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Guide

The Tower of Thanatos

Floor after floor, with no top. Each step asks for more kills in less time against tougher monsters, and pays in Boxes, the main source of Legendary and Mythic gear outside map bosses. Every season, everyone goes back to floor 1.

Opens on November 6. The Tower opens in Season 1 together with the Boss Lair. Everything below applies from the first floor.

How to get in

The Tower costs 1 Tower Ticket per floor, not per climb. Tickets can’t be bought: they only come from playing.

10%chance per map boss killed: the main source
15tickets from the daily boss quest
Lairevery run won rolls for its duration
Passon both Battle Pass tracks
The math that matters. Tickets are the Tower’s scarce resource, and they come from bosses. If you want to climb high, farm map bosses first: both are the same loop. A badly prepared floor doesn’t just cost the loss, it costs the ticket.

There are two modes, and both cost the same:

  • Climb one floor — you go in, fight and come back. It’s how you test your limit.
  • Auto climb — chains floor after floor on its own, spending 1 ticket each. It stops at the first loss or when tickets run out.

Anatomy of a floor

Each floor is built the moment you enter: how many monsters, with how much HP, armor and damage. The fight really happens, and the result is whatever comes out of it.

30 sthe floor timer
15 → 60the monster quota, from floor 1 to 99
3waves (e.g. 15 · 13 · 10 on floor 50)
+ bosscomes with the last wave

To clear it you need both inside the timer: meet the quota of regular monsters and kill the boss. The quota grows 0.45 per floor until it caps at 60; above that, what grows is toughness, not the count.

Lost? You don’t lose the floor. The climb keeps your next floor, not your last result: clear 40 and the next one starts at 41. Failing never pushes you back; try again as often as you want, 1 ticket per attempt.
Where the Tower fails you. It isn’t the timer: what stops you is the wall of HP and armor and your survival. If you are losing, don’t rush: hit harder and last longer.
The wave limit. On high floors the whole wave hits at once, so regular monsters have a damage limit: the wave deals at most 15% of your team’s total HP per second, and a single hit never exceeds 20% of the target’s HP. The limit applies before your defense, so armor, damage reduction and a tank still matter. Inside the Tower, heroes below the monsters’ level take no extra damage for it.
Boss focus. A floor has two bars: the quota and the boss’s HP. Your attackers (everyone but the tank) split between them in proportion to what’s left of each, so both end together.

The three bosses

Every floor ends with a boss. Which one depends only on the height.

every regular floor

Warden

The corridor guard. It has no species of its own: it wears the face of a monster from that floor, with boss HP and damage. Example on floor 50: Beholder Master.

HP: 80% of the whole quota’s combined HP.

every 10 floors

◆ Guardian

The four Guardians of Thanatos take turns, one every tenth floor: Odium of Thanatos (10), Despero of Thanatos (20), Maero of Thanatos (30) and Dolor of Thanatos (40). Thanatos floors use up one slot of the rotation.

HP: 150% of the quota’s HP, and hits 5% harder.

every 50 floors

Thanatos Phantom

The Tower’s master. He returns every 50 floors knowing one more move, and cuts your party’s healing by 20% while he stands.

HP: 250% of the quota’s HP.

Boss sheets, on their first floor

Odium of Thanatos

FloorElementRaceSizeHPAttackDEFMDEFLevel
10Ghost 4UndeadLarge2.2M3,26313835121

Despero of Thanatos

FloorElementRaceSizeHPAttackDEFMDEFLevel
20Ghost 4UndeadLarge6.5M7,24126667121

Maero of Thanatos

FloorElementRaceSizeHPAttackDEFMDEFLevel
30Ghost 4UndeadMedium14M11,54338697121

Dolor of Thanatos

FloorElementRaceSizeHPAttackDEFMDEFLevel
40Ghost 4UndeadSmall23M16,069497124121

Thanatos Phantom

FloorElementRaceSizeHPAttackDEFMDEFLevel
50Ghost 4DemonLarge59M20,770601150121

Element, race and size never change with height; only the numbers do.

The element that decides the build. All five bosses are Ghost 4. No attack element gets a bonus against it (the cap is 1×), but attacking with no element (Neutral) deals only 0.25×. The costly mistake in the Tower isn’t picking the wrong element: it’s picking none. Avoid Poison (0.5×), Ghost (0.25×) and Undead (0.25×). The Guardians are Undead and Thanatos is Demon: race cards change target between tenth floors and every 50th.

The moveset grows with height

At each step, that boss type learns one more move, all from its original Ragnarok arsenal. The elements vary on purpose: they press different resistances.

From floor☠ Thanatos◆ GuardianWarden
50Hammer Fall Earth——
100Soul Strike GhostSoul Strike Ghost—
150Bash Neutral——
200Expulsion Shadow——
300Dark Blessing ShadowDark Blessing ShadowSoul Strike Ghost
450Grand Darkness Shadow——
600Hell’s Judgement FireGrand Darkness ShadowHammer Fall Earth
800Pulse Strike Neutral——
  • Hammer Fall Earth — a hammer blow that rises from the floor and stuns.
  • Soul Strike Ghost — a spectral bolt that ignores physical armor.
  • Bash Neutral — a dry, elementless blow — pure strength.
  • Expulsion Shadow — a heavy shadow blast on whoever stands in front.
  • Dark Blessing Shadow — a curse that tears off a slice of HP at once.
  • Grand Darkness Shadow — a burst of darkness across the whole room.
  • Hell’s Judgement Fire — a pillar of fire that falls on the whole party.
  • Pulse Strike Neutral — a shockwave that pushes and repeats.
Build reading. All 8 moves are casts, and monster casts are magic damage: they go through your MDEF, not your physical armor. At the top of the Tower, MDEF decides whether you survive.

Who lives on each floor

Tower monsters don’t come from a map: they come from the height. The floor asks for a level and the game picks, from the whole catalog, who has that level. Look, element, race and size are the real monster’s; only HP and damage are the floor’s. Your cards and elements still work inside.

Floor 1 · level 22 monsters · 53 possible species

ScorpionScorpion Lv 16 FireElusive ScorpionElusive Scorpion Lv 16 FireZombieZombie Lv 17 UndeadWormtailWormtail Lv 17 EarthMukaMuka Lv 17 EarthCocoCoco Lv 17 EarthFurious ZombieFurious Zombie Lv 17 UndeadWormtail RingleaderWormtail Ringleader Lv 17 EarthFire PitFire Pit Lv 17 UndeadSoniaSonia Lv 17 UndeadHunter Desert Wolf Lv 17 FireSpore Lv 18 Water+41

Floor 10 · level 36 monsters · 54 possible species

PoporingPoporing Lv 30 PoisonThief Bug MaleThief Bug Male Lv 30 ShadowNightmareNightmare Lv 30 GhostPoporing RingleaderPoporing Ringleader Lv 30 PoisonFurious PoporingFurious Poporing Lv 30 PoisonElusive PoporingElusive Poporing Lv 30 PoisonDeniroDeniro Lv 31 EarthObeuneObeune Lv 31 WaterElusive DeniroElusive Deniro Lv 31 EarthHornHorn Lv 32 EarthPierePiere Lv 32 EarthSolid HornSolid Horn Lv 32 Earth+42

Floor 25 · level 60 monsters · 81 possible species

ZenorcZenorc Lv 54 ShadowMummyMummy Lv 55 UndeadMetallerMetaller Lv 55 FireGoblin ArcherGoblin Archer Lv 55 PoisonGreatest GeneralGreatest General Lv 55 FireGoblin LeaderGoblin Leader Lv 55 WindBeetle KingBeetle King Lv 55 EarthGroveGrove Lv 55 EarthSwift MummySwift Mummy Lv 55 UndeadSolid MummySolid Mummy Lv 55 UndeadSwift MetallerSwift Metaller Lv 55 FireFurious Beetle KingFurious Beetle King Lv 55 Earth+69

Floor 50 · level 100 monsters · 161 possible species

FreezerFreezer Lv 94 WaterBloody ButterflyBloody Butterfly Lv 94 WindBaby HatiiBaby Hatii Lv 94 WaterUngoliantUngoliant Lv 94 PoisonUngoliant RingleaderUngoliant Ringleader Lv 94 PoisonSolid FreezerSolid Freezer Lv 94 WaterFreezer RingleaderFreezer Ringleader Lv 94 WaterSwift Bloody ButterflySwift Bloody Butterfly Lv 94 WindInjusticeInjustice Lv 95 ShadowShinobiShinobi Lv 95 ShadowAnophelesAnopheles Lv 95 WindRoweenRoween Lv 95 Wind+149

Floor 75 · level 140 monsters · 126 possible species

Armeyer DinzeArmeyer Dinze Lv 134 EarthTwo-Horned ScarabaTwo-Horned Scaraba Lv 134 EarthArclouze (Nightmare)Arclouze (Nightmare) Lv 134 EarthNightmare Evil DruidNightmare Evil Druid Lv 134 UndeadEnraged DevoteeEnraged Devotee Lv 134 NeutralYellow PitayaYellow Pitaya Lv 134 WindKavach IcarusKavach Icarus Lv 135 WindDuneyrrDuneyrr Lv 135 EarthCorrupted Palace GuardCorrupted Palace Guard Lv 135 ShadowElusive KasaElusive Kasa Lv 135 FireSolid IcicleSolid Icicle Lv 135 WaterBroken Gardener Beta Lv 135 Fire+114

Floor 100 · level 175 monsters · 40 possible species

Big BellBig Bell Lv 163 NeutralExcavator RobotExcavator Robot Lv 163 NeutralAncient Tri JointAncient Tri Joint Lv 164 EarthAncient Wootan ShooterAncient Wootan Shooter Lv 164 EarthPlagaPlaga Lv 164 NeutralYellow PitayaYellow Pitaya Lv 164 WindDiligent Andre LarvaDiligent Andre Larva Lv 164 EarthMushy Ant EggMushy Ant Egg Lv 164 NeutralTime KeeperTime Keeper Lv 165 NeutralRecon RobotRecon Robot Lv 165 NeutralHigh Hunter BellareHigh Hunter Bellare Lv 165 NeutralManager Beta Lv 165 Neutral+28

In practice. Since every floor has dozens of species of different elements, there’s no "right element" for regular monsters. Against the boss there is, and that’s where to aim.

The wall

Each floor’s numbers. Up to floor 1,100, HP and armor rise on a power curve, steady and without blowing up; above that, HP accelerates. Damage rises much more slowly: bosses are meant to threaten, not to one-shot.

FloorQuotaHP of 1Boss HPArmorAttackLevelZeny
1153,30040K142202230K
10 ◆2072K2.2M1383,10836424K
2526245K5.1M3278,914601.2M
50 ☠38619K59M60119,7811002.7M
100 ☠601.6M235M1,02143,8961753.1M
200 ☠604M593M1,52197,4111753.6M
500 ☠6013M2B1,944279,4081754.1M
850 ☠6027M4.1B1,995514,3451754.5M
1,000 ☠6034M5.1B6,720620,0441754.6M
1,100 ☠6039M5.8B8,784691,8701754.6M
1,500 ☠60377M57B31,589988,3881754.8M
2,000 ☠603.1B467B40,5781,375,9641755M
3,000 ☠6061B9.1T43,7312,193,3711755M
  • Armor saturates. Damage reduction caps at 90%, so monsters never become immortal, and that’s why armor piercing is worth much more in the Tower than in the field.
  • A second wall at floor 850. A second armor ramp kicks in there: from 1,995 to 6,720 at floor 1,000.
  • And a third at floor 1,100. HP gets a second curve: a regular monster’s grows 1.89× over 100 floors there, and still 1.43× per 100 near floor 2,000. A third armor ramp takes it from 8,784 to 40,578 at 2,000. This is where new gear becomes new floors.
  • Level caps at 175 from floor 97. From there on monsters only get tougher and more armored.

Rewards

Everything here follows one rule: each floor pays once per season. The Tower only moves forward, so you never repeat a floor within a season. When it resets, everyone goes back to floor 1 and every floor pays again.

Caixa SeladaCaixa AncestralBlacksmith RuneWard Rune

Boxes — 2.5 × √floor

A season’s total boxes is 2.5 × √(your highest floor), rounded. A box drops on the floor where that count goes up a step, and every 3 climb boxes one is Ancestral. On top of that, Thanatos pays one extra Ancestral per first win from floor 1,000 to 2,000 (21 in total) and, above that, at 2,500, 3,000 and so on.

FloorSealedAncestralTotal
10017825
300291443
600412061
1,000532780
1,5006543108
2,0007558133
3,0009268160
5,00011886204

Boxes for a whole season reaching that floor. Doubling the floor gives about 1.4× boxes, not double: height is rewarded by Ancestral quality.

BoxContents
Caixa Selada94.9% epic · 5% legendary · 0.1% mythic
Caixa Ancestral40% epic · the rest legendary · mythic by the ladder below
FloorMythic per AncestralMythics per season
up to 2500.4%0.08
6000.91%0.14
1,0001.2%0.23
1,5001.43%0.45
2,0001.6%0.69
3,0001.83%0.88
4,0002% (cap)1.07

It’s 0.4% up to floor 250, plus 0.4% each time the floor doubles, up to the 2% cap. Climbing high still pays, in odds rather than quantity.

What comes out of a box. The item is rolled the moment the box drops, from the season’s set, the same from floor 1 to the top: 8 epic, 6 legendary and 4 mythic. Repeating the Tower collects copies of the same gear, which is what Awakening consumes. The set changes when the season turns, and the Tower Rewards board in game shows the current one.

Consumable rewards

Reward and when it dropsUp to 1,000Up to 2,000
Card Chest with one climb Ancestral out of every 646
Premium booster Battle Manual, Chiclete and Galho Sangrento · 0.15 × √floor57
HD Elunium and HD Oridecon 3 of each per new floor6,00012,000

Runes

  • Blacksmith Rune — every 5 floors · luck when refining.
  • Ward Rune — every 25 floors · saves your copies when an Awakening fails. Item for item, the most valuable thing the Tower gives.

Zeny

Paid once per floor, per season. It grows fast up to floor 50; above that the curve turns logarithmic, up to floor 2,000. From there on every floor pays the same: 4,985,890 zeny. Climbing higher still pays boxes, runes and ranking. The brake exists because Tower zeny was funding the refining that wore down its own difficulty.

The season

Every 15 days the Tower turns its season, and the exact date is always on the Guardian’s panel, with a countdown. When it comes:

  • Everyone goes back to floor 1. That’s what brings rewards back: every floor pays boxes, runes and zeny again.
  • Your record is archived in that season’s hall, with the Tower ranking.
  • The box set changes to a new one, without repeating items. Rewards and odds only change at the turn.
Season-turn strategy. Since the climb only moves forward, the only way to get a floor’s reward again is the turn. Stockpile tickets before it and sweep the floors you can already clear as soon as the season opens.

Numbers as of 2026-10-23. If anything differs, the game is right. See also the Forge, where runes are spent.

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