Dungeons & Raids

Tower of Sisyphus

Sixty-three floors, one monster level per floor, and four ways in.

The Tower of Sisyphus is an endless-ascent dungeon, and the only instanced content in the game that is not built around a boss. It is a climb: 63 floors, one after another, and floor N holds level-N monsters.

That single rule is what makes it work. Difficulty rises on every step, the tower can never be badly tuned for you, and it grows as the game's level ceiling grows - when a level-64 monster exists, so does floor 64.

Eight ways in

The entrance rows are not difficulties of one run - they are starting points at different heights. Since 4 September there are eight of them, at floors 1, 8, 16, 24, 32, 40, 48 and 56.

EntryStarts you on floor
The full climb1
Second8
Third16
Fourth24
Fifth32
Sixth40
Seventh48
Eighth56

Why eight and not four. The old entries sat at floors 1, 16, 32 and 48, so a run lost to a disconnect could only be picked up 15 floors lower. With one every eight floors the most a drop can cost you is 7. The four new scripts are the live floor-1 one with the floors below the start removed, so everything above the entrance is exactly what already shipped.

Each entry asks for roughly the level of the floor it starts you on - the shortcut is earned, not given - and each has its own Easy, Normal and Hard. Entry costs one dungeon coin, like any mission dungeon, and the run has a generous four-hour limit because it is a marathon rather than a sprint.

The entrance list is ordered by level and shows six rows at a time, so the higher starts are on the second page.

The alpha cap is 40, so the floor-48 and floor-56 starts are listed but cannot be entered yet.

Your character level is the only key to the shortcuts. Because floor N is level N, levelling up is the progress token - there is nothing to carry, lose or trade.

Guardians

A guardian waits on every fifth floor, and the floor below announces that one is coming. On Hard there is a guardian on every floor - that, more than the monsters themselves, is what separates the tiers.

The floor you are on is announced when you enter and at every transition, so you always know how far you have climbed.

Things worth knowing

  • The early floors are quiet. Many of the low-level monsters the tower reuses do not attack first, so the first stretch is far calmer than the numbers suggest.
  • Clearing a floor opens the stair. Until 1 September it did not, which is the single biggest thing to have changed here; the climb could stall with nothing left to kill.
  • The monsters are spread along the whole floor, not bunched at one end, and they no longer spawn on ledges and arena shelves you cannot reach. The raised central plinths in the arenas are solid again.
  • Camera rotation is locked, as in every dungeon in the game. That is the engine, not the tower.
  • Clearing the tower grants the title "Unbowed". Titles in Legend of Edda are not purely cosmetic - they carry stat bonuses - so this one is worth the climb by itself.

Where to go next

  • Dungeons - the coin budget and the clear grades, which apply here too
  • Achievements - where the title is tracked

Reviewed 2026-09-04