Rebirth Timing & Tower Mode Mechanics
Rebirth and the Tower portal represent the long-term progression ceiling of +1 Loot To Forge. Understand the exact trade-offs of resetting your temporary progress and how Tower runs unlock equipment enchanting.
The Rebirth Trade-Off: What Stays & What Resets
What Resets (Lost on Rebirth)
- • Current accumulated Power stat (resets to base level).
- • Unspent raw ores stored in your inventory.
- • Dungeon room progression state.
What Stays (Permanent Upgrades)
- • Permanent Damage Multiplier applied to all future clicks & attacks.
- • Permanent Coin earning multiplier.
- • All equipped/stored forged weapons and armor in Backpack.
- • Tower entry tickets and Enchant Runes.
What the Rebirth panel actually prints
The menu answers the two questions a rebirth decision needs — what goes up afterwards, and whether you are allowed to press it yet — and both are on the same screen. The recordings behind these rows come from one account run up through its third rebirth.
Both rows carry the same icon the hub uses: a sword for Power, a coin for Coins.
Read Lv.15/Lv.50 before the second rebirth and Lv.9/Lv.75 before the third on the same account.
A successful rebirth printed a x1.5 POWER banner and a Tower Ticket +3 popup in the same moment.
Printed in red under the reward row on every panel seen, so the reset is announced before you confirm.
The tower is therefore gated behind a rebirth count, not behind a level.
The coin row read x1.4 before the third rebirth and x1.6 after it, so the multiplier steps up each time. The Power row read x1.5 on the panels seen, and its later figures were covered by the reward animation, so no full Power ladder is printed here.
Checklist Before You Confirm Rebirth
Because raw ores reset, craft weapons/armor now. The crafted equipment will survive the Rebirth!
Liquidate excess ores and upgrade permanent bag or stat slots before hitting the reset button.
Confirm that the multiplier bump justifies the 10-15 minutes needed to click back up to your current dungeon tier.
How Tower Mode & Enchant Runes Work
The Tower is a ticket-gated dungeon inside the hub. The Frostbound Tower panel recorded on 2026-09-27 listed floor brackets 1~5, 6~10, 11~15 and 16~20, with 21~25 and 26~30 shown under a padlock, a Start button that spends one Tower Ticket, and a Possible Drop row holding Coins, an Ember Stone and six rune entries.
- Waves get harder the deeper the round, and the settlement screen reports the max floor a run reached.
- Clearing rounds pays runes, which is why the tower is the usual route to the Enchant stall.
- Runes are socketed at the Enchant stall in the hub; they are not a stat roll you pick from a menu. One reported rune effect is poison damage over time on a hit.
- Auto-target attacks cannot be used inside the dungeon, so plan the run around manual attacks.
- Pro Tip: Never enter the Tower immediately after a Rebirth when your Power is low. Farm up to your highest weapon capability before spending your Tower ticket.
What each rune does, what an Ember Stone enhancement costs, and which questions are still open are on the Enhance & Rune Enchants guide.