This is an early draft for YoSquid's reading pleasure. It may contain inaccurate or incomplete information. I was sneakily viewing the footage and writing this post while at work and I spent the rest of the post-work night playing gacha games.
Bro's really not pulling any punches this time.
When Simon said they'll make it fast, I didn't expect he'd be THIS fast. I guess my expectations have just been well-tempered by Genshin Impact, the long Hytale wait, and work.
I think Simon really knows what the majority of the community wants from vanilla Hytale because there was a LOT of fighting in this footage. (Yes, I know I'm biased in favor of combat.) So I'm gonna amuse myself further by analyzing it.
Definitions of Terms
Since I'm a Genshin Impact player, I will mainly use terms from that game as analogies for various Hytale mechanics for ease of explanation. Some of these mechanics currently do not have official terms or have inconsistent terms.
Because Hytale will first release on PC, Mac, and possibly Linux, I will mainly use Genshin Impact's default PC controls as a reference.
Normal Attack: Basic left-click attack.
Charged Attack: A stamina-consuming attack that deals more DMG and/or has a special effect. (It is currently unknown what control input triggers this but in Genshin Impact, Charged Attacks are used by holding left-click.) If I remember correctly, this attack was officially called the alternate attack or special attack interchangeably.
Plunging Attack: An attack where the character descends from the air to strike the ground, dealing DMG on impact. In Hytale, this is triggered by certain weapon types' Charged Attacks. (Using Normal Attack inputs in the air will instead attack mid-air.)
Signature Move: A weapon's ultimate ability; this term is officially used. It is charged differently depending on the weapon type—usually by dealing DMG. The Genshin Impact equivalent of this is called an Elemental Burst—both Elemental Bursts and signature moves are triggered by pressing Q.
Aimed Shot: A manually aimed attack with a bow.
Energy: The resource needed to use signature moves. Its charging speed is affected by Energy Recharge (ER). Although it is unknown whether Energy Recharge exists as a buff on lootable equipment in Adventure/Exploration Mode, I wanted to explore this possibility 'cause some signature moves are genuinely interesting.
Core Mechanics
DMG and Health
I will use that shortening for damage (much like the HoYo games do) since Simon used it in a post on X.
There doesn't seem to be a hunger bar—after eating an apple, Simon regenerated health slowly kinda like in Minecraft. It is instead shown as a buff above the health bar. It even has a radial bar representing duration.
(Something that Genshin Impact STILL won't give us!)
Later replies on X confirmed that Simon wants food to do more than just filling a simple hunger bar; i.e. granting buffs though he doesn't want to overdo it.
Fall DMG is relatively low-impact, I think. Simon can fall six blocks down (eight counting his jump) or something and not take any DMG—I think this is consistent with the goal of flexible mobility. For reference, in Minecraft, four blocks is the threshold for taking fall DMG.
As standard with other hack-and-slash games, Hytale weapons have cooldowns preventing them from attacking until the end of their animations. Normal Attack cooldowns are quite short—the daggers, for example, have a 0.3-second cooldown.
Enemies
In general, Hytale enemies are quite tanky and can take around 10 hits from iron weapons in normal gameplay before dying. (In comparison, 4 regular hits from an unenchanted iron sword are enough to kill an unarmored player in Minecraft which has 20 HP.)
Combined with skeletons being able to block attacks (they don't flash red when hit while blocking—a shield particle effect appears instead), even Hytale mooks feel challenging to fight. I guess this further raises the importance of me prioritizing defense over offense...and thankfully, my team is nowhere near as bloodthirsty as I naturally am.
Interestingly, one of the skeletons wielding both a sword and a shield blocked with its sword instead of its shield. I wonder whether this is a bug or an intentional feature to reflect undead not being very intelligent...
Stamina
As with many other games, stamina is consumed by sprinting or performing Charged Attacks.
Player-Environment Interaction
Some small objects such as flowers or sticks on the ground can be picked up by pressing F. (In Minecraft, these objects have to be broken first.)
This allows weapons in particular to remain able to use their unique right-click functions while keeping the gameplay intuitive. Minecraft, on the other hand, doesn't tell the player that sneaking prioritizes the right-click function of their item on hand instead of the crosshair target (e.g. placing blocks on top of interactable blocks like chests). In a Hytale context, this allows the player to, for example, block with a weapon or shield instead of accidentally opening a door or sacrificing mobility—imagine accidentally letting a horde of hostile mobs enter your house while you're fighting a single mob that slipped through.
As basic as it is by general video game standards...I think Minecraft players will appreciate the fact Hytale lets you sit on actual chairs by pressing F instead of, say, using minecarts as improvised chairs or using mods.
Items on the ground have an upward glow much like in Genshin Impact. This was only shown with wood logs and gray glows, though—I wonder if higher-rarity items glow differently.
In many video games, gray is 1-star rarity, green is 2, blue is 3, purple is 4, gold is 5, and a few even have a red 6-star rarity. Note that rarity does not always correlate with the power or usefulness of an item—in Genshin Impact, for example, some 4-star characters like Sucrose can match or exceed the power of some 5-stars like Kaedehara Kazuha.
Going back to the sticks, though: This is promising.
There was once a Tweet (prior to Elon Musk acquiring Twitter) where I think it was Noxy (@Noxywoxy), CEO of Hypixel Studios during the Riot Games era, who said unlike Minecraft, you can't punch wood in Hytale because you'll hurt your hand.
But thanks to sticks naturally appearing on the ground, I think it'll still be possible to start a Hytale run with basic tools and resources about as quickly as a Minecraft one.
Blocking
Any melee weapon type can block.
Yes, including daggers! Unlike in Skyrim where dual-wielding without a shield prevents the player from blocking, you can totally do so in Hytale.
A shield icon appears on the crosshair while blocking. I'm not so sure how useful this'll be yet but this is a new feature for video games in general.
Signature Moves
Signature moves do not seem to have a cooldown beyond the end of their animations. This allowed Simon to quickly spam the bow's signature move.
In comparison, many Elemental Bursts in Genshin Impact have cooldowns of 15 seconds or longer. The shortest, as far as I know, is Aino's at 13.5 seconds.
Since this is a PvP game, having no cooldowns and very high Energy Recharge can potentially be game-breaking, especially the battle axe's signature move. It was shown to keep a group of Outlanders away from the player so if spammed in PvP, anyone who isn't using a ranged weapon or another battle axe is practically dead.
When a signature move is ready, a "ding" sound is played and the weapon glows cyan. Its use is indicated by cyan and yellow trails.
UI Elements
I did not expect it but I love how they added a hit marker kinda like the Call of Duty games...even with melee weapons. The marker turns red on a killing blow. It helps that I'm more of a visual learner.
Weapon Types
These are heavily subject to change because Simon said after he posted this footage, Team Simon's designer proposed a whopping 100 changes to weapons! How are they this efficient!? I know the map used in the video was a few weeks old meaning the #HytaleIsSaved announcement was made late on purpose...but still. Kudos to this designer—and I guess Team Simon as a whole—for this insane work ethic.
Granted, it wasn't made very clear what these 100 changes are. They could be changes to audio or visual assets like sound effects, textures, and particle effects. They could be technical changes like fixing bugs. Or what I prefer: balance changes like DMG, Energy costs, etc.
Battleaxe
I think this is the first time we've seen the battleaxe used by the player since the trailer. This is why in a poll from Simon, I voted for the battle axe to be part of the next combat showcase...but the sword and shield won.
The most notable change to the battleaxe is its signature move spins a lot more now, making it highly effective at crowd control. This is really nice for me as I'm a Mavuika main in Genshin Impact and part of her optimal combo is holding her Charged Attack to perform donuts with her motorcycle.
It has also gained some cyan particles like other signature moves. The trailer version only had a yellow trail.
You can pin enemies to a corner with this signature move thanks to its impressive range as shown against a group of Outlanders.
The battleaxe's Charged Attack causes the player to jump forward. Upon landing, the player unleashes a downward cleave as a Plunging Attack.
I think the longer you hold the Charged Attack, the further you jump. Granted, it's not as fast as daggers but the battleaxe still has a use for quickly getting into melee range.
Arrows appeared on the crosshair while Simon was attacking. They were kind of all over the place but I'm guessing these determine the direction the player will swing their two-handed weapon. This suggests swing direction matters—like in real life, I imagine this can be used to exploit weak points in enemies' defenses.
When combined with movement speed buffs, I think players can easily strike these weak points in PvE...but it may be harder to do in PvP where an enemy's ability to rotate their body is limited by how fast they can move their mouse...which is often incredibly fast for seasoned gamers, especially with high mouse sensitivity.
I have a feeling my friends will want me to use battleaxes as my main weapon because I play a rogue/monk/barbarian multiclass in Dungeons & Dragons and I have horrible anger issues IRL. I'd be happy to oblige 'cause I like roleplay...though I honestly would rather use daggers.
Bow
For this weapon type only, my use of the term "Normal Attack" refers to Aimed Shots. Aside from the signature move, no other attack types were shown—not even a simple melee attack equivalent to an unarmed strike. The icons on the bottom right were also the same as when wielding a melee weapon.
In Genshin Impact, bow Normal Attacks make the character rapidly shoot auto-aiming but short-ranged arrows that usually deal Physical DMG. No such attack was shown in Hytale.
Simon clarified that for debug purposes, the bow's signature move charges very fast—after just one hit.
The signature move is a three-arrow simultaneous shot. The arrows don't spread out—they all hit the same target if I understood correctly. Interestingly, it also does not consume arrows, unlike Normal Attacks.
High Energy Recharge can thus be useful for saving arrows. However, if you're indeed interested in saving arrows, a DMG calculator is still important in case buff "allocation" is limited; e.g. using Minecraft terms, if you can only have a maximum of Sharpness V alone or Sharpness IV + Fire Aspect I on the same sword.
If you either have a ton of arrows to spare or the equivalent of the Infinity enchantment, you may not need as much Energy Recharge.
The arrow gains a yellow aura when a Normal Attack is fully charged. I like this one a lot since it's more visually distinguishable from Genshin Impact's charging animations—I sometimes still use C4 Diona's quickened Aimed Shots in Co-Op and it's a PAIN to identify whether they're fully charged.
The arrows travel a bit faster compared to Minecraft but also have somewhat shorter range, I think—Simon had a bit of trouble hitting a Void Eye in the air which was barely moving. They also use a more traditional trail effect as opposed to the "critical hit" particle effects in Minecraft that kinda obscure the screen a bit.
I feel like the bow in general deals little DMG, though—despite the signature move shooting three arrows, it doesn't feel as powerful as I expect three arrows to be. Maybe because Simon was using an iron shortbow and there are significantly more powerful materials out there? I dunno. Maybe I'm just used to Minecraft bows.
Crossbow
This is probably the most fantastical weapon type that isn't a magic weapon because it's more akin to a semi-automatic pistol—it has an ammo capacity of 6 and is reloaded one round at a time like a revolver. I see why Simon liked the crossbow—this is normally a highly underrated weapon in fantasy works and typically wielded by mooks.
I think first-person shooter players will have the most fun with the crossbow. I know Alevius, my ex-girlfriend, and I enjoyed blasting enemies with pistols in modded Minecraft.
Edit: I could be wrong—daggers won as the most popular weapon in CanadianFlash's poll followed by the sword and shield. The mace and bow/crossbow only had a measly ~10% votes each.
The crossbow's signature move is currently unknown as it wasn't used at all in the footage. Since all signature moves use the same icon with a sword engulfed in an aura, there is no hint of what this signature move does.
Every 5 hits with the crossbow charges its signature move by about 33%. (This is not split per hit; this means landing only 4 or fewer hits will not regenerate any Energy.)
Like the bow, the crossbow uses arrows. Arrows are consumed from the player's inventory when reloading.
Daggers
Daggers are technically a single item but they always appear dual-wielded. In other words, I guess you can't wield a single dagger.
I have a feeling this is Simon's favorite weapon type 'cause he used these the most often and holy fudge, they're crazy fast. They also retain their highly mobile dashing and Plunging Attacks.
The slash animations are nice for a video game since they give the daggers a bit of AoE but they're also a minor gripe of mine because daggers are best used to thrust IRL. Clark and David of Sellsword Arts, two highly rated Historical European Martial Arts (HEMA) fencers, dual-wielded daggers in Blade and Sorcery and found jabbing with them in forward grip like the MUDA MUDA MUDA from JoJo's Bizarre Adventure to be highly effective...to the point the comments section described them as "goblins".
Speaking a bit more about Sellsword Arts, though, as unbelievable as it is that daggers can block, this is actually a viable tactic...if you're going sword and dagger IRL. You can block with your dagger which helps since shorter weapons are stronger in the bind and then stab with your sword so you still have some range.
It's kind of a shame that the player seems unable to wield a single dagger because I think it would've been fun to experiment with non-traditional forms of dual wielding (by fictional standards). Like, just going off vanilla Hytale mechanics, imagine going sword and dagger: you have the insane attack speed and mobility of the dagger plus the moderate AoE of the sword.
Then again, I don't know if having two signature moves will mess up the game balance or keybinds. There are only so many buttons on a controller or keyboard.
Simon confirmed that daggers deal double DMG on a backstab.
Considering weapons in general do little DMG, I feel like this is not enough...or maybe I'm just used to sneak attacks dealing a ton of DMG in other games. It kinda ruins the whole point of close-up assassination: killing someone quickly so no one notices.
However, this doesn't mean this is a practically nonexistent advantage. In a mirror match, you can theoretically gain a DPS increase by backstabbing your opponent as your first attack. It takes more time and precision to rotate one's mouse 180 degrees to respond to an attack.
Mace
TBA
Sword and Shield
These weapons are designed to be used in tandem with each other but can be wielded independently as well.
They retain their signature move from an old combat showcase: a single spin attack followed by a dashing thrust.
There's a shield bash attack too.
Rifle
I hadn't even watched the full video when YoSquid sent me a screenshot of an AK-47 and I was like, "WTF!?"
This is probably just for testing/fun anyway—I doubt we'll be able to craft modern guns like this in vanilla Hytale Adventure/Exploration Mode.
There is no ammo counter or aiming down sights and the particle and sound effects are weird...but I can cut Team Simon some slack, I guess. Instead, the AK-47 consumes arrows.
Either way, since I know how much Alevius and Glacie like playing with guns, I'll add guns to our playthrough. Guns are particularly useful for Alevius since she doesn't like getting up close and personal as much as we boys do.
Pistol
This was showcased in an exclusive clip provided by Simon to Reddoons who used it to kill two Kweebecs. I think the first one was a Razorleaf Ranger and the second was a regular citizen.
Judging from the simple, compact design, it resembles some kind of Glock pistol to me. I'm unsure of the exact model.
It has a proper melee attack where the player strikes with the "butt" where the magazine is loaded. It hit the Razorleaf Ranger once...
...then Reddoons fired, finishing off the Ranger. It also one-shot the regular Kweebec.
We haven't seen the Kweebecs taking any other source of DMG in any media so far, however, so it's too early to assume how much power the pistol has. It wasn't used on any other mobs either.
But if this pistol really is crazy powerful, imagine how good it'd be in practical combat scenarios. In real life, a standard Glock 17 magazine holds 17 rounds and the largest extended mag holds 33. Who needs the bow signature move anyway? (I'm ragebaiting YoSquid on purpose.)
Exploration and Graphics
Biomes
Plains actually feel like plains as opposed to the occasionally hilly Minecraft counterparts. This is great for mobility since I'm an outdoor melee fighter.
For Slamma, this is convenient for building since not much terraforming will be required and as a Kaveh according to Alevius, I agree.
Breaking Blocks
Not many blocks were broken in the footage—pretty much only trees were chopped. But it's a lot more interesting.
Blocks are actually broken based on the striking animations so it feels less "robotic". In other words, in Hytale, cracks appear whenever your Avatar strikes a block as opposed to being dependent on breaking duration—in Minecraft, with normal mining speed, the same "rapid hitting" animation can quickly break dirt but not leave much of a dent on wood.
To fully chop a tree, one must destroy all the log blocks on one layer. The tree will then instantly drop all the remaining logs on top and the leaves will be instantly destroyed as well. This speeds up wood collection and improves visibility of the surroundings 'cause I HATE it when mobs use the cover of trees and darkness to sneak-attack me in Minecraft.
This differs from the Treecapitator mod where you simply have to chop one log block to chop the whole tree down.
I am unsure, however, if you can accidentally "treecapitate" wooden structures that aren't trees. I hope not 'cause wood is probably my favorite Minecraft building material in terms of aesthetics. I love waking up to the color of wood in the morning.
Simon commented that the iron hatchet breaks blocks too quickly for its tier. Perhaps iron was used for testing back in the day and they couldn't agree on the stats for other materials? I dunno. Still, even if the iron hatchet was severely nerfed, I can't say no to efficient treecapitation because of how useful wood is for my travels and base building in Minecraft.
That said, I'm curious how easy it will be to obtain other material types in Hytale and how good they'll be because I want to give Alevius the most efficient possible hatchets—I tasked her to collect wood for me in Minecraft and she genuinely likes the job.
Caves
Hytale caves are noticeably larger than in vanilla Minecraft (note that I haven't played Caves & Cliffs or later), making them a bit more akin to real-life caves. (I've been to Lumiang Cave and Sumaguing Cave north of the Philippines...and even though Lumiang Cave is considered a "hard-difficulty" cave with narrow passageways, dangerous heights, and a substantial risk of death, there are some quite-spacious areas similar to Hytale caves. Sumaguing Cave, on the other hand, is like a giant underground spring...or "chocolate fountain" if you prefer—I bet if Alevius reads this, she'll drool.)
There are lots of crystals that provide a little light and break up the monotony that is otherwise present in Minecraft caves—I'm tired of seeing gray everywhere.
The enhanced lighting and size are great because holy fudge, I hate fighting in Minecraft caves. They're so narrow and dark that I get overly paranoid of skeletons hiding in corners. It's also more difficult to "create angles" (sidestepping in boxing) while fighting close-range mobs like zombies. With Hytale caves, I can fight more nimbly in general and see distant enemies if they're near a crystal. The ranged attackers in my army like YoSquid have a clearer shot on their targets.
Lighting
Outdoor environments during the day generally feel quite vibrant and I like it. I feel like there's a greater sense of feeling in nature compared to Minecraft with its...frankly small and simple trees. Shadows also more or less match the shapes of objects blocking the light like in other 3D games.
Nighttime and caves feel much darker compared to other video games, thus emphasizing the need for a light source like a torch...which fortunately can be held in the off-hand. (In Minecraft, you'll need the OptiFine mod to do the same.) Thankfully, there are also many more naturally generated light sources, albeit faint and won't help much in spotting threats.
That said, it is a test of my spatial awareness and I'm willing to take the challenge.
Map
I know the trailer had a more detailed map than this but I was shocked to see this map for the first time since I hadn't watched the Hytale trailer in a long time. Probably because I instead held the map to Genshin Impact and Minecraft standards...and it's alright in retrospect.
First, why was I shocked? Because I was so used to Minecraft that I thought having a map in Hytale would be a bad idea from the devs' standpoint...but I was wrong. I know I frequently get lost in Minecraft and I'm lazy to craft maps in that game so the Hytale map felt like massive quality of life (QoL). Don't worry—unexplored areas are hidden in all-black.
Second, the reason I didn't describe this map as "exceptional" or whatever is...maybe it's too much to ask but it only shows the surface level like many older video game maps. I know Hytale is a block game with a 320-block height limit at the moment...but some Minecraft minimap mods also show underground maps. Genshin Impact and Wuthering Waves also have underground maps...and players complained a lot back then about the sprawling underground mazes of Sumeru 'cause they often got lost when the underground map didn't exist. Given how Hytale worlds are randomly generated, an underground map would be even more critical—I've spun in circles in enormous Minecraft caves a bajillion times 'cause I kept forgetting to mark my path.
That said, given that the voxel tech guy seems to be innovating in expanding this height limit, I wouldn't be surprised if they got a proper underground map working eventually.
Music
We have a bit more context now on where some of the familiar tracks like "A New Adventure" and "Night on the Dunes" are played! Boo-yah!
That said, I'm not a fan of the dissonance during combat. There are dedicated combat tracks in Oscar Garvin's OST. Maybe those are for more serious combat situations than just wild encounters? Like when you're raiding an enemy base?
I know the music changed briefly when Simon was flying above a Trork encampment.
Side note: Oscar Garvin had a singer perform a new song to celebrate #HytaleIsSaved called "This is Our Tale"! Holy fudge.
And I saw a conversation on X where someone proposed having AURORA as the next singer because she's Norwegian just like Oscar. Oscar replied that he can't afford AURORA at the moment but if Simon recoups his buyback from Riot Games, Oscar can start his own orchestra. Simon replied, "100%." And this made me a bit giddy inside because AURORA also performed some tracks for the Nod-Krai region in Genshin Impact.
Combined with Oscar having a variety of genres in the Hytale OST, I'm looking forward to Hytale tracks similar to "Venture of Tonalamatl" from Genshin Impact and "Wildfire" from Honkai: Star Rail. Yes, I know those are combat tracks and most people seem to prefer chill tracks or songs they can dance to but darn it, I'm a lunatic tactician for a reason.
Operational Course of Action
Military terms are based on their usage in the Armed Forces of the Philippines (AFP) and may differ from other military organizations.
Loadouts and Role Assignments
I'm disappointed that there still seems to be no dedicated fist or spear moveset since those are my two favorite weapon types IRL and in general fiction...but I'll make do with what we have. Better for Team Simon to fix what's already available than overly expand scope and make a bloated-as-fudge project too quickly.
I'll use daggers. They're the fastest-attacking weapon type in the game and possess incredible mobility which is great for quickly ambushing foes and getting their attention. For some reason, I get attacked the most often in Genshin Impact Co-Op so this playstyle is great for keeping the enemy off my allies. I'm also quite dodgy—this primarily comes from my IRL boxing training but Wuthering Waves helped a bit.
I'll prioritize buffs that enhance both my movement and attack speed. This will improve my capability as a dodge tank and Draw Aggro target as well as my chance to backstab foes.
Aside from being basically the Chief of Staff of my army, I'd primarily serve as the logistics officer; the S4 in military terms. I'd be the dude carrying a bajillion materials, medical supplies, tools, and weapons to keep my team fighting fit.
As the most technically proficient officer, I will also be the communications officer; the S6.
Glacie will start with swords and shields but transition to sniper rifles. Although there are many available weapon types in the Tinkers' Construct mod which we used to play, Glacie went with a more traditional fighting style. He's also the best melee fighter in our team. But once he got ahold of a sniper rifle, he jokingly shot me and Alevius from atop a mountain and we couldn't see him at all.
Because Glacie is a massive simp for Kafka and other "mommies" from Honkai: Star Rail who specialize in Damage over Time (DoT), his buffs will focus on maximizing the DoT he inflicts on enemies. Given the greater tankiness of Hytale enemies compared to other video games, DoT may actually be good because it's useful in long, protracted fights when consistently applied. This complements my role as the dodge tank.
He will also serve as the intelligence officer; the S2. He seems to go his own way the most often when he, Alevius, and I played Minecraft as he flew on a Pokémon like Corviknight and discovered a lot of important areas like villages. If Pixelmon ever gets "ported" to Hytale, I'll totally install it so Glacie can build a powerful competitive team and be highly mobile in both combat and intelligence gathering.
YoSquid will be a bow user, of course. He is highly consistent in this weapon of choice in Minecraft, Dungeons & Dragons, and this time, Hytale. While I can't remember how good of a shooter he was, his confidence suggests to me that he hasn't lost his touch.
In addition, I will assign him as the army's operations officer; the S3. YoSquid is the most experienced among us in various PvP games: Minecraft, VALORANT, etc. and also recently picked up Wuthering Waves.
Alevius will start with a bow or crossbow then transition to either a sword and shield or a fully automatic assault rifle. This keeps the melee and ranged fighters evenly split and reduces the risk of friendly fire: something YoSquid is concerned about. When I asked Alevius about the types of weapons she prefers, aside from magic weapons, she mentioned swords (specifically rapiers) and bows—she's practiced archery IRL. As for firearms, Alevius enjoys playing with them in Fallout and prefers high ammo capacities but I want to ensure she remains mobile, hence my choice of an assault rifle (ideally an M4A1 or M16A4)...but I'd be fine with her wielding anything else and I'll adapt accordingly. I could even double down on the high ammo capacity preference and give Alevius an M249 machine gun able to hold up to 200 rounds and fire up to 850 rounds per minute (RPM).
This is on top of being the primary diplomat; the civil-military operations (CMO) officer or S7. She will be in charge of building relationships between our team and friendly factions like the Kweebecs. The Kweebecs in particular will interest Alevius a lot, I think, because her favorite Genshin Impact element is Dendro, she sees herself as Collei, and she's easily enamored by cute stuff, especially babies.
As an IRL accountant, she fits well as the financial manager; the S10.
Ideally, I want Alevius to equip magic weapons but I have a feeling they weren't showcased in this footage because they are far too broken or unfinished to have any value.
If there's an equivalent of a Favonius weapon (gives Energy to the team) in Hytale...I'm unsure who to give it to because we trust each other to contribute roughly equal DPS. Maybe I should hold "Favonius daggers"?
Appendix: Enemy Compilation
TBA
Skeleton (mace), 0:00: N2 hit, N4 blocked,