As of 25.10.2021, the Tower of the Iron Parasite game mode has been retired from gameplay. This page remains here as reference/legacy text.
Tower of Iron Parasite (also known as Roguelike, Iron Tower or simply Tower) is a game mode where players send a crew of 40 units to collect Resources, Equipment Promotion Materials, and Rogue OS. This mode follows the Roguelike genre, where players start with 3 semi-random units of the chosen 40 and explore randomly selected preset maps with set events and encounters.
There are 24 floors altogether with floor 24 repeating forever, and the mode only ends when the player chooses to retreat or is wiped out.
Due to the large number of units required to enter, large number of fights and traps that reduce HP of the whole crew and extremely limited healing option, Tower of Iron Parasite is not recommended for new players.
Overview
Tower of Iron Parasite Roster
The player have to pick 40 units in order to participate in a Tower Raid. Once included into the roster, the unit will not be able to be edited in any way. The players will have to equip their units before putting them into the roster. Units in the roster are exempted from being placed into regular squad or base operations. Likewise, units in a squad or base operations are exempted from the roster selection.
The auto-sort function will automatically choose 40 units with the highest attack power score (as seen in the unit profile). Players can click this button to expedite the roster picking process. Chosen units will be highlighted in blue.
When the sortie begins, the player will be given a choice of 1 out of 4 randomly selected units 3 times. If the player is unsastisfied with their selection, they can pick again by going back from the squad formation screen. Do note that the 4 randomly selected units will still be the same, only the player's choice in these 4 units can be different.
Overworld Mechanics
Once the squad has been made, the player is dropped into the tower. All of the player's units will start out slightly injured and scattered due to the rough landing. To play, simply click/tap on a tile to move. Find the Gatekeeper tile and beat it to move on to another map. On most floors, there will be a green indicator around the squad to show the player the way to the Gatekeeper tile. Along the way, the players will run into harmful or debilitating traps, stationary guards, beneficial facilities, and the dreaded Tracker.
The maps are called floors. Floors can have multiple layers, EX: 1-2, 1-3. The number of layers a floor can have depends on the floor. The layout of the map is selected from a pool of presets for that floor. If a floor have multiple layers, it is possible for the game to pick the same layout multiple times. The player can see the layouts here (Editor note: Put the layout sheet some day.) For the sake of brevity, use the term "floors" when referring to a T.o.I. overworld map.
As the player climb to higher levels, the composition of the enemies will get more complex with appearance of dangerous enemies such as the Centurion General. Additionally, the enemies' level will also be increased, even beyond the level 100 cap which corresponds to higher stat. After reaching F24, a new temporary effect will be placed on the player called Increased Difficulty which further increases the enemies' stats. The intensity of this temporary effect increases by 5% every 5 layers the player go through from this point onwards.
To provide leverage against the ironworm horde, the player will have to take advantage over the use of Overworld skills, Consumables, and Permanent Effects in their effort to explore the Tower and reap its boons. Additionally, on the earlier floors, a green indicator may appear around the player's squad to guide them to the Gatekeeper tile.
Besides the indicator, there's also Listen! Event that may randomly occur as the player explore new tiles. This event will provide the player, assuming they can read Korean, hints as to what awaits them in an highlighted unexplored tile.
/insert Listen! quotes here.
Getting to the Gatekeeper tile as soon as possible is encouraged as staying in a floor too long may attract the attention of the Tracker. After the player takes a randomised but high amount of steps in a floor, the Tracker event may initiate. Once it begins, Orangeade will warn the player of an oncoming signal. After another randomised amount of steps has been taken, the Tracker will spawn on a desginated tile and a red indicator with a number will appear around the player's squad to show the distance between the player and the Tracker.
The Tracker is indicated by a tile that has a red circle on it. It can occupy any tile, even unexplored ones. The Tracker will then make its way to the player at the rate of 1 step for each step the player takes. The Tracker will always choose the shortest path to the player. Once the Tracker reaches the player, they will begin a conventionally difficult combat encounter. If the Tracker is defeated but the player is still exploring the same floor, another Tracker event may occur.
Battling the Tracker is heavily discouraged as it has some very dangerous tech and grant very little reward when defeated. It is recommended to either evade it or head straight to the next floor.
Overworld Skills
Overworld skills are skills that can be used when in the overworld. Overworld skills have limited uses depending on the rank of the unit, up to 4 uses if the unit is an SS. The charges for overworld skills will not reset once used. Overworld skills can still be used even if the unit's HP is 0.
Item List
|
Icon
|
Name
|
Effect
|
Units
|
|
Hazardous Item Disposal Team
|
Grant Hazardous Item Disposal Team Temporary Effect for the current floor.
|
|
|
Pre-emptive Attack
|
Grant Pre-emptive Attack Temporary Effect for 1 combat encounter.
|
|
|
Infiltration Scouting
|
Reveal all Guards on the current floor
|
|
|
Covert Activities
|
Grant Covert Activities Temporary Effect for for 6 steps.
|
|
|
Iron Parasite Research
|
Grant Iron Parasite Research Temporary Effect for 5 combat encounter(s).
|
|
|
Reconnaissance
|
Reveals all tiles (up to 2 spaces) around your squad.
|
|
|
Impermeable Barrier
|
Grant Impermeable Barrier Temporary Effect for the current floor.
|
|
|
Field Supply
|
Produce a random consumable (except PECS Security Card).
|
|
|
Tactical Bombardment
|
Remove all Guards within 2 spaces.
|
|
|
Guerilla Resupply
|
Special Sealed Containers on the current floor
|
|
|
No Skills
|
|
|
Consumable Items
Consumable items are special items available to the Tower of Iron Parasite game mode. These consumables provide temporary buffs, debuffs, and enable certain options depending on the context. They are all one time use only but can be acquired in the overworld through the use of supply skills or bought from PECS store.
Item List
|
Icon
|
Name
|
Effect
|
|
EOD drone
|
Grant Hazardous Item Disposal Team Temporary Effect for the current floor.
|
|
PECS protective clothing
|
Grant Impermeable Barrier Temporary Effect for the current floor.
|
|
PECS Security Card
|
Activates the Air Purifier tile to gain Essence.
|
|
Smoke Grenade
|
Lets you retreat from an enemy encounter before battle begins.
|
|
|
Lets you re-roll the available options on a shop/upgrade tile.
|
|
Mobile Turret
|
Grant Suppression Fire Temporary Effect for 2 combat encounters.
|
|
EMP Shell
|
Grant Circuit Disturbance Temporary Effect for 3 combat encounters.
|
|
Metal Corruption Gas
|
Grant Melting Armor Temporary Effect for 4 combat encounters.
|
Permanent Effects
Permanent effects are effects acquired from Corrupted Munition Plants. These effects last until the end of the current run or until they are replaced by an effect of the same category.
- GREEN [Rank B]
- BLUE [Rank A]
- PURPLE [Rank S]
- YELLOW [Rank SS]
- RED [Rank SSS]
Icon
|
Tier
|
Effect
|
Name
|
Assault
|
B
|
ATK +5-10%
|
A
|
ATK +10-15%
|
S
|
ATK +15-20%
|
SS
|
ATK +20-25%
|
SSS
|
ATK +25-30%
|
Ironclad
|
B
|
DEF +5-10%
|
A
|
DEF +10-15%
|
S
|
DEF +15-20%
|
SS
|
DEF +20-25%
|
SSS
|
DEF +25-30%
|
Deception
|
B
|
EVA +5-10%
|
A
|
EVA +10-15%
|
S
|
EVA +15-20%
|
SS
|
EVA +20-25%
|
SSS
|
EVA +25-30%
|
Guiding
|
B
|
ACC +20-30%
|
A
|
ACC +30-35%
|
S
|
ACC +35-40%
|
SS
|
ACC +40-45%
|
SSS
|
ACC +45-50%
|
Large-Caliber
|
B
|
Defense Penetration +20-30%
|
A
|
Defense Penetration +30-35%
|
S
|
Defense Penetration +35-40%
|
SS
|
Defense Penetration +40-45%
|
SSS
|
Defense Penetration +45-50%
|
All-Weather
|
B
|
Fire Resist / Ice Resist / Electric Resist +20-30%
|
A
|
Fire Resist / Ice Resist / Electric Resist +30-35%
|
S
|
Fire Resist / Ice Resist / Electric Resist +35-40%
|
SS
|
Fire Resist / Ice Resist / Electric Resist +40-45%
|
SSS
|
Fire Resist / Ice Resist / Electric Resist +45-50%
|
Decontamination
|
B
|
Status Resist +20-30%
|
A
|
Status Resist +30-35%
|
S
|
Status Resist +35-40%
|
SS
|
Status Resist +40-45%
|
SSS
|
Status Resist +45-50%
|
Fortress
|
B
|
DR +3%
|
A
|
DR +3-5%
|
S
|
DR +5-7%
|
SS
|
DR +10-15%
|
SSS
|
DR +15-20%
|
Armour
|
B
|
SPD +3%
|
A
|
SPD +3-5%
|
S
|
SPD +5-10%
|
SS
|
SPD +10-15%
|
SSS
|
SPD +15-20%
|
Extinction
|
B
|
Additional DMG +3%
|
A
|
Additional DMG +3-5%
|
S
|
Additional DMG +5-7%
|
SS
|
Additional DMG +10-15%
|
SSS
|
Additional DMG +15%
|
Aerial Defense
|
B
|
Barrier 250-300
|
A
|
Barrier 300-350
|
S
|
Barrier 350-400
|
SS
|
Barrier 400-450
|
SSS
|
Barrier 450-500
|
Long-Range
|
A
|
Range +1
|
S
|
Range +1-2
|
SS
|
Range +1-2
|
SSS
|
Range +1-2
|
Secondary Effect List
|
ATK +5% 공격력 +5%
|
DEF +5% 방어력 +5%
|
EVA +5% 회피 +5%
|
SPD +3% 행동력 +3%
|
Additional DMG +3% 피해량 +3%
|
ACC +20% 적중 +20%
|
Electric Resist +20% 전기 저항 +20%
|
Fire Resist +20% 화염 저항 +20%
|
Ice Resist +20% 냉기 저항 +20%
|
Status Resist +20% 효과 저항 +20%
|
Defense Penetration +20% 방어 관통 +20%
|
- SS munition plants will grant you 1 secondary effect. SSS munition plants will grant you 2 secondary effects.
- Only 1 type of secondary effect is given each. They may overlap with the main effect.
- The combination of secondary effects in SSS munition plants are fixed based on the main effect.
- Only 1 type of elemental resistance is given in All-weather system.
Temporary Effects
Temporary effects are effects that lasts temporarily, which is either the entire floor, combat encounter(s), or the number of step(s) the player takes. Temporary effects are acquired from using consumables, stepping on Chaos Entrophy tile and High-level Radioactive Contamination tile, or by using overworld skills.
Effect List
|
Icon
|
Name
|
Effect
|
|
Increased Difficulty
|
Increase Enemies' HP +x%, ATK +x%, ACC +x%. Increase acquired essence by x%. Increase Item acquisition rate by x%.
|
|
Poison Trap
|
All units lose 3% HP per step.
Remove 1 stack for each step taken.
|
|
Disappearing Will
|
At start of wave, decrease all units' ATK by x%.
Remove 1 stack for each battle won.
|
|
Vortex of Confusion
|
At start of wave, decrease all units' ACC by x%.
Remove 1 stack for each battle won.
|
|
Exposed Weakness
|
At start of wave, decrease all units' DEF by x%.
Remove 1 stack for each battle won.
|
|
Raging Terror
|
At start of wave, decrease all units' SPD by x%.
Remove 1 stack for each battle won.
|
|
Iron Parasite Research
|
Increases the amount of Essence gained from Battle by x%.
Remove 1 stack for each battle won.
|
|
Hazardous Item Disposal Team
|
Grant immunity to Unexpected Accidents for the current floor.
Remove ALL stacks when advancing floors.
|
|
Impermeable Barrier
|
Grant immunity to Chaos Entropy and High-level Radioactive Contamination for the current floor.
Remove ALL stacks when advancing floors.
|
|
Covert Activities
|
Moving to Guards does not trigger combat.
Remove 1 stack for each step taken.
|
|
Pre-emptive Attack
|
At start of wave, reduce all enemies' max HP by 20%.
Remove 1 stack for each battle won.
|
|
Suppression Fire
|
At start of wave, reduce all enemies' ATK by 20%.
Remove 1 stack for each battle won.
|
|
Circuit Disturbance
|
At start of wave, reduce all enemies' ACC by 20%.
Remove 1 stack for each battle won.
|
|
Melting Armor
|
At start of wave, reduce all enemies' DEF by 20%.
Remove 1 stack for each battle won.
|
Tile Event
Tile events are events that occur when stepping on an occupied tile. The type of event is dependent on the tile itself. When a tile is not occupied and have already been explored, the player can move past them without clicking them.
Event List
|
Icon
|
Name
|
Effect
|
|
Search for Allies' signals
|
A missing member joins the Squad OR gain 1000 Essence
|
|
Gatekeeper
|
Battle with Gatekeeper to gain Equipment Promotion Materials and access to the next Floor or Layer.
|
|
Chaos Entropy I
|
Inflicts 1 of Disappearing Will, Vortex of Confusion, Exposed Weakness or Raging Terror Temporary Effect for 2 combats (stack with previous one)
|
Chaos Entropy II
|
Inflicts 1 of Disappearing Will, Vortex of Confusion, Exposed Weakness or Raging Terror Temporary Effect for 3 combats (stack with previous one)
|
Chaos Entropy III
|
Inflicts 1 of Disappearing Will, Vortex of Confusion, Exposed Weakness or Raging Terror Temporary Effect for 4 combats (stack with previous one)
|
Chaos Entropy IV
|
Inflicts 1 of Disappearing Will, Vortex of Confusion, Exposed Weakness or Raging Terror Temporary Effect for 5 combats (stack with previous one)
|
Chaos Entropy V
|
Inflicts 1 of Disappearing Will, Vortex of Confusion, Exposed Weakness or Raging Terror Temporary Effect for 6 combats (stack with previous one)
|
|
Contaminated Munitions Plant I
|
Use 1000 Essence to get 1 of 3 random Tier I Permanent Effects. If used, but none of the Permanent Effects were chosen, refund half of the paid essence
Skip to gain 500 Essence
|
Contaminated Munitions Plant II
|
Use 2000 Essence to get 1 of 3 random Tier II Permanent Effects. If used, but none of the Permanent Effects were chosen, refund half of the paid essence
Skip to gain 1000 Essence
|
Contaminated Munitions Plant III
|
Use 3000 Essence to get 1 of 3 random Tier III Permanent Effects. If used, but none of the Permanent Effects were chosen, refund half of the paid essence
Skip to gain 1500 Essence
|
Contaminated Munitions Plant IV
|
Use 4000 Essence to get 1 of 3 random Tier IV Permanent Effects. If used, but none of the Permanent Effects were chosen, refund half of the paid essence
Skip to gain 2000 Essence
|
Contaminated Munitions Plant V
|
Use 5000 Essence to get 1 of 3 random Tier V Permanent Effects. If used, but none of the Permanent Effects were chosen, refund half of the paid essence.
Skip to gain 2500 Essence.
|
|
Unexpected Accident I
|
Inflict 100 Electric damage to 1 random unit
|
Unexpected Accident II
|
Inflict 200 Electric damage to 2 random units
|
Unexpected Accident III
|
Inflict 300 Electric damage to 3 random units
|
Unexpected Accident IV
|
Inflict 400 Electric damage to 4 random units
|
Unexpected Accident V
|
Inflict 500 Electric damage to 5 random units
|
|
Acquire a PECS Security Card
|
Acquire a PECS Security Card
|
|
Unexpected Accident I
|
Inflict 100 Fire damage to 1 random unit
|
Unexpected Accident II
|
Inflict 200 Fire damage to 2 random units
|
Unexpected Accident III
|
Inflict 300 Fire damage to 3 random units
|
Unexpected Accident IV
|
Inflict 400 Fire damage to 4 random units
|
Unexpected Accident V
|
Inflict 500 Fire damage to 5 random units
|
|
Unexpected Accident I
|
Inflict 100 Ice damage to 1 random unit
|
Unexpected Accident II
|
Inflict 200 Ice damage to 2 random units
|
Unexpected Accident III
|
Inflict 300 Ice damage to 3 random units
|
Unexpected Accident IV
|
Inflict 400 Ice damage to 4 random units
|
Unexpected Accident V
|
Inflict 500 Ice damage to 5 random units
|
|
Guard
|
Battle with Guards to gain Essence
Low chance to Drop Rogue OS
|
|
Oservatory
|
Use 1000 Essence to reveal random tiles on the current floor
Skip to gain 500 Essence
|
|
High-level Radioactive Contamination I
|
All units lose 3% HP per step for the next 2 steps (stack with previous one)
|
High-level Radioactive Contamination II
|
All units lose 3% HP per step for the next 3 steps (stack with previous one)
|
High-level Radioactive Contamination III
|
All units lose 3% HP per step for the next 4 steps (stack with previous one)
|
High-level Radioactive Contamination IV
|
All units lose 3% HP per step for the next 5 steps (stack with previous one)
|
High-level Radioactive Contamination V
|
All units lose 3% HP per step for the next 6 steps (stack with previous one)
|
|
Command Decision System
|
Gain a Mission
|
|
Emergency Recovery Station I
|
Use 500 Essence to heal 30% HP to 1 of 3 random units. If none of the units were chosen, refunds 100 essence instead.
Skip to gain 100 Essence
|
Emergency Recovery Station II
|
Use 500 Essence to heal 35% HP to 1 of 3 random units. If none of the units were chosen, refunds 100 essence instead.
Skip to gain 100 Essence
|
Emergency Recovery Station III
|
Use 1000 Essence to heal 40% HP to 1 of 3 random units. If none of the units were chosen, refunds half of the paid essence instead.
Skip to gain 500 Essence
|
Emergency Recovery Station IV
|
Use 2000 Essence to heal 45% HP to 1 of 3 random units. If none of the units were chosen, refunds half of the paid essence instead.
Skip to gain 1000 Essence
|
Emergency Recovery Station V
|
Use 2000 Essence to heal 50% HP to 1 of 3 random units. If none of the units were chosen, refunds half of the paid essence instead.
Skip to gain 1000 Essence
|
|
Saman Supply Station
|
Use Essence to buy 1 of 3 random items
|
|
Air Purification Facility I
|
Must use 1 PECS Security Card to open
Gain 3000 Essence
|
Air Purification Facility II
|
Must use 1 PECS Security Card to open
Gain 3600 Essence
|
Air Purification Facility III
|
Must use 1 PECS Security Card to open
Gain 4200 Essence
|
Air Purification Facility IV
|
Must use 1 PECS Security Card to open
Gain 4800 Essence
|
Air Purification Facility V
|
Must use 1 PECS Security Card to open
Gain 6000 Essence
|
|
Unexpected Accident I
|
Inflict 100 damage to 1 random unit
|
Unexpected Accident II
|
Inflict 200 damage to 2 random units
|
Unexpected Accident III
|
Inflict 300 damage to 3 random units
|
Unexpected Accident IV
|
Inflict 400 damage to 4 random units
|
Unexpected Accident V
|
Inflict 500 damage to 5 random units
|
|
Special Sealed Container
|
Gain Equipment Promotion Materials & Resources
|
Note: Unexpected Accident tiles will not guarantee wounding units when stepped on. They merely have the chance of wounding random units. The Unexpected Accident tile can deplete a unit's HP to 0, removing them from combat.
Missions
Missions are bonus objectives that the player can acquire by exploring a Command Decision System tile. Completing these objectives will grant the player respective rewards and 50 Pass EXP for the Orca pass. The missions are graded from B to SSS. SS missions and above will no longer grant the player resources, only Equipment Promotion Materials. The player can have up to 5 missions active at the same time.
Combat Changes
In the Tower of Iron Paradise, if the player is engaged in a combat encounter, either by stepping on a Guard tile, or a Gatekeeper tile, or a tile occupied by the Tracker, they are forced to either forfeit the run, use a Smoke Grenade to fall back into the previous tile, or fight and win the combat encounter. If the player's team is eliminated from the combat encounter, they will have to simply form another team and start the combat encounter again from the beginning. The player can also freely choose to retreat from a combat encounter and re-arrange their team. However, they will have to start the combat encounter from the beginning and units that were eliminated in the encounter will remain eliminated for the rest of the run.
Bosses
Certain floors will have a boss in its Gatekeeper tile. These floors are F5-1, F10-1, F14-1, F19-1. The boss's formation is based on -8EX formations and previous Endless boss formations. Additionally, the player may fight a Tower of Iron Parasite exclusive boss called the Tracker when the Tracker Event is initiated. On earlier floors, the boss floor is populated with tier 5 restoration facility and up to 4 unit search tiles.
Name
|
Notes
|
Doom Eater
|
The unit formation for this boss battle is based on old Doom Eater formation in Endless War.
Since it is an early boss at F5-1, it has significantly less HP and DEF in comparison to its Endless War counterpart.
|
Executioner
|
The unit formation for boss battle is based on 6-8EX in the main story. With one fewer arms each.
It has same stat despite being overlevelled.
|
Starving Doom Eater
|
The unit formation for boss battle is based on old Starving Doom Eater formation in Endless War.
All units in this boss battle has better stats due to being overlevelled.
|
Nest
|
The unit formation for boss battle is exactly like 7-8EX.
All units in this boss battle has significantly better stats due to being overlevelled.
|
Tracker
|
This boss battle can only be done during a Tracker event.
The tracker's stats and its allies' stats depend on the floor you are in.
For more information, see Tracker on Anyabot or Swaytwig.
|