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Siren's Endless Leveling AddonsSubscription or $13

Races of Orbis

Hytale's own NPC models turned into playable races — 27 families, 238 individual forms.

  • v1.3.0 · latest

Endless Leveling ships with 12 race families. This adds 27 more, and every form is a real Hytale NPC model, so the thing your players turn into is a creature they already recognize from the world around them. Pick a Trork and you look like a Trork. Ascend, and you become a Mauler, then a Chieftain.

Every family is a four-stage ascension chain — base, tier 1, tier 2, final — and each form uses a different vanilla model. Ascending does not add a number to a sheet; it visibly changes what you are.

At a glance

  • 238 playable forms across 27 families
  • 197 unique NPC models, each with its own inventory icon
  • Branching lineages — most families fork between tiers
  • Nine custom race passives and a utility augment

The pack, by the numbers

  • 238 playable forms across 27 families — 3.3× Endless Leveling's own 72 race forms.
  • 197 unique NPC models, each with its own inventory icon.
  • Four-stage ascension for every family: base → tier 1 → tier 2 → final.
  • Most families fork between tiers, so two players who started on the same race can end up somewhere completely different.
  • Per-family and per-augment on/off switches. Run all 27, or only the ones that fit your server.

The 27 families

Every family runs the same three-role split — martial, skirmish, arcane — so different lineages stay on comparable curves with different flavor.

  • Beasts and wildlands — Wolf, Feran, Prowler, Wilderkin, Primeval, Saurian.
  • Folk and warbands — Trork, Goblin, Outlander, Kweebec, Klops, Slothian.
  • Undead and the afflicted — Skeleton, Frostbone, Sandbone, Ashbone, Zombie, Plaguebound, Lycan.
  • Strange and otherworldly — Void, Spirit, Crystalborn, Animus, Thornborn, Scarak, Skyborn, Deepkin.

Nine custom passives

Endless Leveling's passive system is a fixed list of effect types; these nine are not on it, so they are implemented directly against the server. Each sits on a family's tier 2 and final forms only.

  • Pack Bond — bonus damage and defense for every ally fighting near you, capped. Deathless — drowning, suffocation and poison do not trouble the dead.
  • Sunbrittle — a real trade: stronger after dark, noticeably more fragile at noon. Relentless Momentum — stacking damage and haste while untouched in combat; any hit resets you.
  • Photosynthesis — regenerate in daylight, under open sky only. A torchlit cavern is not sunlight. Ambush — the strike that opens a fight lands 40–60% harder.
  • Unhurried — stacking defense that builds while you hold your ground and is gone the moment you walk. Thornskin — a share of the melee damage you take goes straight back.
  • Updraft — jump again in mid-air for a few seconds of real flight, with no fall damage on the way down.
  • All nine show what they do, with each form's own numbers, on the race card in Endless Leveling's own menus, and every value is tuned in the race JSON. On the Race Paths screen the row title reads "Pack Bond" for every one of them: Endless Leveling names that title itself and addons cannot change it, but the text under it is the right passive.

Deep Lungs

One utility augment, injected into Endless Leveling's own rotation rather than sitting off to the side.

  • +50 to +75 maximum oxygen per card, offered alongside EL's Mana and Stamina utility stats every 50 levels.
  • Stacks without limit — take it three times and you are holding roughly +190 oxygen, about 48 seconds underwater instead of 17.
  • It extends EL's augment pool by a single stat key, so the vanilla utility stats keep working exactly as before.

Balanced against EL, not invented from scratch

Adding 27 race families should not quietly power-creep your server.

  • Every form is tuned to 0.96 of Endless Leveling's own average — deliberately just under — and that ratio holds per attribute, not merely on the total.
  • Base 330 against EL's 344; tier 1, 387 against 403; tier 2, 454 against 473; final, 738 against 768.
  • Passive density sits just under EL's too — 3.26 rows per form against 3.37, inside EL's own 2–4 range at every stage.
  • Internal spread is kept tighter than EL's on purpose: these are balanced against each other as a set, so no family is the obvious pick.

What it needs

  • Endless Leveling Core 14.0.0 or newer — required, and enforced by the manifest rather than left to fail at runtime.
  • Hytale 0.7.0 (Update 7) — built and tested on the 0.7.0-pre.5.1 pre-release. Servers still on Update 6 (Hytale 0.6.x) should keep 1.2.0; earlier versions are listed under your Downloads.
  • Nothing else. No other addons, no libraries, no client-side install.
  • Every race file is plain JSON — attributes, passives and ascension requirements, all retunable without a rebuild.
  • Turning a family off skips all of its forms. Want an undead-only server? Disable the other 21.

Version history

    • Runs on Hytale 0.7.0 (Update 7) — built and tested on the 0.7.0-pre.5.1 pre-release — and needs Endless Leveling 14.0.0 or newer. Servers still on Hytale 0.6.x should keep 1.2.0.
    • Photosynthesis reads the sky through the new 0.7 world API.
    • All nine custom passives (Pack Bond, Relentless Momentum, Deathless, Sunbrittle, Thornskin, Photosynthesis, Unhurried, Ambush, Updraft) now show what they do with each form's own numbers on the race card, for example "Pack Bond: +4.5% damage and +4% defense for each other player within 18 blocks".
    • On the Race Paths screen the row title reads "Pack Bond" for every one of them. Endless Leveling names that title itself and addons cannot change it; the text under it is the right passive.
    • Fixed: a poison or bleed you applied no longer uses up Ambush's opening strike, and no longer stops it from re-arming while the effect is ticking.
    • Fixed: Thornskin no longer reflects every tick of a bleed or poison, and a kill by reflected damage now shows a proper death message.
    • Deep Lungs keeps Endless Leveling 14's unlock rules for the utility augment pool.
    • Bundled race files are refreshed automatically the first time the server starts with the new version. Hand edits to the bundled race files are replaced; race files you added yourself are kept, and their passive entries keep working in the old format.