Gameplay Guide

Races & Classes

All 12 races and 20 classes — attributes, racial and class passives, ascension trees, and the Endless Skills abilities exclusive to this server.

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Your character is two choices. Your race is what you are — it sets your base attributes and gives you always-on racial passives. Your class is how you fight — it sets which weapons you excel with, your role, and (on this server) the four abilities you press in combat.

Pick both in game with /race and /class.

Every race and class on this page is a card — open one to see its full attribute spread, its passives and its abilities, and to step through its ascension chain and watch the numbers climb.

⚠️ None of this is vanilla Hytale. The base game ships no races, no classes, no attributes and no abilities. Every single thing on this page is added by the Endless suite.

Endless Skills is exclusive to the Endless Leveling Server. Everything marked ⚡ below — all 80 active abilities, three whole classes, and a set of passive changes — exists only here. A server running Endless Leveling Core by itself gets the races and classes, but no abilities at all.

Legend

MarkMeans
(unmarked)Endless Leveling Core — present on any server running the addon
Endless Skills — exclusive to the Endless Leveling Server

Attributes

Ten attributes drive everything. Races give you a starting spread; classes bend how fast each one grows.

AttributeWhat it does
Life Force+3 max HP per point. Pool growth — never amplified by % bonuses.
Strength+0.6 flat physical damage per point. Applied after % bonuses.
Sorcery+0.6 flat magical damage per point. Applied after % bonuses.
Defense+0.75 flat defense per point. Added after % bonuses.
Haste+0.25% movement speed per point.
PrecisionRaises critical hit chance on every attack.
FerocityAdds bonus damage to each critical strike.
Stamina+0.2 max stamina per point. Pool growth.
Flow+0.5 max mana per point. Pool growth.
Discipline+0.5% XP per point. Additive across all sources.

No race starts with any Discipline — it is earned through skill allocation, never granted at birth.


Races

How races work

Every race has the same shape: a base form, two tier-1 branches, two tier-2 branches, and a single final form where both branches converge. That's six forms per race, 72 in total.

Ascension is gated identically for all twelve races:

StagePrestige requiredAlso requires
Tier 1Prestige 5Two skill minimums, or a combined Strength + Sorcery total
Tier 2Prestige 10Higher skill minimums
FinalPrestige 20The steepest requirements — usually a flat minimum and a combined total

Ascending raises every base attribute and deepens your racial passives — a Human Emperor has roughly triple the Life Force of a plain Human and carries a stronger version of the same four passives. You never trade a passive away; ascension only sharpens what you already had.

Golem cannot crit, ever. All six Golem forms have Precision and Ferocity locked at 0 and carry a hard crit restriction. That is the price of the highest Life Force and Defense in the game.

Racial passives

PassiveEffect
XP BonusFlat additive % bonus to all XP gained.
Health RegenHeals that % of max HP over 5 seconds, passively.
Mana RegenRestores that % of max mana over 5 seconds.
Healing BonusMultiplier on your own outgoing self-heals.
Ravenous StrikeOn-hit lifesteal, scaling with Strength and Sorcery.
Special Charge BonusSpeeds up special-ability charge gain.
Second WindWhen a hit drops you below the threshold, heals a % of max HP over time, then goes on cooldown.
AdrenalineWhen stamina falls below the threshold, restores a % of max stamina over time.
BerzerkerFlat % damage bonus while below the HP threshold.
RetaliationReflects a % of incoming damage back at the attacker.
SwiftnessStacking movement-speed buff built from hits and kills.
Crit RestrictionLocks the race out of critical hits entirely.

Pick what you are

The twelve races

Your race sets your base attributes and your always-on passives. Open one to walk its ascension chain and watch the attributes climb.


Classes

How classes work

There are 20 classes. Each one defines:

  • Weapons it excels with, and the damage multiplier for each.
  • A role, damage type (Physical / Magic / Hybrid) and range.
  • Passives — always-on effects, plus innate attribute growth.
  • Four abilities, on this server only.

Primary and secondary slots

You carry a primary and a secondary class. This matters more than it looks:

  • Signature passives only fire in the primary slot. A crit-restricted class taken as secondary will not strip crit from your build.
  • Innate attribute growth is halved in the secondary slot.

Innate attribute growth and race_mult_percent

Most classes grant flat attribute growth per level. Some also carry a race multiplier — an extra bonus calculated as a percentage of your race's base value in that attribute, ramping in as you level. A class with race_mult_percent 0.135 on Stamina eventually adds +13.5% of your race's base Stamina. If your race has 0 in that attribute, the bonus does nothing — which is why race and class pairing matters.

Ascension

Class ascension is a straight line, identical for all 20 — no branching:

Base → Elite → Master → Legendary → Exalted

Exalted is the final form. For Mage and Cyberblade, each tier also raises their mastery multiplier: 1.25× → 1.5× → 1.75× → 2.0× → 3.0×.

Classes that cannot crit

Four classes strip Precision and Ferocity from every source — race, skills, augments and Fates alike:

ClassCompensation
MageSorcery Mastery — multiplier on base Sorcery, up to 3× at Exalted
Cyberblade ⚡Strength Mastery — multiplier on base Strength, up to 3× at Exalted
PaladinNone — pays out in sustain, taunts and knockback resistance
VanguardNone — pays out in shielding, taunts and knockback resistance

Scout, Beast Master and Cyberblade are locked. They require the permission endlessleveling.class.<id> and are not selectable by default. The other 17 are open to everyone from the start.


Pick how you fight

The twenty classes

Your class sets the weapons you excel with, your passives, and — on this server — the four abilities you press in combat.


⚡ What Endless Skills changes

Everything in this section is exclusive to the Endless Leveling Server. On a server running only Endless Leveling Core, none of it exists.

It adds 80 active abilities

Every one of the 20 classes gains four abilities on hotkeys. Without Endless Skills, classes are passive stat-and-weapon identities — you never press an ability button.

It adds three classes

Scout, Beast Master and Cyberblade ship with Endless Skills, and each is permission-gated behind endlessleveling.class.<id>. They are not part of the base 17.

It disables some class passives

Where a new hotkey ability reproduces what an old passive did automatically, Endless Skills strips the passive so the effect does not fire twice. Eight classes are affected:

ClassPassive removedReplaced by
ArcanistFinal IncantationFinal Incantation (ultimate)
BardHealing Aura, Buffing AuraBattle Song
DuelistBlade DanceBlade Dance (ability)
MagistrateShielding Aura, Buffing AuraShield Aura
NecromancerArmy of the Dead, Undead MarksmanArmy of the Dead, Cursed Skull
PaladinTaunt AuraTaunt
PriestHealing AuraHealing Zone
VanguardTaunt AuraTaunt

This is a runtime layer, not an edit to the class definitions. The passives are still written in Endless Leveling Core's class files and come straight back if Endless Skills is removed.

It adds a new passive

Mage — Spellweaver. Every landed hit refunds 1 second from every ability cooldown currently running, gated to once per 0.1s. Core ships the engine for this passive but never assigns it to a class on its own; only Endless Skills wires it to Mage.


🛠️ Every number on this page is the shipped default. Server owners can retune class passive overrides through class_overhauls.json, so a different server running the same addons may not match exactly.