Dungeon Gate
A doorway to an instanced dungeon. Clear the rooms, kill what holds the end of it, leave with the loot. Gates stay open for 45 minutes.
Hytale does not ship a raid system — raids are something a server adds. This is how they work on a server running Endless Leveling: 18 built-in raid and dungeon packs, 6 difficulty ranks, bosses that scale to the group that turned up, and loot nobody has to roll for.
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Raids are not scheduled instances you queue for. Gates open in the world on a timer, and what is behind one depends on which of the three types rolled.
A doorway to an instanced dungeon. Clear the rooms, kill what holds the end of it, leave with the loot. Gates stay open for 45 minutes.
An open-world siege. Waves of scaled mobs pour into the overworld and the area has to be held until the last one falls.
Both, in sequence: hold the outbreak in the open world, and the rift collapses into a dungeon for the finish.
Every gate rolls a rank, and the rank sets the mob scaling, the wave size and what drops. Five of the six roll on their own; S never does.
| Rank | What to expect |
|---|---|
| E | Entry outbreaks. Where a new character learns the loop. |
| D | Small group content, light scaling. |
| C | The common mid-game gate — the most frequent roll. |
| B | Serious group content with meaningful mob scaling. |
| A | Rare. Endgame rosters only. |
| S | Never random. Requires 10+ qualifying high-level players online and is announced server-wide. |
Waves are capped at 24 live mobs at once regardless of rank, and the next wave starts once 60% of the current one is dead — so a gate keeps moving instead of stalling on a few stragglers.
18 raid and dungeon packs ship built in, and a server operator can import more. These are the fights waiting at the end of them.
Azaroth, Baron and Katherina anchor the three major dungeon packs — set-piece fights with their own arenas and mechanics.
The Outlander line's boss, reached across the Outlander Bridge event. The S-tier outbreak promotes an Outlander Brute to boss-elite.
Swamp, Frozen and Void — three endgame destinations, disabled by default until a server decides its roster is ready.
Shiva's Ice Cave and Tower, Storm Serpent, Archangel's Sanctum, Seven Trumpets, Void Asylum and the Nightlord souls-like fights.
Bosses do not sit at a fixed power level. Mob levels scale to the players in the instance, and Endless Elite Mobs promotes ordinary spawns into elite variants with their own combat class — one of 8 — and rarity rank, so the trash between bosses is not filler.
Mobs drop as they die and the boss kill locks in the XP award. Nobody needs or greeds against anyone, so bringing a friend never costs you a drop.
With Endless Fates installed, gate bosses roll artifact drops — essence, cores and claim packs feeding the 17-set Fates system.
The top five guilds in damage, tanking, healing and buffing each draw from a shared pool at 1.5x the solo reward — so healing and tanking are credited, not just damage. See the guild guide.
Raid XP feeds the same ladder as everything else. Levels run to 250 and prestige is uncapped, so a clear is never wasted on a maxed character.
Hytale has no raid system of its own — raids come from server mods. On Endless Leveling, raids and dungeons spawn as gates: a portal opens somewhere in the world, anyone nearby can enter, and the content inside scales to the group that shows up. There are three gate types (Dungeon Gate, Outbreak Rift and Hybrid Gate) and six difficulty ranks from E to S.
Endless Leveling ships 18 built-in raid and dungeon packs, including the three major dungeon bosses (Azaroth, Baron and Katherina), the Outlander Warchief, Shiva's Ice Cave and Tower, the Storm Serpent, Archangel's Sanctum, Seven Trumpets, Void Asylum, the Nightlord souls-like fights, and three endgame portals — Swamp, Frozen and Void. Server owners can add their own on top.
The highest difficulty rank, and the only one that never spawns randomly. An S-gate requires at least 10 qualifying high-level players plus 20 players online in total, held continuously for five minutes, and it is announced server-wide when it opens. After one runs, an eight-hour cooldown applies.
No. Gate instances do not cap the number of players, so a raid can be run solo, with friends, or with whoever happens to be standing at the portal. Difficulty scales with the group, so a bigger group means a harder fight rather than a free clear — and E and D gates are designed to be soloable while you learn the loop.
Loot is not rolled against other players. Mobs drop normally throughout the run, the boss kill locks in the XP award, and with Endless Fates installed the boss also rolls Fate drops — essence, cores and claim packs. Guilds earn separately: the top five guilds in each of damage, tanking, healing and buffing draw from a shared XP pool at 1.5x the solo reward.
A new gate spawns every 7 to 12 minutes, with a floor of four active gates at any time and a ceiling of eight concurrent spawns. Dungeon gates stay open for 45 minutes before collapsing, so there is almost always something to run.
Connect to the official server, pick a race and class, and get your first levels.
Found a guild, claim territory, take vassals and fight sieges and conquest wars.
All 20 classes, 79 abilities, 12 races and 72 ascension forms, with build advice.
Levels, uncapped prestige, 84 augments across 5 tiers and the Fates artifact game.
How Hytale's own story mode works, and the multiplayer campaign chapter on top of it.
Play it yourself
Everything on this page is live on Endless Leveling, running the full suite. Copy the address and drop in.