Towers, Abyss and raid bosses

Towers

Each tower is a sequence of 10 floors with a fixed group of enemies per floor (2 or 3; on elite and boss floors they come with an escort). Progress is tracked per tower and per character: you resume where you stopped.

  • Enemies get stronger on every floor: +2% health and attack per floor (the 10th floor has +20%). The floor screen shows the bonus.
  • Beating the current floor advances one floor.
  • The first clear of a floor grants extra rewards (once only).
  • Clearing the final floor marks the tower as completed and unlocks the completion rewards.
  • The 5th floor and the completion give essence fragments for your spirits.
  • The Hall of Fame ranks players by total floors cleared across all towers; ties are broken by level.

End game: Abyss Tower and Nightmare

The Abyss Tower opens at level 100, at the top of the Towers panel. Its floors never end: every floor gives enemies +5% health and attack (floor 20 has +100%).

  • Each floor is a single fight. You enter with full health and mana, have up to 3 potions, and the result does not touch your adventure health.
  • Losing or giving up keeps you on the same floor, which always brings the same group.
  • Winning advances one floor and stores its reward (once) in the Abyss chest: gold, Nightmare Shards every 5 floors and essence fragments every 10.
  • The Abyss ranking orders by highest floor cleared; ties go to whoever got there first.

Every dungeon you have already cleared gains a Nightmare Mode: enemies with +50% health and attack, a doubled chest and Nightmare Shards (3 more the first time).

Run chest (dungeons and Abyss)

In dungeons and the Abyss Tower the gold and items from each fight do not go straight to your bag: they stay in the run chest. XP is granted right away.

  • Leaving in time keeps everything. In a dungeon, the "Wave cleared" notice has a Leave with the chest button before the next wave; beating the boss also delivers the whole chest. In the Abyss, use Cash out the chest on the Towers panel or in the floor's end window.
  • Dying or giving up mid-fight costs half the chest: gold is halved and each item has a 50% chance to survive.
  • A fight "starts" with your first action. Before that, leaving always cashes out the whole chest.

Raid bosses

Bosses have shared HP: damage from any player reduces the same bar, updated in real time.

  • World Boss — open to the whole server, ranking and loot per player.
  • Guild Boss — ranking and loot per guild; characters without a guild cannot take part. The guild that counts is the one from your first attack — switching guilds during the event does not change your record.

Each boss has a level, shown on its panel. Characters up to 10 levels above it can attack: that way players far above do not take the ranking from those in range. If you pass the limit during the event, you can keep attacking the boss you were already fighting. Level 100 bosses have no limit. The boss is much stronger than the hunting monster it comes from (5× its attack and defense) and uses its skills.

When the boss falls, rewards are handed out by rank bracket in the damage ranking. Taking part with little damage can still land the lowest bracket; not attacking earns nothing.

Each boss fight allows up to 3 potions from your bag (health and mana combined). After that the bag is gone for that fight. To deal more damage, attack again: every entry costs stamina and the damage from all of them adds up in the ranking.

Related rules