Dis, the Burning City
Band C · The Nine Circles · depths 15,501–17,500
Enemies of Dis, the Burning City
A floor of this zone is a road of packs drawn from these 18 monsters, led by the depth's named one. Their numbers climb with depth, not with the name. Every 100th depth is a boss gate, and the boss leads that floor instead.
The zone's element is fire: every monster's blow is a mix of damage types and carries a share of it — most of a Mage's blow, a sixth or so of everyone else's beside their type's own. Each name reads as a type — what every type carries and asks of you is under the Bestiary.
Iron MageMage
Furnace ImpImp
Tomb BurnerWight
Brand WightWight
Heretic ShadeWraith
Iron FuryFiend
Iron WatcherKnight
Ember GargoyleGolem
Cinder CultistWight
Tomb WardenKnight
Sepulchre BruteBrute
Cinder WalkerWight
HeresiarchMage
Grate EaterImp
Rivet GolemGolem
Smoke PreacherWraith
Bellows ImpImp
Furnace WightWight
Preview any floor
Pick a depth to see its card: the monster that leads the floor, its numbers and its modifiers, as the game rolls them (needs JavaScript).
The depth's card
The card of a few depths across the zone, as the game rolls it: the numbers every body of that floor is built from. The leader carries 80% of the card's health and 60% of its damage, with the card's modifiers; the pack's bodies carry a share of it without them. Modifiers are rolled per depth; the ones shown are what that exact floor's leader carries.
What those modifiers do
OF FRENZY- gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
OF PRECISION- the pack within 4.5 tiles crits 15% more often
BRUTE- +30% health and +10% damage, but swings 35% slower — rare, heavy slams
LUCKY- 15% of its blows land twice over
CHILLING- Turns 30% of its physical damage into cold
REGENERATING- Heals 1% of its maximum health every second
SUPPRESSING- avoids 40% of your statuses
DRAINING- you recover half as much: leech, regen, recoup
FROSTBOUND- +75% cold resistance (capped at 75%)
WITHERING- every blow leaves damage over time on you: 15% of the blow each second for 4 s
SUNDERING- every blow cuts your armor by 30% for 4 s
Every modifier, with the rules for how many a floor can carry, is listed under Enemy modifiers.
Bosses
The zone's gates rotate between 3 bosses, one every 100 depths. A boss's card carries more health and damage than the depth's regular monster; the exact numbers are on each boss's page.
The Iron Sovereigngates 15,600, 15,900, 16,200…
The Tomb-Crownedgates 15,700, 16,000, 16,300…
Warden of the Red Wallsgates 15,800, 16,100, 16,400…Where it sits in the descent
Above lies The Styx Marshes. Clear the last gate and The Phlegethon opens at depth 17,501.
Descend into Dis, the Burning City — play free