Curse of the Dead Gods

Curse of the Dead Gods

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Temple Explorer’s Handbook
By Sharethepain and 1 collaborators
A guide to exploring cursed spooky temples.
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Introduction
Hello fellow Temple explorers, I shall provide you with some enlightenment on the journey through the forsaken depths that lay ahead. I will be explaining most things about the game.
Spoilers ahead.

Mostly updated, might be missing some curses.

Rooms
Each run begins by choosing a room to start in, there are a total of 8 rooms excluding boss rooms, Here is what you can find in each one of them.
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Weapon room - Three waves of enemies, starting with weaker ones working up to stronger enemies in the later waves. Defeating everyone in the room unlocks the weapon shop.
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Relic Room - Contains a relic shop at the end, some rooms don’t have shop at the very end, but about 80 % to the end, with a room fight after them.
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Gold - Have the biggest amount of breakable walls, which hide gold or
sarcophagus behind. These walls are destroyed with enemy projectiles, renegade swings, explosive urns, trap projectiles, or heavy hammer/sword hit. Gold is scattered around to be collected and sarcophagi are present which yield random drop of relic or a weapon + a set amount of gold. There is at least one sarcophagus per gold room, some have two - one or two rooms after the second boss seem to have none of them though.
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Haven - Serves as a healing room at the cost of corruption, 10 corruption per tap of healing. On normal runs you will see one prior to the first boss, and then right after every boss defeated. Hard run only has Haven after the first boss.
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Challenge - A fight against time, the faster you can kill all the enemies in the room the more gold you can keep after triggering the timer. Sometimes there are traps that can be used against the enemies present. The gold on the floor is subject to Blinding Greed curse and perception gold bonus modifier.
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Blessings room - A room which contains a blessing shrine. These rooms are the most affordable gold and blood offering wise. From the three possible blessings: +25% gold found, +10% damage and +250 max health, two of them randomly spawn in the shrine.
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A "?" room - A randomized room, can be anything from the above mentioned.
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Upgrade room
Lets you upgrade one of your currently equipped weapons, for either a gold or blood price. Its similar to weapon rooms in design, where you fight off three waves of enemies before getting access to the shrine.
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I’d like to mention that not only gold rooms contain breakable walls.


Weapons
With the new addition of tables you can repair in the lobby, you can get up to four kits of randomly generated weapons each run. The tables can be upgraded to give additional chances of spawning higher rarities of weapons placed upon them in each run.

The weapon types you can find are:
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Main:
Swords - They possess a combo string which always ends with a critical hit at the end.

Maces - Slower than sword, hard hitting, three hit string with slightly bigger reach than sword, last hit deals increased damage.

Claws - Fast attack speed, lower damage, you can close in on distanced enemies. Overall good mobility weapon.

Throwing Axes - Essentially the same as throwing knives.

Throwing Knives - Throws three knives in quick succession in a combo, charged attack throws out four knives around you.
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Secondary:
Pistols - A decent secondary if you always perfect shot, AOE off-hand combo.

Daggers - You can dodge by using their off hand combo. Their charge attack is a dash with a series of slashes.

Shields - Have a single tap bash attack, their charged up attack is a forward dash that stuns and interrupts all enemy attacks and casting, except for bosses. Off hand combo stuns and pushes enemies far away. Shields also apparently increase invincibility frames for parrying when you have them equipped - meaning it should be easier to parry.

Whips - Their normal attack is rather slow and not very useful but their charged attack lets you pull in an enemy and interrupts their attacks, and is considered a heavy attack same as a hammer hit would be. Some whips come with "weaken pulled enemies" which allows you to interrupt, pull closer and deal a free combo on any enemy.
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Heavy:
Spears - Long reach, Aoe charge attack, good for keeping distance. Spears have a range at which they always critical hit. The last hit in the combo interrupts enemies.

Two handed hammers and swords - Share the same jump charge attack, slow, but hard hitting. Their attacks interrupt enemy abilities. Can break walls, traps, and light sources. Last hit in the combo critical hits.

Bows - As pistols they can perfect shot, some make their shots pass through all enemies so you can line up the enemies and hit all of them.
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Champion weapons

All Champions' weapons have a 20% drop chance upon fulfilling the drop condition.

  • Jaguar Temple:

    1) Xak'olchir, Blood Hunter
    #Weapon: Bloodstake, Hunter's Torment
    #Drop condition: Killing all the summoned Infernal Jaguars before killing the Blood Hunter.


    2a) Nepac, The Moon Twin
    #Weapon: Moon Blade, Night's Sword
    #Drop condition: Successfully Parrying the Moon Twin 3 times.


    2b) Litz, The Sun Twin
    #Weapon: Cataclysm, T'amok's Fury
    #Drop condition: Successfully Parrying the Sun Twin 3 times.

  • Serpent Temple:

    1) Xucat, The Witch
    #Weapon: K'etyaam Yaan
    #Drop condition: Kill Xucat while she is on fire.


    2) Ratyapu, The Abomination
    #Weapon: Disembowler, Dread Claw
    #Drop condition: Kill Ratyapu while he is weakened.

  • Eagle Temple:

    1) K'ax taca, High Lord of the Storm
    #Weapon: "Effulgence", Harbinger of Yaatz (Bow)
    #Drop condition: Unofficial, you may have to kill him while he cast his attack or charge his beam.

    2) Malok paal, the Flesh Monstrosity
    #Weapon: "Sunderer", Fist of doom (Shield) : Simple attack and "Off-Hand combo" deliver massive damage at the cost of one stamina point.
    #Drop condition: Probably doing 3 perfect dodge while he's dashing.
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The rarity of weapons goes like this:
White - Common - No affixes or only one.
Gold - Uncommon - 1-2 affixes
Green - Rare - 3 affixes
Purple - Cursed - 2 randomized affixes

Generally speaking the better rarity of the weapon the more affixes it will have.

The heavy weapons, as well as ranged weapons, expend one stamina point per attack.
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Elemental properties

With the newly added elements there are now four of them -

Fire deals damage per tick and makes enemies a walking light source.

Poison as poison does deals damage per tick, and when paired with burning enemy deals more damage.

Shock , or rather lightning at first lights enemies on fire, and if applied again strikes the enemy with a lightning bolt dealing damage, or so it at least seemed to me, not 100 % sure about lightning effects. Shock is also used to power up many of the Eagle Temple traps.

Dark - Weakens burning enemies, adds poison damage on poisoned enemies and triggers a lightning strike on shocked enemies. If applied by enemy to you it deals corruption in addition to health damage.


Cursed Items
Curse weapons are rarely in the shop, and cannot have the randomized stats that normal weapons have, they have their two suffixes, one selected at random on a weapon. Cursed weapons now have their own new affixes, I think there are about four in total. The champion weapons also fall under this category.
Here are all the cursed items that can be acquired as of now. (Some might be missing as of now)
Relic 1↴
Relic 2↴
Claws↴
Spear↴
Pistol↴
Greatsword↴
Mace↴
Dagger↴
Sword↴
Shield↴
Relic 3↴
Claws 2 (reskin)↴
Combat & Enemy types
There is a light and dark mechanic, when in darkness you take increased damage and cannot see traps. There are relics which boost your power considerably in the darkness though.

In combat you can either dodge or parry attacks. Dodging at the last moment is called perfect dodge and refunds one stamina point by default. Parrying refunds 2 stamina points, and if you parry a melee attacking opponent it stuns them briefly and makes them vulnerable, which means they take a bit more damage momentarily. Parrying ranged hits does not affect the enemy.

Greed mechanic has about 4 seconds by default before it runs out after slaying an enemy. The greed counter is extendable by killing more enemies in quick succession. Each greed counter increases the next enemy’s gold worth by 50% - Therefore should you chain-kill 10 enemies and have a greed counter of 10, the 11th enemy killed will be worth 500% more gold.

The enemy types in the game are as follows:

Jaguar Temple
Lurker - Contrary to their look you should keep them close, their dash attacks can be dangerous if you don’t dodge behind them directly. They possess only two attacks, a standing sweep or a dash sweep + a neutral roar. Same applies to the Elite Lurker.

Sacrificed Virgins - They either throw orbs at you or use an aoe blast if you happen to be too close. After they take a full combo they always teleport behind you. Their orbs extinguish light sources when they hit them. Elite version shoots three shadow orbs in a cone instead.

Renegades - They have two attacks, a three hit combo ending with a ground slam which stuns all enemies present at the hit, or a forward double spin. Their swings destroy pretty much everything that is destroyable - traps, walls, pillars, light sources. Elite version has a red mask instead of a blue one and hits and recovers faster after swings as well.

Guardian Eyes - In 90 % of the cases no more than one guardian eye can attack you. Can be baited to damage themselves if positioned near a pillar or explosive urn as their own blasts harm them. Their shots light up light sources. You can also parry their shots. Elite version is mechanically the same.

Healers - If no enemy is injured or if he is the last one alive, he proceeds to spawn a lurker periodically. After he takes a full combo he teleports behind you. He tends to teleport towards injured enemies if they are far. Their summoned lurkers do not count as live beings, they don’t increase greed counter. Therefore if Healer is the last one alive he will keep spawning more and more enemies. Healers cannot heal each other. The Elite version spawns Elite Lurkers instead of a normal one.

Jaguars - Start appearing after the first boss. They have two attacks, either leap from range in a straight line, or a spinning aoe tail hit in sword range. Sometimes they roll back to dodge if they are within your striking distance. Elite version is mechanically the same.

Curse bats - Come from Cadaverous infestation curse. Spawned from dead enemies, 2-6 per a slain enemy. They run away from you if you hold torch, but approach you otherwise. After flying near you for some time they will try to attack you. They can be killed in one hit and also don’t refund stamina for kills, nor increase greed counter, but they do extend it’s timer when hit.


Serpent Catacombs

Serpent Cultist - Has two attacks, a lunge in front or a circular sweep around itself, cultists can also dodge and gain invincible frames akin to dodge of the player when they slither aside. Elite version throws his spear instead of lunging with it forward.

Plague bringer - Periodically spawn corruption circles beneath you, when injured they spawn vermin. When summoning they gain invincible frames, but those can be broken by a two handed hammer or sword and I assume shield charge as well. Elite version spawns two elite vermin instead.

Vermin - Possess single lunge attack in front which inflicts poison. On death explode and inflict poison in a circular area.

Prophetesses - Use heal Aoe when nearby injured enemies. Have a two hit lunge sweep attack. Can counter hit when flashing eye appears above them, if hit they teleport directly behind you and attack. Immune to knockback in their healing stance unless hit by a two handed hammer, sword, or third spear hit.

Tomb Horrors - Possess a jumping attack from range which inflicts aoe damage around the impact area. Have a standing sweep attack in front of them.

Titan Skulls - Can become untargetable and hit an area damaging you, or throw two blades homing on to you in a circular motion.

Eagle Spire

Sentinel - The archer guy. Either shoots a straight bolt at you, or summons three corruption zones in a random area around him. Elite version shoots three arrows in succession, and summons 6 random corruption zones instead. They have a tendency to dodge backwards if you are close and gain I-frames during the animation.

Harpies - Have two almost identical attacks, a lunge in close range and one from a mid to long range. Elite version summons a single normal harpy, and will keep spawning them until defeated, she can only summon one of them at any given time though.

Petrified Guardians - Basically golems, they have a really high tendency to always begin combat with the ground slam which ruptures the earth aimed at your location and deals damage about five times in that line. They have a one-two combo, first hit is sweep, second aoe slam. They also have a kick which they attempt if you are close to them. Elite version gains I-frames when at about 30 % health and rapidly regenerates up to 80 % or so if not interrupted by a heavy attack.

Blademaster - The pesky guys with a sword. Their first attack is double hit sweep in front of them, where the second hit tracks you up to 90 degrees or so. They also tend to lunge if you are far and proceed to do three rather quick sweeps in front of them. Other than that they also have a random single slash lunge after which they backflip away. Elite version is almost the same but I think only the elite version is capable of sending the Dark shockwave attack from afar at you.

Soul Reliquary - The healers of Eagle Spire. They are shielded unless they are either attacking or healing. Said shield can be broken by heavy attacks such as two handed weapons, whips or shields. They either aoe heal all injured allies around them or attempt to drain you. If you fail to dodge their drain attack they continously inflict corruption if you do not kill or interrupt them, up to about 40 points of corruption and about 100 health or so. Elite version is the same.

Dreadful Offspring - The annoying lightning kid. If you stand close to them they attempt to shock you by shocking aoe area around them. Their second attack is a shockwave which travels towards you and inflicts about 4 shock circles on the ground and tracks you slightly. They also tend to teleport around and if you end up near them after they teleport they always attempt to follow up with a shockwave aoe. Elite version is the same but I think their shockwave ranged attack might be slightly longer.




Curses & Corruption
You get a curse each time your corruption meter reaches 100, or 120 if you wear a certain blessing. Each room traversal costs 20 corruption by default. Corruption can also be built up by offering blood instead of gold to shrines, or by getting hit by certain enemies.

The curse you get is random, apart from the fifth one, which makes you rapidly bleed until your health reaches 1 Health point. Curses are lifted after slaying a boss. If you have more than one active you can choose which one to purge.

The possible curses are:
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Shadow Word - Normal enemies are invisible and intangible in dark unless they attack, for some reason this applies to the summoned elite lurker as well.

"The shadows can play tricks upon the eye, best they be named, so the enemy cannot lie."
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Dark Swiftness - Dodging makes you intangible, giving you longer invincibility frames, but it’s not possible to get perfect dodge stamina refunds anymore. Dodging with Dark Swiftness puts out your torch for a brief moment when you are holding it. Dark swiftness also destroys projectiles that hit you when you dodge into them, without you taking any damage, it can be used to block enemy projectiles from destroying possibly useful traps, or jumping through the third boss fireballs.

"There is mysterious comfort in the moments when death is near, when all becomes clear and the shadows are a refuge."
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Mortal Harvest - Replaces the gold inside urns with blood that you can consume for a bit of health in return. 1 corruption per blood consumed.

"The life essence of those who sully the sacred temples is not wasted. The value of blood is far greater than that of precious metals, when used wisely."
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Blinding Greed - All gold that is on the ground has a timer after you spot it after which it disappears, the gold on the ground is worth a bit more though.

"The glint of gold is the only light that truly soothes when darkness and ambition join forces."
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Auric Malediction - You lose gold equal to health lost, but all health damage taken is reduced by 25%.

"Gold impregnating skin and bones."
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Temple’s Bite - All traps trigger themselves sequentially. Means you have to time your jumping through them.

"The Temple’s traps come to life as if following the beat of a silent drummer sounding Death’s march."
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Shadowflame - Some light sources cannot be lit up and extinguish any light source in their vicinity, as well as any fire projectiles coming into their range.

"Even the light and warmth of fire can be touched by the cold embrace of darkness."
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Volatile Remains - Enemies killed by fire attacks or while on fire explode after a short delay. The explosion damages enemies as well so it can trigger a chain reaction.

"The wrath of the Death God will ignite the very heart of his Servants."
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Raging Temple - All jaguar statues now trigger fireballs. Active Jaguar statues are red when exposed to light.

"Xbeltz’aloc controls the servants of the gods he has defeated, their champions, their watchers, their hopes and their fate."
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Visions of Madness - Taking a hit causes hallucinations. You lose sight of the healthbar and other HUD elements. The whole screen also gets a bit discolored.

"The wounds inflicted by the denizens of the Temple are not physical, but often psychological, and some even spiritual."
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Fool’s Bounty - Opening a gold chest inflicts corruption, but chests contain more gold. 10 Corruption per chest opened.

"The more a soul desires, the darker it becomes. Stealing from ancient powers leaves an even darker stain on the greedy."
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Cadaverous Infestation - Regular enemies can spawn additional creatures when killed. Regular enemies must stand for anything but a boss since they spawn from literally everything. The tougher the enemy the more bats that will spawn. Curse bats are covered in the enemy section.

"Some enemies lie dormant, hidden within hosts, waiting for the moment to strike at yet another unwary prey."
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Xbeltz’aloc’s Truth - Health drops over time until it reaches 1 health point, you won’t die unless you take damage though. It’s possible to outheal the bleed you get with healing through critical hits though.

"Immortality is the greatest of all curses, and death it’s cure."

0.18 + Curses -

Torch of Sorrow - Your torch loses fire properties thus giving you no light, but still revealing hidden traps around you, you also take no more bonus damage in darkness.

"Look to the moon to see the sun’s light in its reflection, look to the sun if you want to go blind."
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Divine Pact - One of your relic slots get locked out but you gain 3 divine favors for the rest of the run, even if you cleanse this and regain the slot by defeating a boss.

"Xbeltz’aloc favors those who shed their dependency for the frivolous."
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Sincere Offerings - Blood offerings do not cost Corruption but health instead - anywhere from 100 to 400 health depending on the level of the relic / weapon. If you run a healing build through crit or something you essentialy gain free shopping everywhere.

"When the cut is deep, and blood flows in abundance, the mind is liberated and the body endures."
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Creeping Gloom - Taking damage extinguishes all nearby fire sources in a large radius, but you deal 10 % more damage in the light. If you manage to get this in combination with shadow word proceed to the nearest trap and save yourself the misery of playing with both of them.

"The greatest lesson pain teaches is that anything can be lost at any given moment... light, hope, and life itself."
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Blurred Vision - Part of the map transforms into unknown rooms.

"The mind is confused and desires conflicting, the path is veiled and the future uncertain."
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Dark Mysteries - Other curses are unknown as long as this one is not lifted

"There are some things that must be lived to be understood."
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Dark Mines - Mines are only visible when you are in darkness and deal Dark damage
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Bloodlust - All healing is disabled except for collecting blood, which now replaces Greed mechanic. The blood quantity is increased by kill counter and perception.

"Drink heartily from the fountain of warm life and ignore the salty taste"
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Curses 2
Ran into a text limit on section so here is the rest of curses -

Trapped Chests - Chests are sealed and trigger an attack that has to be parried to unlock them. Chests also have a chance to drop an additional gear item. You can retry the parrying as many times as you want, each failure costs you 50 health and 5 corruption.

The only blow that cannot be parried is the dagger you thrust into yourself. Greed is the most ferocious of all enemies
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Gold puncture - Each door now imposes a payment of 300 gold, each gold not paid is converted into damage. If the entirety of 300 gold is paid, then you heal for 10 % of your maximum health.

The god of death takes what he wants, without agreement or principles
Blessings & Lobby

Enemies and bosses drop crystal skulls which are used as a currency in the game lobby. Higher difficulty games make enemies drop skulls more often, and bosses drop more of them as well. Elite enemies are more likely to drop skulls compared to normal ones.

Crystal skulls are spent for either blessings which you can have up to three of, or Divine Favors, which allow you to re-roll a Weapon or Relic’s room items. Divine favors are not expendable so every run you are given as many Divine Favors as you have unlocked in the lobby. If you have four divine favors, every run you will be able to reset the shops that many times.

Now recently added as of 0.20 I believe, the lobby has gotten new upgrades. You can unlock up to four tables with randomly generated kits of weapons that can be taken each run, and the said tables can also be upgraded to have a chance to contain better rarity of items on each attempt.

Additionally bosses now drop "jade rings" or whatever they were called upon their first defeat, which you can use to unlock weapons that will appear in the temple. I suggest not unlocking too many as too huge a pool of weapons means you will see less of them.
Stats & Relics & Gear
The three main stats in-game are:

Constitution - each point adds 50 health flat.

Dexterity - each point adds 2 % of damage to all your attacks.

Perception - each point gives 5% more gold gain from all sources. Now additionally perception also increases chances of gear item drops from enemies.

You can carry up to 6 Relics, and infinite number of shrine blessings, since they add flat amount of stats after purchase. Relics have a level in their corner which shows their "strength". Relics can raise in level and have common, rare or cursed border. The starter relics usually don’t give you anything but their main effect, but higher level relics offer for example an increased critical damage with additional increase of one of your three main stats by a flat amount.

Higher rarity relics possess increased boost to something - A common relic will give 15 % crit bonus damage, uncommon 30 % and rare 45%. Uncommon and rare relics may also increase random stat by a flat amount. Cursed items only have one prefix and never increase stats.

Additional note, items can now be salvaged. Any item you have not equipped yet can be salvaged for either gold, health gain, stat gain or corruption removal. The higher the gear level or relic level you salvage or rather "offer to the gods" the better rewards you get. For instance offering level three and four relics and weapons usually results in either high corruption cleanse, around 20, or 2-3 stat gain.
Jaguar Temple Bosses
Kiliz’Puzah, the Blood Hunter


He does only two things - Summon a Jaguar periodically, or throw a spear at you, the spear can either be one, or he throws two in succession. The spears can be parried if you don’t feel like dodging. His summoning circle inflicts damage and corruption so stay away from it when he summons.

The way to deal with him is quite simple, when you enter the room, he already has one Jaguar present and summons another one, stand in front of the summoning circle to bait the first Jaguar to leap at you, then when the second spawns you can take them both out with melee hits. First get rid of the jaguars, then proceed to hit the boss, its a simple loop. You can get two combo strings on the boss after dodging his thrown spears, after which he summons another jaguar, rinse and repeat.
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’Chi’Kin & Tchi’U, the Cursed Twins


First phase, the fire one, only has two attacks. She spawns orbs which you can destroy, and her
1-2 whip attack which detonates said orbs. This phase always starts with the spawning of the orbs, therefore you can take couple a free hits on her. Once she loses about 25 % she switches with her twin, initiating the second phase.

Second phase changes the arena from light to dark, so if you have any darkness damage buffs, here is where they come in handy. He also only has two attacks, one is 1,2,3--4 combo, which has a slight delay before the last hit, which also tracks you, and a charging slash which he mostly only does after he teleports to the middle of the arena. After he loses about 25 % they switch again.

When you run in you can take a couple free hits on the fire twin, then lure her where there are no orbs and dodge her hits, afterwards hit her again, until she switches with her dark twin. Try to keep him close so he initiates his 1,2,3--4 combo, dodge through him after the third hit after a short delay and hit him back, they´ll proceed to switch again, and thats basically it.
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Dark Avatar of the Jaguar


Has some huge health pool and hits hard. Has more attacks than previous bosses as well as changing arena. The arena is 16 tiles 4x4 squares. It will periodically switch from non-burning, to having a burning outer layer, or the burning middle 4 squares. If the boss steps into the fire he gets enhanced, his attacks deal more damage, inflict burning, and his detonation has larger radius.
His attacks are:
A huge sweep in front.
1-2 sweep in front and the second hit tracks you
A leap from middle to long distance, slamming the ground at your position.
Detonating himself and setting himself on fire in the process, or extinguishing with larger radius.
Spawning five fireballs moving forward in a cone - You can’t dodge through them without dark swiftness.
When at or below 50 % - moving 1-2-3 sweep charge.


Try to make him stay away from the fire as he gets more dangerous after he is set aflame, but other than that stay close to him, dodge his sweeps and hit him back, thats basically all there is to it. The biggest danger is being stuck on the middle four squares when he blaze detonates.
Serpent Catacombs Bosses
Xucat’, The Witch


When hit she drops corruption skulls which detonate when you get near them, but are destroyable by attacks. She can cast a volley of corrupted skulls in five or six different patterns, similiar to bullet hell games. She also tends to summon five skulls in a circle around you from time to time. She can teleport to the middle and either shoot a barrage of skulls or spawn the skulls in a circular area around you.

Pretty simple fight, when you finish your combo on her just get some distance so you can properly dodge the incoming barrage of skulls and pay heed where you step because of the skulls laying around. Repeat ad nauseam.

Also not sure if intended but sacrificial sword does not crit on her, possibly considering the skulls on the ground enemies.
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Ratyapu, The Abomination


All Abomination attacks inflict poison on hit.
His attacks are:
A 1-2 front sweep where the second hit is slightly delayed.
A projectile throw in a straight line much like Blood Hunter.
Forward hitting puncture hit with medium range.
A spinning combo
Every 25 % of health he loses he enrages for about five seconds gaining increased movement and attack speed.


Tactic is similiar to third boss from the Jaguar temple, stick close and dodge his sweeps and punish them. When he starts to enrage gain some distance to get some breathing space, dodge his double sweep and keep hitting back. The sole thing to be wary off is his spinning combo. Keep repeating till he drops.
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Dark Avatar of the Serpent


He possesses the following attacks:
A chomp with his snake hand followed by - if out of range a jumping attack to your position much like the Tomb Horrors, or when close a wide sweep with his snake hand.
A slam in front of him with his hammer hand.
A summoning circle dealing corruption damage and summoning three serpent cultists if none are present.
At 50 % health all the Serpent cultist that get summoned are Elite.
All his attacks damage his allies and if he kills them by chomping them with the snake hand he heals roughly 15 % of his max health.

This is more a battle of attrition and patience than anything else as he can continously heal by killing the cultists, I’d advise killing two and leaving only one and making sure he never wobbles in front of the boss as to not get killed by him, aside from that focus on hitting the boss and dodge his attacks. If he summons three Elite Cultists on you just keep kiting them in the circular area and take a couple hits on him every now and then till he eventually dies.
Eagle Spire Bosses
K'ax taca, High Lord of the Storm
]
The whole fight takes place in darkness so you can bring darkness damage relics for this fight.
His only attacks are:
Spawning a sphere at the beginning of every fight, and then periodically, there can be up to four moving spheres in the room, they move around randomly and inflict shock damage around themselves each five seconds or so.
He raises his hands and then proceeds to summon a beam of electro energy at you, lasting about four seconds, this should be dodged to the side at the very end before he summons it.
He moves his hands around and summons 3-5 electro rays that follow you at high speed, when he does this and you want to be safe make distance between him and yourself, then dodge through them and they will all slam into a wall behind you somewhere. They are also parriable if you wish to do so. The number of bolts that follow you is linked to his missing health, at the beginning its three, at last stages its up to five.

A pretty straightforward fight, dodge the shock beam, jump through the shock rays on the ground tracking you and keep hitting him. Pay attention to the spheres moving around the room. The boss sometimes goes intangible and moves into a different spot in the room so make sure to follow him closely each time. A side note, the moving spheres dont deal damage if you walk through them, only when they charge up and explode dealing damage periodically around themselves.

Malok pall, the Flesh Monstrosity

Also a darkness fight, and one of the easiest bosses or so I feel.
He only does the following:
If you stand near him or behind, he spins around and deals damage in aoe.
Again if you are too close he might charge forward through you dealing damage and stopping at the opposite side of the room.
He summons up to four fists from the ground below you in circles, you can walk away from most but some have to be dodged.
He summons a big blue circle underneath you and conjures two fists from sides in an attempt to hit you, again just dodge out of it.
He spawns two fists behind you and at the same time attempts to hit you from the front.
If you parry his teleported fists it doesnt apply weakness to him. Even when I parried the charge it didnt give him weakness, he might just be immune to it.

Again pretty straightforward, its just a slugfest. Keep close to him, keep hitting him, when he attacks or summons something, dodge and repeat. The only thing that is not really visible is his charge that just randomly comes out of nowhere but it does not deal that much damage so its cool.

Dark Avatar of the Eagle


He focuses on defense and countering your attacks most of the time, being rather agile and moving around in the somewhat dangerous arena when he spawns enough of his static spheres.

His attacks are:
A shield block in which he rapidly regenerates health, and when hit, stops and either circles around you and attempts a backstab, swirls his sword in a circular area or jumps backwards and sends a shockwave at you, which is parriable though.
When at mid range he lunges at you with a stab
A three hit combo, two sweeps and a third delayed stab forward.
Every 33 % +- he loses he spawns a moving electro sphere in the arena, which upon spawning, periodically and upon spawning of another sphere releases a shockwave that deals damage throughout the entire arena
He sometimes attempts to circle around you and stab you from behind
Standing near the spheres deals 30 +- damage roughly twice a second

When I beat him I was essentially doing the same thing as him, parry and riposte all the time. Keep him close, either dodge behind him when he does his combo, or parry it and keep hitting him. When he starts spawning the spheres you can try moving him in one of the corners as the spheres hardly move there but in the end they dont really do much damage if you dont stand in them. One thing to note is that I couldnt parry his second sweep in the three hit combo when I parried the first one, not sure if its me or there is some parry cooldown as the first two sweeps are rather quick and parrying the first does not interrupt his combo string so either dodge the first two sweeps and parry the third hit or be prepared to lose about 100 health by taking the second hit of the combo when parrying.
Builds & tips
To all the people who are either new or have trouble getting through some parts of the temple I'll dedicate this small section. It's mostly just my playstyle but it might help a bit.

Healing
First off, you should gather some healing relics, never rely on the fountains, you should avoid them as much as possible. Best you can get is x% healed by critical damage, combine either two of these or put it together with + x% healing from all sources and on top of those try to gather + % critical damage done. If you manage to get three or four of these you'll heal half of your health per room purely by damaging enemies well. Worst case if you dont find anything get + x% healing when passing through door.

Combat
Focusing certain enemies is rather important in combat, I always choose to take out the ones I know will die fast as it leaves less variables in the fight and I do not have to dodge as often, contrary to usual games it is better to kill healer's targets first rather than the healer themselves in this game, as they cannot heal themselves anyways and are not proficient in combat, this only works when you are not surrounded by Elite enemies though, as their health bar is rather big and in that case it is better to take out the healer, but in all honesty it depends on how much damage you deal at that point.

Also do not parry, seriously, unless you have killed every enemy fifty times or more and are really confident that the parry will work. Parrying is a really good thing, but only if you can pull it off, and even then its not such a game changer, the enemies might drop faster, but the risk of missing and getting hit is always high.

Weapons
Spears, that’s it. Or possibly sacrificial swords, critical hit builds have always been strong in games and it is the same way here. Spears have 100 % critical hit chance at exact medium range, have decent knockback on top of their safe range and their third hit interrupts, if you gather bonus damage for critical hits with relics you are pretty well off. Same thing with sacrificial sword which always crits with last enemy, therefore most of the bosses are subject to 100 % the entire fight. Not only do these two deal a lot of damage, but can also heal you very well with critical healing relics.

Stat distribution
Generally I always try to get as much Dexterity as possible sacrificing health and gold gain for it. When you get proficient enough to not take as much damage and possibly have some healing relics the only reason you will need more Constitution is for the boss fights and that is just in case you make a mistake there. Its always good to have some bonus health though as some curses and enemy parties will leave you damaged no matter how good you are.
The Perception stat is subjective but I always keep it the lowest, instead of paying gold you can just sacrifice blood and gain corruption at least twice or three times and still complete the full three boss run without gaining the final curse.
36 Comments
Kane | BACK | Feb 27 @ 10:44pm 
Ayoo, can you add me! I'm interested to deal with you.
Adriel2011 Oct 6, 2024 @ 3:50am 
Thanks for your response. It is not an easy question to answer.
Sharethepain  [author] Oct 6, 2024 @ 3:00am 
Unfortunately I cannot answer on the topic of achievements, I have played the game and made this guide way before the achievements were added to the game.

As for the events, they were added after creation of this guide as well so I am not familiar with them either. I would presume it has to be 10 different events as doing the same one 10 times seems too easy. Hope this helps somewhat.
Adriel2011 Oct 6, 2024 @ 1:37am 
Thanks for answering Sharethepain. Allow me two more questions. I have finished ten events and I have not achieved the achievement, do all the events have to be different? I would also like to ask you, in the event death and the eagle, do you have any method to do it?
Sharethepain  [author] Oct 6, 2024 @ 12:21am 
I used to run sacrificial swords with shields until I got a decent spear, then I would just keep using that. Alternatively sacrificial sword with a handgun so you can finish off enemies after you push them away with a combo or pick off enemies with low HP further away.
Adriel2011 Oct 5, 2024 @ 12:59pm 
What weapon combos seem most effective?
Lubrication Apr 13, 2024 @ 11:24pm 
"instead of paying gold you can just sacrifice blood and gain corruption at least twice or three times and still complete the full three boss run without gaining the final curse."

This is not going to go well with newer players that don't know or have curse managements.
Light0234 Aug 2, 2022 @ 11:32am 
about paying with blood *be very carefull with them and only use it when your run depents of it*
if you get that last curse your mostly gonna die especually if your up against the last boss only go that far if your *really* convident in your dodging and parry skills
Rubrik Feb 16, 2022 @ 9:49am 
about the three temples thing

When you beat all three avatars now a final temple opens up that goes through all three temples, The first is the avatar of the serpent, the second the jaguar and the third the eagle.The remaining bosses become optional rooms on the map. Curse bar increases by a greater amount per room. I'm not done with it yet but I assume beating the avatar of the eagle takes you to the final boss, the avatar of death (or so I assume he's called)
certified lover boy Jan 7, 2022 @ 8:38am 
super good and helpfull guide. thanks man:steamthumbsup: