The Tower
A page from the realm's reference.
The Tower is a climb of 150 floors. Every floor is one fight against a fixed foe, and every floor is harder than the last. The foes never copy your stats, so to climb higher you need better gear and a higher level. Clear the top and you may reset, climb again against stronger foes, and spend Tower points on perks.
How the Tower works
- Floors: 150 floors, each one fight. Every 10th floor is a boss with a bigger health pool and harder blows.
- Who can climb: Peasant (rank 1) or higher, judged on your current rank, so after an Ascension you meet the gate again from where your rank restarts.
- One at a time: while a Tower fight is open you cannot enter a dungeon, and while you are inside a dungeon you cannot start a Tower fight. Finish or abandon one first.
- No cooldown: a floor costs energy, not time. You can start the next fight as soon as the last one ends.
- Losing: a defeat leaves you on 1 health and wears your gear, and you stay on the same floor. You never die.
- Abandon: you can walk away from an open fight with the Abandon button. The energy is not refunded and nothing is paid. A fight left open for 24 hours closes by itself the same way.
A Tower fight plays out the way a dungeon boss fight does: it is live, not one click. You press Engage, then attack on your own clock, while your foe strikes on its own clock whether you click or not. The same mana moves are available, and potions work mid-fight. The full rules are in the dungeon fights section. Boss floors fight with the harder boss settings. You need at least 25% of your maximum health to start a fight.
Energy cost
Each floor fight costs energy, paid when the fight starts, and it is sized exactly like entering a dungeon: 20% of your energy pool up to 50 energy, then 10% of the rest, never less than 1. The Tower perks can make a floor cheaper, by up to 30% in total, and it never drops below 1 energy.
Rewards by depth
A win pays gold and experience. A normal floor pays 50% of what the same energy would earn from a dungeon, using the best dungeon your current rank has unlocked, so the pay grows as your rank does.
- Depth: every floor above floor 1 adds 1% to the pay, so floor 150 pays 2.49 times what floor 1 does.
- Bosses: a boss floor pays 1.5 times a normal floor at the same depth.
- Ascension: your Ascension level raises Tower gold and experience, up to 2.8 times the gold and 2.2 times the experience. This is the same capped bonus your quests get.
- Repeats: a floor you have already cleared in this climb pays only 25% of a first clear, so farming old floors is a trickle. After a reset every floor is a first clear again.
Loot
The Tower is split into 5 bands of 30 floors, and each band further up drops better materials and gear. Normal floors roll for a drop. A boss floor always pays boss materials the first time you clear it in a climb, and a piece of gear is added on top.
Tower loot by band.
| Band | Floors | Materials on a floor | Gear on a floor | Boss materials, always | Boss gear |
|---|---|---|---|---|---|
| Band 1 | 1 to 30 | Common to Rare | Common to Rare | 1, Common to Epic | Rare to Epic |
| Band 2 | 31 to 60 | Common to Rare | Common to Epic | 1, Rare to Legendary | Rare to Legendary |
| Band 3 | 61 to 90 | Rare to Epic | Rare to Epic | 2, Epic to Legendary | Epic to Legendary |
| Band 4 | 91 to 120 | Rare to Legendary | Rare to Legendary | 2, Epic to Mythic | Epic to Mythic |
| Band 5 | 121 to 150 | Epic to Legendary | Epic to Legendary | 3, Epic to Mythic | Legendary to Mythic |
- Boss gear: the first time you ever clear each boss floor on your account it always drops a piece of gear. On later climbs it drops with a 25% chance instead. Boss materials drop on every climb.
- Mythic: only the deepest bosses can drop mythic gear, in bands 4 and 5.
- Standard materials only: the Tower drops the ordinary crafting materials. No profession materials drop here.
- Boss drop perks: the Spoils perks raise the chance of boss drops.
- Never equipped for you: gear goes to your inventory.
Shadowgems from the Tower
The Tower can pay up to 80 shadowgems to an account, once, ever: 45 from the 15 bosses and 35 in gifts for reaching floors 50, 100 and 150 for the first time. They are paid only the first time you ever clear that floor on your account. A reset, a repeat, or an auto-fight never pays them again, so there is no way to farm them. See the shadowgems page for every other source.
Shadowgems the Tower pays for each boss floor.
| Boss floor | Boss shadowgems | Milestone gift | Paid that day |
|---|---|---|---|
| Floor 10 | 2 | none | 2 |
| Floor 20 | 2 | none | 2 |
| Floor 30 | 2 | none | 2 |
| Floor 40 | 2 | none | 2 |
| Floor 50 | 2 | 5 | 7 |
| Floor 60 | 3 | none | 3 |
| Floor 70 | 3 | none | 3 |
| Floor 80 | 3 | none | 3 |
| Floor 90 | 3 | none | 3 |
| Floor 100 | 3 | 10 | 13 |
| Floor 110 | 4 | none | 4 |
| Floor 120 | 4 | none | 4 |
| Floor 130 | 4 | none | 4 |
| Floor 140 | 4 | none | 4 |
| Floor 150 | 4 | 20 | 24 |
Tower perks
Resets pay Tower points, and the points buy perks in 18 nodes across six branches. A node costs the same number of points for every rank, and each node after the first in a branch needs at least one rank in the one before it. Perks work only inside the Tower. They never change your stats anywhere else.
Every Tower perk.
| Branch | Perk | Effect per rank | Ranks | Cost per rank | Needs first |
|---|---|---|---|---|---|
| Warded | Iron Resolve | 1% less damage from foes | 5 | 1 point | none |
| Warded | Stoneskin | 2% less damage from foes | 5 | 2 points | Iron Resolve |
| Warded | Unyielding | 2% less damage from foes | 5 | 3 points | Stoneskin |
| Might | Sharpened Edge | 1% more damage dealt | 5 | 1 point | none |
| Might | Brutal Focus | 2% more damage dealt | 5 | 2 points | Sharpened Edge |
| Might | Executioner | 2% more damage dealt | 5 | 3 points | Brutal Focus |
| Stamina | Steady Breath | 2% cheaper floor fights | 5 | 1 point | none |
| Stamina | Pathfinder | 2% cheaper floor fights | 5 | 2 points | Steady Breath |
| Stamina | Tireless Climber | 2% cheaper floor fights | 5 | 3 points | Pathfinder |
| Spoils | Trophy Hunter | 4% better boss drop chance | 5 | 1 point | none |
| Spoils | Bone Collector | 4% better boss drop chance | 5 | 2 points | Trophy Hunter |
| Spoils | Warlord Bounty | 5% better boss drop chance | 2 | 3 points | Bone Collector |
| Haste | Quick Hands | 1 more auto-fight floor | 3 | 1 point | none |
| Haste | Swift Ascent | 1 more auto-fight floor | 3 | 2 points | Quick Hands |
| Haste | Relentless March | 1 more auto-fight floor | 2 | 3 points | Swift Ascent |
| Insight | Keen Mind | 2% more Tower points per reset | 5 | 1 point | none |
| Insight | Deep Study | 2% more Tower points per reset | 5 | 2 points | Keen Mind |
| Insight | Ascendant Wisdom | 5% more Tower points per reset | 2 | 3 points | Deep Study |
Each effect has a ceiling for the whole tree:
- Damage from foes: at most 25% less in total.
- Damage you deal: at most 25% more in total.
- Floor energy cost: at most 30% cheaper in total, and never below 1 energy.
- Boss drop chance: at most 50% better in total.
- Auto-fight length: at most 8 extra floors in total.
- Tower points per reset: at most 30% more in total.
Resetting the Tower
Once you have cleared floor 150 you may reset the Tower. You go back to floor 1, and every foe is 25% stronger than on the climb before, and the extra strength stacks with each reset. You cannot reset while a Tower fight is open.
- Tower points: your first reset pays 5 points, and the payout grows by 1 every 2 resets until it tops out at 25 per reset. The points perk raises it further.
- What you keep: your best floor, your perks and your Tower points. The first-ever shadowgem and boss gear payouts stay used up.
- What resets: your current floor and which floors count as cleared in this climb.
- Respec: you can wipe all your perks and get every point back for 25 shadowgems.
Auto-fight
Once you have been through a floor before, usually after a reset, you can let the game fight for you. One auto-fight runs up to 10 floors, and the Haste perks can add up to 8 more.
- Only old floors: it works only on floors up to the deepest one you have ever reached, never on a floor you have not been through before.
- Plain strikes: it uses the plain strike only, with no mana moves.
- Same cost and pay: every fight in the run costs its own energy and pays like a normal fight.
- It stops by itself: at the first loss, when your energy or health runs low, or when it reaches a floor you have not cleared before.
The Tower on your profile
Once you have opened the Tower, your profile shows a Tower card with your current floor, your best floor ever and your climbs, which is how many times you have reset. Other players see it on your public profile too.