Status update: All existing chapters have been edited, including chapter 37, which has been finished and titled properly! All edited chapters are already up and available for reading, for anyone who’d like to do so. For those who don’t want to reread the whole story, but would like to know what all changed, I’ll be including a list of edits near the end of this chapter, but I do recommend rereading from chapter 36, as that chapter changed somewhat more than others. For those who’d like to skip right to that, or only want to read about specific changes, I’ll include things in various spoiler boxes. Thank you very much everyone for your patience during this time! I’ll begin writing new chapters soon, and plan to resume regular updates by October at the latest, assuming nothing hugely life altering happens.
A general explanation of all of my edits in ramble mode (a list of each change made in each chapter is included in a separate spoiler box below this, along with one spoiler box each of all management skills, modifiers, and shop descriptions):
Most of my editing was just making the system and 61-3 messages more uniform, making sure I kept proper track of tower points, and things of that nature. The only big changes were rewriting the modifiers, skills, and shop features, along with a few quests. Nothing changed so much that the story went in a new direction or anything, everything goes nearly the exact same way, with only one real change in a group conversation among climbers early on, and a few paragraphs of James’s reasoning for the decisions he made. The most significant change is probably that James has almost 200 more tower points throughout much of the story than he originally did, due to changes in how some of the rewards and refunds are priced.
For quests, James originally rewarded 10 gold for 5 hours outside of the village, but this has been changed to 5 gold due to rebalancing how the difficulty of a task affects the rewards. Later, when that quest is changed to reward wood, the amount of wood is similarly reduced to 50 from 100. This doesn’t affect any Shop construction due to the sheer number of climbers that gain this reward, but it does mean they have less of an overabundance than before.
Similarly, in chapter 19 the whetstone is replaced with Modest Clothing, which costs less tower points, allowing James to have more throughout later chapters and also changing the amount of monsters that needed to be killed to complete the quest. This change in tower points leads to slight changes in how James thinks about what to do next in future chapters about what quests to make, but no other quests are changed significantly from this, with the exception of chapter 36, when I accidentally wrote James making the usual quest for rewarding extra wood as a combat quest, due to having forgotten what the quest originally was back when I first wrote that chapter.
Lastly, the changes in the shop descriptions leads to changes in how James describes them in the voting quest in chapter 7, leading to slight changes in conversation among the climbers, but again, all results end the same, due to not wanting to significantly diverge from the original story.
A general list of the edits I made, listed in order of each chapter as I tried to keep notes of any changes I made while making them:
Prologue: Rewrote the Prologue chapter's first half when the aliens are talking to each other.
Chapter 1:
-Modifiers “Raid Bosses” and “Rare Monsters” have their description changed, mostly to include the ability for them to be created manually.
-The words “Mulexna” “Malrite” and “Manaevma” added but not explained for foreshadowing of later Tower and Alien lore.
-Multiclass modifier changed to now only allow a secondary and tertiary class to be taken alongside one’s main class, and that the stat gains of secondary and tertiary classes are reduced, but skill point gain is not.
Chapter 2:
-Spawn monster Tower Point cost changed to Variable.
-Felix Grass added to the first floor’s resources by default.
-Refund of tower points now always takes away 10% (rounded up to the nearest whole number), with the exception of any refunds on spending below 10 tower points not being refunded at all. This reduces the number of total tower points by 5.
Chapter 3: No Change, but going forward items won from quests go automatically into inventory but can be taken out without active awareness of the inventory.
Chapter 4:
-James’s Status no longer shows his current number of viewers or other viewer details, such as the most popular climber.
-End of First Battle prompt no longer displays a list of the most popular climbers
-Management Skill descriptions have been changed, most are just mild rewordings, but three important things to note are: Create Challenges no longer says its challenges are exclusively optional, the Spawn Observer Skill says access to it can be sold to others (Viewers or climbers) for a price, and Recorded Viewing no longer mentions letting you broadcast to climbers. (although perhaps sending a climber a saved recording as a quest reward is still an option)
Chapter 5:
-Exclusive and Inclusive rewards were finally removed since I never did anything with them shortly after their introduction.
-Village is level 0, size is 50 Meters in Diameter, walls are Wooden Spikes.
-Enchanter’s Workshop added to Village Store as a shop costing 500 points.
-Only the General Store has (manage items) as an option. All other Shops now have services (canteen selling meals is considered a service in this context)
-The self repair feature of most items (like weapons) is listed in their description, and James makes a note of it.
-Ammo for ranged weapons is mentioned as being sold for 1 gold for 2 units, with an extra 1 added for every five gold spent.
Chapter 6 and 7:
-Shop descriptions and James’s reaction to them changed:
–Potions can do more things.
–Armorsmith and Weaponsmith no longer upgrade existing equipment.
–Armorsmith now makes clothes as well as armor. Weaponsmith can now make tools as well as weapons.
–Armorsmith, Weaponsmith, and Carpenter all allow custom orders for an added price.
–Shops can no longer use any ingredients but only those of a similar strength to those found on the floor they are placed.
–Enchanter’s Workshop description describes the ability to create spell talismans (one time use of a skill you might not possess) and enchantment frames (ability for something created by another crafting class to contain an enchantment built in, like making armor lighter or a sword burst into flames)
-Due to the changes in how shops work, the village vote quest is also changed in description, this in turn changes how the debate on which shop to use is changed, but the end result of the choice is the same.
Chapter 8:
-Began capitalizing the word Tower as James begins to refer to it as an entity instead of an object.
Chapter 9:
-Monster cores are mentioned when climbers begin cooking and eating the animals they hunted, found inside of each monster, with the same level as the monster they were in, sold their equivalent level in gold, with the exception of level 0 cores, which require ten to be sold for a single gold.
Chapter 10:
Chapter 11:
Chapter 12:
-The quest that originally gave 10 gold for 5 hours outside of the village has been changed to only give 5 gold, with James receiving 45 tower points through refunding 5 gold, as the quest for 10 gold would require 10 hours outside of the village.
Chapter 13:
-Dialogue on what items to reward through quests changed slightly to reflect the additional amount of points the MC has.
Chapter 14:
-Minimum age limit of climbers changed to 15
Chapter 15:
Chapter 16:
-Bundles of healing grass created in the emergency quest moved from 5 to 8, Tower Point cost increased from 25 to 40.
Chapter 17:
Chapter 18:
Chapter 19:
-Whetstone removed from the story, replaced with modest clothing, with added internal monologue from James on why he’d create a quest that rewards it.
-As originally the quest rewarding ten gold changed to reward 100 wood, the quest having been retconned to reward 5 gold is now changed here to reward 50 wood.
Chapter 20:
Chapter 21:
(Chapters between 21 and 33 I did not remember to list any changes but generally believe them to be minimal)
Chapter 29: (I actually remembered a change I made for 29 in hindsight)
One of the climbers originally remarked they had two days left before the first week of their time limit ended, but in reality they had four, and this line has been corrected.
Chapter 31:
Quest for not entering/using the carpenter’s workshop overnight now requires only ten hours for two gold instead of twelve hours.
Chapter 33:
Chapter 34:
Carpenter in the party James observes getting wiped out is now changed to having blond hair instead of gray, to separate from Michael Lucius. Similarly, the merchant has been changed to a woman to further differentiate the two groups, as originally Michael’s group was the one that got wiped out.
Chapter 35:
Chapter 36:
Originally, I had for some reason created the usual quest to reward units of wood as a combat quest, with text implying that’s how it had been for a while? This was never the case, and the chapter has had that edited, along with some of the text on why James chose to reward 10 gold instead of a harvesting tool or wooden bucket.
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Chapter 37: Has finally been finished in its entirety.
List of all Management Skills as they are now written within the story:
-Control Weather: Alter the weather of any Floor within environment related options.
-Create Challenge: Generate a Quest for Climbers that can only be completed by a portion of all Climbers involved in the Challenge. Degree of Reward is dependent on how many accept the Challenge, the ratio of potential winners and losers, and the degree of penalty applied to those who fail it.
-Create Event: Generate a Quest that can create a dramatic change to a Floor. Changes can include the redistribution of monster Spawn Points and Safe Zones, changes to available monsters and resources, landscape alterations, and even changes in the type of environment. Certain changes require the Management Skill "Floor Editor" to be accessible, and all changes require the Management Skill "Floor Editor" to become permanent.
-Create Poll: Create a poll with options to be chosen by viewers of your Tower. Includes options such as allowing viewers to add their own choices, voting on multiple choices at once, and allowing the results to use an available Management Skill to a higher degree than what is otherwise possible.
*-Customize Village(*Taken on Chapter 4): Allows access to the Village Menu. With the Village Menu, you can manage the available functions of a Tower created Village, and create Quests that can alter them. Functions include changing the size of the Village, Creating Quests to add or subtract Tower run Stores, and reducing or expanding available products and services.
*-Floor Editor(*Taken on Chapter 32): Allows you to freely alter the landscape and monster Spawn Points of a Floor prior to its initialization. Combine with the skill Create Event to create Events that can cause permanent changes to an established Floor.
*-Outside Broadcast(*Taken on Chapter 11): Create a projection outside of the Tower. The projection can display the list of surviving and/or dead Climbers, or display the feed from the most popular Observer. If you have access to the Management Skill Recorded Viewing, you may also display a chosen recording. If you have the Management Skill Spawn Observer, you may display the feed from a personal Observer in place of the most popular one.
*-Recorded Viewing(*Taken on Chapter 17): Allows you access to the full recording of any Observer, letting you see scenes that have already transpired, and edit clips together with other recordings to create your own videos, which can be saved to a personal database, or broadcast through the Management Skill Outside Broadcast.
-Spawn Observer: Adds a function to the Observer Menu that allows you to purchase personal Observers with Tower Points. Personal Observers can be assigned to track a particular Climber or patrol a particular location, in addition to being moved manually. Anything seen through a personal Observer is hidden from Viewers and other Administrators of the same Administrator Tier, and access to it can be sold to others, whether Administrator, Viewer, or Climber, in exchange for various currencies. You can also set custom triggers to receive a notification when requirements are met, so that you can continue Tower management without worry of missing out on the action.
^-Alternative Requirements (^Revealed at Level 3): Allows you to change the requirements of preset Quests and create alternative prices for items and services of Tower managed Stores. A base cost is spent to edit the requirements to an equivalent cost, but more Tower Points can be used to increase or decrease the overall cost of a Quest or item in accordance to the difficulty deviation parameters determined by the user's Administrator Tier. This Management Skill does not work on Quests made by an Administrator of a higher Tier than the user.
*^-Repeating Quests(*Taken on Chapter 23)(^Revealed at Level 5): Generate a Repeating Quest that will distribute itself to all available recipients whenever a certain amount of time has passed (Minimum length of 1 day). The price of any Reward added to a Repeating Quest is ten times its normal amount, but the Reward will not need to be purchased for any later iterations of the Quest. Repeating Quests cost 150 Tower Points to create, and 75 Tower Points to edit, but may be erased for free at any time. Can combine with Challenge and Event type Quests to create a Repeating Challenge or Event.
List of all Tower Modifiers as they are now written within the story:
*-(Additional Classes) Crafting(*Taken on Chapter 32): In addition to the typical starting Classes. Climbers will be able to choose from among a set of Classes with the ability to craft armor, weapons, or consumables from resources found within the Tower and mana rich environments. These Classes have a greatly reduced amount of combat Skills but are useful for providing rare gear and items otherwise unobtainable.
-(Additional Classes) Multiclassing: Climbers will start with 2 Bound Multiclass Crystals that can be used to unlock a secondary Class at level 10 and a tertiary Class at level 20. Classes set into secondary and tertiary slots have reduced Stat gains compared to the primary slot but still provide Skill Points at their regular rate. This Modifier goes into effect retroactively for every Climber that is currently within your Tower.
-(Additional Classes) Unique: Classes with Skills that do not exist elsewhere. Unique Classes will be distributed at random with a low probability for each Climber to enter a Tower with this Modification. Once a Unique Class has been taken, no other Climbers will be able to have the Class until that Climber is killed. Unique Classes can only be provided through a properly modified Tower or gifted by a Sponsor.
*-(Starting Bonus) 5 Free Stat Points(*Taken on Chapter 1): Climbers will start with five unassigned Skill Points to be assigned at any time.
-(Starting Bonus) Bring a Friend: Prior to starting their tutorial. Climbers will be able to choose someone not currently within a Tower to be brought inside of it along with them. They will be permanently placed into a party for the duration of their climb.
*-(Starting Bonus) Class Specific Gear(*Taken on Chapter 1): Climbers will start with their choice of low quality armor and weaponry suitable for the Class they start with.
-(Tower Features) Auction Access: Climbers will have the ability to sell items on an auction accessible by Climbers who have completed a Tower or are inside of a Tower with this feature enabled. They can demand Gold or specific items in exchange.
*-(Tower Features) Backtracking(*Taken on Chapter 10): Climbers will be able to visit Floors they've already cleared. Doing so will lower their Level to the max possible for that Floor while they are there.
-(Tower Features) Raid Bosses: Allows each Floor the very low chance to naturally spawn a Raid Boss, or for a Raid Boss to be spawned within a chosen Floor manually through the use of Tower Points. A Raid Boss will first start out as a regular monster of that Floor unless the Tower also has the Modifier “(Tower Features) Rare Monsters”, in which case all Raid Bosses will start off as a Rare Monster as well as enhance the reward for its defeat. Raid Bosses will evolve rapidly after a set amount of time, eventually reaching a monster tier above that of other monsters on its Floor, at which point it will begin to control other monsters on its Floor, either creating an army to destroy any Villages on its Floor or organizing monsters into hunting parties meant to ambush Climbers. Until the Raid Boss is defeated, Climbers will be unable to leave the Floor. Defeating the Raid Boss will grant bonus experience to all Climbers on its Floor, in addition to rare equipment based on the Raid Boss itself.
-(Tower Features) Rare Monsters: Monsters with better equipment and skills than their peers will spawn naturally at a low rate, or manually through the use of Tower Points. Defeating one will grant a significantly higher amount of experience and a higher quality item than its common peers.
^-(Tower Features) Tower Bound (^Revealed at level 3): Gain the ability to make a particular Climber Tower Bound. This will make them unable to leave the Tower, but will allow them to access the Administration Floor should they be the first Climber to reach the latest Floor, or complete all Floors within a Tower. All Tower Bound are given a Quest stating that if they kill the Tower Administrator, they will be allowed to leave the Tower. Enables Bound Climber Menu. This feature is useful for obtaining Climber servants, or antagonizing a specific Climber or Climbers for added views.
List of all Shop Descriptions as they are now written within the story:
Alchemist’s Workshop Description: The Alchemist’s Workshop is a Shop for the creation of Potions. Potions are consumables that offer a variety of effects, ranging from recovering health and mana, to temporary buffs/debuffs, to harmful poisons or explosive concoctions. To use this service, the ingredients along with a service fee in Gold must be provided, at which point the requested item will be made automatically. The range and quality of available items are dependent on the Floor the Shop is on, with Shops on lower Floors not able to handle ingredients significantly stronger than ones found on their own Floor. In addition to the above service, those with the Crafting Class: Alchemist, may pay for additional services such as borrowing the Workshop to craft their own items, or practicing new recipes. Lastly, unlocking the Alchemist’s Workshop will allow the General Store to sell any related ingredients that can be found on the same Floor, provided those ingredients have been sold to the General Store before.
Armorsmith’s Workshop Description: The Armorsmith’s Workshop is a Shop for the creation of Armor and Clothing. Armor ranges from heavy metal to enchanted robes, each offering protection from monsters and the environment in the form of increased defense, specific resistances, or stat buffs. Clothing is purely for appearance or comfort, offering no protection beyond that of normal cloth. To use this service, the ingredients along with a service fee in Gold must be provided, at which point the requested item will be made automatically. Both Armor and Clothing come in set styles but custom requests can be provided for an additional fee. The range and quality of available items are dependent on the Floor the Shop is on, with Shops on lower Floors not able to handle ingredients significantly stronger than ones found on their own Floor. In addition to the above service, those with the Crafting Class: Armorsmith, may pay for additional services such as borrowing the Workshop to craft their own items, or practicing new recipes. Lastly, unlocking the Armorsmith’s Workshop will allow the General Store to sell any related ingredients that can be found on the same Floor, provided those ingredients have been sold to the General Store before.
Bathhouse Description: The Bathhouse is a Shop that provides public and private baths along with private toilets that climbers can pay to use. The services are divided into three types with prices adjusting based on the quality of service, the number of times the climber has used that service, and the Floor the Shop is on. Every private service takes place in its own room which is soundproof and can only be accessed by those that purchased it. The Bathhouse offers no protection from monsters should the village walls be breached, and all climbers will be ejected from their rooms should a monster enter the Shop or deal damage to it. The Bathhouse will also combine with the Canteen and the Inn should either of them be built in the same village as the Bathhouse, and additional payment options will appear for combined services. Lastly, items similar to those provided by the services of this Shop will be made available for purchase though the General Store. The Bathhouse is a method of either rewarding climbers or offering a vice to distract them at the cost of time and money that could be used for survival.
Canteen Description: The Canteen is a Shop that allows climbers to purchase sustenance as well as providing a cafeteria people can sit at for free. Prices vary depending on the service, ranging from access to clean water, cooking food provided by climbers, providing meals made from ingredients that can be found on the same Floor, and replicating known meals from the climber’s culture. The Canteen also offers a service where climbers can learn to cook, but only offers recipes for meals that can be made using ingredients on the same or previous Floors. The Canteen will also combine with the Bathhouse and the Inn should either of them be built in the same village as the Canteen, and additional payment options will appear for combined services. Lastly, items similar to those provided by the services of this Shop will be made available for purchase though the General Store. The Canteen is a method of either rewarding climbers or offering a vice to distract them at the cost of time and money that could be used for survival.
Carpenter’s Workshop Description: The Carpenter's Workshop is a Shop that sells Furniture and Buildings, and through the Carpenter's Workshop, village customization through a modified version of the Village Menu can become accessible for climbers. To use this service, the ingredients along with a service fee in Gold must be provided, at which point the requested item will be made automatically. Both Furniture and Buildings come in set styles but custom requests can be provided for an additional fee. The range and quality of available items are dependent on the Floor the Shop is on, with Shops on lower Floors not able to handle ingredients only found on higher Floors. In addition to the above service, those with the Crafting Class: Carpenter, may pay for additional services such as borrowing the Workshop to craft their own items, or practicing new recipes. Lastly, unlocking the Carpenter’s Workshop will allow the General Store to sell any related ingredients that can be found on the same Floor, provided those ingredients have been sold to the General Store before.
Enchanter’s Workshop Description: The Enchanter’s Workshop is a Shop for the creation of Spell Talismans and Enchantment Frames. Spell Talismans are consumables imbued with a single spell that is cast upon its activation. Enchantment Frames are a material used by other Workshops to imbue a permanent magic effect into a creation. All Spell Talismans require a small amount of mana to trigger their use, while items created with an Enchantment Frame may be created with an external supply of mana. To use this service, the ingredients along with a service fee in Gold must be provided, at which point the requested item will be made automatically. The range and quality of available items are dependent on the Floor the Shop is on, with Shops on lower Floors not able to handle ingredients significantly stronger than ones found on their own Floor. In addition to the above service, those with the Crafting Class: Enchanter, may pay for additional services such as borrowing the Workshop to craft their own items, or practicing new recipes. Lastly, unlocking the Enchanter’s Workshop will allow the General Store to sell any related ingredients that can be found on the same Floor, provided those ingredients have been sold to the General Store before.
Inn Description: The Inn is a Shop that provides a safe room for climbers to rest in that they can pay to use. The quality of rooms at the Inn are divided into three types with prices adjusting based on the type of service, the number of times the climber has used that service, and the Floor the Shop is on. Rooms can be either single or shared among a full party’s worth of climbers, with options to remove or move furniture around the room. Each room is soundproof and can only be accessed by those that purchased it, creating a private space where climbers can be protected from each other. While privacy is not guaranteed outside of the room, the interior of the Inn still prevents the use of Skills or from climbers suffering new sources of damage not inflicted by a monster. The Inn offers no protection from monsters should the village walls be breached, and all climbers will be ejected from their rooms should a monster enter the Shop or deal damage to it. The Inn will also combine with the Bathhouse and the Canteen should either of them be built in the same village as the Inn, and additional payment options will appear for combined services. Lastly, items similar to those provided by the services of this Shop will be made available for purchase though the General Store. The Inn is a method of either rewarding climbers or offering a vice to distract them at the cost of time and money that could be used for survival.
Library Description: The Library is a Shop where climbers can record and access knowledge in the form of written books or maps. A service fee is required to Store, Access, or Copy any knowledge within the Library, but all necessary materials to do so will be provided. Knowledge stored within the Library cannot be removed, altered, or destroyed by anyone unless the Library itself is destroyed. In addition, when combined with the Training Grounds, knowledge in the forms of Skill Books, Class Tomes, and Monster Encyclopedias may be gathered, allowing climbers to obtain additional Skills, change Classes, or know the Skills of specific monsters, respectively.
Training Grounds Description: The Training Grounds is a Shop where climbers can pay to spar against monsters and each other. The Training Grounds prevent any climbers from suffering fatal wounds and reverses any damage done after the training ends. Monsters must be unlocked for the Training Grounds by using a Binding Stone, which will be available for purchase from the General Store when this Shop is built, on a dying monster, and bringing the Binding Stone back to the Training Grounds. A monster unlocked for the Training Grounds is available for any climber on any Floor a Training Grounds exists on. Experience will not be earned in battles held within the Training Grounds, but Skills can increase in proficiency with proper practice. In addition, when combined with the Library, Monsters captured by a Binding Stone will have their skills recorded in a Monster Wiki, and Class Tomes and Skill Books may be used by climbers to change their Class, or learn additional Skills, respectively.
Weaponsmith’s Workshop Description: The Weaponsmith’s Workshop is a Shop for the creation of Weapons and Tools. Weapons range from melee or ranged to magical focuses, while Tools refer to any mundane object not primarily meant for combat, such as a standard hammer or a pair of scissors, or even cutlery. To use this service, the ingredients along with a service fee in Gold must be provided, at which point the requested item will be made automatically. Both Weapons and Tools come in set styles but custom requests can be provided for an additional fee. The range and quality of available items are dependent on the Floor the Shop is on, with Shops on lower Floors not able to handle ingredients significantly stronger than ones found on their own Floor. In addition to the above service, those with the Crafting Class: Weaponsmith, may pay for additional services such as borrowing the Workshop to craft their own items, or practicing new recipes. Lastly, unlocking the Weaponsmith’s Workshop will allow the General Store to sell any related ingredients that can be found on the same Floor, provided those ingredients have been sold to the General Store before.