Inside the Endless Rift
One room. One floor. A staircase that opens when the room is clear.

The room is the challenge
Each rift floor is a rectangular combat room. There is no maze to solve or sequence of seals to chase. The relevant information is the floor, remaining enemies and the state of the staircase.
Clear, collect, ascend
Defeat the room’s enemies to unlock the stairs. Collect the spoils and use the staircase to advance. Automatic hunting follows the room’s enemies, deals with loot and approaches the unlocked stairs; insufficient inventory space still needs a decision.
Difficulty keeps rising
Later floors increase the encounter’s demands. Seeded variation changes the room’s opponents and conditions while preserving a clear layout. Rift records add a different progression target alongside character level and training rankings.
Where the climb begins
The Endless Rift entry is available from a refuge once the character reaches level 20 and has learned a path with Ena. Start at floor 1 or an unlocked checkpoint. Checkpoints follow the sequence 1, 6, 11 and onward; the entry list only offers progress that the character has earned.
What another floor changes
The opening floor uses level 20 encounters, with two additional base levels per floor before the extreme upper range. Every fifth floor is a milestone. A first clear of a new milestone adds a one-time prize to the ordinary floor rewards. Repeating a room can still be part of a hunt, but the first-clear milestone prize is not repeatedly awarded.
The staircase is an actual destination
A completed room does not advance through a remote menu command. The character must approach the unlocked stairs. The automatic routine follows the same rule after handling loot. If the backpack is full, remaining loot in the cleared room stays available while space is managed; the character does not need to pace back and forth to keep it alive.