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The tower

Floors and zones

You fight enemies on each tower floor and meet different foes and bosses across its zones. The main tower has 5 zones, and clearing floor 50 opens the way into the abyss.

Game screen: Picking the target floor
Picking the target floor

In "Tower", tap the target floor button to open "Target Floor" and choose a destination. After "Depart", the scouting screen shows the enemies and risks on that floor.

Return to a cleared floor to train mercenaries or gather equipment if your next floor defeats you. On entering a new zone, check the enemies before committing the party that served you in the previous one.

Mutations and variants. Mutations affect the whole battle from floor 51. Once you pass floor 100, individual enemies in the next generation begin carrying variants. Floors 51 through 100 have mutations; from the following floor onward, check both. Mutations · Variants

Camp and relief

Camp. After clearing a floor, the party can rest before the next one to restore 20% of max HP and shed 12 fatigue. A healer in the party brings back 10% more HP. Under the standard rules each expedition gets 2 camps, and upgrading the Lodging and the Infirmary raises that to at most 6. Hard and Expert give fewer camps and less healing (Standard, Hard and Expert).

Relief. A tower expedition takes 1 reserve along. On the floor results screen you swap a tired party member for them, and whoever steps down can't rejoin that expedition. Abyss perks raise it to 3.

Classes strong against zone traits

Zone traits begin at floor 101, with a zone spanning 10 floors. Find a class strong against the next zone’s trait below and add a member of that class to your party to weaken the trait.

Zone traitStrong classes
IronscaleWarrior, Swordsman, Berserker
VeilArcher, Lancer, Mechanic
SplitMage, Elementalist
RegenerationRogue, Reaper
Cursed FogTaoist, Alchemist
FrenzyBard, Swordmaster, Bladedancer
Rear HuntKnight, Monk, Blacksmith, Warden
VenomPriest, Alchemist

Slots and countering. The orbs on a zone card are counter slots. A member of a strong class fills one slot, and a member with that trait's specialty fills 2 alone. In a zone with one trait, 2 slots switch the trait off (Countered), one slot weakens it (Weakened), and no slots leave it on (Active). A member who fills a slot gets 10% more attack and max HP for that battle.

Switching off Split, Regeneration or Veil also removes variants of the same kind from enemies.

Where to learn a specialty. Once your highest floor reaches 100, a "Specialty" panel appears under "Training Hall" in "Facilities". Named and paid heroes can learn too. Each member holds one specialty. Learning costs 200 Abyss shards and switching costs 100. A member can't switch again in the week they learned or switched, and members on an expedition can't learn. When a member leaves, the specialty goes with them, with no refund.

The Rough Road

From floor 301, the road splits partway through each chapter you have not cleared. The "Wide Road" has one trait per zone and the "Rough Road" has two. In a two-trait zone, one slot per trait switches that trait off.

Beat a chapter's boss for the first time on the Rough Road to earn an emblem shard and pick one extra photo at the gate. 3 shards unlock the Rough Road Emblem and 6 unlock the Rough Road Banner under owned cosmetics in the shop. Both are cosmetic, so battle numbers stay the same.

Standard, Hard and Expert

You choose the rules when you found a new guild. The tower is the same and these values differ.

RuleStandardHardExpert
Base camps211
HP healed per camp20%11%10%
Fatigue removed per camp1264
HP healed per floor cleared3%1%0%
Loot kept after a wipe50%30%20%

On Hard and Expert, tired members weaken more (Fatigue and injury). On Expert, enemy attack also rises as you climb. A Hard guild founded in an earlier version keeps its old rules.

After floor 999

The climb ends at floor 999. Clear it and the ending plays, and "Tower" shows "Floor 999 complete". Climb any cleared floor again to train mercenaries or gather gear and relics.

The Four Towers. Clear floor 999 and "Tower" offers "The Four Towers". The expansion is free and you climb with your current guild. Climb Chain Fortress, Glass Garden and White Mist in any order. The Last Stair opens after the other three. About the Four Towers

The work outside the tower carries on: the Boss Hunt with a new boss every week, personal trials for fully grown mercenaries, rebirth for retired ones, the abyss rite that awakens abyssals and material dungeons for revival and rebirth materials.

Marks on this screen

Current zone ring. A ring around a chapter’s zone icon marks your current position. Overlapping trait icons mark a section with combined traits on the Rough Road.

Selection check. The selection check on a road card marks your chosen route. Read it with the gold frame and the route description.

Emblem shard. The shard icon in Rough Road rewards marks the emblem shard for a first clear of that chapter. Return to collect the reward. Collect shards to unlock the Rough Road Emblem and Banner under owned cosmetics in the shop.

Photo icon. The photo icon in Rough Road rewards marks a commemorative gate photo. Find the record in the gate album.

Dot on the Tower tab. A dot on the Tower tab means a tower expedition is in progress. Tap the tab to return to it.

Tower icon. The tower icon opens tower expeditions. Set your lineup or return to a climb in progress.

Gate photo frames. A special gate photo frame distinguishes a photo from the Rough Road. The gate album holds it alongside photos with the standard frame.

Browse all screen marks

Value tables: Zones and floor lords · Gate camp and photos · Zone trait strength