Devildom is the tier you reach after your first rebirth. Three stages, not an episode chain, and far less alike than the shared name suggests: a five-floor gear factory, a thirty-round survival run, and a seven-area escort march. They also unlock in three different ways, which is the part that catches people out.
What Devildom is
All three sit on the Myth/Devildom channel, are listed at level 85 and require one rebirth. There is no Devildom town: the hub is the Myth Square, the Hall of Moon Goddess. Devildom equipment is flagged rebirth 1 as well, so nothing earned here works on a pre-rebirth character.
| Stage | Party | Starting lives | Revives | Air damage |
|---|---|---|---|---|
| Devildom-Workhouse | up to 5 | 2 | allowed, no cap | 1.3 |
| Battle Arena of Devildom | up to 4 | 0 | blocked | 1.2 |
| Gateway to Devildom | up to 5 | by difficulty | up to 25 | 1.3 |
Minimum party size is one on all three. In the Battle Arena, running solo is not just possible, it is the only way to be paid.
Getting in
None of the three is handed out by level or rebirth alone.
| Stage | Licence from | Entry item |
|---|---|---|
| Devildom-Workhouse | the quest "Road to Devildom workhouse", from Sieg at the Myth Square | none, you summon your own door |
| Battle Arena of Devildom | granted when your party first gathers inside the Workhouse | "Entrace key to [Arena of Devildom]" |
| Gateway to Devildom | clearing Ep6 Forest of Light in Ancient Times | "Entrance key to [Gateway to Devildom]" |
"Road to Devildom workhouse" follows "Chapter 17: Wake Up, Eir!" and wants character level 80. The Arena licence is the tier's pleasant surprise: it lands the moment you start a Workhouse run. The Arena key is a free repeatable daily from KoKo at the Arena entrance, and Gateway keys come from three separate dailies at the Wizard of Light, one key each at 30, 70 and 100 Gold.
Devildom-Workhouse
The reason the tier exists, and the floor is chosen inside the stage rather than at the room list. You arrive in an entry hall with Mepisto, the Devildom Merchant, and a row of practice targets. He sells the five floor summoning devices plus Extra Large Health Potion, Extra Large Mana Potion, Extra Large Rejuvenation Potion and Jewel of Life. Use a device, break the door it spawns, and the run locks to that floor.
| Floor | Mob levels | Boss | Boss HP | Experience | Boss box |
|---|---|---|---|---|---|
| 1 | 1100 to 1140 | 1st Grade Sardes (Lv 1150) | 92,248,616 | 16,500,000 | Sardes Devil Box I |
| 2 | 1200 to 1240 | 2nd Grade Sardes (Lv 1250) | 109,036,989 | 20,000,000 | Sardes Devil Box II |
| 3 | 1300 to 1340 | 3rd Grade Sardes (Lv 1350) | 125,825,355 | 24,000,000 | Sardes Devil II Box I |
| 4 | 1400 to 1440 | 4th Grade Sardes (Lv 1450) | 157,767,048 | 29,000,000 | Sardes Devil II Box II |
| 5 | 1500 to 1540 | 5th Grade Sardes (Lv 1550) | 379,417,477 | 35,000,000 | Dark-Knight Devil III Box I |
Those are base figures before party and difficulty scaling, the convention the bestiary uses. You only ever buy the first device: the Demon of Destruction and Phantom of Destruction mobs on each floor drop the device for the floor above, so the ladder pays for itself from there.
A run is four areas. Area 1 pushes east behind rolling barricades, roughly ten waves on floor 1 and two on floor 5. Area 2 is the signature mechanic: a row of Purification Devices fed by enemies down five lanes, and if one device falls the run ends. Floor 1 holds two devices, floor 2 three, floor 3 four, floors 4 and 5 five, over about four and a half minutes.
Area 3 is five rooms holding one Dark-Knight each on a 91 second clock, and the pickup that follows is where accessory fragments come from. Area 4 puts the floor's Sardes and a Kerberos on a hard limit of 5 minutes 1 second; Kerberos returns every 31 seconds with a stack of adds, and only Sardes ends the fight. The clear pays one boss box per active player.
Battle Arena of Devildom
Thirty rounds, four players, zero lives, revives off. The room locks when you start and one death by anyone ends the run. Full detail is in the Battle Arena of Devildom guide.
The floors run in three blocks of ten, mob levels climbing from the 1300 band to 1400 to 1500. The first five floors of each block are fought room by room. Floors 6 to 10 of each block are one continuous rush where a fresh wave arrives every 120 seconds whether or not you finished the last.
| Phase | Waiting for you |
|---|---|
| 10 | Basilisk King, after twenty Highest Kentauros |
| 11 | Lotar, Sieg and Lache together |
| 15 | Shadow of Nightmare, three of them |
| 21 | Deperated Asuka and Cold Yuki |
| 30 | Brave Sieg, Rage Tia, Master Dainn and Eir with power of light |
Tokens are solo only. They drop on phases 5, 10, 15, 20 and every phase from 21 to 30, and each buys a title, from "5 Wins Winner at Arena of Devildom Title" up to "30 Wins Winner at Arena of Devildom Title". Party runs pay no tokens, but the 2, 3 and 4 player achievements exist only for parties. No item drop routes are recorded here: a run pays the mission clear and jewels.
Gateway to Devildom
The only Devildom stage with difficulty tiers, and they change more than the numbers. The Gateway to Devildom guide has the full mob list.
| Difficulty | Lives | Mob HP | Mob damage | Experience | Drops |
|---|---|---|---|---|---|
| Easy | 2 | x0.2 | x0.0 | x1.0 | x1.0 |
| Normal | 1 | x1.0 | x1.0 | x1.5 | x1.5 |
| Difficult | 0 | x4.0 | x3.0 | x2.0 | x2.0 |
| Chaos | 0 | x6.5 | x4.4 | x2.5 | x2.3 |
Easy deals no damage at all, so it is a real practice mode. Chaos does something the table cannot show: it speeds the enemy decision tick from 0.5 seconds to 0.08, so mobs react far faster than on any other tier. Once a run starts nobody else can join.
| Area | What happens |
|---|---|
| 1 | Scout camp, 25 enemies and the Demon of Chaos, with six hidden ambush squads |
| 2 | Three allied Swordsman of Light break the gate over 80 seconds against 72 enemies. Lose all three and the run fails |
| 3 | Courtyard, 74 enemies and the mini-boss Montinus |
| 4 | Second escort, 37 enemies against five Swordsman of Light. Lose all five and the run fails |
| 5 | Two captive Knight Captain of Light must survive. Pymon arrives, and reinforcements cycle every 30 seconds until he dies |
| 6 | Gatehouse, 72 enemies plus Basilisk and a boss-flagged Gargoyle |
| 7 | Harute and Marute, who vanish and reposition every 40 seconds. Both must die |
No item drop routes are recorded here either. The reward is experience: 16,500,000 base from each Lv 1150 boss, times the tier factor. The achievement track is deep, from single clears of each difficulty to a breakthrough ladder at 1, 5, 10, 20, 40, 60, 80, 100, 130 and 170 clears. See the achievement browser.
What comes out of it
| Set | Source | Grade | Weapon | Chest |
|---|---|---|---|---|
| Sardes Devil I | floors 1 and 2 | Normal | 2,640 STR, 1,100 Attack | 1,650 STR, 9,680 Defense |
| Sardes Devil II | floors 3 and 4 | Rare | 3,120 STR, 1,300 Attack | 1,950 STR, 11,440 Defense |
| Dark-Knight Devil III | floor 5 | Epic | 3,840 STR, 1,600 Attack | 2,400 STR, 14,080 Defense |
| Sardes Sardes Spirit Devil III | exchange | Legend | 4,800 STR, 2,000 Attack | 3,000 STR, 17,600 Defense |
Each set carries DEX, INT and VIT variants of Chest, Foot, Hand, Head, Leg, Support and Weapon, plus a shared earring, ring and necklace.
You do not loot finished armour. A boss box opens into a craft book, an equipment box and a boss material box, and the craft book is the alchemy recipe. Every Devildom recipe succeeds at 100%, so the cost is entirely materials, and the materials are floor-specific.
| Floor | Boss material | Ordinary mob material |
|---|---|---|
| 1 | Sardes Torn Skin | Low grade Red Leather from workhouse |
| 2 | Sardes's hair | Low grade Iron Ore from workhouse |
| 3 | Sardes's heart | Midium grade Red Leather from workhouse |
| 4 | Sardes's broken horns | Midium grade Iron Ore from workhouse |
| 5 | Sardes's spirit | High grade Iron Ore from workhouse |
The Epic weapon is the largest single craft in the tier at 106 Sardes's spirit and 212 High grade Iron Ore plus 20 each of the floor 3 and floor 4 boss materials, and the full set draws on all five floors.
Accessories run on an exchange ladder. Fragments come from the Dark-Knight pickup: floors 1 and 2 give "Broken piece of Dark Devil I Accessory", floors 3 and 4 "Broken piece of Dark Devil II Accessory", floor 5 "Broken piece of Devill III accessory". Ten fragments plus two matching Soldin Spirit's pieces buy the Sardes Devil I accessory, fifteen the Sardes Devil II version, twenty the Dark-Knight Devil III version. The Legend set is a repeatable exchange, one quest per part and per class, handing in the matching Dark-Knight Devil III piece plus a Molech Tentacle from the Cave of Summons.
What order to do it in
- Finish the Myth chain through "Chapter 17: Wake Up, Eir!", then take "Road to Devildom workhouse" from Sieg at the Myth Square. You need level 80 and one rebirth.
- Run the Devildom-Workhouse from floor 1 up, buying only the first device. Floors 1 and 2 build Sardes Devil I, 3 and 4 Sardes Devil II, 5 the Epic set. Starting a run also hands you the Arena licence.
- Take the Battle Arena of Devildom on in Devildom gear. Solo for tokens and titles, in a party for the group achievements, and nobody may die either way.
- Gateway to Devildom needs the Ep6 Forest of Light clear instead. Learn the seven areas on Easy, then climb. Difficult and Chaos give no lives.
- Long term, trade Dark-Knight Devil III pieces up into the Legend set and walk your fragments through all three accessory steps.
Every stage record is in the stage browser, and the tier's place in the wider world is on the episodes page.