How to become stronger
Levels are only the beginning. Here's every way the Tower lets you grow - roughly in the order you'll meet them. Want the deep detail on any of these? Each has its own entry in the Upgrades section.
Start with your gear
Your equipment is the foundation everything else builds on.
Random Stats
Every item drops with random bonus stats - higher-tier items roll more of them (low tier one, mid two, high three), so a better base item has more room to grow.
Upgrade Tokens
Pour these into an item to raise its stats. It's chance-based and gets riskier the higher you push, but a failed attempt makes the next one more likely. You climb in tiers: Basic tokens take an item to +10, which unlocks Advanced tokens up to +20, which unlock Master tokens beyond that. Tokens drop from first-time floor-boss kills, dungeon completions, instanced battleship fights and other events.
Orbs
Rare drops that reshape gear - reroll which stats an item has, reroll their values, or push an item toward legendary. Any monster in the tower can drop them, and the Orb of Divinity is the rarest of the lot.
Uniques
Powerful items with build-defining effects. You can wear at most three at once (one hand, one misc, one armour), so choosing them is your build. Where they drop depends on the unique - some from dungeons, some from specific bosses, and some rarely from any monster at all.
Legendary Ascension
The endgame polish: earn Ascendant Shards at the hardest dungeon difficulties, forge them into an Ascendant Orb, and ascend a legendary item to its strongest form.
Then grow your character
Power that stays with you, no matter what you're wearing.
Stat Stones
Spend these to raise specific stats. Each stat caps at 150, with 1,000 points to spread across them all. Your first respec is free; after that each one costs Tower Coins, doubling every time. Like tokens, stones come in tiers that match how high a stat already is - Basic to begin with, then Advanced, then Master for the final stretch toward 150. They drop from special ritual bosses, from normal monsters, and from various events.
Passive Tree
You earn a passive point every 20 levels from level 20 and spend it across five arcs (Ctrl+T). Most nodes are small increases; at level 200 you can take a keystone, which pairs a large bonus with a real drawback - a playstyle choice, not free power. Respecs cost Tower Coins.
Bestiary
Just by hunting, you hit kill milestones on each floor that grant permanent stat bonuses. Killing things you were killing anyway makes you stronger.
Runes
Three rune slots auto-fire every few seconds for bonus skill experience. Each vocation conjures its own kind, and the bonus grows the higher you've climbed.
Sharpen your spells and cards
Cards
Build-defining drops you slot into a deck of four - the single biggest lever on how your character plays. Every monster can drop a card, and some come only from field bosses, world bosses, dungeons or quests.
Custom Spells
Unlockable abilities with six upgrades each; you choose three, tailoring the spell to you. Unlock them from things like quests, collaborative server events and adventures.
Spell Gems
Socket gems into your spells to change how they behave (extra casts, more targets) or boost them (damage, cooldown, crit). They drop randomly from any monster once you're past Floor 2.
Keep score with Might
Might is your overall power score - it folds your stats, equipment and cosmetics into one number so you can see progress at a glance and compare on the leaderboards. Even Cosmetics (auras, wings, shaders) chip in small stat bonuses, so looking good makes you a little stronger too.
The short version
Upgrade your gear, spend your stat stones, hunt for your Bestiary bonuses, build a card deck you love, and check the Upgrades entries whenever you want the deep detail. Every floor hands you more tools - the strongest climbers use all of them.


