The Black Sun
Band D · The Foundations · depths 83,001–91,500
Enemies of The Black Sun
A floor of this zone is a road of packs drawn from these 27 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.
Corona MageMage
Eclipse ImpImp
Scorched PenitentWight
Sunless KnightKnight
Corona WraithWraith
Black Dawn FiendFiend
Solar HuskWight
Ember IdolGolem
Eclipse CultistMage
Gnomon WightWight
Mirror PriestHerald
Blister ImpImp
Shadow EaterImp
Sun-Blind WalkerWight
Cindered LegionaryKnight
Eclipse GolemGolem
Half-Shadow WightWight
Ash DeaconHerald
Brand FiendFiend
Cinder-Skinned BruteBrute
NoonshadowWraith
Mirror-Faced SentinelKnight
Scorched OgreBrute
Glass WretchImp
Offering ImpImp
Hollow VestalWight
Eclipse AsceticWight
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
SWIFT- Swings on a 28% shorter interval — the same damage arrives as more, smaller hits
OF POWER- gains a Power charge on every hit it lands: +200% critical chance each, up to 3
OF HINDERING- you move 30% slower within 4.5 tiles of it
ROTPROOF- +75% chaos resistance (capped at 75%)
BURNING- +35% ignite chance; a quarter of its physical damage becomes fire
BARRIERED- Opens behind a barrier worth 25% of its health
FROSTBOUND- +75% cold resistance (capped at 75%)
SHOCKING- +35% shock chance; a quarter of its physical damage becomes lightning
OF PRECISION- the pack within 4.5 tiles crits 15% more often
OF SHOCKING DEATH- leaves a pool of lightning where it falls
OF CHILLING DEATH- leaves a pool of frost where it falls
OF DISCIPLINE- every body that steps within 4.5 tiles gains a shell of 20% of its health
OF HASTE- the pack within 4.5 tiles moves and swings 30% faster
Every modifier, with the rules for how many a floor can carry, is listed under Enemy modifiers.
Bosses
The zone's gates rotate between 6 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.
Herald of the Black Dawngates 83,100, 83,700, 84,300…
The Eclipse Tyrantgates 83,200, 83,800, 84,400…
The Gnomongates 83,300, 83,900, 84,500…
The Cinder Sovereigngates 83,400, 84,000, 84,600…
The Black Idolgates 83,500, 84,100, 84,700…
The Devourer of Noongates 83,600, 84,200, 84,800…Where it sits in the descent
Above lies The Unmade. Clear the last gate and The Last Stair opens at depth 91,501.
Descend into The Black Sun — play free