Floor 1
Built for level 50
Five hundred authored floors climbed in order, each its own place with its own name, its own inhabitants and its own rule. Past the five hundredth the tower begins again, harder, with no last floor at all.
Solo account entryClear the five hundredth floor and the climb carries on. The tower repeats ground you have already crossed, but nothing on that ground is the same twice: everything is stronger, and stronger again with every full lap. There is no floor at which the tower runs out.
Built for level 50
Built for level 52
Built for level 100
Built for level 150
Built for level 200
From floor 200, the character-level target stays at 200 while enemy strength keeps growing. The scenery repeats after floor 500, but the challenge does not reset. Deep floors remain optional, and some builds will reach farther than others.
Level 50 opens it. Bring your account’s roster; you have 2 climbs each day.
Every floor you clear stays cleared forever. A later climb resumes at your next uncleared floor.
Deaths and wipes cost no gold, XP or levels. A wipe ends the climb; the spent climb and consumed supplies are not refunded.
Your party falls, a floor runs out its own clock, or you leave. Never by reaching a top, because there is not one.
A Guardian holds every 5th floor, and a Sovereign every 10th. Their fights test more than damage alone.
A rule that changes the fight: reinforcements, a hazard, an element, a clock. It is named on the card before you enter.
Boss health can trigger a new named phase, changing its attack pattern, element or reinforcements. The fight HUD keeps the current phase visible.
A cast warning names the ability and its target, with a live countdown. Some attacks threaten the whole party; others focus the front-line defender.
Some bosses are shielded while their guards remain. The HUD shows the guards left. Your roster switches targets automatically, then returns to the exposed boss.
These are idle encounters, not manual-dodge challenges. Prepare damage, healing, durability and supplies before entering; your roster handles the fight automatically.
Your account’s first clears of floors 100, 200, 300, 400, 500 earn a special legendary-victory card in World chat. The card celebrates the player, the floor and the defeated Sovereign. Replays and reconnects do not send a second announcement.
Not one of the five hundred floors is listed here. Their names, their grounds, the creatures on them and the Edicts they carry are meant to be met rather than read. The tower is climbed, not studied.