The Branding Pits
Band B · The Ante-Hell · depths 2,001–2,500
Enemies of The Branding Pits
A floor of this zone is a road of packs drawn from these 12 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.
Branded SkeletonWight
Scar MageMage
Cinder ImpImp
Pit WretchImp
Brand WraithWraith
Pit FiendFiend
Scar BruteBrute
Mark EaterImp
Pit WardenKnight
Coal GolemGolem
BranderWight
The UnbrandedWight
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 THE EXECUTIONER- you recover half as much within 4.5 tiles of it
DENSE- takes 60% less from damage over TIME, and double from hits
OF SHOCKING DEATH- leaves a pool of lightning where it falls
VENOMOUS- +35% chance to poison you
CORRUPTING- a third of its damage is chaos
FIREPROOF- +75% fire resistance (capped at 75%)
UNWOUNDABLE- your bleeds and poisons on it do not stack: one at a time
OF DISCIPLINE- every body that steps within 4.5 tiles gains a shell of 20% of its health
OF POWER- gains a Power charge on every hit it lands: +200% critical chance each, up to 3
STORMSHIELDED- +75% lightning resistance (capped at 75%)
OF ENDURANCE- gains an Endurance charge every second while hit recently: +15% physical reduction and +15% to the elements each, up to 3
Every modifier, with the rules for how many a floor can carry, is listed under Enemy modifiers.
Bosses
The zone's gates rotate between 2 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.
Where it sits in the descent
Above lies The Muster Yard. Clear the last gate and The Salt Quarry opens at depth 2,501.
Descend into The Branding Pits — play free
The Brandmastergates 2,100, 2,300, 2,500…
The Thrice-Markedgates 2,200, 2,400…