Bug Fix
Balance Change
UI / Interface
A wide-ranging hotfix. Endless Tower bosses now actually pay out the EXP they were promising. Collect quests progress from boss drops. Two gear-gated story quests are now startable. The entire UI has been brought into one parchment-and-gold visual language. Top nav has been re-grouped. Dungeon tile panels now advertise the level range you'll actually fight. And a tighter per-tile enemy cap keeps the wilderness feeling alive without overrunning you.
▲ Endless Tower — Two Important Fixes Bug Fix
Boss EXP Now Lands in Your Account
Clearing a Tower floor printed a triumphant "
Floor X cleared! +N gold, +M xp" line and the gold genuinely arrived — but the EXP was being written to a column that doesn't exist, the error was silently swallowed, and the climb gave you nothing to level on. Tower kills now correctly bank EXP to your active class on every floor, including Champion floors (every 10
th) with their 4× multiplier.
- Base reward: boss level × 60 gold and a level-scaled EXP value.
- Champion floors: 3× gold, 4× EXP.
- The fix applies from your very next floor clear — runs already in progress will start crediting EXP immediately.
Weekly Reset Timer Stops Swapping Labels
The Tower's weekly reset countdown was sharing a hidden attribute name with the daily-objective panel's ticker. Whenever both panels had been opened in the same session, the two timers fought over the same row each second — flickering between "weekly reset in Xd Yh Zm" and "resets in Xd Yh Zm". The Tower now uses its own dedicated attribute, so the row stays put as a clean, calm "weekly reset in …" regardless of what else you've opened.
◆ Collect Quests Now Tick From Every Source Bug Fix
Crystal Lore & Friends — Boss Drops, Treasures, Rewards All Count
Collect-type quests (e.g.
Crystal Lore, which wants 20 Ancient Shards) were only progressing when you used the
Gather button or the
Autocollect trait. Every other way to receive the item went straight into your resource stash without ticking the quest. So you could farm Ancient Shards off dungeon bosses all afternoon and watch the stack grow while the quest counter stayed at zero.
- Dungeon boss material drops now tick the quest.
- Endless Tower floor-boss material drops now tick the quest.
- Dungeon treasure-box resource rolls now tick the quest.
- Quest and board-quest resource rewards now tick the quest.
Every site emits the same inline "Quest progress: N / M" or "Quest complete" line you already see from the Gather button. The fix is retroactive in spirit — any existing in-flight collect quest will start counting from the very next qualifying drop.
☰ Two Gear Quests Unstuck Bug Fix
Marshland Trail — Wraiths Now Roam The Land Edge
Marshland Trail, which rewards the Rubber Boots, asked you to slay 50 Wraiths. Wraiths only spawned on Marshland and Wasteland tiles — both of which require Rubber Boots or a Face Mask to step onto. The reward locked the quest. Wraiths now also drift out onto regular land tiles around the swamp edge, so you can take the quest, kill the count, and earn the boots without needing the boots first.
Wasteland Journey — The Scavenger Has Moved One Tile North
The Scavenger NPC for Wasteland Journey, which rewards the Face Mask, was standing inside the Wasteland at (74, 33) — reachable only with the Face Mask he was supposed to give you. He has been relocated one tile north to (74, 32), on the land border directly adjacent to the dust line. Same Scavenger, same quest, same kill target (Mercenaries are already on Land and Mountain tiles), just now actually accessible.
▼ Dungeon Tile Panels Now Advertise The Real Range Bug Fix
What The Tile Says Is What You Will Fight
Some dungeon entrances advertised one level range on the tile panel but spawned enemies in a completely different range when you actually went in.
Cave of Embers was advertising
Lv 25–65 but spawning enemies at Lv 1–3;
Iron Fortress was advertising
Lv 65–100 but spawning enemies at Lv 430–615. The difficulty selector (and the actual fight) was always right — the tile panel was reading the wrong number.
- Tile panels now display the real Normal-difficulty range — the same number you see on the Normal row of the difficulty selector and the same level your first enemy in the dungeon will roll.
- A small italic line under the range now reads: "Normal difficulty — scales up on Hard, Very Hard, Ultimate." so you know to expect the harder difficulties to bump the numbers up.
- Raids were already honest — Caverns of Ruin Lv 10–50, Eternal Spire Lv 700–1000 etc. all matched their floor spread. No changes needed on the raid side.
Boss Material Drops Match The Tier You Fight
The same mismatch was deciding what crafting material a dungeon boss dropped, so a few dungeons were stuck on the wrong loot tier:
- Iron Fortress (a Lv 430–615 fight) was dropping Dungeon Cores — now correctly drops Void Relics.
- Tomb of Whispers (a Lv 1–30 fight) was dropping Void Relics — now correctly drops Dungeon Cores.
- Every other dungeon's tier was right and stays right.
Material tier is now driven by the boss's own level, so harder difficulties (with their scaled-up enemies) automatically drop higher-tier materials without any extra rules.
✶ One Visual Language Across The Whole Game UI
Polished Login Card
The "logged in" panel is now a centred parchment card with a gold Cinzel header, a soft glow, and a proper Cinzel button. The identity line shows your active class name rather than your username, since the class is what defines this session's play. Mail-from-the-auction-house notices and Colosseum tournament results sit underneath in matching gold-railed strips. If you have no notices, a quiet "No new notices since your last session" line takes their place so the card never looks empty.
Town Headlines (KiRoni Village, KiRoni Port, KiRoni Quest Board, …)
Stepping onto a town tile now gives you a proper headline card —
"◆ You arrive at ◆" eyebrow, gold Cinzel town name with a soft glow, italic flavour line. Each spot you can visit on that tile gets its own polished sub-card with the same gold-Cinzel headline and a gold-bordered
Enter /
View Quests button:
- KiRoni Tavern — create and manage guilds here.
- KiRoni Crystagyn — bind Essences to your equipment here. (Purple-railed to match the crystal/essence palette.)
- KiRoni Quest Board — day labour for coin and renown.
- KiRoni Auction House, Safehouse, General Store, the Curio of Vanities flair merchant — all picked up matching Cinzel gold headers, the inner panels they open keep their existing layouts.
Quest-NPC Cards With Status Rails
Every quest-giver NPC on your tile now renders as a polished card with a colour-coded left rail that tells you where you stand at a glance:
- Purple rail + "New Quest" chip — you haven't taken this one yet.
- Blue rail + "In Progress" chip — you're working on it.
- Gold rail + "Ready to Turn In" chip — finish line, reward incoming. The loudest treatment, because this is the moment that pays out.
Each card carries the NPC's name in gold Cinzel, the quest title in italic muted purple, and a properly themed Cinzel
Talk button colour-matched to the card's state.
Restyled Stat Panel
The whole stat column has been rebuilt to read as one connected document:
- Identity card with "◆ Adventurer ◆" eyebrow line, gold Cinzel name + glow, optional italic title, guild line with a green diamond.
- Level / Race / Class strip as three separate tiles — level highlighted in gold-Cinzel as the headline metric.
- Attributes card with a Cinzel "Attributes" header. STR / ACC / DEX / DEF / INT / SPI tiles each in their themed colour; essence bonuses shown as a compact ◆+X% chip beneath the value.
- Valor strip framed as a gold-bordered passive-buff banner with the "+X% all stats" line.
- Utility essences strip for Gold / Drop / Lifesteal / Manasteal bonuses, purple-railed to match the crystal/essence identity.
- Vitals card with "Vitals" header. The XP bar moved from a muddy brown to the project's main gold so progress-to-next-level reads as a gain, and the MP bar softened to a blue-purple that sits alongside the spell-school palette.
- Gold card with a coin glyph, Cinzel labels, and matched typography on Held / Banked.
A Dignified Death Panel
When you fall, the panel that used to say a flat
"You are dead." now reads:
- A red-bordered gradient card with a "☠ Your Story Pauses ☠" eyebrow.
- "You Have Fallen" headline in glowing red Cinzel.
- An italic line: "The realm sets you down at the nearest hearth. Rest, and rise again."
- A red-bordered Cinzel Return to Safehouse button as the single action.
The penalties (gold loss, 20% EXP loss) haven't changed — only how the moment is presented.
☰ Top Nav — Cleaner Grouping UI
Skills, Magick, and Bag Move To Character ▾
The three gold quick-buttons at the bottom of the stat column (Skills / Magick / Bag) have moved into the Character ▾ dropdown alongside Classes and Traits. Every "this is about my character" surface now lives behind one nav entry, and the stat panel stays focused on identity and numbers. Tamer's Pet still appears under Character ▾ when your active class is Tamer.
Safehouse Moves From Crafting To Adventure ▾
Safehouse lives more naturally with Quests / Objectives / Tower / Colosseum / Bestiary — the "things you go do" family — than it does under Crafting. It's been moved to the bottom of the Adventure ▾ dropdown. With its one remaining entry now the same as the top-level destination, Crafting collapsed into a flat leaf button: one hover-free click to the workshop.
⚔ Per-Tile Enemy Cap Tightened To 4 Balance
Tiles Stay Lively, Not Crowded
Wilderness tiles used to support up to
5 enemies queued up at once; that's now down to
4. The spawn ladder has been re-tuned around the new ceiling so the moment-to-moment rhythm still feels right:
- 0 or 1 enemies on the tile — 50% chance to spawn 1–2 more (unchanged).
- 2 enemies on the tile — 20% chance to spawn 1–2 more.
- 3 enemies on the tile — 20% chance to spawn 1 more (you can hit the cap, not exceed it).
- 4 enemies on the tile — cap reached, no more spawns until you thin the field.
Reward numbers, XP curves, and drop rates all unchanged. Solo wilderness pulls are just a bit cleaner, and a quad of party-mates within range still kills four-up easily.