Guilds past floor 999 now face the free Four Towers expansion. Climb with the mercenaries you raised, then defeat each ruler again in a raid at the top to collect legendary gear.
1.26.0Latest
The Four Towers
7 items
The climb past floor 999 continues in the Tower tab
Once you pass floor 999, you pick from the Four Towers in the Tower tab. Climb Chain Fortress, Glass Garden and White Mist in any order. Last Stair opens after those three, and more stars mean a harder tower
The Four Towers are free. Pass floor 999 and they open with nothing to buy
Each tower keeps your best floor, and you continue from the next one. Every climb takes a week, like a main expedition
Each tower has its own enemies, and its ruler waits on the top floor. Rulers speak a line when they appear and when they fall
Each tower has one rule. In Chain Fortress both sides hit harder and healing received drops, and in Glass Garden mercenaries are charmed into striking allies. White Mist seals skills one at a time, and on Last Stair the front row keeps losing HP
A banner states the tower rule as each tower battle begins, and the scouting screen shows the floors left to the top and the ruler waiting there
Once you pass floor 999, the tower list comes first and climbing the main tower's 999 floors again sits at the bottom of that list. Once every tower is climbed, the main tower comes first
The Story Beyond the Summit
2 items
The story opens with new scene art as you climb
Towers stand on the horizon where there were none the night before. The story continues at each tower's door and when you first defeat its ruler
Chapters open as scenes during the climb, and a chapter shown once is not shown again. Read past chapters again in the Four Towers section of Stories in the Adventure tab
Ruler Raids
8 items
Breaking a power shatters the ward and staggers the ruler
Reach the top of a tower to open its Ruler Raid. Two parties fight together against the ruler, risen again in the top chamber
The ruler stands in the middle while the two parties attack from both sides. It targets one party at a time and marks the ground before it strikes
Every ruler has its own skill and cut-in. Once you deal half of the damage needed to win, it becomes enraged and switches targets more often
Raids are mock battles: no one is injured or falls, and you can challenge as often as you like. Pause and choose Quit to skip the rest of the battle and go to the result. The result is decided when you start the challenge and does not change
A raid now opens with the ruler dropping onto a dark stage, its name and first line, then the two parties entering from both sides. Tap to skip. Returning to the same ruler shows a shorter version
All four rulers have new attack animations. Skill effects no longer hide the ruler's body, and the skill name appears each time the ruler targets a party
Mercenary attacks now show as one running total, and ruler skills get a short warning first
Each victory awards that ruler's legendary gear in a fixed order. The next piece shows in the bar under the entrance, and the challenge closes once you have them all
Ruler Powers and Splitting the Parties
6 items
See who breaks each power at the entrance, then split the parties
Rulers are wrapped in powers. Until a power breaks, it works against you, with harder hits or a ruler that keeps regaining HP
A mercenary with the class or specialty that answers a power breaks it mid-battle, from either party. Breaking both makes the fight much easier
The entrance lists the classes and specialty that break each power and who in your parties can do it. If no one can, Learn specialty takes you straight there
Split the Parties lets you build both parties yourself. Each ruler remembers your split, and Auto splits them again with the power breakers placed first
When a breaker is present, that mercenary rushes in and cuts the power, the ward shatters, and both parties charge together. With no breaker, the ruler unleashes its power and the screen shows which classes and specialty can break it
Powers left unbroken appear as one line on the result card
Legendary and Tower Gear
5 items
Each ruler drops legendary weapons and armor for each role, and every piece has its own effect. All legendary gear shares the same stats, so you pick by effect
Legendary gear outclasses tower gear and is kept out of Tidy the stash and bulk selling
Tower gear drops as you climb. Its effect softens that tower's rule, and higher floors widen the effect's range. The effect does nothing in other towers
Spend gold to reroll a tower gear effect. Auto-sell on return keeps the piece with the strongest effect for each tower and slot
Legendary and tower gear each show their own icon
Expansion Perks
5 items
Guilds past floor 999 receive the Four Towers world theme pack. Pick its crest, home backdrop, portrait frame, grave, plate, expedition flag, chronicle cover and the home track Beyond the Summit in Cosmetics
You get the title Opener of the Doors and a mist-violet name. If you also hold a supporter title, choose which one shows in Cosmetics
Your first win over a tower ruler earns that tower's crest and a conquest stamp on your plaque. Clear every tower and your title rises to Climber of the Towers
Four Towers story scenes you have seen return in the Illustration Gallery. Each tower has its own track, and the Music Room plays them too
None of this affects stats
Light Knights Tuning
3 items
Theobald's prayer now heals all allies and shields every one of them
Oswin, Brita, Eirin, Celine, and Godric's skills hit much harder
Allies raised by the Oath come back with more HP, with "Oath: Back Up" shown above them
Mage and Archer Basic Skills
6 items
Mage's Fire Burst hits harder and burns the weakest enemy once more
Archer's Rapid Fire hits harder and aims at the weakest enemy
Frost Lance strikes the weakest enemy, throws shards at the rest, and lowers the defense of those it hits
Starfall ends with a great star on the most wounded enemy
Piercing Shot passes through the whole row, and Snipe aims at the weakest enemy and refunds energy on a kill
Parties without rogues can now carry the late game too. Rogues stay as they were
Paid Hero Skills
8 items
Their stats stay the same. Their skills changed, and each hero changes in a different way
Foes hit by Mukran's Black Orchid Needle lose HP to poison for a while and heal and regenerate less meanwhile. Poison damage now shows as numbers and counts toward her damage record
Allies healed by Aldric block their next blow, and his other allies gain energy
Irena's thrusts hit harder, and afterward she recovers some HP and parries the next blows
Rosel's right hand always lands a critical hit
Fine's Bolt hits harder, pierces part of defense, and charges her energy with each shot
Sargul's skill after his Reverse Scale triggers strikes far harder and restores his HP
Elowyn's Thorn Hedge now lashes the enemy front row too
An Easier Start
14 items
Your company name is filled in, so you can sign right away. Tap the field to change it
The text cards after founding are gone. The Next Step strip guides you straight away
Your first formation has a Use recommended button. You can still pick cards one by one
Choose how to start when you found your company. With I'm new, entrances such as Facilities, Recruit and Adventure open one by one as you climb, and Sylvaine announces each in a single line. With I've played this kind of game, everything is open from the start
During the Apprentice Course, locked tiles show the entrance name, and tapping one says when it opens. That window or Settings has Open everything at any time. The rules are the same. Saves already in progress stay fully open
In a newly founded company on Standard rules, members who fall on the lowest floors are only wounded and do not die. The battle forecast and glossary say the same, and the last protected floor warns you once more
The Rear Duty tip appears only when someone stays home from the expedition. Until then the base suggests what you can do now
The base shows one guidance line at a time. The Next Step button is now secondary, so Climb stays the main button
During the course, the first recruit card leaves out far-off floors, and member details hide the Warehouse button until it opens
When your company is too hurt to set out, the Next Step card on the base leads you to Recruit or the next week
Defeat messages now use plain words and tell you what to change in your formation
Wipe results now read Wiped out from top to bottom, and leave out shards until shards open
The first Next Week prompt no longer sounds like a mistake
The contract marks your pick with a plate and a star, and Expert turns the plate red
Formation and Tower Prep
6 items
Front and back row slots now stay pinned at the top of the formation sheet with full names. Candidates show three to a row with name, power and fatigue
Tap a slot to remove someone. Sort, filter and formation each sit behind one button. Turn on Formation to tap a slot and move that merc to the other row
Cards mark low morale, grades below your roster's best, and feuds or bonds with the party. Counter marks stay, and the filter can show counters only
Hold a slot or card to inspect. Morale and fatigue explanations moved there too
Tower prep fits floor, party, forecast and floor conditions on one screen without scrolling. Floor conditions, contracts and the full forecast open as sheets
Auto-equip all is gone. Auto-equip now works one merc at a time. In tower prep, a ▲ appears on the portrait of anyone with an upgrade. Tap it to change just that merc from the stash and see the Power change. Gear worn by others stays put
Unique Skill Scenes
3 items
Mercenary, hero and boss skills have new scenes and sound. Each person's first skill in a battle plays big, then short
Pick first big, always big or always short under Cut-in size in Settings. It appears while Skill cut-ins is set to always
Among enemies, only bosses show a band. Long battles that reach the time limit keep their scenes in the short form
Roster and Gear Screen
5 items
The roster limit is gone. If you already bought Abyss perks that raise it, the shards you spent come back and a band at your base says so
The gear swap screen is new. Try gear on, compare how the values change, then confirm. Your save does not change until you do
The green cell in the grid marks the biggest Build gain, and the cell says so
Lock gear someone is wearing and auto-equip leaves it alone, and other mercs cannot take it
Members who clear all five trial steps now get a bonus by tier. Regular stays at +30%, Named gets +33%, paid Named and the Knights of Light get +36%. Lower steps are unchanged
A New Layout
9 items
The bottom tabs are now Base, Tower, Mercs, Adventure and Shop. The Shop is one tap away from anywhere. Devices without payments show the four other tabs
The gear at the top right is now Menu. Records, Ambition, Compendium, Rivals, Plaque, Glossary, Music Room, Gallery, News and Settings are all laid out there. A dot on the button means something new is inside
The fourth tile on your base is now Rear Missions. It shows who is assigned and the gold expected this week, and one tap opens the mission screen. A mark appears when you owe money and a slot is empty
The top card on your base now fits the moment. During an expedition it shows the floor with a large Expedition button. When too many are hurt to send anyone, the large button leads to recruiting or the next week
Disbanding danger now shows as a banner in the Shop and Adventure tabs too. The base banner also warns when a mercenary is close to retiring
Bottom tab marks are now a single dot, meaning something inside needs a look
Locked tiles in the Apprentice Course state when they open. The Adventure tab keeps its spot with a lock
Long languages such as Russian size each tab to its label, so the labels stay readable
The Climb button no longer stretches across tablets, and expedition notices no longer cover the base tiles on small phones
Adventure Tab and Result Screens
7 items
The Adventure tab now has three groups: This Week, People and Stories. This Week fits on the first screen, and each card shows what is left and how long until it refills
Cards that are off say why, whether locked or waiting on an expedition. Before the conquest, a large button at the bottom takes you straight to the tower
The stopped floor result puts rewards, risks and party status on one screen. Growth and rumors moved to This Floor in the battle report
Healing kits open from a button on the result screen
A wipe now shows everyone lost with their face and full name, and the cut-off line is gone
On ordinary floors, Quick Climb shows one line of floor and rewards with a Next Floor button for a moment. If you don't tap, it closes into the full result with Camp and Return
Removed the tiniest text from the result and Adventure screens
Changes
11 items
Added Anonymous stats in Settings. New saves report progress steps such as first battle and floors reached, plus daily Shop visits, with no name. Your save is not sent, and you can turn this off
The game now opens on a new start image and the title screen. One tap on Continue takes you to your base
Long text in battle banners now wraps to the next line instead of ending in "…"
The mastery cap refund notice shows the gold returned in the same short form as the top bar
The support address is now towermercenaries@gmail.com, an address just for the game
New app icon and start image
Shields now show numbers: the amount when gained, the amount blocked on a hit, and a band at the end of the HP bar
The game names members about to retire ahead of time
Member details now state the dodge and crit caps and the share from guild fame
Defeat results lead to specialties, and Abyss rituals warn about companion locks and attackers ahead of time
Climb rules for new guilds have changed. On Hard, tired members weaken sharply, and the new Expert rule brings stronger foes and almost no recovery. Your rule is engraved on the guild plaque, and existing guilds keep theirs
Fixes
13 items
Ildarin's breakthrough form shrank during basic attacks
The chronicle listed the Extra Rear Duty Slot perk under an old name
Text behind the Adventure screen showed through the gaps beside the bottom bar in portrait
The Sylvaine guidance strip covered the Rear Duty sheet and blocked its mission tiles
Open everything stayed in Settings after use
The last letters of the locked Climb button touched its frame
A skill name in landscape battles could be covered by a fighter rushing past. It now floats above their heads
Some recruit fit chips showed a raw label when tapped
Lost gold after a wipe showed a stray decimal
In a week with unpaid wages, the return summary said wages of 0G. It now says how much carries over as debt, and counts debt repaid that week
Returning from an expedition lands on your base map even if a facility or the Music Room was left open
The line under the final floor result was half hidden by the buttons
On Android, pressing Back at your base closed the game at once. It now asks first