Devil Spire

Devil Spire

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Area & Boss Guide
By Arch Geneforger
Basic info on what can be found in each area such as crafting materials, or enemies and some strategies to help against bosses.

Also some notes for the Secret Ending.
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Tables and Useful Links
Trash\Area
Caves
Prison
Pyramid
Temple
Maze
Forest
Castle
Ruins
Fortress
Meat
Broken Tools
Yes
Yes
Dirty Rags
Yes
Yes
Yes
Fool's Gold
Yes
Yes
Yes
Glass Shards
Yes
Yes
Scrap Metal
Yes
Yes
Sticky Goo
Yes
Yes

Trash
Broken Tools
Dirty Rags
Fool's Gold
Glass Shards
Scrap Metal
Sticky Goo
Broken Tools
n/a
Hilt Strap
Inscribed Rune
Spikes
Armorer's Tools
Blacksmith Tools
Dirty Rags
Hilt Strap
n/a
Bag of 100 Gold
Arcane Parchment
Magic Catalyst
Fermented Moss
Fool's Gold
Inscribed Rune
Bag of 100 Gold
n/a
Moonstone
Whetstone
Philosopher's Stone
Glass Shards
Spikes
Arcane Parchment
Moonstone
n/a
Lockpick
Empty Bottle
Scrap Metal
Armorer's Tools
Magic Catalyst
Whetstone
Lockpick
n/a
Piece of Armor
Sticky Goo
Blacksmith Tools
Fermented Moss
Philosopher's Stone
Empty Bottle
Piece of Armor
n/a

Other Useful Guides

Crafting
A table for the potion combinations and the effects of every potion can be found here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2759409814
Another table for crating that includes each item's effect can be found here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2753575528
A lot of stuff
A guide containing various information such as ailments, artifacts, spells, enchantments, powers (not updated for Patch 1.5) and more can be found here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2761328555
Below is a list of the new powers & rings, that are currently not included in the aforementioned guide:
Originally posted by Final Update, Patch 1.5:
  • Vampire: Slowly drain the blood of all surrounding enemies, damaging them and healing yourself.
  • Demolition: You can destroy everything but walls and stairs, at a huge Durability cost, including locked chests and doors.
  • Pawn: Trashed items become gold.
  • Lantern: Lamp is always lit up. Turning it on makes the light green and regenerates Health.
  • Thorns: Deals thrice as much as the damage inflicted to you to the nearest enemy.
  • Caprine: Dodges become jumps, no longer cancelling actions or limiting movement, being invulnerable when going up.
  • Assassin: Attacks on unaware enemies deal 3x damage.
  • Scavenger: Double effects from interactable props, and know exactly what they do.
  • Shield: 50% chance of automatically blocking (not parrying) attacks, if you could do so.
  • Oil: Killed enemies have their blood and mana turned into Lamp Oil.
  • Swirl: Your attacks cleave all enemies in a cone, dealing half damage, but carrying all special effects.
  • Adrenaline: Each time you deal or receive damage, all actions are sped up, goes down with time.

Extreme
Below is a guide with tips for Extreme Difficulty but that can be useful for lower difficulties as well.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2766223283
Arena Backroom (Arena Mode Only)
Originally posted by Devil Spire Trading Card - Arena:
While an arena seems like a most illogical structure to be inside of a hellish magic tower, it is actually the work of the cult who lives inside the Devil Spire, which is more malleable than it seems.

Even the most mighty need a place, and a way, to train and keep their strength. And they may even lend it to those who prove their overwhelming strength.

Or is it merely a place for entertainment? And maybe executions?
Arena Mode is unlocked from the main menu by spending 3000 Souls, it is the game's boss rush and has a unique area.

Within you will always find an assortment of trash to scavenge and:
  • four locked chests
  • three boxes
  • two merchants
  • two bags of gold
  • two keys
  • one potion well
  • one Vampire
  • one Hand
  • one Class Card
After defeating a boss in the Arena, you will return to the Backroom, however, all items will have refreshed, meaning you can never go back to buy e.g. a spell or artifact.
Dark Room (Soul Mode)
Originally posted by Devil Spire Trading Card - Dark Room::
Despite all that is evil and unjust in this world. One may find peace in the fact than even greater, far mightier beings watch over us and dictate what hells we shall go through.
Soul Mode is unlocked from the start and contains the unique area, the Dark Room.

Within the Dark Room you will find three crystals, each one corresponding to a reward: Riches, Strength or Power. Activating a crystal costs 250 Souls and you can do it as many times as you want to.
No Souls are wasted as every subsequent character will be able to use the same number of rewards, however, every individual reward is randomised. Meaning you may get Power of Invisibility at one point but Power of All-Seeing another time.

New players may want to use the Blue Crystal to familiarise themselves with various powers and combinations before playing on harder difficulties or longer gamemodes.

Once you leave through the portal you will arrive at the Village as normal.
Village
Originally posted by Devil Spire Trading Card - Village:
One may breathe a sigh of relief once they find themselves out of the tower and in a village of mostly peaceful people, not entirely sure how they got there.

It is all an illusion.

All game modes besides Chaos and Arena reach the village.

Here you can find five merchants:
  • a seller of spells
  • a seller of utility items
  • a seller of armour
  • a seller of weaponry
  • a potion seller
Besides those you will also find a bell, and a well next to your spawn as well as various plants, some puddles, and a nice place to rest. However, if you are playing on NIGHTMARE you can spend 6666 Souls to increase the difficulty further by this very same campfire.
Once you have completed a run you will also find Three Cursed Skulls that adds different challenges to make the game more difficult. Each of these can be removed at any time.

The exact items you want to buy differs from build to build but also depends on your own preferences. However, lockpicks, empty bottles, red or white potions are fine for most situations.
Once you are confident I would recommend not purchasing potions at all to save money for later merchants.

Once you are sufficiently prepared or out of money you can enter the Devil's Spire.
Caves
Originally posted by Devil Spire Trading Card - Caves:
Goablins are small humanoid creatures with decent intellect, and as much aggression towards outsiders as their animal counterparts. Something suggests that they didn't evolve to be this way, but rather were mutated to.
The Hunter dual-wields crude hatchets and hunts both prey and intruders by overwhelming them with its precise throwing and agile leaping.
The Shaman dual-wields crude wands and dominates both friend and foe by calling lightning upon them, even if it can't control it perfectly. Teleports away if caught in a tight spot.
They kill all, with a single exception: The Manrooms, which they grow as cattle. They are mushrooms which gained conscience, and malice, when they feasted on the bodily fluids of those who died around them.
The way in which they gained this power would kickstart a series of ruinous events led by mankind's fear and greed.

The Caves is like a tutorial and therefore have enemies that act very differently from one another.

The most dangerous enemy of the Caves would be the Shaman, it has a weak melee attack and low Health, however, it has the Lightning spell which is devastating. Luckily Lightning requires a line of sight, and if you hide behind a wall the spell will target something else, such as the Shaman if it is alone.

On the other hand, the least threatening enemy in the game is the Manrooms, they do have the spell Envenom, however, it is easy to avoid the attack by sidestepping or by interrupting it. As for their melee attack you can literally avoid it by stepping backwards unless your Agility is very low.

Finally, there is the Hunter, and they are mostly a threat due to their speed though their projectiles can be quite damaging early on. If you have spells or items that can inflict Root they would help, in other cases it is best to chase them into a corner or attacking them with ranged.

Environmental Interactions
  • Plant, which restores Health
  • Moss, which restores Health but inflicts Root
  • Mushroom, which restores Health but inflicts Confusion
  • Mossy Puddle, which restores Mana but inflicts Poison
  • Pickaxe, which can contain Broken Tools
  • Web, which can contain Sticky Goo

Giant Enemy Slime
The Giant Slime is one of the easiest bosses in the game as it only has three easily avoidable actions.
  • Its Ultimate which spreads acid over the nearby area
  • A ranged attack telegraphed by the contraction of its body
  • Slowly crawling towards you, dealing damage on touch.

Always moving away from the boss keeps you away from the touch attack while blocking as it contracts blocks its projectile. With enough movement speed and distance, you can simply circle the boss and avoid taking damage entirely. This can even work in melee provided your weapon has enough range.

Keep in mind that the slime does constant damage to your durability whenever you are touching it. Therefore, you might wish to remove your armour if you are confident that you can avoid or block its projectiles.

Prison
Originally posted by Devil Spire Trading Card - Prison:
Through unnatural magics based on a simple biological phenomenon, a way to avert death was found. It's first use, of course, was for war. But each soldier that arose, did so less human, and more effective at accomplishing its purpose.

First they grew large, less smart and more violent, then they bent over to the ground, crawling like beasts, abandoning everything but their senseless rage.

And so the wars raged on, their purpose waning, and the bloodshed spreading.

The three enemies of this Prison are all melee oriented and have attacks to close the distance quickly.

The smallest enemies, the Crawlers, can boost their Agility with Haste, however, it is their size that makes them dangerous. Since they are so small their attack animations can be hard to spot if you are using a shield, being aware of that should make them easy to deal with.

There is little to say on the Warriors besides the fact that they are a good opponent to train your parrying against. Even if you injure them, they can heal themselves with Mend Wounds

As for the Brutes, they are the most dangerous enemy in the Prison. They have high Health and a strong swing, making use of traps is a good idea to soften them up, otherwise play defensively to avoid their attack and get hits in whenever you can.

Environmental Interactions
  • Oil, gives you some lamp oil
  • Skeleton, which can give you some gold
  • Chains, which can give you Scrap Metal
  • Piles, which can give you Fool's Gold

the Prisoner
This boss is more complex than the Slime as it has spells as well as attacks:
  • Its Ultimate, vomiting blood and gore from its mouth
  • A punch with its left arm
  • Casting Mend Wounds telegraphed by its right arm
  • Casting Drain telegraphed by its right arm
Firstly, you will want to avoid its vomit by either stepping away or circling around it faster than it can turn its body. Once the Ultimate attack finishes, it will close the distance.
The main strategy against this boss is circling him counterclockwise. This means you can always see his left arm and parry when necessary while letting you easily avoid Drain when he casts it.
Depending on your damage output it might use its Ultimate attack again if it does simply continue circling it until it is done.

Repeatedly blocking will take a large amount of your durability so ideally you will at least start the fight with a shield or a weapon in good condition.
Should your only weapons be destroyed, you can still win, however, it will be difficult to out damage the healing, and you will need to do a lot of parrying or dodging.
Pyramid
Originally posted by Devil Spire Trading Card - Pyramid:
It was not merely biological research that brought forth the power of immortality. This secret has actually been discovered in ancient times, and buried deep beneath the tombs of kings.

Guarding those tombs are all manner of creature twisted by it. From common soldiers so well worn only their bones still stand, to mutilated and deranged sorcerers, to outsiders well-versed in its use, and addiction.

The fact it was hidden away so absolutely, and guarded so desperately, shows that it should not have been unearthed in the first place.

The Pyramid is primarily focused on spellcasting, making Mana draining enchantments, or spells very useful.

Flying Head will be the most dangerous enemies in this section, they can attack with a projectile, and cast Boost to increase their Intelligence, which is not a massive deal except the fact that it makes their Fireball stronger.
You want to avoid that spell and its lingering AoE, which is best done by either keeping your distance and dodging it, or by hiding behind a door or wall. The best situation is getting the Flying Head to cast it near a wall, so that it damages itself or other nearby enemies, which should be a common occurrence.

For melee you opponent will be the Sand Golem, it is not too interesting nor too difficult to defeat, however, it can cast Disable which will leave you unable to block or attack though you can still use spells and items.

Djinns are the third enemy; they focus more on causing Ailments by casting Befuddle or Obfuscate. The former spell is the most dangerous but mostly if a Flying Head is alerted since you would not be able to see if it is casting Fireball.
With that said the Djinns also have a projectile attack, which can cause issues if they are in a group, as can Befuddle if you as a player panic.

Environmental Interactions
  • Plant, which restores Health
  • Urn, which restores Mana but inflicts Blind
  • Cloth, which can contain Dirty Rags.
the Idol
This boss focuses on, as you may suspect, spellcasting, it is perhaps the trickiest boss, and it has number of actions:
  • Its Ultimate attack that teleports in three Sand Golems
  • Casting Time Slow which slows you down
  • Casting Ice Spike which can freeze you
  • Casting Fireball which can be lethal on low Health because of the lingering flames
  • Casting Short Circuit which has a lingering AoE
  • A projectile attack
As you enter the arena the Idol will use its Ultimate and summon three Sand Golems that will charge you. It is good to deal with them quickly, either yourself or by having the boss damage them with its spells.
However, always keep an eye on the Idol. You should always be ready to run if it casts Fireball or Short Circuit and step to the side if it casts Ice Spike. As for the projectile it should be easy to block as it has the exact same telegraphing as the spells but without the arcane effects.

If it instead manages to cast Time Slow you might be in trouble. Under such circumstances it is unlikely that a low-level character can defend and attack safely, and if you are within melee range you can hardly avoid a dangerous Ice Spike.
You can still win especially if you have a few potions to spare and a good weapon, however, it is a rough situation. Spells that can inflict freeze such as Blizard can be of great help though.

Under ideal circumstances you will fight this boss with ways to Mute it or by having a weapon that can drain its mana. Obviously having enough DPS to kill it before it casts anything dangerous is also good.
Temple
Originally posted by Devil Spire Trading Card - Temple:
In order to conduct research into this newly discovered phenomenon, a temple was constructed in secret and hidden from view, deep underground.

There, all sorts of unnatural and vile experiments were conducted, and many monsters were created as a result: One poor imitation of a human being, one pathetic product of vanity, another of twisted lust, and more.

Once the power was isolated, and these byproducts became too much to handle, the temple was abandoned and flooded in a vain attempt at destroying, or at least containing, what lurked inside.

The enemies on this floor are rather defensive, and you should be wary of using electrical spells.

Firstly, there is Lust, it is melee oriented and can buff itself by casting Harden to increase its Vitality. Its main threat comes from its other spell, Decelerate which launches pillars around it to inflict Paralysis. This Ailment can cause issues in a fight, however, with some distance you can dodge it and with positioning it will hit other enemies instead.

Secondly there is the Imitation, it has a powerful melee attack and can make it deadlier by buffing itself by casting um Buff, which increases Strength.

Thirdly there is Vanity they have a ranged attack, however, they like teamkilling more. They can cast both Symbol of Pain and Barrier both do damage to whatever is touches it meaning you should make use of it when possible.

Environmental Interactions
  • Moss, which restores Health but inflicts Root
  • Grass, which restores Health but inflicts Cramp
  • Water Bubble, which restores Mana but inflicts Paralysis
  • Cloth, which can contain Dirty Rags

Guardian Duo
This is the only duo boss in the game, and they can use:
  • Its Ultimate attack, a laser beam from each enemy
  • A strike with their arms
  • Casting Barrier
This is one of the hardest Ultimate attacks to dodge, unless you have enough Agility because if you do you can run around both of the bosses and the laser will not catch up to you.
If not, you will likely take a lot of damage. You can minimize the damage by:
  • casting healing spells
  • trying to outrun the laser
  • walking towards the bosses, which usually means you will get hit around the time you stand in-between them.
If possible, you should heal as the attack finishes, regardless the rest of the fight should be easy, provided you are quick enough to avoid another laser.
Their strikes are clearly telegraphed and should be blocked, and with some smart positioning and movement you can keep this as a 1v1. It is likely that one or both of them cast Barrier, which is a good thing as it is probable that it will damage or kill the other Guardian.
Taking advantage of that should make the fight quick and relatively painless.
Maze
Originally posted by Devil Spire Trading Card - Maze:
While the king is always the only one truly responsible for the fate of his kingdom, it was not without the queen's counsel that the forbidden power was recovered.

The queen, maddened by love, for what is unknown, disguised not only her origin, but also her intentions of bringing immortality to her family.

Once the great warrior prince was transformed into an abomination, and the queen's secret was discovered, the king took upon himself the duty of making things right. If only his mind was not already twisted by what he had brought back, and the princess didn't carry her mother's blood.

This area can be tricky on your first attempt, however, there is plenty of healing item to be found.

The deadliest enemy would be the Princess, it has a projectile attack which is dangerous on its own but more importantly it can cast two powerful spells Time Slow, and Ice Spike. The latter is easy enough to dodge from a distance but not when slowed, luckily it has very low Health.
Consider making use of her Ice Spike to kill a few other enemies, but only if you are feeling confident.

Then we have the Old King, a melee focused enemy that can also cast Ennervate to inflict Panic on you but also Bind which roots you to the ground and makes you a very easy target for the Princess. In other words, this one is mainly an issue if supporting other enemies.

Lastly there is a Troll, it has a strong attack and a lot of Health, however, it is slow and does not have a good charging attack. There is little else to say.

Environmental Interactions
  • Plant, which restores Health
  • Grass, which restores Health but inflicts Cramp
  • Flower, which restores Health but inflicts Panic
  • Dirty Puddle, which restores Mana but inflicts mute
the Dragon
This boss is fun
  • Its Ultimate, Dragon Breath which can target every part of the arena
  • Casting Pillar of Flame, telegraphed by its left arm
  • A strike with its right arm
At the start of the battle the Dragon will use its Ultimate and there are a number of ways to avoid it. You can cast Sanctuary or you can simply kite it which is the simpler method.

This boss is slow enough that you can easily get some distance for ranged attacks, however, it is also quite easy in melee. You simply circle it clockwise so that you can keep an eye on its right arm and run a bit whenever you see that it is casting Pillar of Flame.
It will likely activate its Ultimate a second time during the battle, but at this point the Dragon should be far enough into the arena that you can simply circle it. If it is not in a central position you can use the same tactic as in the start of the fight.

The main threat of this boss would be failing to block its strike a few times as this can do a lot of damage, at which point you can easily be finished off by accidentally touching the Pillar of Flame.
Forest
Originally posted by Devil Spire Trading Card - Forest:
Separating the eastern and the western world, so dense and so dangerous the warring countries would not dare cross it, lies an unending jungle inhabited by creatures and people unconcerned by the outside world, only on their own survival.

However, even to them the ancient power spread its roots, twisting their once simple and primitive customs into nightmarish obsessions: From giving conscience to their animal companions, to bringing their loved ones back, it seemed like there was nothing the strange magics could not do. Except save them from turning wholly back into mad beasts.

Yet now these dark and treacherous woods seem the least suicidal path across the border.

This is my least favourite area; however, you can skip it without issues if you have the Power of Invisibility.

The least threatening enemies are the Forest Elves, they fight in melee but will cast Overgrowth to inflict you with Root, while they will get further healing through Faerie Call.
This also means you can get some free healing or potions if you kill the enemy before it uses all the Faeries.

The most annoying enemy in the entire game are next, the Frogmen, they are fast and jump around while throwing a devastating projectile. Ideally you will kill them from a distance before they are alerted, otherwise inflicting Root is good, otherwise you will likely have to chase them.

However, it is the Shrunken Heads, which are the most dangerous, they also bounce around, but they get Short Circuit and Shrink. You should avoid getting hit by Shrink at all costs since it will do a lot of damage, and weaken you by a lot, making you an easy prey for all enemies.
Once again, it is good to defeat them before they spot you but since they are a spellcaster any spell with a lingering AoE will be useful since it can interrupt their casts.

Environmental Interactions
  • Flower, which restores Health but inflicts Panic
  • Mushroom, which restores Health but inflicts Confusion
  • Moss, which restores Health but inflicts Root
  • Mossy Puddle, which restores Mana but inflicts Poison
  • Heads, which can contain Glass Shards

the Worm
A boss focused on Ailments since there are so many, I will only list the attacks generally:
  • Its Ultimate, which launches most Ailment inducing spells
  • Casting various Ailment inducing spells
  • A bite with its mandibles.
Avoiding the Ultimate is a simple thing, all you do is avoid rushing in or you can take cover behind one of the pillars, and then when most effects have passed you kite the Ennervate orb which follows you. If you do it correctly you will even use its own spells to inflict Panic on the Worm.
The rest of the fight is straightforward, hit the boss in its head, and do your best to avoid the deceptively fast mandibles. Getting hit by Disable and being inflicted with Cramp can make things more difficult, however, the boss does not have a large health pool, simply avoid taking any major risks.

Naturally since the boss relies on Ailments you can make great use of potions, or Purify if you have enough of them and Mana. However, there is rarely a better time to use Ailment curing potions than this.
Castle
Originally posted by Devil Spire Trading Card - Castle:
Hidden deep inside the woods, lies a castle of the oriental world, where a secret, but officially recognized and employed, society of thieves and assassins makes its headquarters.

In a desperate attempt at thwarting an enemy invasion that seemed never-ending, the highly skilled agents stole the secrets of the great power from the foreign nation.

Yet, in their wisdom, they realized its danger, and were commanded to abandon it all. Leaving the deserted mansion to be guarded by their native spirits and monsters, who fruitlessly seek to harness the ancient magic that came from the west.

I like this area; it is cool and have some pretty interesting enemies.

Ogres are similar to the Warriors from earlier, except better, they deal more damage, and they can cast Electric Chain which bounces and can do a great deal of damage. Though it can also bounce to other enemies and be very helpful.

Banshees will be your biggest threat, they can heal themselves and inflict Paralysis on you by casting Lullaby, however, their most dangerous attack is Sonic Wave.
This spell might mute the Banshee, but it deals continual damage to everything close to its caster, potentially alerting other enemies. Naturally your armour will also take a beating, therefore you should kill them to stop the spell as soon as you are able.

There are also the Kobolds, they will charge, and their axes are quite strong. They can also be a nuisance with their Dragon Breath spell, but of course you can make use of that with your positioning.

Environmental Interactions
  • Plant, which restores Health
  • Clean Puddle, which restores Mana
  • Urn, which restores Mana but inflicts Blind
  • Chains, which can give you Scrap Metal
  • Web, which can contain Sticky Goo
Shade
This boss might seem difficult on your first attempts; however, it is not, and it only has a few attacks:
  • Its Ultimate, a flurry of strikes all around it while moving towards you
  • Striking all around it with its sword
  • Casting Symbol of Pain
The most dangerous moment of this fight is when it activates its Ultimate. If you try and tank it with poor equipment it might break or you might die, likewise a shield is likely to break.
What you do instead is:
  • Cast Sanctuary
    or
  • Literally just go hug a corner near the entrance.
The rest of the battle is trivial as all you need to do is block its sword, and let it cast Symbol of Pain. Do not step on the Symbol and let the boss kill itself.

Fighting the boss normally is more fun, but it can be difficult to prevent it from casting Symbol of Pain. The easiest way would be to Mute it or to quickly run around the boss to try and engage it from another angle, so that it avoids its own magic.
However, the latter alternative will fail if it casts another Symbol of Pain and corners itself.
Ruins
Originally posted by Devil Spire Trading Card - Ruins:
Way up in the icy mountains of the east, lie the ruins of an even more ancient civilization, now permanently frozen in time and space. Yet some of its inhabitants still live to this day, despite being incapable of reproducing or even interacting with the outside world.

Once their queen returned from a faraway land, successful in her quest, despite the great cost, she carried something of immense value to their kin. Something they then guarded obsessively, despite the fact it should not be allowed to exist.

Their benefactors, deep down below, were not amused by this new development.

This area was greatly nerfed in Patch 1.5 but could even before that be skipped by using the Power of Invisibility.

Giants will be the hardest hitting melee enemies in this area and they act about the same as the Brutes from the Prison. Yet the main difference is that these guys will cast a spell and kick a barrel at you.

Next is the Queen, it is like the Princess from the Maze, a spellcaster with projectiles. Arguably it is a weaker version since it casts Blizzard which is stationary and easily avoided. On the other hand, Blizzard can be a powerful area denial spell while it casts Drain to heal itself from the other side.

Yet then there are the Snow Elves, fear their power, their Health might be low, but they can cast the powerful Phantom Rush which inflicts Cramp and can deal a lot of damage. They are truly the bane of non-casters, if you let them actually cast the spell.

Environmental Interactions
  • Clean Puddle, which restores Mana
  • Pickaxe, which can give you Broken Tools
  • Piles, which can give you Fool's Gold
the Heir
It is good to have a ranged alternative against this boss, however, it is not super complex:
  • Its Ultimate casts Ice Spikes in different directions, several more are cast a few degrees counterclockwise.
  • Casting Blizzard
  • Casting Teleport
  • A projectile attack
Dodging the Ultimate attack is easy, simply wait for the first wave of Ice Spikes to pass and step to your right, into its wake. Every other spell in the volley will now miss you.
The main thing to avoid during the rest of the battle is being Frozen by Blizzard, which is why a ranged alternative is a good idea, however, you can still hit the boss in melee by using weapons with sufficient range such as a Halberd.

If you do not have weapons with range and no spells you should simply wait until Blizzard runs out or the boss uses Teleport and leaves the protection of the snowstorm.
With this strategy the boss might have time to use its Ultimate attack once more, be aware of that and act accordingly.

This boss was nerfed during Patch 1.5 since previously the Blizzard followed the boss after teleporting, therefore this boss might be easier than some returning players remember.
Fortress
Originally posted by Devil Spire Trading Card - Fortress:
For eons has the world pondered about the nature of earthquakes, volcano eruptions and other seemingly natural phenomena.

Almost none know that the true causes, and origin, of such catastrophes are the works conduced deep, deep below the earth by a race of beings far, far more advanced than ours.

What to us may seem like a world-ending threat, is nothing but an undesired byproduct of scientific experiments to them. Things like a race of immortal beings, which should not have dared to cross their masters.

This is another area that can be skipped with the Power of Invisibility, it is also one of the more difficult and fun areas of the game in my opinion.

There are the Imps, spellcasters with a ranged attack. They are a problem for two reasons, healing themselves and casting Pillars of Flame within the walls Sanctuary. Their offensive spell is not only an issue since it deals damage, but if it hits another enemy they will be alerted and head towards you at once.

Demons are really annoying, they look like Genies and also get a projectile attack, but they cast Black Hole which can trap you and in a bad situation it can do a lot of damage, such as when paired with their other spell Construct.
It should be mentioned that you can escape from Black Hole but your Agility needs to be sufficient. This should not be an issue at this point in the game if you are on Descent, however, you are unlikely to have as many levels if you are on the Ascent mode.

Finally, there are the Zombies, and they are pretty strong, but they get a fun little spell called Plague. If you let them cast Plague they will alert and Poison everything on the floor, including Vampires and you unless you get some elevation.
Fighting every enemy of the Fortress at the same time is a bad idea, but it could be fun.

Environmental Interactions
  • Oil, gives you some lamp oil
  • Skeleton, which can give you some gold
  • Piles, which can give you Fool's Gold
  • Cloth, which can contain Dirty Rags.
Tank
This is literally a Tank
  • Its Ultimate, a barrage of shells that target your current location
  • Casting Lightning
  • Casting Construct
  • Shooting you
Without good Agility it is difficult to dodge the barrage of the Ultimate attack, however, by this point you should have enough. If you cannot run remove some of your equipment momentarily and avoid its attack by heading back and forth, slowly heading towards the boss, remembering never to stay too near the targeted area.

This boss has a limited about of Mana, however, Lightning can be deadly if you get hit, therefore try and hide if it casts it so that it hits itself.
Construct is less dangerous and is mostly a nuisance, but it can get a sneaky kill on you if you are on low Health and forget about it.

Its actual projectile should be straight forward to avoid since it is telegraphed by a large dip and a distinct sound effect. With that said the attack can be hard hitting, especially if your armour breaks.
Meat
Originally posted by Devil Spire Trading Card - Meat:
But all this is merely the history of a ruined land. None of which matter to those who abandon it all to enter the Devil Spire.

From this accursed place, there is no escape. Its walls and inhabitants grotesquely mimic the places and people of greatest evil, and suffering, of the world. Only a cabal of insane cultists could possibly survive and organize themselves inside such a hellish place.

Those who manage to venture far deep enough, however, may come across unfinished parts of the structure, which expose its true form and nature.

I like it, unsettling and with cool enemies.

The fastest enemies in this area are the Flesh Golems, they love to run around, and to cast Guidance which will inflict you and others close to you with Panic. They can be a hassle to catch but they should pose little issue at this point in the game.

As for the Newborn, they are also not too dangerous, they have a large AoE spell and a ranged attack. They have surprisingly low Health and should go down quickly no matter your strategy.
Originally posted by ithirosumi (developer):
The AoE spell the Newborn cast is Bread & Wine, which heals them and causes confusion in an AoE.

Bloodhrooms are the most dangerous enemies on this floor, they typically use Telekinesis and little else, but that is dangerous on its own. Enemies grabbed by the Bloodshrooms will die on impact, however, if you get hit you will take a lot of damage.
Getting grabbed is the worst-case scenario as you cannot move, and you are about to be slammed into a wall. If you are lucky, you will be close enough to strike the Bloodshroom and kill it before that happens. Obviously spells or ranged will be of great help too.
If you cannot do that you should do your best to heal your injuries and quickly killing the Bloodshroom before it grabs you again.

Environmental Interactions
  • Clean Puddle, which restores Mana
  • Dirty Puddle, which restores Mana but inflicts mute
  • Mossy Puddle, which restores Mana but inflicts Poison
  • Heads, which can contain Glass Shards
the Swarm
This should require little explanation as it is just a Swarm of the monsters of the area. It is likely that you will be inflicted by Panic, Blind or Confusion.

As for strategies there are a few options, such as offensive spellcasting, the following spells should do a good job at clearing away most of the enemies:
  • Snowball
  • Electric Chain
  • Fireball
Another alternative is using the Power of Invisibility or a ring with the same power and standing still just after opening the gate. If you do it correctly the enemies will not be alerted meaning you can deal with them one by one.

If you want to do something more fun, I suggest alerting everyone and getting hit by a few Ailments and then casting Purify or using a potion to cure yourself. By doing this the Panicked enemies usually damage each other a bit and once their AoE spells are done you can clear the way.

If you do not have any potions your best option is probably taking cover in a corner and doing your best to block and wait out the Ailments and only then try and clear the enemies.
???
This entire section is about three achievements, No One's Here, Out of Bounds & Purity.
One hint I will give is that the three of them are connected, further information will be found below under spoiler tags.

No One's Here
This is the first step to unlocking the other achievements and finding the secrets. You might even come across this randomly when rushing, using the Ring of Invisibility or when playing Chaos Mode.

The only thing that you need to do is to avoid killing any enemies in the areas preceding a boss, and then you will see something interesting.


Out of Bounds & Purity
This is where things get difficult, you need to be a pacifist throughout the entire Dungeon once for Soul or Ascent Mode and once for Descent or Immortal Mode.

Unlocking Out of Bounds is obviously easiest when playing on Soul Mode since you can just reset until you get the Power of Invisibility and your high stats should carry you without much effort
Unlocking Purity is much more difficult since its much longer and you cannot get a near guaranteed Power. What I did was reset until i got a Deprived with the Ring of Invisibility and then do my best to succeed. However, without healing this can get rough.

Some general tips would be:
  • Play on easy
  • Increase your Agility and Vitality, some points in Strength are also good (for kicking)
  • Hide when anything is opening to avoid detection
  • Quit to menu and reload if a floor seems impossible or if something dies*

*Unfortunately, it does not matter what kills an enemy so reload if you notice it. Reloading will also generate a new floor, but it will not work more than once.
You can check if it works by attempting to exit the game, it it warns you that "the Record will be erased" you cannot refresh the floor.

Afterword
I believe that there are a few enemies with spells that I could not identify such as the large AoE spell in Meat, this is also a long guide so I might have made a few mistakes here and there, but I will fix them when possible.

I have also largely used the enemy names as listed by the Devil Spire Fandom page to maintain some consistency; however, I made some digressions.

I may or may not add further sections or expand on what I have already written at a later date. Some of the things I have considered doing is adding:
  • Screenshots, or videos of the bosses
  • Videos of the endings
  • Section on the basics of the gameplay
  • Further strategies on bosses if I come up with or am told something good
1 Comments
ithirosumi  [developer] 2 Sep, 2023 @ 3:40am 
Thanks a lot for the in-depth guide! The AoE spell the Newborn cast is Bread&Wine, which heals them and causes confusion in an AoE.