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The Tower is a timed multi-floor challenge consisting of randomized layouts, monster families, and Pylon sequences. Players earn progression by killing enemies and collecting orbs from Elites, Champions, and Goblins, filling a bar that summons the Tower Guardian. Defeating the Guardian within the timer completes the run and improves leaderboard standing. Performing consistently is difficult due to enemy density spikes, shifting affixes, and the pressure of the ten-minute limit. Below is a table summarizing core Tower mechanics and how they impact progression.
|
Mechanic |
Description |
|
Progression Orbs |
Dropped by Elites, Champions, and Goblins; grant major progress toward summoning the guardian |
|
Pylons |
Power, Speed, and Channeling Pylons appear each run; a fourth random repeat provides an additional buff |
|
Tower Guardian |
Final boss that must be defeated within the run’s timer to secure rewards and leaderboard progress |
|
Randomized Floors |
Each floor features a different layout and monster type, influencing clear speed and orb density |
|
Difficulty Scaling |
Higher Tower tiers increase enemy health, spawn density, and damage profiles |
With the D4 The Tower Carry, you bypass repeated failures and timer losses while still earning leaderboard advancement and full Tower rewards. This service is ideal for players who want consistent progression across the most competitive endgame challenge.
Each Tower run contains five randomized floors with unique layouts and monster families. Progression orbs and elite density determine how fast a run completes.
You unlock The Tower after completing the Hellish Descent Capstone Dungeon, which corresponds to Season Rank 2. After that, it becomes accessible through the Artificer’s Obelisk.
Yes. Each completed run contributes directly to your leaderboard placement. Higher tiers and faster times lead to stronger rankings for your class or group bracket.