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Infinity Kingdom Patch 2.9.8 ReviewEndless Tower Opens a New PvE Challenge

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Article Publish : 08/10/2026 02:20
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Edited by m a ë l at 08/10/2026 03:00


Patch 2.9.8 brings something Infinity Kingdom can always use more of: permanent PvE content.

The new Endless Tower introduces progressive floors, changing battle traits, limited daily attempts, and Holy, Shadow and Chaos Immortal fragments among its milestone rewards. Alliance Sparring also arrives, while Rune Factory, Theia’s Roulette, Artifacts and Immortal Outfits receive smaller adjustments.

Not a massive patch, but definitely a more gameplay-focused one.

Table of Contents

  1. Introduction
  2. Endless Tower The Main Event
  3. Alliance Sparring Friendly War, Real Casualties
  4. Rune Factory & Theia’s Roulette
  5. Small but Useful Optimizations
  6. Maël’s Final Opinion


1. Introduction

Patch 2.9.8 shifts the focus back toward gameplay.

After 2.9.7 introduced the Immortal Outfit system, this update brings a completely new permanent PvE mode with Endless Tower, alongside a surprisingly ambitious Alliance Spar feature.

The rest is mostly refinement. Holy and Shadow progression gets new options, Rune Factory changes again, Artifacts become more accessible, and several interfaces receive small quality-of-life improvements.

On paper, it isn’t a huge update. But Endless Tower alone gives us something genuinely new to explore, and its Floor Traits could make it much more interesting than another simple PvE power check.


Maël’s Opinion I like the direction already. Endless Tower doesn't need complicated mechanics to work; it needs good scaling, interesting Floor Traits and rewards worth climbing for. If those three elements are handled properly, this could become a very welcome permanent PvE activity.


2. Endless Tower The Main Event

Endless Tower is easily the centerpiece of Patch 2.9.8 and introduces a brand-new permanent PvE challenge to Infinity Kingdom.

The mode becomes available once a server has been open for at least 15 days and your Castle reaches Level 20. From there, the concept is straightforward: start at Floor 1 and climb. Floors must be cleared in order, with no option to manually skip ahead or select a different stage.

Each floor introduces Sentinels whose difficulty varies according to the current season, but the most interesting mechanic comes from Floor Traits. Every floor can apply specific effects that influence combat, meaning players may need to adjust their Immortals and skills rather than simply sending the same march into every battle.

Progression is also deliberately limited. Each player receives five attempts per day, resetting at 00:00 UTC, and unused attempts don't carry over. Every cleared floor provides a Clear Reward, while reaching specific milestones unlocks additional Stage Rewards.

And those milestones are where Endless Tower becomes particularly interesting: rewards include fragments of Holy, Shadow and even Chaos Immortals.

So while the basic concept is simple, Endless Tower combines three elements that should define the experience: progressive difficulty, changing combat conditions and a daily climb toward increasingly valuable rewards.

Maël's Opinion
This is the addition I'm most interested in testing.
The five-attempt limit should prevent players from burning through the entire mode immediately, while Floor Traits could make the climb genuinely interesting if they're impactful enough to force formation or skill changes. That's the key for me. If Endless Tower becomes another pure power check, its potential will be limited. If different floors actually reward adaptation and deeper rosters, it could become one of the better permanent PvE additions we've had in a while.
The Holy, Shadow and Chaos fragments are also a very good choice for milestone rewards. We still need to see quantities and how quickly progression scales before judging the actual value, but at least there's a meaningful reason to keep climbing.


3. Alliance Sparring Friendly War, Real Casualties

Patch 2.9.8 also introduces a new way for Alliance members to fight each other directly on the World Map.

Once Alliance members reach Castle Level 15, a new Spar option becomes available in Alliance Settings and is enabled by default. Players can disable it if they don't want to receive invitations.

Once a Spar begins, two teams of up to 15 Alliance members can face each other. Participants can attack or rally their Spar opponents normally, essentially creating a controlled internal battle without having to leave the Alliance or organize matches through another group.

There are still consequences. Sparring causes normal soldier casualties and Prosperity loss, triggers Bloody Rage when attacking, and can generate Honor up to a daily limit. Territory resources, however, aren't lost.

There are also some important restrictions. While participating, players can only attack or rally their designated Spar opponents and may be unable to participate in certain World Map activities. The system also doesn't protect participants from outsiders: players outside the Alliance can still attack you while you're sparring.

For now, Sparring is limited to the regular server World Map and won't function on other battlefield maps.

Maël's Opinion
I really like the concept here. Alliances spend a huge amount of time discussing marches, skills and battle results, but testing them properly hasn't always been convenient. Sparring finally gives members a dedicated environment to organize internal fights, test formations and simply have some fun together. The 15-player limit also makes this more interesting than a basic duel system. Alliances could organize small tournaments, team battles or training sessions around it. My only surprise is that casualties and Prosperity losses remain real. That makes "friendly" sparring slightly less friendly than I expected, but it also prevents the system from becoming completely consequence-free. Used properly, I can see this becoming a genuinely useful Alliance feature rather than another menu players forget after a week.


4. Theia’s Roulette & Rune Factory Progression Options Expand

Patch 2.9.8 also makes a few targeted changes to two familiar systems: Theia’s Roulette and Rune Factory.

Theia’s Roulette receives new selectable rewards focused on Holy and Shadow Dragons. Players will now be able to choose Holy/Shadow Dragon Souls, with options specifically allowing them to target Holy or Shadow Dragon Soul Crystals. It’s a relatively small addition, but one that gives players more control over where their Dragon progression goes.

Rune Factory also receives another update. New Rare Fragments are being added to the Factory Shop, expanding the selection of progression materials available through Rune Insignias.

At the same time, one exchange disappears: Pearl of Findings can no longer be converted into Energy Cores. That removes an existing route into Rune Factory and makes direct Energy Core acquisition slightly more important going forward.

Neither change fundamentally redesigns these systems, but both continue the recent trend of adjusting older progression paths rather than leaving them untouched.

Maël’s Opinion
The Theia’s Roulette change is simple but welcome. Holy and Shadow Dragons require significant investment, so having more control over which resources you’re actually chasing is always better than adding another layer of RNG.
Rune Factory is more mixed. New Rare Fragments are good news, especially after the event’s recent improvements, but removing the Pearl of Findings exchange takes away some flexibility. How significant that actually is will depend on the new shop inventory and how accessible Energy Cores remain.
Nothing major here, but these are the kind of small economy changes that can matter over several weeks of progression.


5. Small but Useful Optimizations

The rest of Patch 2.9.8 focuses on accessibility and quality-of-life improvements across several existing systems.

Artifact progression becomes more straightforward. The Chronicle requirement for unlocking Immortal Artifacts has been removed, meaning the Forge Artifact feature is now available by default. Artifact Potential progression has also been adjusted by season: S0 players can upgrade Artifacts to Silver, while S1 players gain access to Gold.

The recently introduced Immortal Outfit system also becomes easier to explore. The Outfit entry will now appear by default when viewing an Immortal, allowing players to preview available outfits immediately and unlock them once the relevant requirements are met.

The Appointment interface receives a smaller visual adjustment, replacing dynamic Immortal artwork with static scroll portraits. Insignia information popups will also adopt different color styles depending on their quality, making rarity easier to identify at a glance.

Finally, chat gets one simple feature that probably should have existed already: quotes. Long-pressing another player's message will now allow you to quote it directly, making Alliance and Kingdom conversations much easier to follow.

Maël's Opinion
Nothing revolutionary here, but most of these changes make sense.
Removing the Chronicle restriction from Artifacts is particularly good for newer servers, while opening Outfit previews by default is logical now that outfits are becoming a real progression system rather than a hidden cosmetic feature.
And yes, I'm probably more excited about message quoting than I should be. Anyone who has tried following three different conversations in Alliance chat at the same time will understand why.
Overall, these are small changes, but useful ones.


6. Maël’s Final Opinion

Patch 2.9.8 feels more substantial than its relatively short patch notes suggest.

Endless Tower is clearly the highlight. A permanent PvE climb with changing Floor Traits, limited daily attempts and valuable milestone rewards gives players another reason to experiment with their Immortals and skills outside the usual competitive modes. Its long-term success will depend heavily on difficulty scaling and how varied those traits actually are, but the foundations look promising.

Alliance Sparring is probably the surprise of the update. It won't change progression, but it gives Alliances something they've lacked for a long time: a proper way to test each other, organize internal fights and experiment with marches without leaving the Alliance.

The remaining changes are smaller but generally useful. More targeted Holy and Shadow Dragon progression, additional Rune Factory rewards, easier Artifact access, better Outfit visibility and finally being able to quote someone in chat all contribute to making existing systems a little smoother.

Overall, I like the direction of 2.9.8. It doesn't try to introduce another massive system. Instead, it adds one meaningful PvE mode, one genuinely useful social feature, and improves several systems already in the game.

For more insights, check out my previous articles here.

download Infinity Kingdom now and script your legend.

Until next time, Maël, Press Officer

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