Timed combat events that spawn across the overworld: instanced Dungeon Gates you walk into for a leveled dungeon run, and Outbreak Rifts that pour mob waves out near players. Both come in six difficulty tiers and scale their mobs to the players online.
🛠️ Running a server? Requirements, staff spawn/management commands and integrations live in the Endless Rifts server guide.
The two gate types
| Type | What it is | How you enter |
|---|---|---|
| Dungeon Gate | A portal block that opens a private instanced dungeon world scaled to a tier. | Walk into the portal block. |
| Outbreak Rift | A wave portal that spawns rounds of mobs in the open world around it. | Interact with the wave portal to start the session. |
Gates appear on their own. The server keeps a minimum number active and announces each spawn and despawn in chat. Use /gate list to see every live gate with its tier, coordinates and world, and /gate track <id> to pin one to a HUD tracker.
Tiers
Six tiers, easiest to hardest: E, D, C, B, A, S. Tier sets the mob levels, the wave count, the arena size and the elite chance.
| Tier | Waves (Outbreak) | Wave arena radius | Elite chance | Mob start delay |
|---|---|---|---|---|
| E | 2 | 10 | 10% | 1 min |
| D | 3 | 14 | 12% | 1 min |
| C | 4 | 18 | 14% | 1 min |
| B | 5 | 22 | 16% | 1 min |
| A | 6 | 26 | 18% | 5 min |
| S | 8 | 30 | 20% | 10 min |
- Mob levels: each gate anchors to a level and spreads mobs across a 20-level band. Bosses sit 10 levels above the regular mobs (the S-tier Outlander Brute boss gets a larger bump).
- Elite chance is the per-mob roll for an EndlessEliteMobs promotion inside a tier-tagged gate. In S outbreaks the Outlander Brute is always promoted to a boss elite.
How a tier is chosen
E through A roll from weighted chances when a gate spawns:
| Tier | E | D | C | B | A | S |
|---|---|---|---|---|---|---|
| Weight | 25 | 25 | 30 | 14 | 5 | 0 |
- Low-level bias: players under level 80 are nudged toward easier tiers so a gate is not an instant wall.
- High-level population boost: once 3 or more qualifying high-level players are online, A and B gain weight per qualifying player (A +4, B +6, counting up to 20 players), so harder gates show up more often on a strong server.
A qualifying high-level player is anyone who is prestige 15+ at any level, or prestige 10+ at level 50+, or prestige 5+ at level 80+.
S-Gate (the server event)
S never comes from the random roll. It is a scheduled server event with conditions:
| Condition | Default |
|---|---|
| Qualifying high-level players online | 10+ |
| Total players online (any level) | 20+ |
| Both held continuously for | 5 min |
| Spawn delay once conditions hold | 2 min |
| Cooldown after an S-Gate | 8 h |
| Blocked if a raid is within | 60 min |
When an S-Gate opens it is announced server-wide. Members who join an S-Gate are grouped into a managed party that shares XP and suppresses friendly fire; the party holds a member's seat through a disconnect and re-groups them on reconnect.
Inside a gate
- Re-entry after death is allowed by default, so you can run back in until the gate closes.
- A Dungeon Gate world stays open and re-enterable for its full lifetime, even if everyone leaves and comes back.
- Outbreak waves advance as you clear them. A wave moves on once enough of the current batch is dead (60% on E to C, population-gated on A and S), with a short time fallback on the lower tiers.
A gate closes (and the instance is torn down) when its duration runs out, when the boss is killed, or when everyone leaves or dies. On expiry any players still inside are returned to spawn.
Rewards
Dungeon clears bank XP through EndlessLevelingCore's dungeon XP system. The boss kill locks in the run's XP, a completion bonus is applied where the dungeon configures one, and each player's pending reward is handed out when they return to the main world. Mobs drop their normal loot. There is no flat gate XP multiplier on top.
Spawn rules and lifetime
| Setting | Default |
|---|---|
| Spawn interval | every 10 to 15 min |
| Minimum active gates | 2 |
| Max concurrent spawns | 5 |
| Dungeon gate lifetime | 45 min |
| Spawn worlds | world, survival, default, endless |
| Distance from world center | 400 to 5,000 blocks |
| Buffer from protected zones | 50 blocks |
| Wave-to-wave interval | 5 s (plus kill-based batching) |
| Players per instance | unlimited |
OrbisGuard and SimpleClaims claims are respected when placing a gate, so portals keep clear of protected land.
Gate Tracker (all players)
Rooted at /gate (aliases g, elgate). Tracking is open to everyone.
| Command | Description |
|---|---|
/gate list | List every active gate with id, type, tier, coordinates and world |
/gate track <id> | Open the HUD tracker for a gate (refreshes every 5 ticks) |
/gate track clear | Close the tracker |