File Details
Endless Leveling 6.9 (STABLE)
- R
- Mar 25, 2026
- 13.88 MB
- 413
- Early Access
File Name
EndlessLeveling-6.9.jar
Supported Versions
- Early Access
Endless Leveling – v6.9
A massive update focused on mob scaling, backend improvements, class changes, and overall system stability.
This is an overview of what the 6.9 beta updates provided
This mod is SO OPTIMIZED NOW. It's actually insane
Patreon EARLY ACCESS
The next few updates will prioritize Patreon supporters. They will get first access to the next updates. (This is currently being setup)
PATREON PAGE LINK
Roadmap
Basic mob arena (Inspired by EliteMobs by MagmaGuy from his Minecraft plugin)
Adventure maps (TBD if there's funding)
Abilities (hotkeyable)
Leveled Pets
Skill progression (Woodcutter, Hunting, Mining, Farming, etc.)
Quests
Rewards
🧪 Systems
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Added a secret hidden mechanic for Necromancer
(go find it)
🧠 Mob Scaling Overhaul
Mob difficulty has been significantly increased, especially mid-to-late game.
Augment Spawns
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25% chance for mobs to spawn with an Elite augment
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10% chance to roll:
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80% Elite
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15% Legendary
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5% Mythic
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Common Augments (Mobs)
All mobs can now roll common stats:
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Ferocity
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Precision
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Strength
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Sorcery
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Life Force
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Gain 3 random Common Augments per level
Caps:
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Defense: 80%
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Precision: 100%
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Rolls above cap are rerolled
Boss Changes
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Bosses can now spawn with additional augments
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Can stack with existing boss mechanics
Yes, this includes:
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Nesting Doll + additional augments
Good luck.
⚔️ Combat & Balance
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Removed XP gain from killing Necromancer summons
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PvP Level Difference Scaling Buffed
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Damage reduction increased:
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Up to 40% (was 30%) based on level gap
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Beyond max level difference:
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80% damage reduction (was 60%)
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-
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Increased max level difference
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15 → 20 levels
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Mobs now guaranteed at least 1 Common Augment per level
🧬 Class Changes
Necromancer
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Summon count now scales with:
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Strength
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Sorcery
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Improved summon AI
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Attacks immediately after spawning
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Fixed summons not activating when hitting players
Vanguard
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Removed:
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Sword
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Spear
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Added:
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Shield (Captain America's Shield)
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Hammer (Mjolnir Supported)
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Juggernaut
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Added Hammer as a weapon option (Mjolnir Supported)
🧠 Systems
Mixed Leveling Mode
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No longer force-adjusts mob levels when using DISTANCE scaling
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Mobs will remain at their assigned level
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Mob Scaling Improvements
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Improved syncing between:
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Mob level
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Health
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XP rewards
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World Settings
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Added World XP Multiplier Ratio
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Introduced
world-settingssystem-
Worlds now stored as separate JSON files inside
worlds/
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⚙️ Data & Backend Changes
JSON Migration
Moved core systems from YAML → JSON:
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playerdata.yml→ JSON -
weapons.yml→ JSON -
augments.yml→ JSON -
classes.yml→ JSON -
races.yml→ JSON
⚡ Performance Improvements
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Added tick rate setting for performance tuning
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Optimized aura effects
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Only tick when active
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Reduced frequency
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Proper shutdown handling:
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De-registers:
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Nameplates
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Mob health/level displays
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Player attributes
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🖥️ UI / QoL
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Added PartyPro shortcut to main navbar
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Added dungeon tier level notification
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Improved UI behavior:
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Selected class/race paths now display correctly
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Hovering no longer overrides selected info panel
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Profile descriptions improved
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Augment unlock info now displays correctly
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Added Prestige availability notifier
⚖️ Augments & Scaling Fixes
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Fixed Magic Blade applying bonuses properly
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Fixed Grasp of the Undying description
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Fixed Magic Missile typo
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Fixed scaling:
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Now uses total attribute values instead of only skill attributes
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Blocked Precision & Ferocity augments when using Brute Force
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Prevented Ferocity upgrades with Brute Force
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Fixed mobs receiving Stamina augments
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Cleared bleed ticks on death (Endure Pain)
⚙️ Commands & Fixes
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Fixed /augments command issues
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Fixed /lvl resetall (player) properly resetting active profile
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Fixed /el races/classes addswap
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Fixed root command conflicts with other mods
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Now falls back to legacy alias
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🖥️ Configuration
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Mob health display enabled by default
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Show_Health: true
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Added tick rate setting for performance control
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Added:
Blacklisted_Augments: [burn, phase_rush, grasp_of_the_undying, haymaker, tank_engine]
💬 Notes
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Backend has been fully reworked for scalability and cleaner configuration
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Early and mid-game balance adjusted through mob scaling and augment systems
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Focus moving forward:
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Optimization
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Stability
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Fixing remaining mob leveling edge cases
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