Endless Spire
The spire has no top. The party climbs together, and between floors nobody goes up until everyone is ready.
How it works
- Form a party (up to 4 players) and go together to the Spire Warden, at the town's north gate. Only the leader opens the passage; each member enters by talking to the Warden.
- One climb a week per account: entering the spire spends the week, which resets every Monday at 00:00 (Brasília time). Coming back to the same climb — lost connection, went to restock potions — doesn't spend another. Anyone who already climbed this week holds the party at the door.
- Before each floor, with no timer: swap gear, pick the fight potion and your pet, and raise whoever fell. HP carries over from floor to floor and nobody drinks during preparation: in the fight the hero drinks on their own when HP drops, and the cooldown grows with the potion's power. The floor starts when everyone standing inside marks Ready.
- Everyone watches the same fight, with the damage of every hit. At the end, a table of who dealt, took and healed — and, if the party falls, why.
- Whoever falls on a floor stays down: they don't fight again until someone raises them during preparation. If the whole party falls, the climb is over — no second chance that week.
- Every 5 floors comes the stage boss, as an MVP. Once beaten, each member gets a chest with a rare item from that boss — and the party sees what each one got.
- A checkpoint every 10 floors: the leader can restart from the highest mark EVERYONE in the party has passed.
Each cleared floor pays EXP, gold and drops to everyone, with drops rolled separately for each player. The passage closes after 15 minutes with nobody inside, or 3 hours after opening.
Falling and raising
Between floors, anyone still standing can raise a fallen ally:
Yggdrasil Leaf: uses one from the user's bag and raises with 25% HP.- the Resurrection skill, of the Cleric: raises with 20% HP per level (up to 80%), once per preparation. Uses no item.
The bosses are MVPs
Like Ragnarok's MVPs: a small or poorly geared party won't bring one down. Think of a full party, well geared and well above the stage's level.
- 10 levels above the stage boss, with far more HP, attack and defense — and high accuracy: evasion alone won't do.
- Earthquake: every 8 s it hits the whole party for 220% of its attack, with no dodging. Everyone has to hold up, not just the tank.
- Minions: at 2 points in the fight it calls 3 monsters from the stage, which hit alongside it and draw the party's damage first.
- Enrage: after 90 s its attack rises 150%. If it's still standing after 240 s, the party falls.
- Whoever dealt the most damage is the floor's MVP: they get 1 extra chest roll(s), and their name is announced to the whole town.
Your pet
Each player can bring one captured beast. It fights like the monster it came from — in its element, which matters on the right floor —, with 30% of its HP and 50% of its ATK, at most 5 levels above the hero, and stays in the back row. Between floors the pet rests and comes back at full health, but it only fights while its owner is standing.
The ladder
The spire climbs through the stages of Act I. The boss chest rolls one item among the uncommon-or-better drops of that boss — cards and Forge Seals are left out.
| Floors | Stage | Levels | Boss | Boss chest |
|---|---|---|---|---|
| 1–5 | Forest Edge | 1–3 | Cursed Pumpkin floor 5 · MVP Lv 15 · 31,416 HP |
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| 6–10 | Mushroom Trail | 4–6 | Elder Wogol floor 10 · MVP Lv 18 · 37,138 HP |
|
| 11–15 | Northern Hills | 8–10 | Masked Orc floor 15 · MVP Lv 22 · 42,968 HP |
|
| 16–20 | Abandoned Quarry | 12–14 | Ogre Foreman floor 20 · MVP Lv 26 · 48,654 HP |
|
| 21–25 | Gloomwood | 17–19 | Giant Ghoul floor 25 · MVP Lv 31 · 52,558 HP |
|
| 26–30 | Outpost Ruins | 22–24 | Orc Shaman floor 30 · MVP Lv 36 · 66,278 HP |
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| 31–35 | Old Crypt | 28–30 | Necromancer floor 35 · MVP Lv 42 · 85,443 HP |
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| 36–40 | Ice Caverns | 34–36 | Ice Queen floor 40 · MVP Lv 48 · 114,866 HP |
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| 41–45 | Forgotten Lab | 40–42 | Mad Alchemist floor 45 · MVP Lv 54 · 154,928 HP |
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| 46–50 | Dragon Roost | 47–49 | Draconian Lord floor 50 · MVP Lv 61 · 217,156 HP |
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| 51–55 | Fallen Sanctum | 53–55 | Fallen Angel floor 55 · MVP Lv 67 · 308,003 HP |
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| 56–60 | Abyss Gate | 60–62 | Abyss Lord floor 60 · MVP Lv 74 · 435,092 HP |
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From floor 61 on the spire repeats the last stage, with monsters 6% stronger every floor — and the reward grows with them.
Ranking
Nobody has climbed yet. The first name on this list could be yours.