Endless Tower Rounds and Drops

By Iron Soul Guides Team Published Updated Community-sourced · version-sensitive · reviewed September 4, 2026
Endless Tower Rounds and DropsIron Soul: Dungeon · Updated 2026-09-04

What this page helps you decide: how deep a tower run is worth pushing, and whether to build for damage or for survival against mutated bosses.

The Endless Tower is the seasonal dungeon: unlimited waves of enemies, each wave carrying a chance of a reward, with progress saved every five rounds. The checkpoints are at rounds 1, 6 and 11 and every five rounds after that, and two independent sources agree that no Fast Pass is required to use them. It arrived in Season 2, then returned reworked with Update 11 for Season III, which is why sources appear to disagree about which season owns it - both are right about different events. Update 11 also gave the tower its own extra weapon slot and introduced Boss Mutations, which change boss behaviour and push builds toward defence. This page covers the reward structure, the recommended build and the parts nobody has documented.

Official promotional image from Iron Soul: Dungeon
Round 1 checkpointRound 6 checkpointRound 11 checkpointEvery 5 rounds after
How a tower run banks progress: checkpoints at rounds 1, 6 and 11, then every fifth round against mutated bosses

What actually drops, and what is only named

The drop structure is published in words rather than percentages, and two independent sources give the same wording. Season tickets are guaranteed. Ore varies, with every ore type possible. Relics are very low chance. Scrolls are very low chance, spanning rare through mythic rarity. Two named relic entries exist for the tower - Tower Relic and Season Scroll - both marked as very low chance tower rewards with their effects unpublished. Update 11.1 raised the tower's Season Voucher payout, which is a change to reward volume rather than to the table. Nothing published attaches a number to any of these, so anyone quoting you a relic percentage for this dungeon has invented it.

Boss Mutations, and why nobody can name one

Boss Mutations arrived with Update 11 and are described consistently by two sources: they alter how tower bosses behave and force players toward defensive builds rather than burst damage. That is the entire published record. No source names a single mutation, describes a specific effect, or lists which bosses can carry them. The tower's boss itself is barely better documented - one competing database lists exactly one boss entry for the entire game, called Tower Boss, marked as needing testing, with no mechanics and no health value. So the honest preparation advice is structural rather than specific: build so that a boss doing something unexpected is survivable, because you cannot look up what it will do.

Which season the tower belongs to

Four sources say four slightly different things and they reconcile cleanly. One database records the unlock as a Season 2 tower entrance. The community wiki says it was added in season two. A third site lists it under Season III. The fourth says Update 11 reintroduced it as a season-tier dungeon. Read together, the tower was introduced in Season 2 alongside the Bonds system, then reworked and brought back for Season III with the extra weapon slot, mutations, new ore and new scrolls. That is not a contradiction between sources, it is two different events being described by sites that were current at different times.

Step-by-Step

  1. Plan runs in blocks of five rounds. Progress saves at 1, 6 and 11 and every fifth round thereafter, so a run abandoned at round 9 keeps the round 6 checkpoint rather than everything you cleared.
  2. Use the tower's extra weapon slot, which is specific to this dungeon and came with Update 11. It is the one place a third weapon is available to you.
  3. Build for Health Bonus and Cooldown Reduction rather than raw damage. The published recommendation is a health pool large enough to absorb mutated boss damage plus fast rotation on healing and damage skills, with the note that loadout matters more than character level here.
  4. Carry a fast secondary weapon alongside your main. The same recommendation pairs a quick secondary with the main weapon rather than two heavy options.
  5. Expect season tickets from every run - they are the one guaranteed drop. Ore can be anything, and relics and scrolls are both described as very low chance.
  6. Clear it at least once after 28 August 2026, because the Season 3 Expansion reset the tower's first-clear rewards, which makes them claimable again for accounts that had already taken them.

Data Tables

Endless Tower reward table as published, with no percentages attached anywhere
RewardPublished chanceNotes
Season ticketsGuaranteedPayout raised by Update 11.1
OreVaries; all ore types possibleNo per-type rate published
RelicsVery low chanceNamed entries: Tower Relic, Season Scroll
ScrollsVery low chanceRare through mythic rarity; six new scroll skills added 28 August 2026
First-clear rewardsOne-off, reset on 28 August 2026Claimable again after the Season 3 Expansion

Wording matches across the community wiki's dungeon page and an independent maps database; neither publishes numeric rates.

Tips & Notes

  • Cooldown Reduction is the sub-stat with the clearest published payoff anywhere in this game: at 100% reduction a 30 second skill returns in 15 seconds, and single endgame items can roll up to 24%.
  • The checkpoint pattern means the honest question is not how far you can go but how far you can reliably reach - a run that ends at round 14 banks the same progress as one that ends at round 11.
  • Season tickets from the tower can now be spent in batches of three or ten rather than one at a time, which is a Season III change.

FAQ

How often does the Endless Tower save progress?

Every five rounds, with checkpoints at rounds 1, 6 and 11 and every fifth round afterwards. Two independent sources agree, and both state that no Fast Pass is required to use them.

What build is best for the Endless Tower?

The published recommendation is Health Bonus for surviving mutated bosses and Cooldown Reduction for faster healing and damage rotation, with a fast secondary weapon alongside your main. The same source states that loadout matters more than raw character level here.

What are the Endless Tower boss mutations?

Not published. Two sources confirm mutations exist, that they came with Update 11 and that they push players toward defensive builds, but no source names an individual mutation or its effect.

Checkpoints
Rounds 1, 6, 11, then every 5
Fast Pass needed
No
Guaranteed drop
Season tickets
Extra weapon slot
Yes, tower only

Sources