Gameplay Guide

Endless Rifts

Dungeon gates, outbreak rifts, hybrid gates, tiers, the S-Gate event, rewards and spawns.

Server AdminView the server operators side of Endless Rifts

Last updated

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

TypeWhat it isHow you enter
Dungeon GateA portal block that opens a private instanced dungeon world scaled to a tier.Walk into the portal block.
Outbreak RiftA wave portal that spawns rounds of mobs in the open world around it.Interact with the wave portal to start the session.
Hybrid GateA 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.

TierWaves (Outbreak)Wave arena radiusElite chanceMob start delay
E21010%1 min
D31412%1 min
C41814%1 min
B52216%1 min
A62618%5 min
S83020%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:

TierEDCBAS
Weight2525301450
  • 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:

ConditionDefault
Qualifying high-level players online10+
Total players online (any level)20+
Both held continuously for5 min
Spawn delay once conditions hold2 min
Cooldown after an S-Gate8 h
Blocked if a raid is within60 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:

DungeonHybrid chance
D01 — Dungeon of Fear I50%
D02 — Dungeon of Fear II35%
D03 — Dungeon of Fear III15%

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

SettingDefault
Spawn intervalevery 7 to 12 min
Minimum active gates4
Max concurrent spawns8
Dungeon gate lifetime45 min
Spawn worldsworld, survival, default, endless
Distance from world center400 to 5,000 blocks
Buffer from protected zones50 blocks
Wave-to-wave interval5 s (plus kill-based batching)
Players per instanceunlimited

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.

CommandDescription
/gate listList 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 clearClose the tracker