Limbo
Band C · The Nine Circles · depths 5,501–7,500
Enemies of Limbo
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, lightning and cold in turn, floor by floor: 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.
Pale MageMage
Laurel ShadeWraith
Sage HuskWight
Pale LegionaryKnight
Pale PhilosopherWight
Hollow PoetHerald
Sighing ColossusBrute
Marble SentinelKnight
Castle WardenKnight
Bronze AugurMage
Wreath BearerWight
Broken OratorHerald
Patina HopliteKnight
Column GolemGolem
The UnmournedWight
Marble MatronWight
Verdigris BruteBrute
Torchless GuideWight
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 SHOCKING DEATH- leaves a pool of lightning where it falls
SUNDERING- every blow cuts your armor by 30% for 4 s
PIERCING- penetrates 25% of your resistances
MANGLING- +35% chance to cause bleeding
EVASIVE- +22% chance to dodge your hits
DRAINING- you recover half as much: leech, regen, recoup
DENSE- takes 60% less from damage over TIME, and double from hits
CORRUPTING- a third of its damage is chaos
ARMORED- Armour ×1.9, at the cost of 5% of its health
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 Pale Sovereigngates 5,600, 5,900, 6,200…
The Seven-Walled Wardengates 5,700, 6,000, 6,300…
The Laureategates 5,800, 6,100, 6,400…Where it sits in the descent
Above lies The Acheron Strand. Clear the last gate and The Howling Plains opens at depth 7,501.
Descend into Limbo — play free