
The Galvanic Spire
Dungeon
- Level 95+
- 1–5 players
- The Thunder Moors
The Coil Warden keeps the coils, the Brass Colossus works the foundry, Arcmage Veyra holds the top.
Getting in
North of Stormwatch, the tower that gathers the storm with brass and copper.
Loot and the daily lock
Everyone in the party who took part in the fight (a blow in it, or a heal) gets their own chest, however far above the boss your level is. Gear 5 times a day: kill it a sixth time the same day and only gold and materials come out. The tries renew every day at 04:00.
Alone or in a group
| Players | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Health | ×1 | ×1.5 | ×2 | ×2.5 | ×3 |
| Blows | ×1 | ×1.25 | ×1.5 | ×1.75 | ×2 |
The creatures inside grow with the party: health and blows by the number of players. A boss calls more helpers and marks more circles for a bigger party (the counts in its fight read alone / 2–3 / 4–5). Fought alone, a boss's chest holds less gold and is less likely to hold gear.
Floors and who lives there
The Coil Hall
Ball LightningLv 91 · ×3
Brass AutomatonLv 92 · ×1
The Coil WardenLv 92
The Brass Stair
Brass AutomatonLv 93 · ×1
The Foundry
Spire ArcanistLv 93 · ×2
Brass ColossusLv 94
The Spire's Top
Spire ArcanistLv 94 · ×1
Arcmage VeyraLv 95
Bosses

The fight (tap to show)
- Mechanic damage
This boss's marks deal a fixed amount set for its level (92), in place of the blow multiples below: a move you could dodge 2,058 damage, a hazard 1,801 damage, its signature failed 2,830 damage, burning ground 618 damage a second. More levels and better gear mean more health, so the same hit takes a smaller part of it. Armour, shields and barriers turn aside at most 20% of it.
- Chain Path
His Coil Shield turns 60% of every blow. 8 s in, then every 18 s, a coil charges for 3 s (gold sparks) and throws chain lightning: the nearest of you, then every 0.3 s the nearest one not yet struck within 3 tiles; each link 0.5 × and one Charge. Two of you closer than 1 tile short it: 1.5 × each, the chain stops. If its last link has him within 3 tiles, it leaps to him: CURRENT HIT!, the shield is off for 10 s, he reels 3 s and takes 25% more. From 50% both coils charge at once; from 25% he walks slowly while they charge.
When8 s into the fight, then every 18 s.
TipWhile it charges every client draws the path the chain will take: stand 3 tiles apart in a line from the coil to him. Alone: one coil, and it leaps to him within 4 tiles of you.
- Current Line
A strip 1.3 tiles wide between the two coils, marked 2.5 s ahead, then live for 3 s: 0.5 × lightning every 0.5 s to whoever stands in it.
When14 s into the fight, then every 20 s.
EnragedEvery 16 s.
TipStep off the line between the coils.
- Arc Leap
He goes as lightning to the coil farther from him: the strip from him to it, 1.5 tiles wide, and the landing circle, 2.3 tiles round, marked 2.5 s; then he is there: 0.8 × lightning and 1 Charged stacks in the strip, 1 × in the circle. Never over a charge or while his shield is open; the next coil to charge is the one he left.
When11 s into the fight, then every 17 s.
EnragedEvery 14 s.
TipOut of the strip and the circle; the tank runs after him, and the chain's path must now span the hall.
- Rage
It flushes red and rages: its normal blows come 1.3× as often, and all its blows are 15% harder.
WhenAt 20% of its health; it lasts to the end of the fight.
TipThe last part is the most dangerous: save your strong skills and potions for it, and dodging the marks matters more than ever.

The fight (tap to show)
- Mechanic damage
This boss's marks deal a fixed amount set for its level (94), in place of the blow multiples below: a move you could dodge 2,153 damage, a hazard 1,884 damage, its signature failed 2,961 damage, burning ground 646 damage a second. More levels and better gear mean more health, so the same hit takes a smaller part of it. Armour, shields and barriers turn aside at most 20% of it.
- Remote
12 s in, then every 25 s, the pulpit's key lights for 10 s. Stand on it 1 s and you take the remote for 6 s: you can't walk or use skills, the stick walks him at 60% of a walk; he lurches 1 tile every 2 s (1.5 tiles every 1.5 s from 50%). Driven within 2 tiles of a charged arc post: SHORT CIRCUIT!, down 6 s, 40% more for 10 s; the post refills in 40 s. From 25% he must be driven past two posts within 8 s, and a drive lasts 8 s. Left unclaimed, the key overloads him: he heals 4% and hits 25% harder for 15 s.
When12 s into the fight, then every 25 s.
TipOne drives, the rest strike; heal the driver. Never let the key go out unclaimed. Alone he never strikes the driver; 70% of a walk for 8 s.
- Sweep
The right arm sweeps the half circle in front of him, 5 tiles deep, marked 1.8 s: 2 ×. With the right arm fallen his body sweeps 90° at 1.2 ×. In a party it comes over a drive too, at the top foe who is not driving, never over the pulpit.
When6 s into the fight, then every 11 s.
EnragedEvery 9 s.
TipBehind or beside him.
- Hot Rivets
9 s in, then every 12 s, the left arm fires 3/4/5 rivets in a row toward the one farthest from him (never the driver), each 0.9 tiles round, marked 1.5 s, then hot for 9.5 s: 0.4 × every 1 s to whoever stands on one. Driven over a rivet he crushes it. With the left arm fallen his body fires 2/2/3.
When9 s into the fight, then every 12 s.
EnragedEvery 11.5 s.
TipOff the rivets; the driver can walk him over them to clear the floor.
- Rage
It flushes red and rages: its normal blows come 1.3× as often, and all its blows are 15% harder.
WhenAt 25% of its health; it lasts to the end of the fight.
TipThe last part is the most dangerous: save your strong skills and potions for it, and dodging the marks matters more than ever.

The fight (tap to show)
- Mechanic damage
This boss's marks deal a fixed amount set for its level (95), in place of the blow multiples below: a move you could dodge 2,201 damage, a hazard 1,926 damage, its signature failed 3,026 damage, burning ground 660 damage a second. More levels and better gear mean more health, so the same hit takes a smaller part of it. Armour, shields and barriers turn aside at most 20% of it.
- Swap
Four pylons charge in turn. 10 s in, then every 20 s, she marks one of you for 3 s; at its end you swap places. She landing within 2 tiles of the charged pylon: INTO THE CURRENT!, stunned 4 s, 30% more for 8 s. You land on her Storm Seal: it bursts 1.8 s later, 3 tiles round, 1.5 ×. She landing among you: Arc Burst, 3 tiles round, 3,026 damage. From 50% two marks back to back; from 20% the seal bursts in 1.5 s.
When10 s into the fight, then every 20 s.
TipMarked: run to the gold pylon, then off the seal at once. Alone the mark lasts 4 s and the seal waits 1.5 s.
- Chain Lightning
A 2.5 s spell; through, lightning leaps from her target 2/3/4 times: 1 × and one Charge a link.
When7 s into the fight, then every 16 s.
EnragedEvery 13 s.
TipA skill on her breaks it.
- Rage
It flushes red and rages: its normal blows come 1.3× as often, and all its blows are 15% harder.
WhenAt 20% of its health; it lasts to the end of the fight.
TipThe last part is the most dangerous: save your strong skills and potions for it, and dodging the marks matters more than ever.