Project icon Endless Leveling
Endless Leveling

A full RPG Leveling system featuring dungeons, mob/gate events, classes, races, pets, augments, abilities, skills, and passives—driving dynamic encounters, leveled mobs, and scalable difficulty, inspired by Solo Leveling and League of Legends.

253
0
yesterday
AdventureGame MechanicsMobsEquipment

10.4.0

Release
Endless Leveling 10.4.05 days ago18

Compatibility

Hytale versions

0.5.6

Platform

Vanilla

Changes

Endless Leveling Core (10.4.0) FEEDBACK/SUGGESTIONS NEEDED Dungeon & Boss Defense Rework

Dungeon and boss defense scaling has been completely rebuilt. Easier Early Game, a bit harder late game (This will get re-balanced if it's too hard). I will need you feedback.

ENDLESS EARLY ACCESS ADDONS/DLCS [NOW FREE, THANKS FOR ALL THE SUPPORT] ENDLESS ELITE MOBS [04/12/2026] ENDLESS DUNGEONS: OUTLANDER BRIDGE [04/15/2026] ENDLESS QUESTS [Part of the Base Mod - 05/13/2026] Outlander Warchief -> 1k likes, and I'll release it [CLICK HERE]

⚔️Endless Rifts and Raids [CLICK HERE]

⚔️Endless Fates (Genshin Artifact/WuWa Echoes System) [CLICK HERE]

Endless Link/Guilds (Upcoming)

Support ongoing development and be among the first to experience new features as they’re released!

Instead of using flat damage reduction at every level, all dungeon bosses now scale using per-level defense curves. Early-game encounters are less tanky while high-level bosses become progressively more durable.

The rebalance was completed over four tuning passes:

Replaced flat Defense scaling with per-level scaling for dungeon bosses. Bosses now scale above their surrounding dungeon enemies instead of below them. Reduced excessive scaling after the initial rebalance, capping the tankiest bosses at more reasonable damage reduction values. Retuned all Daily Bosses to share a consistent early-game starting point while giving each its own endgame scaling.

Daily Boss entry level has also been reduced from Level 25 → Level 15, making them more accessible while preserving their Endless progression.

Improved Player Data Reliability

Player data persistence has been significantly strengthened.

A new SQLite write-behind mirror continuously mirrors player saves before they are written to MySQL. If the server experiences a crash, forced shutdown, or database failure, newer local data is automatically restored during the next startup.

This greatly reduces the risk of progress loss after unexpected crashes.

Party Experience Improvements

Party experience calculations have been rewritten for greater accuracy.

Experience is now calculated using each player's own modifiers before party sharing is applied. Shared experience now correctly respects per-player experience caps. Fixed cases where party members could receive nearly the same experience as the player who earned the kill. Default party sharing has been adjusted: Party share reduced from 50% → 20%. Share range reduced from 50 → 25 blocks. Fixed Marriage couple-bank interactions so experience can no longer be duplicated when grouped with additional party members. Outlander Warchief Fixes

Several issues affecting the Outlander Warchief have been resolved.

Fixed an issue causing the boss to become permanently locked at Level 100. Fixed a concurrency issue that could crash servers when multiple Warchief arenas were active simultaneously. Command Compatibility

Improved compatibility with protection plugins that proxy or wrap commands.

The /lvl command now correctly detects its original registration and will continue functioning even when command wrappers are used.

Support Class Experience Rework

Support-focused classes now trade personal progression for stronger party support while grouped.

Affected classes:

Priest Bard Magistrate Paladin

While in a party:

Personal kill experience is reduced to 60%. Party experience received increases to 40%.

Solo gameplay is unaffected.

Slayer Weapon Adjustment

Removed Scythe as a weapon affinity for all Slayer class variants.

Slayer now only benefits from its intended weapon specializations.

Ability Critical Hit Fix

Fixed a long-standing issue where class abilities stopped being able to critically strike after upgrading or ascending a class.

Previously, only the base class IDs were recognized, preventing ascended variants from using ability critical hits.

This has been corrected for all affected class variants.

Critical Damage Effectiveness Passive

Added the new Critical Damage Effectiveness class passive.

This passive adjusts the final critical damage dealt by specific classes:

BattleMage / Juggernaut: −35% Critical Damage Effectiveness Marksman / Arcanist: +25% Critical Damage Effectiveness Duelist / Assassin: +15% Critical Damage Effectiveness

The passive uses unique stacking, taking only the strongest value between a player's primary and secondary classes.

New Support Covenant Augments

Added a new family of Support Covenant augments focused on rewarding healing, shielding, and buffing allies.

These augments introduce a dedicated support progression path, including effects that:

Increase support effectiveness through stacking bonuses. Trigger Haste when supporting allies. Convert support actions into additional damage or survivability. Create protective overheal shields. Priest & Paladin Improvements

The on-hit healing effects for both Priest and Paladin have been doubled, significantly improving their sustained support capabilities during combat.

Creators

User avatar Airijko

Details

Licensed ARR
Created Apr 25
Updated Jul 18
ID: J-di8A