and use their stone maul to attack in melee range. While fighting they will occasionally reposition, attempting to attack their target from the side or flank.
Trork Sentry
  • ID: Trork_Sentry
  • Disposition: Hostile
  • Health Points: 61
Upon noticing a player, Trork Sentries retreat backwards while throwing spears to attack from medium range. If approached, they will switch to melee combat using their spear. Additionally, while fighting in melee, they will occasionally reposition, attempting to attack their target from the side or flank.
Trork Shaman
  • ID: Trork_Shaman
  • Disposition: Hostile
  • Health Points: 61
Upon noticing a player, Trork Shamans retreat backwards while conjuring and launching rocks to attack from long range. If approached, they will attempt to flee, only attacking once again if the player is far enough away. A Trork Shaman can also conjure, or call upon, two hunting wolves with 118 health points each to attack their targeted player and usually do so right away.
Unarmed Trork
  • ID: Trork_Unarmed
  • Disposition: Hostile
  • Health Points: 42
Unarmed Trorks rush towards the first player they see and use their firsts to attack in melee range. While fighting they will occasionally reposition, attempting to attack their target from the side or flank.
Trork Warrior
  • ID: Trork_Warrior
  • Disposition: Hostile
  • Health Points: 61
Trork Warriors rush towards the first player they see and use their battleaxe to attack in melee range. While fighting they will occasionally reposition, attempting to attack their target from the side or flank.
Werewolf
  • ID: Werewolf
  • Disposition: Hostile
  • Health Points: 283
Werewolves rush towards the first player they see and use their claws to attack in melee range. While fighting they will occasionally reposition, attempting to attack their target from the side or flank. The werewolf is very likely a work in progress and future Hytale boss. However, even as is, the Werewolf’s claws deal significant damage that will quickly shred any player that attempts to fight it unprepared.
Yeti
  • ID: Yeti
  • Disposition: Hostile
  • Health Points: 226
Yetis rush towards the first player they see and use their fists to attack in melee range. While fighting they will occasionally reposition, attempting to attack their target from the side or flank. The Yeti is very likely a work in progress and future Hytale boss.

Mammals

Fox Sleeping Screenshot
Antelope
  • ID: Antelope
  • Disposition: Passive
  • Health Points: 81
Upon noticing a player, Antelopes watch cautiously before fleeing if approached or attacked. While fleeing, they will use their back legs to kick any who are right behind them but otherwise remain passive, prioritizing escape.
Armadillo
  • ID: Armadillo
  • Disposition: Passive
  • Health Points: 103
Upon noticing a player, Armadillos attempt to flee.
Bat
  • ID: Bat
  • Disposition: Passive
  • Health Points: 15
Upon noticing a player, Bats attempt to flee.
Bison
  • ID: Bison
  • Disposition: Passive
  • Health Points: 126
Upon noticing a player, Bisons watch cautiously before fleeing if approached or attacked. While fleeing, they will use their back legs to kick any who are right behind them but otherwise remain passive, prioritizing escape.
Bison (Calf)
  • ID: Bison_Calf
  • Disposition: Passive
  • Health Points: 94
Upon noticing a player, Baby Bisons watch cautiously before fleeing if approached or attacked.
Boar
  • ID: Boar
  • Disposition: Passive
  • Health Points: 81
Upon noticing a player, Boars watch cautiously before fleeing if approached or attacked. While fleeing, they will use their back legs to kick any who are right behind them but otherwise remain passive, prioritizing escape.
Boar (Piglet)
  • ID: Boar_Piglet
  • Disposition: Passive
  • Health Points: 29
Upon noticing a player, Baby Boars watch cautiously before fleeing if approached or attacked.
Camel
  • ID: Camel
  • Disposition: Passive
  • Health Points: 126
Upon noticing a player, Camels watch cautiously before fleeing if approached or attacked. While fleeing, they will use their back legs to kick any who are right behind them but otherwise remain passive, prioritizing escape.
Camel (Calf)
  • ID: Camel_Calf
  • Disposition: Passive
  • Health Points: 94
Upon noticing a player, Baby Camels watch cautiously before fleeing if approached or attacked.
Cow
  • ID: Cow
  • Disposition: Passive
  • Health Points: 103
Upon noticing a player, Cows watch cautiously. If, from this point, a long pause and slow approach is taken, the Cow will become passive and ignore the player’s presence. If a fast approach is taken instead, the Cow will likely attempt to flee. While fleeing, they will use their back legs to kick any who are right behind them but otherwise remain passive, prioritizing escape.
Cow (Calf)
  • ID: Cow_Calf
  • Disposition: Passive
  • Health Points: 60
Upon noticing a player, Baby Cows watch cautiously before fleeing if approached or attacked.
Deer (Doe)
  • ID: Deer_Doe
  • Disposition: Passive
  • Health Points: 81
Upon noticing a player, Does watch cautiously before fleeing if approached or attacked.
Deer (Stag)
  • ID: Deer_Stag
  • Disposition: Passive
  • Health Points: 103
Upon noticing a player, Stags watch cautiously before fleeing if approached or attacked. While fleeing, they will use their back legs to kick any who are right behind them but otherwise remain passive, prioritizing escape.
Emberwulf
  • ID: Emberwulf
  • Disposition: Hostile
  • Health Points: 193
Emberwulfs rush towards the first player they see and use their fiery teeth to attack in melee range. While fighting they will occasionally reposition, attempting to attack their target from the side or flank.
Fox
  • ID: Fox
  • Disposition: Retaliative
  • Health Points: 38
Upon noticing a player, Foxes watch cautiously and enter a defensive position before fleeing if approached or not granted space. A fleeing Fox becomes hostile if followed.
Goat
  • ID: Goat
  • Disposition: Passive
  • Health Points: 81
Upon noticing a player, Goats watch cautiously before fleeing if approached or attacked. Possibly due to a bug, or the mob being a work in progress, the Goat will sometimes attempt to punch while fleeing. This is likely a temporary attack in place of the backward kick many other hooved passive mobs have.
Goat (Kid)
  • ID: Goat_Kid
  • Disposition: Passive
  • Health Points: 36
Upon noticing a player, Baby Goats watch cautiously before fleeing if approached or attacked.
Grizzly Bear
  • ID: Bear_Grizzly
  • Disposition: Hostile
  • Health Points: 124
Grizzly Bears rush towards the first player they see and use their claws to attack in melee range.
Horse
  • ID: Horse
  • Disposition: Passive
  • Health Points: 124
Upon noticing a player, Horses watch cautiously. If, from this point, a long pause and slow approach is taken, the Horse will become passive and ignore the player’s presence. If a fast approach is taken instead, the Horse will likely attempt to flee. While fleeing, they will use their back legs to kick any who are right behind them but otherwise remain passive, prioritizing escape. While likely not the intended method, attacking a horse can grant the ability to hop on its back and use it as a mount. It remains untamed after dismounting, however.
Horse (Foal)
  • ID: Horse_Foal
  • Disposition: Passive
  • Health Points: 49
Upon noticing a player, Baby Horses watch cautiously before fleeing if approached or attacked.
Humpback Whale
  • ID: Whale_Humpback
  • Disposition: Passive
  • Health Points: 400
Humpback Whales ignore players and only flee if attacked.
Hyena
  • ID: Hyena
  • Disposition:
  • Health Points: 103
Hyenas rush towards the first player they see and use their teeth to attack in melee range. While fighting they will occasionally reposition, attempting to attack their target from the side or flank.
Ice Bat
  • ID: Bat_Ice
  • Disposition: Passive
  • Health Points: 25
Upon noticing a player, Ice Bats attempt to flee.
Meerkat
  • ID: Meerkat
  • Disposition: Passive
  • Health Points: 29
Meerkats ignore players even when hostile actions are taken. They are very likely still a work in progress.
Molerat
  • ID: Molerat
  • Disposition: Retaliative
  • Health Points: 61
Upon noticing a player, Molerats watch cautiously before fleeing if approached or not granted space. A fleeing Molerat becomes hostile if followed.
Moose (Bull)
  • ID: Moose_Bull
  • Disposition: Passive
  • Health Points: 124
Upon noticing a player, Moose Bulls watch cautiously before fleeing if approached or attacked. While fleeing, they will use their back legs to kick any who are right behind them but otherwise remain passive, prioritizing escape.
Moose (Cow)
  • ID: Moose_Cow
  • Disposition: Passive
  • Health Points: 103
Upon noticing a player, Moose Cows watch cautiously before fleeing if approached or attacked. While fleeing, they will use their back legs to kick any who are right behind them but otherwise remain passive, prioritizing escape.
Mosshorn
  • ID: Mosshorn
  • Disposition: Passive
  • Health Points: 124
Upon noticing a player, Mosshorns watch cautiously. If, form this point, a long pause and slow approach is taken, the Mosshorn will become passive and ignore the player’s presence. If a fast approach is taken instead, the Mosshorn will likely attempt to flee.
Mouflon
  • ID: Mouflon
  • Disposition: Passive
  • Health Points: 81
Upon noticing a player, Mouflons watch cautiously before fleeing if approached or attacked.
Mouflon (Lamb)
  • ID: Mouflon_Lamb
  • Disposition: Passive
  • Health Points: 49
Upon noticing a player, Mouflon Lambs watch cautiously before fleeing if approached or attacked.
Mouse
  • ID: Mouse
  • Disposition: Passive
  • Health Points: 15
Upon noticing a player, Mice jump from being startled before attempting to flee.
Pig
  • ID: Pig
  • Disposition: Passive
  • Health Points: 38
Upon noticing a player, Pigs watch cautiously. If, from this point, a long pause and slow approach is taken, the Pig will become passive and ignore the player’s presence. If a fast approach is taken instead, the Pig will likely attempt to flee.
Pig (Piglet)
  • ID: Pig_Piglet
  • Disposition: Passive
  • Health Points: 25
Upon noticing a player, Piglets watch cautiously before fleeing if approached or attacked.
Plains Mosshorn
  • ID: Mosshorn_Plains
  • Disposition: Passive
  • Health Points: 124
Upon noticing a player, Plains Mosshorns watch cautiously. If, from this point, a long pause and slow approach is taken, the Plains Mosshorn will become passive and ignore the player’s presence. If a fast approach is taken instead, the Plains Mosshorn will likely attempt to flee.
Polar Bear
  • ID: Bear_Polar
  • Disposition: Hostile
  • Health Points: 124
Polar Bears rush towards the first player they see and use their claws to attack in melee range.
Rabbit
  • ID: Rabbit
  • Disposition: Passive
  • Health Points: 49
Upon noticing a player, Rabbits attempt to flee.
Ram
  • ID: Ram
  • Disposition: Passive
  • Health Points: 124
Upon noticing a player, Rams watch cautiously. If, form this point, a long pause and slow approach is taken, the Ram will become passive and ignore the player’s presence. If a fast approach is taken instead, the Ram will likely attempt to flee. While fleeing, they will use their back legs to kick any who are right behind them but otherwise remain passive, prioritizing escape. While likely not the intended method, attacking a Ram can grant the ability to hop on its back and use it as a mount. It remains untamed after dismounting, however.
Ram (Lamb)
  • ID: Ram_Lamb
  • Disposition: Passive
  • Health Points: 81
Upon noticing a player, Baby Rams watch cautiously before fleeing if approached or attacked.
Rat
  • ID: Rat
  • Disposition: Retaliative
  • Health Points: 21
Upon noticing a player, Rats watch cautiously. Should the approaching player stop and leave the Rat alone, the Rat will flee and only become hostile if followed. However, should the approaching player choose to instead continue towards the cautious Rat, it will immediately become hostile.
Sabertooth Tiger
  • ID: Tiger_Sabertooth
  • Disposition: Hostile
  • Health Points: 124
Sabertooth Tigers rush towards the first player they see and use their teeth to attack in melee range. While fighting they will occasionally reposition, attempting to attack their target from the side or flank.
Sheep
  • ID: Sheep
  • Disposition: Passive
  • Health Points: 81
Upon noticing a player, Sheep watch cautiously. If, from this point, a long pause and slow approach is taken, the Sheep will become passive and ignore the player’s presence. If a fast approach is taken instead, the sheep will likely attempt to flee. Sheep can be sheared using sheers to obtain wool scraps. Sheering a Sheep may also cause it to poop, allowing the player to take that as well.
Sheep (Lamb)
  • ID: Sheep_Lamb
  • Disposition: Passive
  • Health Points: 29
Upon noticing a player, Baby Sheep watch cautiously before fleeing if approached or attacked.
Snow Leopard
  • ID: Leopard_Snow
  • Disposition: Hostile
  • Health Points: 103
Snow Leopards rush towards the first player they see and use their teeth to attack in melee range. While fighting they will occasionally reposition, attempting to attack their target from the side or flank.
Squirrel
  • ID: Squirrel
  • Disposition: Passive
  • Health Points: 15
Upon noticing a player, Squirrels attempt to flee.
Warthog
  • ID: Warthog
  • Disposition: Passive
  • Health Points:  103
Upon noticing a player, Warthogs watch cautiously. If, from this point, a long pause and slow approach is taken, the Warthog will become passive and ignore the player’s presence. If a fast approach is taken instead, the Warthog will likely attempt to flee.
Warthog (Piglet)
  • ID: Warthog_Piglet
  • Disposition: Passive
  • Health Points: 81
Upon noticing a player, Baby Warthogs watch cautiously before fleeing if approached or attacked.
Wild Pig
  • ID: Pig_Wild
  • Disposition: Passive
  • Health Points: 74
Upon noticing a player, Wild Pigs watch cautiously. If, from this point, a long pause and slow approach is taken, the Wild Pig will become passive and ignore the player’s presence. If a fast approach is taken instead, the Wild Pig will likely attempt to flee.
Wild Pig (Piglet)
  • ID: Pig_Wild_Piglet
  • Disposition: Passive
  • Health Points: 30
Upon noticing a player, Baby Wild Pigs watch cautiously before fleeing if approached or attacked.
Wolf (Black)
  • ID: Wolf_Black
  • Disposition: Hostile
  • Health Points: 103
Wild Black Wolves rush towards the first player they see and use their teeth to attack in melee range. While fighting they will occasionally reposition, attempting to attack their target from the side or flank.
Wolf (White)
  • ID: Wolf_White
  • Disposition: Hostile
  • Health Points: 103
Wild Frost Wolves rush towards the first player they see and use their teeth to attack in melee range. While fighting they will occasionally reposition, attempting to attack their target from the side or flank.

Avians

Tetrabird Screenshot
Archaeopteryx
  • ID: Archaeopteryx
  • Disposition: Passive
  • Health Points: 61
Archaeopteryx fly around randomly and ignore players even if hostile actions are taken.
Bluebird
  • ID: Bluebird
  • Disposition: Passive
  • Health Points: 15
Bluebirds fly around randomly and ignore players even if hostile actions are taken.
Brown Owl
  • ID: Owl_Brown
  • Disposition: Passive
  • Health Points: 29
Brown Owls fly around randomly and ignore players even if hostile actions are taken.
Chicken
  • ID: Chicken
  • Disposition: Passive
  • Health Points: 29
Upon noticing a player, Chickens watch cautiously. If, from this point, a long pause and slow approach is taken, the Chicken will become passive and ignore the player’s presence. If a fast approach is taken instead, the Chicken will likely attempt to flee.
Chicken (Chick)
  • ID: Chicken_Chick
  • Disposition: Passive
  • Health Points: 7
Upon noticing a player, Baby Chickens watch cautiously before fleeing if approached or attacked.
Crow
  • ID: Crow
  • Disposition: Passive
  • Health Points: 20
Crows fly around randomly and ignore players even if hostile actions are taken.
Desert Chicken
  • ID: Chicken_Desert
  • Disposition: Passive
  • Health Points: 38
A yellow variant of Chicken. They are mechanically identical to Chickens but have more health.
Desert Chicken (Chick)
  • ID: Chicken_Desert_Chick
  • Disposition: Passive
  • Health Points: 8
A yellow variant of Baby Chickens. They are mechanically identical to Baby Chickens but have more health.
Duck
  • ID: Duck
  • Disposition: Passive
  • Health Points: 25
Ducks fly around randomly and ignore players even if hostile actions are taken.
Finch
  • ID: Finch_Green
  • Disposition: Passive
  • Health Points: 15
Finches fly around randomly and ignore players even if hostile actions are taken.
Flamingo
  • ID: Flamingo
  • Disposition: Passive
  • Health Points: 49
Upon noticing a player, Flamingos watch cautiously. If, from this point, a long pause and slow approach is taken, the Flamingo will become passive and ignore the player’s presence. If a fast approach is taken instead, the Flamingo will likely attempt to flee.
Hawk
  • ID: Hawk
  • Disposition: Passive
  • Health Points: 38
Hawks fly around randomly and ignore players even if hostile actions are taken.
Parrot
  • ID: Parrot
  • Disposition: Passive
  • Health Points: 29
Parrots fly around randomly and ignore players even if hostile actions are taken.
Penguin
  • ID: Penguin
  • Disposition: Passive
  • Health Points: 38
Upon noticing a player, Penguins watch cautiously. If, from this point, a long pause and slow approach is taken, the Penguin will become passive and ignore the player’s presence. If a fast approach is taken instead, the Penguin will likely attempt to flee.
Pigeon
  • ID: Pigeon
  • Disposition: Passive
  • Health Points: 20
Pigeons fly around randomly and ignore players even if hostile actions are taken.
Raven
  • ID: Raven
  • Disposition: Passive
  • Health Points: 49
Ravens fly around randomly and ignore players even if hostile actions are taken.
Skrill
  • ID: Skrill
  • Disposition: Passive
  • Health Points: 30
Upon noticing a player, Skrill watch cautiously before fleeing if approached, attacked, or stared at for too long.
Skrill (Chick)
  • ID: Skrill_Chick
  • Disposition: Passive
  • Health Points: 15
Upon noticing a player, Baby Skrill watch cautiously before fleeing if approached, attacked, or stared at for too long.
Snow Owl
  • ID: Owl_Snow
  • Disposition: Passive
  • Health Points: 29
Snow Owls fly around randomly and ignore players even if hostile actions are taken.
Sparrow
  • ID: Sparrow
  • Disposition: Passive
  • Health Points:
Sparrows fly around randomly and ignore players even if hostile actions are taken.
Tetrabird
  • ID: Tetrabird
  • Disposition: Passive
  • Health Points: 38
Upon noticing a player, Tetrabirds watch cautiously. If, from this point, a long pause and slow approach is taken, the Tetrabird will become passive and ignore the player’s presence. If a fast approach is taken instead, the Tetrabird will likely attempt to flee.
Turkey
  • ID: Turkey
  • Disposition: Passive
  • Health Points: 38
Upon noticing a player, Turkeys watch cautiously before fleeing if approached, attacked, or stared at for too long.
Turkey (Chick)
  • ID: Turkey_Chick
  • Disposition: Passive
  • Health Points: 15
Upon noticing a player, Baby Turkeys watch cautiously before fleeing if approached, attacked, or stared at for too long.
Vulture
  • ID: Vulture
  • Disposition: Passive
  • Health Points: 61
Vultures fly around randomly and ignore players even if hostile actions are taken.
Woodpecker
  • ID: Woodpecker
  • Disposition: Passive
  • Health Points: 15
Woodpeckers fly around randomly and ignore players even if hostile actions are taken.

Reptiles

Fire Dragon Screenshot
Cave Rex
  • ID: Rex_Cave
  • Disposition: Hostile
  • Health Points: 400
Cave Rexs rush towards the first player they see and use their teeth to attack in melee range. Each bite from the Cave Rex causes significant knockback, often throwing the targeted player into the air.
Cave Raptor
  • ID: Raptor_Cave
  • Disposition: Hostile
  • Health Points: 103
Cave Raptors rush towards the first player they see and use their teeth to attack in melee range. While fighting they will occasionally reposition, attempting to attack their target from the side or flank.
Cobra
  • ID: Snake_Cobra
  • Disposition: Retaliative
  • Health Points: 36
Upon noticing a player, Cobras hiss and watch cautiously before fleeing if approached or not granted space. A fleeing Cobra becomes hostile if followed.
Crocodile
  • ID: Crocodile
  • Disposition: Hostile
  • Health Points: 145
Upon noticing a player, Crocodiles watch cautiously, attacking only if approached. They do not pursue hostile players, nor do they attempt to flee if attacked by a ranged weapon. This behaviour does not change in or out of water. Crocodiles are very likely still a work in progress.
Fire Dragon
  • ID: Dragon_Fire
  • Disposition: Passive
  • Health Points: 400
Fire dragons do not currently posses functioning AI nor can they be attacked. They merely repeat an idle animation. The command “/entity remove” can be used to remove a Fire Dragon that has been spawned in. Dragons will very likely be added as a type of boss in a future Hytale update.
Frost Dragon
  • ID: Dragon_Frost
  • Disposition: Passive
  • Health Points: 400
Frost dragons do not currently posses functioning AI nor can they be attacked. They merely repeat a sleeping animation. The command “/entity remove” can be used to remove a Frost Dragon that has been spawned in. Dragons will very likely be added as a type of boss in a future Hytale update.
Gecko
  • ID: Gecko
  • Disposition: Passive
  • Health Points: 25
Upon noticing a player, Geckos attempt to flee.
Marsh Snake
  • ID: Snake_Marsh
  • Disposition: Retaliative
  • Health Points: 36
Upon noticing a player, Marsh Snakes hiss and watch cautiously before fleeing if approached or not granted space. A fleeing Marsh Snake becomes hostile if followed.
Pterodactyl
  • ID: Pterodactyl
  • Disposition: Passive
  • Health Points: 60
Pterodactyls fly around randomly and ignore players even if hostile actions are taken.
Rattle Snake
  • ID: Snake_Rattle
  • Disposition: Retaliative
  • Health Points: 36
Upon noticing a player, Rattle Snakes hiss and watch cautiously before fleeing if approached or not granted space. A fleeing Rattle Snake becomes hostile if followed.
Sand Lizard
  • ID: Lizard_Sand
  • Disposition: Passive
  • Health Points: 103
Upon noticing a player, Sand Lizards watch cautiously. If, from this point, a long pause and slow approach is taken, the Sand Lizard will become passive and ignore the player’s presence. If a fast approach is taken instead, the Sand Lizard will likely attempt to flee.
Tortoise
  • ID: Tortoise
  • Disposition: Passive
  • Health Points: 103
Upon noticing a player, Tortoises watch cautiously. If, from this point, a long pause and slow approach is taken, the Tortoise will become passive and ignore the player’s presence. If a fast approach is taken instead, the Tortoise will likely attempt to flee.
Trillodon
  • ID: Trillodon
  • Disposition: Hostile
  • Health Points: 145
Upon noticing a player, Trillodons watch cautiously. If, from this point, a long pause and slow approach is taken, the Trillodon will become passive and ignore the player’s presence. If a fast approach is taken instead, the Trillodon will likely attempt to flee.

Amphibians

Rhino Toad Screenshot
Frog (Blue)
  • ID: Frog_Blue
  • Disposition: Passive
  • Health Points: 15
Blue Frogs hop around randomly and ignore players even if hostile actions are taken.
Frog (Green)
  • ID: Frog_Green
  • Disposition: Passive
  • Health Points: 15
A green variant of frog. They are mechanically identical to Blue Frogs.
Frog (Orange)
  • ID: Frog_Orange
  • Disposition: Passive
  • Health Points: 15
An orange variant of frog. They are mechanically identical to Blue Frogs.
Magma Rhino Toad
  • ID: Toad_Rhino_Magma
  • Disposition: Hostile
  • Health Points: 124
Magma Rhino Toads rush towards the first player they see and use their long tongue to damage and pull in players from medium range. While fighting, they will hop backwards to avoid damage and then take advantage of their long tongue to pull players right back in. It is very difficult to escape Magma Rhino Toads so committing to the fight immediately can often be the best way to survive.
Rhino Toad
  • ID: Toad_Rhino
  • Disposition: Hostile
  • Health Points: 124
Rhino Toads rush towards the first player they see and use their long tongue to damage and pull in players from medium range. While fighting, they will hop backwards to avoid damage and then take advantage of their long tongue to pull players right back in. It is very difficult to escape Magma Rhino Toads so committing to the fight immediately can often be the best way to survive.

Fish

Snapjaw Screenshot
Bluegill
  • ID: Bluegill
  • Disposition: Passive
  • Health Points: 29
When approached, Bluegills attempt to keep their distance by swimming away in short repeating bursts.
Catfish
  • ID: Catfish
  • Disposition: Passive
  • Health Points: 29
When approached, Catfish attempt to keep their distance by swimming away in short repeating bursts.
Clownfish
  • ID: Clownfish
  • Disposition: Passive
  • Health Points: 20
When approached, Clownfish attempt to keep their distance by swimming away in short repeating bursts.
Crab
  • ID: Crab
  • Disposition: Passive
  • Health Points: 49
Upon noticing a player, Crabs watch cautiously. If, from this point, a long pause and slow approach is taken, the Crab will become passive and ignore the player’s presence. If a fast approach is taken instead, the Crab will likely attempt to flee.
Frostgill
  • ID: Frostgill
  • Disposition: Passive
  • Health Points: 81
When approached, Frostgill attempt to keep their distance by swimming away in short repeating bursts.
Hammerhead Shark
  • ID: Shark_Hammerhead
  • Disposition: Hostile
  • Health Points: 145
Upon noticing a player, Hammerhead Sharks watch cautiously for a few short moments before swimming to attack in melee range with their teeth. Retreating quick enough within the short window of the Hammerhead Shark’s caution can prevent them from attacking.
Jellyfish (Blue)
  • ID: Jellyfish_Blue
  • Disposition: Passive
  • Health Points: 38
When approached, Jellyfish attempt to keep their distance by swimming away in short repeating bursts.
Jellyfish (Cyan)
  • ID: Jellyfish_Cyan
  • Disposition: Passive
  • Health Points: 38
A cyan variant of Jellyfish. They are mechanically identical to Blue Jellyfish.
Jellyfish (Green)
  • ID: Jellyfish_Green
  • Disposition: Passive
  • Health Points: 38
A green variant of Jellyfish. They are mechanically identical to Blue Jellyfish.
Jellyfish (Red)
  • ID: Jellyfish_Red
  • Disposition: Passive
  • Health Points: 38
A red variant of Jellyfish. They are mechanically identical to Blue Jellyfish.
Jellyfish (Yellow)
  • ID: Jellyfish_Yellow
  • Disposition: Passive
  • Health Points: 38
A yellow variant of Jellyfish. They are mechanically identical to Blue Jellyfish.
Lobster
  • ID: Lobster
  • Disposition: Passive
  • Health Points: 61
Upon noticing a player, Lobsters watch cautiously. If, from this point, a long pause and slow approach is taken, the Lobster will become passive and ignore the player’s presence. If a fast approach is taken instead, the Lobster will likely attempt to flee.
Man Of War Jellyfish
  • ID: Jellyfish_Man_Of_War
  • Disposition: Passive
  • Health Points: 74
When approached, Man Of War Jellyfish attempt to keep their distance by swimming away in short repeating bursts.
Minnow
  • ID: Minnow
  • Disposition: Passive
  • Health Points: 15
When approached, Minnows attempt to keep their distance by swimming away in short repeating bursts.
Moray Eel
  • ID: Eel_Moray
  • Disposition: Passive
  • Health Points: 74
When approached, Moray Eels attempt to keep their distance by swimming away in short repeating bursts.
Pike
  • ID: Pike
  • Disposition: Passive
  • Health Points: 38
When approached, Pike attempt to keep their distance by swimming away in short repeating bursts.
Piranha
  • ID: Piranha
  • Disposition: Hostile
  • Health Points: 38
Upon noticing a player, Piranhas watch cautiously for a few short moments before swimming to attack in melee range with their teeth. Retreating quick enough within the short window of the Piranha’s caution can prevent them from attacking.
Piranha (Black)
  • ID: Piranha_Black
  • Disposition: Hostile
  • Health Points: 45
A large black and white variant of Piranha. They are mechanically identical to Piranha but with more health.
Pufferfish
  • ID: Pufferfish
  • Disposition: Passive
  • Health Points: 38
When approached, Pufferfish attempt to keep their distance by swimming away in short repeating bursts. They do not currently puff up, even when attacked, but will likely do so in a future update.
Rainbow Trout
  • ID: Trout_Rainbow
  • Disposition: Passive
  • Health Points: 29
When approached, Rainbow Trout attempt to keep their distance by swimming away in short repeating bursts.
Salom
  • ID: Salom
  • Disposition: Passive
  • Health Points: 38
When approached, Salom attempt to keep their distance by swimming away in short repeating bursts.
Shellfish Larva
  • ID: Shellfish_Larva
  • Disposition: Passive
  • Health Points: 29
When approached, Shellfish Larva attempt to keep their distance by swimming away in short repeating bursts.
Snapjaw
  • ID: Snapjaw
  • Disposition: Passive
  • Health Points: 81
Snapjaws swim around randomly and ignore players even when hostile actions are taken. They are very likely still a work in progress.
Tang (Blue)
  • ID: Tang_Blue
  • Disposition: Passive
  • Health Points: 20
When approached, Tang attempt to keep their distance by swimming away in short repeating bursts.
Tang (Chevron)
  • ID: Tang_Chevron
  • Disposition: Passive
  • Health Points: 20
A blue and red variant of Tang. They are mechanically identical to Tang (Blue).
Tang (Lemon Peel)
  • ID: Tang_Lemon_Peel
  • Disposition: Passive
  • Health Points: 20
A yellow and black variant of Tang. They are mechanically identical to Tang (Blue).
Tang (Sailfin)
  • ID: Tang_Sailfin
  • Disposition: Passive
  • Health Points: 20
A white and orange variant of Tang. They are mechanically identical to Tang (Blue).
Trilobite
  • ID: Trilobite
  • Disposition: Passive
  • Health Points: 81
When approached, Trilobites attempt to keep their distance by swimming away in short repeating bursts.
Trilobite (Black)
  • ID: Trilobite_Black
  • Disposition: Passive
  • Health Points: 81
A blue variant of Trilobite. They are mechanically identical to Trilobite.

Bugs

Hytale Scarak Broodmother
Frost Snail
  • ID: Snail_Frost
  • Disposition: Passive
  • Health Points: 61
Upon noticing a player, Frost Snails attempt to flee.
Hatworm
  • ID: Hatworm
  • Disposition: Passive
  • Health Points: 20
Upon noticing a player, Hatworms watch cautiously. If, from this point, a long pause and slow approach is taken, the Hatworm will become passive and ignore the player’s presence. If a fast approach is taken instead, the Hatworm will likely attempt to flee.
Magma Slug
  • ID: Slug_Magma
  • Disposition: Retaliative
  • Health Points: 103
Upon noticing a player, Magma Slugs watch cautiously before fleeing if approached or not granted space. A fleeing Magma Slug becomes hostile if followed. Many animations are missing for the Magma Slug suggesting a work in progress.
Magma Snail
  • ID: Snail_Magma
  • Disposition: Passive
  • Health Points: 61
Upon noticing a player, Magma Snails attempt to flee.
Scarak Broodmother
  • ID: Scarak_Broodmother
  • Disposition: Hostile
  • Health Points: 145
Scarak Broodmothers attack the first player they see using long range projectiles while calling upon two Scarak Fighters to come to their aid. As the encounter continues the Scarak Broodmother will periodically spawn three to four Scarak Louse that rush towards the player while the Scarak Broodmother continues her ranged barrage.
Scarak Defender
  • ID: Scarak_Defender
  • Disposition: Hostile
  • Health Points: 103
Scarak Defenders watch the first player they see while periodically spawning two to three Scarak Louse that rush towards the targeted player and attack them in melee range. If approached, the Scarak Defender will defend itself in melee but will not pursue the player should they retreat, instead returning to sending their spawned Scarak Louse.
Scarak Fighter
  • ID: Scarak_Fighter
  • Disposition: Hostile
  • Health Points: 81
Scarak Fighters rush towards the first player they see and use their mandibles to attack in melee range. While fighting they will occasionally reposition, attempting to attack their target from the side or flank.
Scarak Louse
  • ID: Scarak_Louse
  • Disposition: Retaliative
  • Health Points: 21
Upon noticing a player, Scarak Louse watch cautiously before fleeing if not granted space or approached. A fleeing Scarak Louse becomes hostile if followed.
Scarak Royal Guard
  • ID: Scarak_Fighter_Royal_Guard
  • Disposition: Hostile
  • Health Points: 81
Scarak Royal Guards rush towards the first player they see and use their mandibles to attack in melee range. While fighting they will occasionally reposition, attempting to attack their target from the side or flank.
Scarak Seeker
  • ID: Scarak_Seeker
  • Disposition: Hostile
  • Health Points: 61
Scarak Seekers patrol the skies and attack the first player they see using long range poison projectiles. Being struck by one of the projectiles not only causes initial damage but a poison damage over time status effect as well. While fighting, Scarak Seekers will remain in the air overhead, taking advantage of their wings to never willingly enter melee range.
Silk Larva
  • ID: Larva_Silk
  • Disposition: Retaliative
  • Health Points: 25
Upon noticing a player, Silk Larva watch cautiously before fleeing if not granted space or approached. A fleeing Silk Larva becomes hostile if followed.

Arachnids

Hytale Cave Spider Screenshot
Cave Spider
  • ID: Spider_Cave
  • Disposition: Hostile
  • Health Points: 61
Cave Spiders rush towards the first player they see and use their mandibles to deliver a poison infused bite in melee range followed by a regular attack with their front legs, cycling between them thereafter. The poison infused bite applies a poison damage over time status effect in addition to its initial damage. While fighting, the Cave Spider will occasionally reposition, attempting to attack their target from the side or flank.
Scorpion
  • ID: Scorpion
  • Disposition: Hostile
  • Health Points: 124
Scorpions rush towards the first player they see and use their claws to deliver a crushing pinch in melee range followed by a stab with their tail, cycling between them thereafter. While fighting, they will occasionally reposition, attempting to attack their target from the side or flank.
Spider
  • ID: Spider
  • Disposition: Hostile
  • Health Points: 61
Spiders rush towards the first player they see and use their mandibles to deliver a poison infused bite in melee range followed by a regular attack with their front legs, cycling between them thereafter. The poison infused bite applies a poison damage over time status effect in addition to its initial damage. While fighting, the Spider will occasionally reposition, attempting to attack their target from the side or flank.

Plants

Hytale Cactee Hiding Screenshot
Cactee
  • ID: Cactee
  • Disposition: Retaliative
  • Health Points: 61
Cactee stand motionlessly, attempting to appear as regular cacti. If approached they will deliver a warning punch before returning to their disguised state. Only upon harming the Cactee does it become hostile, cycling between using two short range cactus spike projectile attacks and a punch, both requiring melee range.
Snapdragon
  • ID: Snapdragon
  • Disposition: Hostile
  • Health Points: 103
Snapdragons rush towards the first player they see and use their plant teeth to deliver a poison infused bite in melee range. The poison infused bite applies a poison damage over time status effect in addition to its initial damage. While fighting, the Snapdragon will occasionally reposition, attempting to attack their target from the side or flank.

Constructs

Hytale Frost Golem Screenshot
Earth Golem
  • ID: Golem_Crystal_Earth
  • Disposition: Hostile
  • Health Points: 160
Earth Golems rush towards the first player they see and use their fists to deliver devastating punches alongside varying spinning attacks that rapidly deal damage to all players in melee range. While fighting, they will also occasionally reposition, attempting to attack their target from the side or flank.
Firesteel Golem
  • ID: Golem_Firesteel
  • Disposition: Hostile
  • Health Points: 224
Firesteel Golems rush towards the first player they see and use their fists to deliver devastating punches alongside varying spinning attacks that rapidly deal damage to all players in melee range. While fighting, they will also occasionally reposition, attempting to attack their target from the side or flank.
Flame Golem
  • ID: Golem_Crystal_Flame
  • Disposition: Hostile
  • Health Points: 283
Flame Golems rush towards the first player they see and use their fists to deliver devastating punches alongside varying spinning attacks that rapidly deal damage to all players in melee range. While fighting, they will also occasionally reposition, attempting to attack their target from the side or flank.
Frost Golem
  • ID: Golem_Crystal_Frost
  • Disposition: Hostile
  • Health Points: 224
Frost Golems rush towards the first player they see and use their fists to deliver devastating punches alongside varying spinning attacks that rapidly deal damage to all players in melee range. While fighting, they will also occasionally reposition, attempting to attack their target from the side or flank.
Sand Golem
  • ID: Golem_Crystal_Sand
  • Disposition: Hostile
  • Health Points: 193
Sand Golems rush towards the first player they see and use their fists to deliver devastating punches alongside varying spinning attacks that rapidly deal damage to all players in melee range. While fighting, they will also occasionally reposition, attempting to attack their target from the side or flank.
Thunder Golem
  • ID: Golem_Crystal_Thunder
  • Disposition: Hostile
  • Health Points: 193
Thunder Golems rush towards the first player they see and use their fists to deliver devastating punches alongside varying spinning attacks that rapidly deal damage to all players in melee range. While fighting, they will also occasionally reposition, attempting to attack their target from the side or flank.

Elementals

Hytale Frost Spirit Screenshot
Ember Spirit
  • ID: Spirit_Ember
  • Disposition: Hostile
  • Health Points: 126
Upon noticing a player, Ember Spirits watch cautiously for a few short moments before floating over to attack at medium range with magic projectiles. Retreating quick enough within the short window of the Ember Spirit’s caution can prevent them from attacking.
Frost Spirit
  • ID: Spirit_Frost
  • Disposition: Hostile
  • Health Points: 81
Upon noticing a player, Frost Spirits watch cautiously for a few short moments before floating over to attack at medium range with magic projectiles. Retreating quick enough within the short window of the Frost Spirit’s caution can prevent them from attacking.
Living Spark
  • ID: Spark_Living
  • Disposition: Passive
  • Health Points: 61
Upon noticing a player, Living Sparks watch cautiously. If, from this point, a long pause and slow approach is taken, the Living Spark will become passive and ignore the player’s presence. If a fast approach is taken instead, the Living Spark will likely attempt to flee.
Root Spirit
  • ID: Spirit_Root
  • Disposition: Hostile
  • Health Points: 49
Upon noticing a player, Root Spirits watch cautiously for a few short moments before floating over to attack at medium range with magic projectiles. Retreating quick enough within the short window of the Root Spirit’s caution can prevent them from attacking.
Thunder Spirit
  • ID: Spirit_Thunder
  • Disposition: Hostile
  • Health Points: 249
Upon noticing a player, Thunder Spirits watch cautiously for a few short moments before floating over to attack at medium range with magic projectiles. Retreating quick enough within the short window of the Thunder Spirit’s caution can prevent them from attacking.

Undead

Hytale Reaper And Undead Cow Screenshot
Aberrant Zombie
  • ID: Zombie_Aberrant
  • Disposition: Hostile
  • Health Points: 400
Aberrant Zombies rush towards the first player they see and use their mouths to deliver devastating high damage bites in melee range. While fighting, they will occasionally reposition, attempting to attack their target from the side or flank.
Aberrant Zombie (Big)
  • ID: Zombie_Aberrant_Big
  • Disposition: Hostile
  • Health Points: 341
Big Aberrant Zombies rush towards the first player they see and use their mouths to deliver devastating bites in melee range. While fighting, they will occasionally reposition, attempting to attack their target from the side or flank.
Aberrant Zombie (Small)
  • ID: Zombie_Aberrant_Small
  • Disposition: Hostile
  • Health Points: 126
Small Aberrant Zombies quickly hop towards the first player they see and use their mouths to bite in melee range. While fighting, they will occasionally reposition, attempting to attack their target from the side or flank.
Burnt Skeleton Alchemist
  • ID: Skeleton_Burnt_Alchemist
  • Disposition: Hostile
  • Health Points: 103
Upon noticing a player, Burnt Skeleton Alchemists retreat backwards while throwing explosive vials from medium range. If approached, they will occasionally run a short distance away before continuing their ranged attacks.
Burnt Skeleton Archer
  • ID: Skeleton_Burnt_Archer
  • Disposition: Hostile
  • Health Points: 74
Upon noticing a player, Burnt Skeleton Archers slowly retreat backwards while firing arrows to attack from long range. If approached, they will attempt to flee, only attacking once again if the player is far enough away.
Burnt Skeleton Gunner
  • ID: Skeleton_Burnt_Gunner
  • Disposition: Hostile
  • Health Points: 81
Upon noticing a player, Burnt Skeleton Gunners slowly retreat backwards while firing bullets from their blunderbuss to attack from medium range. If approached, they will attempt to flee, only attacking once again if the player is far enough away.
Burnt Skeleton Knight
  • ID: Skeleton_Burnt_Knight
  • Disposition: Hostile
  • Health Points: 103
Burnt Skeleton Knights rush towards the first player they see and use their one-handed weapon and shield to attack in melee range. While fighting, they will occasionally block attacks and reposition, attempting to attack their target from the side or flank.
Burnt Skeleton Lancer
  • ID: Skeleton_Burnt_Lancer
  • Disposition: Hostile
  • Health Points: 103
Burnt Skeleton Lancers rush towards the first player they see and use their two-handed halberd to attack in melee range. While fighting, they will occasionally block attacks and reposition, attempting to attack their target from the side or flank.
Burnt Skeleton Praetorian
  • ID: Skeleton_Burnt_Praetorian
  • Disposition: Hostile
  • Health Points: 226
Burnt Skeleton Praetorian rush towards the first player they see and use their sword to perform a rapid magic empowered lunge to start combat in melee range. Once in melee, they will perform powerful swings with their sword alongside shield bashes to destabilize the player. While fighting, they will also occasionally block attacks and reposition, attempting to attack their target from the side or flank. Should the targeted player attempt to retreat, the Burnt Skeleton Praetorian will charge up their lunge ability and use it to reengage the player in melee combat.
Burnt Skeleton Soldier
  • ID: Skeleton_Burnt_Soldier
  • Disposition: Hostile
  • Health Points: 124
Burnt Skeleton Soldiers rush towards the first player they see and use their one-handed weapons and shields to attack in melee range. While fighting, they will occasionally block attacks and reposition, attempting to attack their target from the side or flank.
Burnt Skeleton Wizard
  • ID: Skeleton_Burnt_Wizard
  • Disposition: Hostile
  • Health Points: 81
Upon noticing a player, Burnt Skeleton Wizards slowly retreat backwards while firing bolts of magic to attack from long range. If approached, they will occasionally run a short distance away before continuing their ranged attacks.
Burnt Zombie
  • ID: Zombie_Burnt
  • Disposition: Hostile
  • Health Points: 126
A charred variant of zombie, burnt by flames. They are mechanically identical to regular zombies but with more health.
Bleached Hound
  • ID: Hound_Bleached
  • Disposition: Hostile
  • Health Points: 126
Bleached Hounds rush towards the first player they see and use their teeth to attack in melee range. While fighting, they will occasionally reposition, attempting to attack their target from the side or flank.
Frost Skeleton Archer
  • ID: Skeleton_Frost_Archer
  • Disposition: Hostile
  • Health Points: 61
Upon noticing a player, Frost Skeleton Archers slowly retreat backwards while firing arrows to attack from long range. If approached, they will attempt to flee, only attacking once again if the player is far enough away.
Frost Skeleton Archmage
  • ID: Skeleton_Frost_Archmage
  • Disposition: Hostile
  • Health Points: 61
Upon noticing a player, Frost Skeleton Archmages slowly retreat backwards while firing bolts of magic to attack from long range. If approached, they will occasionally run a short distance away before continuing their ranged attacks.
Frost Skeleton Fighter
  • ID: Skeleton_Frost_Fighter
  • Disposition: Hostile
  • Health Points: 74
Frost Skeleton Fighters rush towards the first player they see and use their one-handed weapons to attack in melee range. While fighting, they will occasionally block attacks and reposition, attempting to attack their target from the side or flank.
Frost Skeleton Mage
  • ID: Skeleton_Frost_Mage
  • Disposition: Hostile
  • Health Points: 61
Upon noticing a player, Frost Skeleton Mages slowly retreat backwards while firing bolts of magic to attack from long range. If approached, they will occasionally run a short distance away before continuing their ranged attacks.
Frost Skeleton Ranger
  • ID: Skeleton_Frost_Ranger
  • Disposition: Hostile
  • Health Points: 61
Upon noticing a player, Frost Skeleton Rangers slowly retreat backwards while firing bolts from their crossbows to attack from medium range. If approached, they will attempt to flee, only attacking once again if the player is far enough away.
Frost Skeleton Scout
  • ID: Skeleton_Frost_Scout
  • Disposition: Hostile
  • Health Points: 49
Upon noticing a player, Frost Skeleton Scouts slowly retreat backwards while firing arrows to attack from long range. If approached, they will occasionally run a short distance away before continuing their ranged attacks.
Frost Skeleton Soldier
  • ID: Skeleton_Frost_Soldier
  • Disposition: Hostile
  • Health Points: 74
Frost Skeleton Soldiers rush towards the first player they see and use their one-handed weapons to attack in melee range. While fighting, they will occasionally block attacks and reposition, attempting to attack their target from the side or flank.
Frost Zombie
  • ID: Zombie_Frost
  • Disposition: Hostile
  • Health Points: 81
A pale variant of zombie, frosted by the cold. They are mechanically identical to regular zombies but with more health.
Ghoul
  • ID: Ghoul
  • Disposition: Hostile
  • Health Points: 193
Ghouls rush towards the first player they see and use their teeth to attack in melee range. While fighting, they will occasionally reposition, attempting to attack their target from the side or flank.
Incandescent Skeleton Fighter
  • ID: Skeleton_Incandescent_Fighter
  • Disposition: Hostile
  • Health Points: 103
Incandescent Skeleton Fighters rush towards the first player they see and use their one-handed weapons and shield to attack in melee range. While fighting, they will occasionally block attacks and reposition, attempting to attack their target from the side or flank.
Incandescent Skeleton Footman
  • ID: Skeleton_Incandescent_Footman
  • Disposition: Hostile
  • Health Points: 103
Incandescent Skeleton Footmen rush towards the first player they see and use their two-handed glaives to attack in melee range. While fighting, they will occasionally block attacks and reposition, attempting to attack their target from the side or flank.
Incandescent Skeleton Head
  • ID: Skeleton_Incandescent_Head
  • Disposition: Hostile
  • Health Points: 81
Upon noticing a player, Incandescent Skeleton Heads watch cautiously for a few short moments before floating over to attack at medium range with magic projectiles. Retreating quick enough within the short window of the Incandescent Skeleton Head’s caution can prevent them from attacking.
Incandescent Skeleton Mage
  • ID: Skeleton_Incandescent_Mage
  • Disposition: Hostile
  • Health Points: 103
Upon noticing a player, Incandescent Skeleton Mages slowly retreat backwards while firing bolts of magic to attack from long range. If approached, they will occasionally run a short distance away before continuing their ranged attacks.
Sand Skeleton Archer
  • ID: Skeleton_Sand_Archer
  • Disposition: Hostile
  • Health Points: 61
Upon noticing a player, Sand Skeleton Archers slowly retreat backwards while firing arrows to attack from long range. If approached, they will attempt to flee, only attacking once again if the player is far enough away.
Sand Skeleton Archmage
  • ID: Skeleton_Sand_Archmage
  • Disposition: Hostile
  • Health Points: 38
Upon noticing a player, Sand Skeleton Archmages slowly retreat backwards while firing bolts of magic to attack from long range. If approached, they will occasionally run a short distance away before continuing their ranged attacks.
Sand Skeleton Assassin
  • ID: Skeleton_Sand_Assassin
  • Disposition: Hostile
  • Health Points: 61
Sand Skeleton Assassins rush towards the first player they see and use their daggers to attack in melee range. While fighting, they will occasionally block attacks and reposition, attempting to attack their target from the side or flank.
Sand Skeleton Guard
  • ID: Skeleton_Sand_Guard
  • Disposition: Hostile
  • Health Points: 61
Sand Skeleton Guards rush towards the first player they see and use their one-handed weapons to attack in melee range. While fighting, they will occasionally block attacks and reposition, attempting to attack their target from the side or flank.
Sand Skeleton Mage
  • ID: Skeleton_Sand_Mage
  • Disposition: Hostile
  • Health Points: 49
Upon noticing a player, Sand Skeleton Mages slowly retreat backwards while firing bolts of magic to attack from long range. If approached, they will occasionally run a short distance away before continuing their ranged attacks.
Sand Skeleton Ranger
  • ID: Skeleton_Sand_Ranger
  • Disposition: Hostile
  • Health Points: 29
Upon noticing a player, Sand Skeleton Rangers slowly retreat backwards while firing bolts from their crossbows to attack from medium range. If approached, they will attempt to flee, only attacking once again if the player is far enough away.
Sand Skeleton Scout
  • ID: Skeleton_Sand_Scout
  • Disposition: Hostile
  • Health Points: 29
Upon noticing a player, Sand Skeleton Scouts slowly retreat backwards while firing arrows to attack from long range. If approached, they will occasionally run a short distance away before continuing their ranged attacks.
Sand Skeleton Solider
  • ID: Skeleton_Sand_Solider
  • Disposition: Hostile
  • Health Points: 61
Sand Skeleton Soldiers rush towards the first player they see and use their two-handed spears to attack in melee range. While fighting, they will occasionally block attacks and reposition, attempting to attack their target from the side or flank.
Sand Zombie
  • ID: Zombie_Sand
  • Disposition: Hostile
  • Health Points: 49
A dried variant of zombie, baked by the heat. They are mechanically identical to regular zombies.
Shadow Knight
  • ID: Shadow_Knight
  • Disposition: Hostile
  • Health Points: 400
Shadow Knights rush towards the first player they see and use their many blades to attack in melee range. While fighting, they will occasionally reposition, attempting to attack their target from the side or flank.
Skeleton
  • ID: Skeleton
  • Disposition: Hostile
  • Health Points: 92
Skeletons rush towards the first player they see and use their fists to punch in melee range. While fighting, they will occasionally block attacks and reposition, attempting to attack their target from the side or flank.
Skeleton Archer
  • ID: Skeleton_Archer
  • Disposition: Hostile
  • Health Points: 36
Upon noticing a player, Skeleton Archers slowly retreat backwards while firing arrows to attack from long range. If approached, they will attempt to flee, only attacking once again if the player is far enough away.
Skeleton Archmage
  • ID: Skeleton_Archmage
  • Disposition: Hostile
  • Health Points: 88
Upon noticing a player, Skeleton Archmages slowly retreat backwards while firing bolts of magic to attack from long range. If approached, they will occasionally run a short distance away before continuing their ranged attacks.
Skeleton Fighter
  • ID: Skeleton_Fighter
  • Disposition: Hostile
  • Health Points: 36
Skeleton Fighters rush towards the first player they see and use their one-handed weapon to attack in melee range.
Skeleton Horse
  • ID: Horse_Skeleton
  • Disposition: Passive
  • Health Points: 160
A skeletal variant of horse. They are mechanically identical to living horses but with more health.
Skeleton Horse (Armored)
  • ID: Horse_Skeleton_Armored
  • Disposition: Passive
  • Health Points: 90
A skeletal variant of horse wearing rusted armor. They are mechanically identical to living horses but with more health and armor.
Skeleton Knight
  • ID: Skeleton_Knight
  • Disposition: Hostile
  • Health Points: 74
Skeleton Knights rush towards the first player they see and use their one-handed weapon and shield to attack in melee range. While fighting, they will occasionally block attacks and reposition, attempting to attack their target from the side or flank.
Skeleton Mage
  • ID: Skeleton_Mage
  • Disposition: Hostile
  • Health Points: 49
Upon noticing a player, Skeleton Mages slowly retreat backwards while firing bolts of magic to attack from long range. If approached, they will occasionally run a short distance away before continuing their ranged attacks.
Skeleton Pirate Captain
  • ID: Skeleton_Pirate_Captain
  • Disposition: Hostile
  • Health Points: 61
Skeleton Pirate Captains rush towards the first player they see and use their one-handed cutlass to attack in melee range. While fighting, they will occasionally block attacks and reposition, attempting to attack their target from the side or flank.
Skeleton Pirate Gunner
  • ID: Skeleton_Pirate_Gunner
  • Disposition: Hostile
  • Health Points: 61
Upon noticing a player, Skeleton Pirate Gunners slowly retreat backwards while firing bullets from their blunderbuss to attack from medium range. If approached, they will attempt to flee, only attacking once again if the player is far enough away.
Skeleton Pirate Striker
  • ID: Skeleton_Pirate_Striker
  • Disposition: Hostile
  • Health Points: 103
Skeleton Pirate Strikers rush towards the first player they see and use their one-handed cutlass to attack in melee range. While fighting, they will occasionally block attacks and reposition, attempting to attack their target from the side or flank.
Skeleton Ranger
  • ID: Skeleton_Ranger
  • Disposition: Hostile
  • Health Points: 49
Upon noticing a player, Skeleton Rangers slowly retreat backwards while firing bolts from their crossbows to attack from medium range. If approached, they will attempt to flee, only attacking once again if the player is far enough away.
Skeleton Scout
  • ID: Skeleton_Scout
  • Disposition: Hostile
  • Health Points: 61
Upon noticing a player, Skeleton Scouts slowly retreat backwards while firing arrows to attack from long range. If approached, they will occasionally run a short distance away before continuing their ranged attacks.
Skeleton Soldier
  • ID: Skeleton_Soldier
  • Disposition: Hostile
  • Health Points: 61
Skeleton Soldiers rush towards the first player they see and use their one-handed weapons to attack in melee range. While fighting, they will occasionally block and reposition, attempting to attack their target from the side or flank.
Undead Chicken
  • ID: Chicken_Undead
  • Disposition: Hostile
  • Health Points: 61
Undead Chickens rush towards the first player they see and use their beaks to attack in melee range. While fighting, they will occasionally reposition, attempting to attack their target from the side or flank.
Undead Cow
  • ID: Cow_Undead
  • Disposition: Hostile
  • Health Points: 124
Undead Cows rush towards the first player they see and use their teeth to attack in melee range. While fighting, they will occasionally reposition, attempting to attack their target from the side or flank.
Undead Pig
  • ID: Pig_Undead
  • Disposition: Hostile
  • Health Points: 103
Undead Pigs rush towards the first player they see and use their teeth to attack in melee range. While fighting, they will occasionally reposition, attempting to attack their target from the side or flank.
Wraith
  • ID: Wraith
  • Disposition: Hostile
  • Health Points: 193
Wraiths rush towards the first player they see and use their scythe to wide high damage swings in melee range. While fighting, they will occasionally reposition, attempting to attack their target from the side or flank.
Zombie
  • ID: Zombie
  • Disposition: Hostile
  • Health Points: 49
Zombies rush towards the first player they see and use their fists and mouths to attack in melee range.

Void

Hytale Void Eye Screenshot
Void Crawler
  • ID: Crawler_Void
  • Disposition: Hostile
  • Health Points: 74
Void Crawlers rush towards the first player they see and use their claws to attack in melee range. While fighting, they will occasionally reposition, attempting to attack their target from the side or flank.
Void Eye
  • ID: Eye_Void
  • Disposition: Hostile
  • Health Points: 61
Void Eyes patrol the skies and attack the first player they see using long range void magic projectiles. As combat begins, they also summon two to four Void Crawlers to assist them against the targeted player. While fighting, Void Eyes remain in the air overhead, taking advantage of their magical flight to never willingly enter melee range.
Void Larva
  • ID: Larva_Void
  • Disposition: Hostile
  • Health Points: 36
Void Crawlers rush towards the first player they see and use their mandibles to attack in melee range. While fighting, they will occasionally reposition, attempting to attack their target from the side or flank.
Void Spawn
  • ID: Spawn_Void
  • Disposition: Hostile
  • Health Points: 193
Void Spawns rush towards the first player they see and use their two-handed swords to attack in melee range. While fighting, they will occasionally block and reposition, attempting to attack their target from the side or flank.
Void Spectre
  • ID: Spectre_Void
  • Disposition: Hostile
  • Health Points: 41
Void Spectres rush towards the first player they see and use their claws to attack in melee range. Each strike by the Void Spectre causes significant knockback.
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