Timed combat events that spawn across the overworld: instanced Dungeon Gates you walk into for a leveled dungeon run, Outbreak Rifts that pour mob waves out near players, and Hybrid Gates that combine the two. All 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 three 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. |
| Hybrid Gate | A dungeon portal guarded by an outbreak wave — the dungeon stays sealed until the wave around it is cleared. | Clear the outbreak wave to unseal the portal, then walk into it. |
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). S-tier's boss wave spawns a single Outlander Brute.
- 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.
- Wave concurrency is unified across every tier: at most 24 wave mobs alive at once, and a wave advances purely once enough of the current batch is dead — there's no time-forced fallback on any tier anymore.
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.
By default an S-Gate only ever rolls a Major Dungeon portal (D01–D03) — Endgame portals (Swamp / Frozen / Void) are gated off by the server config (s_rank_allow_endgame_portals, default off).
S-Gates can also spawn as a Hybrid Gate (dungeon + linked outbreak wave, dungeon sealed until the wave clears), with the chance depending on which Major Dungeon rolled:
| Dungeon | Hybrid chance |
|---|---|
| D01 — Dungeon of Fear I | 50% |
| D02 — Dungeon of Fear II | 35% |
| D03 — Dungeon of Fear III | 15% |
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. Every tier moves on once 60% of the current batch is dead — purely population-gated, with no time-forced fallback.
- Wave mobs left behind by players who disconnect or leave are automatically reclaimed, so a reloaded chunk never leaves stragglers behind.
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.
When Endless Fates is installed, killing a Dungeon Gate's (or Hybrid Gate's) boss also triggers its drops — essence, cores and claim packs, with the usual reward popup.
Spawn rules and lifetime
| Setting | Default |
|---|---|
| Spawn interval | every 7 to 12 min |
| Minimum active gates | 4 |
| Max concurrent spawns | 8 |
| 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 |
Population scaling: above 5 online players (in a whitelisted world), every +5 players shortens the spawn interval by 12% (capped at −60%) and raises the concurrent-spawn cap by +1 (capped at +6), counting up to 40 players. Disableable in config.
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 |