Floor & Act Guide
Navigate the Spire floor by floor. Learn about each act, its elites, bosses, and the best pathing strategies for consistent wins.
Act 1 -- Exordium
- 1Floors 1-16. Features easy hallway fights early and introduces the first elite encounters.
- 2Elite enemies: Gremlin Nob (punishes skills), Lagavulin (debuffs every 3 turns), 3 Sentries (cycling shields).
- 3Bosses: Slime Boss (splits at 50% HP), The Guardian (alternates modes), Hexaghost (6 fireballs).
- 4Prioritize building damage output in Act 1. You need to kill enemies quickly before they scale.
- 5Take at least 1-2 elite fights for relics and extra card rewards. Elites are the primary source of power.
Act 2 -- The City
- 1Floors 17-33. Significantly harder hallway fights with enemies that punish slow decks.
- 2Elite enemies: Gremlin Leader (summons minions), Book of Stabbing (multi-attack scaling), Slavers (debuff heavy).
- 3Bosses: Automaton (artifact charges), Collector (summons torches), Champ (enrages at 50% HP).
- 4Your deck should have a clear win condition by Act 2. Unfocused decks will struggle here.
- 5Campfire strategy: upgrade key cards over resting when possible. Upgrades compound in value.
Act 3 -- The Beyond
- 1Floors 34-50. The hardest regular enemies and most punishing elites in the game.
- 2Elite enemies: Giant Head (scaling damage), Nemesis (intangible phases), Reptomancer (dagger minions).
- 3Bosses: Awakened One (revives stronger), Time Eater (punishes playing many cards), Donu & Deca (scaling pair).
- 4Stop adding cards to your deck unless they are exceptional. Deck quality matters more than size.
- 5Plan your path around campfires if you need HP, or shops if you need to remove bad cards.
Act 4 -- The Ending
- 1Only accessible if you collected all 3 keys (Emerald, Ruby, Sapphire) during the run.
- 2Two fights: the Spire Shield & Spear (duo fight), then the Corrupt Heart (final boss).
- 3The Heart has 750 HP (A20: 800), 2 artifact charges, and hits incredibly hard with Beat of Death.
- 4Beat of Death deals 1-2 damage every time you play a card. Low-card-count turns are essential.
- 5Bring a deck with strong scaling, solid block, and ways to deal with artifact charges.
Pathing Strategy
- 1Question marks (?) give events which can provide free relics, card transforms, or max HP.
- 2Early elites are worth fighting if your deck can handle them. They provide critical early power.
- 3Prioritize paths with campfires before boss fights for last-minute upgrades or healing.
- 4Avoid unnecessary hallway fights in Act 3 if your deck is already complete.
- 5Shops become more valuable in Act 2-3 for card removal, key relics, and potions.