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.