NOTE: Please do not, under any circumstances, share IMAGES OR VIDEOS from Beta in this or any public Forum thread. Violations can cause players to lose their Beta accounts, or threads to be closed down.
This thread is to provide early insights and discussion on the updated version of the Ninja Tower Event
Don’t get too attached
Details from Beta, especially brand-new Beta content, don’t tend to be very reliable for actual release.
It’s incredibly common that features are changed during Beta testing, or sometimes even after testing but before release. That is, after all, the purpose of Beta testing.
So I wouldn’t get too attached to any of this — it’s not unheard of for entire portions of features to be removed or reworked, or for radical changes to functionality to be made.
Updated Event – Ninja Tower
Overview
Changes in the Ninja Tower event:
Now there are two questlines:
- The normal questline has got 25 floors.
- The impossible questline has got 50 floors, which you can start after the you have completed the normal questline.
- The overall goal is to “climb” as high as you can in the Tower of Magic
- Each Floor must be completed before progressing to the next one
- Floors cannot currently be replayed once completed
- Each Floor is akin to an event Stage, and features monsters and Bosses
- Tower of Magic Floors feature a new gameplay mechanic, Oni Stone, which can impart Oni Curses on your Heroes, preventing them from further use.
- If one of your hero is cursed twice, the you can no longer use it on the event.
- Costumed and normal version of the hero is count a different hero. So you can use these heroes 4 times in total.
- Every 2 Floors completed on both questlines, you are offered the choice of a Blessing, selected from one of three options; these Blessings remain active for the rest of the Tower of Magic event, for all of your Heroes on your Roster; See the offered Blessings bellow.
- Every 3rd offered Blessing is a Rare Blessing so they are offered after every 6th completed floor on both questlines. See the offered Blessings bellow.
- Ninja Tower uses a new flag energy, called Tower Energy;
- We receive 10 flags a day, which can not be carried out to the next day.
- Each level needs 1 Tower enerty, which means that 75 Tower Energies are needed if you want to complete all floors on both questlines
- There is a special Tower energy flasks, which refills 5 Tower Energy
- Floors currently have a timer, similar to Challenge Event Stages; likewise, the current scoring appears to use the Challenge Event logic;
- There’s a Leaderboard, also similar to the Challenge Events; again, one notable difference about the Leaderboard is that it indicates Highest Floor for each player in addition to a Score.
- The difference from the previous Ninja Tower is the Tower is marked Normal completed right after you have completed the Normal questline.
- You can improve your score further if you complete the Impossible questline.
- Rewards are currently structured like a Challenge Event, in that they are based on brackets of a certain number of players;
- The rewards and the bracklets are almost identical as the rewards of the previous version of Ninja Tower. There are only two differences:
- Top 1 receives 220 Tower coins instead of 300
- Top 2-10 receives 210 Tower coins instead of 250
- The rewards and the bracklets are almost identical as the rewards of the previous version of Ninja Tower. There are only two differences:
- Similarly to Ninja Tower we have deadly chamber effects.
- Toxic Vapor: The battles takes place in a Deadly Chamber that is filled with toxic vapor.
Toxic Vapor deals X damage to all heroes every 3 turns. - Fragile Floor: The battles takes place in a Deadly Chamber that has fragile floor.
The number of items that you can bring into battle is Y less than normally per item. You can always bring at least 1 item. - Errtaic Time: The battles takes place in a Deadly Chamber where time behaves erratically.
All status effects cast by Heroes are Z turn(s) shorter than normally. They will always last at least 1 turn. - There is a new Deadly Chamber called Unnerving Resilience, which is only added for Impossible Questline.
- Toxic Vapor: The battles takes place in a Deadly Chamber that is filled with toxic vapor.
Unnerving Resilience Deadly Chamber Effect
This Deadly Chamber effect only added for Impossible Questline.
It contains 4 sub-effects:
- Strong Mind:
- All bosses have a 33% chance to resist status ailments that affect mana or prevent use of Special Skill.
- Elemental Resistance:
- Having multiple Heroes of the same element in your Team reduces the damage that enemies take from that element (-10% for each Hero of the same element).
- Unwavering Defense
- Status ailments that reduce defense are -50% less effective against all enemies.
- Absolute Resolve
- Enemy damage taken is reduced every time you use a Special Skill or a Battle Item. The damage taken reduction resets at the start of your turn.
The Strong Mind and Elemental Resistance are added starting from Floor 1.
The Unwavering Defense is added starting from Floor 16.
The Absolute Resolve is added starting from Floor 31.
Stage-by-stage information:
- I have collected the information for Normal questline and half of Impossible so far.
- Here are the mob colors, wave counts, bosses and the deadly chamber effects for each floor on
Normal questline:
- On all 50 Impossible floors the old 3 Deadly Chamber effects are the same:
- Toxic Vapor with 100 damage evety 3 turn
- Fragile Floor: you can 3 item less
- Erratic time: all status effects are 2 turn shorter
- Unnerving Resilience
- Floor 1-15: Strong Mind, Elemental Resistance
- Floor 16-30: Strong Mind, Elemental Resistance, Unwavering Defense
- Floor 31-50: Strong Mind, Elemental Resistance, Unwavering Defense, Absolute Resolve
The first 25 floors of Impossible questline:
The second 25 floors of Impossible questline:
- Rewards of completing stages on Normal questline contains some items, and these things:
(I have also collected how much points you can get by killing all enemies [The first point in the usual challange event scoring])
Normal questline:
First half of Impossible questline:
Second half of Impossible questline:
- After every 5th completed stage on Normal questline you can open a Tower chest.
(There are no similar chests on Impossible questline)
Each Tower Chest features a mixture of Fixed Loot (Emblems & Coins) and Random Loot (Crafting/ Ascension Materials & Battle Items).
Tower Chest | Stage Unlocked | Tower Coins | Emblems |
---|---|---|---|
1 | 5 | 10x | 10x |
2 | 10 | 10x | 10x |
3 | 15 | 10x | 10x |
4 | 20 | 10x | 20x |
5 | 25 | 25x | 30x |
Total | - | 65x | 80x |
Blessings offered after each second floor on Normal questline:
Blessing type | Completed Floor | Options |
---|---|---|
Normal | 2 | +5% Defense. Summon a Lantern Minion with 5% health and 5% attack inferited from the owner every 5 turns. +5% Healing. |
Normal | 4 | +5% Health. 50 HP every 5 turns. +5% Defense. |
Rare | 6 | All Heroes get 5% mana every time a Hero casts their Special Skill. Stack (Max: 10): All Heroes get +5% attack each turn. Stack (Max: 10): All Heroes get +5% defense each turn. |
Normal | 8 | 50 HP every 5 turns. +5% Mana Generation. +5% Health. |
Normal | 10 | +5% Critical Chance. +5% Mana Generation. +5% Attack. |
Rare | 12 | Stack (Max: 10): All Heroes get +5% defense each turn. -15% Received damage reduction. All Heroes with less than 50% mana gain 50 HP every turn. |
Normal | 14 | +5% Defense. +5% mana every 5 turns 50 HP every 5 turns. |
Normal | 16 | +5% Mana Generation. 50 HP every 5 turns. +5% Defense. |
Rare | 18 | All Heroes get 100 HP every time a Hero casts their Special Skill. All Heroes get 5% mana every time a Hero casts their Special Skill. All Heroes with less than 50% mana gain 50 HP every turn. |
Normal | 20 | Summon a Lantern Minion with 5% health and 5% attack inferited from the owner every 5 turns. +5% Attack. +5% Mana Generation. |
Normal | 22 | +5% Health. +5% mana every 5 turns +5% Healing. |
Rare | 24 | All Heroes get 100 HP every time a Hero casts their Special Skill. All Heroes with less than 50% mana gain 50 HP every turn. -15% Received damage reduction. |
Blessings offered after each second floor on Impossible questline:
Blessing type | Completed Floor | Options |
---|---|---|
Normal | 2 | +5% Critical Chance. +5% Healing. +5% Attack. |
Normal | 4 | +5% Critical Chance. +5% Healing. Summon a Lantern Minion with 5% health and 5% attack inferited from the owner every 5 turns. |
Rare | 6 | All Heroes get 5% mana every time a Hero casts their Special Skill. All Heroes get 50% mana when they enter the Boss Wave. All Heroes with less than 50% HP gain 5% mana every turn. |
Normal | 8 | +5% Health. +5% mana every 5 turns Summon a Lantern Minion with 5% health and 5% attack inferited from the owner every 5 turns. |
Normal | 10 | +5% Critical Chance. +5% Attack. +5% mana every 5 turns |
Rare | 12 | All Heroes get 50% mana when they enter the Boss Wave. All Heroes with less than 50% HP gain 3% mana every turn. Stack (Max: 10): All Heroes get +5% defense each turn. |
Normal | 14 | 50 HP every 5 turns. +5% Defense. +5% Critical Chance. |
Normal | 16 | +5% Health. +5% Attack. +5% Critical Chance. |
Rare | 18 | Stack (Max: 10): All Heroes get +5% attack each turn. All Heroes get 5% mana every time a Hero casts their Special Skill. -15% Received damage reduction. |
Normal | 20 | 50 HP every 5 turns. +5% mana every 5 turns +5% Critical Chance. |
Normal | 22 | +5% Healing. 50 HP every 5 turns. +5% Health. |
Rare | 24 | -15% Received damage reduction. Stack (Max: 10): All Heroes get +5% defense each turn. All Heroes with less than 50% HP gain 3% mana every turn. |
Normal | 26 | +5% Health. +5% Attack. 50 HP every 5 turns. |
Normal | 28 | +5% Health. Summon a Lantern Minion with 5% health and 5% attack inferited from the owner every 5 turns. 50 HP every 5 turns. |
Rare | 30 | All Heroes get 100 HP every time a Hero casts their Special Skill. Stack (Max: 10): All Heroes get +5% attack each turn. All Heroes with less than 50% mana gain 50 HP every turn. |
Normal | 32 | Summon a Lantern Minion with 5% health and 5% attack inferited from the owner every 5 turns. +5% Attack. +5% Critical Chance. |
Normal | 34 | +5% mana every 5 turns 50 HP every 5 turns. +5% Health. |
Rare | 36 | -15% Received damage reduction. All Heroes with less than 50% HP gain 3% mana every turn. All Heroes with less than 50% mana gain 50 HP every turn. |
Normal | 38 | +5% mana every 5 turns 50 HP every 5 turns. Summon a Lantern Minion with 5% health and 5% attack inferited from the owner every 5 turns. |
Normal | 40 | +5% Healing. 50 HP every 5 turns. +5% mana every 5 turns |
Rare | 42 | -15% Received damage reduction. All Heroes with less than 50% HP gain 3% mana every turn. All Heroes get 100 HP every time a Hero casts their Special Skill. |
Normal | 44 | +5% Critical Chance. 50 HP every 5 turns. +5% Healing. |
Normal | 46 | Summon a Lantern Minion with 5% health and 5% attack inferited from the owner every 5 turns. +5% Healing. 50 HP every 5 turns. |
Rare | 48 | All Heroes get 100 HP every time a Hero casts their Special Skill. All Heroes with less than 50% HP gain 3% mana every turn. All Heroes with less than 50% mana gain 50 HP every turn. |
The rest will be added later
Exact wording of the Event Rules:
Beta Updates
- Oct 14, 2021 – added for first look testing.