Endless Leveling 10.7.0 (New Augments)
What's new
EndlessLeveling 10.6.0 → 10.7.0
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 Guilds (Towny / Kingdoms Hybrid)
Support ongoing development and be among the first to experience new features as they’re released!
True Damage Rework
True damage has been unified with the normal damage pipeline.
- True damage is no longer handled through a separate direct-HP-write or deferred-delivery system.
- True damage is now treated as ordinary damage that ignores armor.
- True damage now follows the same damage pipeline as regular attacks, including:
- Damage cancellation
- Level-difference damage reduction
- Shields and absorbs
OnDamageTakeneffects- Low-HP survival effects
- Fixed an issue where players could take 0 damage from certain synthetic true-damage hits.
- Removed the previous hard-block behavior where large level differences could cause entire true-damage payloads to be silently reduced to 0.
- Large level differences now apply graded resistance instead.
- Added support for pre-amplified true-damage values to prevent certain manually amplified hits from being amplified twice.
Shielding & Absorption
Shielding has been completely reworked from a single highest-value reservoir into a stacking, per-source system.
- Shields from different sources now stack independently instead of the strongest shield silently replacing weaker ones.
- Each caster's aura, Divine Protection overheal, and ability shields now occupy their own source slot.
- Multiple shields from the same source still use maximum-value combining.
- Leaderboard shield credit continues to track the net amount absorbed.
- Shields now absorb damage before low-HP survival effects are evaluated.
- Fully shielded players will no longer consume effects such as:
- Rebirth
- Undying Rage
- Bailout
- Nesting Doll
- These survival effects will only trigger once damage actually reaches the player's HP.
TANKED Metric Rework
The TANKED meter has been redesigned to better represent actual tanking.
- Removed the universal level, PvP, and prestige scaling layers from the metric.
- These values were identical for everyone and could overwhelm the contribution of actual defensive builds.
- Shield and aura absorption now count toward tanking contribution.
Crit-Lock Survival Augment Bug Fix
Fixed a major bug affecting crit-locked builds.
- The crit-lock build classifier was incorrectly stripping
Undying Rageand otherON_LOW_HPsurvival augments from builds such as:- Vanguard
- Paladin
- Golem
- Brute Force
- This could silently remove a player's revive or survival effect.
- Players could then take lethal damage without the augment activating, announcing, or leaving them at an HP floor.
ON_LOW_HPsurvival augments are now correctly exempt from crit-lock filtering.
Predator Rework
ON_KILL → ON_HIT
Predator has been redesigned around consecutive hits.
- Predator now builds stacks through consecutive hits.
- Stacks last for 8 seconds.
- Missing the required hit sequence causes stacks to be lost.
- Each stack provides Adaptive Damage.
- Adaptive Damage is applied as a real percentage-based STR/SORC attribute bonus.
- The bonus now appears directly in the player's profile breakdown.
Arcane Instability
- Sorcery bonus: +50% → +60%
- Mana gate: 75% → 60%
- Debuff window: 25% → 30%
New Stackable Cooldown Reduction Utility Card
A new stackable utility card has been added for ability cooldown reduction.
- Each card provides 0.5–1.0% Ability CDR.
- Players can own up to 20 cards.
- Maximum total reduction: 10–20%, depending on the card's value.
/raid test
Added a staff-only raid dry-run mode.
- Requires staff permissions.
- Join-gated.
- No rewards are granted.
- Banked XP is discarded when the test ends.
Singleplayer Mob Level & XP Bug Fix
Fixed the recurring issue where singleplayer worlds could incorrectly have no mob levels or XP.
- World blacklist and disabled-entry matching now uses exact or glob matching instead of substring matching.
- The bundled default configuration has been emptied to prevent unintended matching.
- Added a targeted legacy-default migration for merge-mode installations.
server-overrides.jsonnow defaultsglobal_scalingto off.
Performance & Optimization
Several performance improvements and cleanup changes have been made across the core.
- Added stale-while-revalidate disk snapshots for XpStats.
- Debug logging is now gated to reduce unnecessary logging overhead.
- Quest progress store writes have been moved off-thread.
- Raid cooldown store writes have been moved off-thread.
- Added memoization caches for:
- Weapon calculations
- Class calculations
- Crit-dependence checks
- Added movement-settings equality guards to avoid unnecessary updates.
- Removed dead code and performed a broad internal cleanup pass.
This mod has no additional files
