Endless Leveling - V11

Hytale RPG Leveling Mod - Endless Leveling adds full character progression: levels, stats, classes, races, augments, skills/abilities, dungeons & dynamic events. Solo Leveling inspired endless growth for singleplayer & servers.
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Endless Leveling 10.7.0 (New Augments)

File nameEndlessLeveling.jar
Uploader
AirijkoAirijko
Uploaded
Jul 18, 2026
Downloads
1.3K
Size
26.4 MB
File ID
8456020
Type
R
Release
Supported game versions
  • 0.5

What's new

EndlessLeveling 10.6.0 → 10.7.0

ENDLESS EARLY ACCESS ADDONS/DLCS [NOW FREE, THANKS FOR ALL THE SUPPORT]

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
    • OnDamageTaken effects
    • 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 Rage and other ON_LOW_HP survival 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_HP survival 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.json now defaults global_scaling to 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.

 

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