The endless mode of Cardinal Quest 2.
Here your character will endure a multitude of enemies while ascending floor after floor and beating bosses.
- All the normal floors are randomly generated to be either the forest, the town from Act 1, the castle from Act 1, the Monastery, the Spider Nest, or the Cavern from Act 2.
- Every 4 floors, the player will face a Tower-exclusive boss. The layout of the boss rooms for most bosses can be almost the same as Xiatol's boss room with lava pits, while some bosses have unique layouts.
- Note that bosses will always drop a piece of gear that is usually enchanted.
- Scavengers appear 2 floors before every boss.
- The gold chests that contain Legendary items are fairly rare in the tower. You can go a whole run and only see one gold chest. Seeing two is even rarer.
|1st boss||Kobold Chieftain||Guard Captain|
|2nd boss||Mother Wolf||Ogre King|
|3rd boss||Archmage||General||Spider Queen|
|4th boss||Consuming Horror||General|
- Every 20 floors in the tower is a tier Eg. Floor 1 to floor 20 is the 1st tier, floor 21 to floor 40 is the second, etc. Tiers loosely repeat the previous order of enemies from weakest to strongest. There is a scavenger on every 2nd, 6th, 10th, 14th and 18th floor of each tier, and a boss on every 4th, 8th, 12th, 16th and 20th! There are 5 bosses and 5 scavengers per tier.
- Each new tier will grant enemies increased stats: Damage, health, speed, lowered skill cooldowns and increased awareness (which increases enemies vision range, and their chance to detect you, occasionally enemies will even detect you when they can't see you). They also gain 1 additional magic resistance per tier, which makes things difficult for wizards, or any magic focused builds, once enemies reach 9 magic resistance. Enemies will have max magic resistance even when the Wizard talent Willpower is maxed out.
- Regular enemies also get a glowing aura after floor 20. It will be the same colour as the bosses had in the previous tier. Floor 21-40 is purple, floor 41-60 is orange, floor 61-80 is red, 81-100 is pink, 101-120 is slightly dark red.
- Upon entering a new tier, you will receive a free talent point and your skill tree will change, giving some passives and certain class skills an extra rank.
- Equipment will gain increased enchantment stats based on what tier you're in, such as a +1 vicious weapon being found in tier 1. These items become more common in higher tiers.
- The higher your tier, the more enemies and chests appear in each map.
- You start with the same base stats as in normal mode.
- In the Tower, you require more experience to level, so leveling up is slower. Skills that require experience recharge faster.
- Early boss floors frequently have a difficult enemy that's harder than the boss itself, such as floor 4 having an ogre when you're only level 2.
- Enemy magic and projectile attacks do more damage than usual in the Tower, especially at higher floors.
- Floors 25+ is considered harder than suicide mode. Floors 45+ is generally hell.
- Attacking scavengers will make surviving harder. Scavengers have 3 stages of aggro, and subsequent scavengers will progress a stage if a previous scavenger is attacked (even if you don't kill him) up to a maximum stage of 3. In stage 1, they will be neutral and offer standard prices. In stage 2, their prices will be raised considerably, and they won't trust you. In stage 3, scavengers will attack the player on sight. When a tier is completed, scavengers will regress one stage. There is a small chance upon entering a floor that the scavenger will be on stage 3, and will attack for no reason, even when no scavengers were attacked previously. When this happens, all following scavengers in the tier will be on stage 3. Completing the current tier (if you can survive) should cause scavengers in the following tier to go down to stage 2.
- In versions before Patch 1.13, bushes in the Tower are bugged and don't give +2 stealth and -2 defense.
- The music will loop to act 1 music at floor 25.