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Guide by stage

After floor 999

Clear floor 999 and "Tower" offers "The Four Towers". The expansion is free and you climb with your current guild. About The Four Towers

Your goal here

Climb each tower to its top at floor 50 to open its ruler raid, then beat the ruler to collect legendary gear.

What opens

  • "Chain Fortress", "Glass Garden" and "White Mist": climb them in any order. "Last Stair" opens after the other three.
  • Past tower floor 50: that tower's ruler raid. 2 parties go in with up to 6 members each.
  • Beating a ruler: one legendary piece, in a fixed order. The first win also adds that tower's crest to the cosmetics in the shop.

Where people get stuck

A lineup that worked in one tower fails in the next. Each tower adds its own rule, so read it in the codex and fit the lineup before you climb. The number on tower gear is the share of that tower's rule you shrug off. It does nothing in other towers, and worn pieces add up to a limit of 60%.

"Outpowered" appears. Upgrade gear, or build up in a tower with fewer stars and in "Adventure" first. Every tower climb takes a week, so watch fatigue and wages too.

The ruler's health barely moves. Check powers first. A member with the breaking class or specialty, in either party, breaks a power with their first skill. Clear the "No breaker" warning on the party screen before you leave. If that still falls short, trade a tank spot for a damage dealer and build damage with tower gear and mastery.

The second party has empty gear slots. Members who usually rest often go in with empty slots. Fill them with "Auto-equip" on the mercenary sheet before you leave. Legendary pieces all share the same stat values, so choose the wearer by effect.

Read next

Value tables: Rule numbers · Four Towers and raids