The Carrion Mire
Band C · The Nine Circles · depths 9,501–11,500
Enemies of The Carrion Mire
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.
Rot PriestHerald
Glutton ImpImp
Mire GluttonWight
Carrion ButcherWight
Sleet WraithWraith
Gorger FiendFiend
Carrion OgreBrute
Filth GolemGolem
Mud WallowerWight
Hailstone MageMage
Trencher ImpImp
Drenched SentinelKnight
Downpour ShadeWraith
Spitwarden WightWight
Trough GolemGolem
Hailbeaten BruteBrute
Gullet EaterImp
Rain-Blind WalkerWight
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
REGENERATING- Heals 1% of its maximum health every second
UNWOUNDABLE- your bleeds and poisons on it do not stack: one at a time
BRUTE- +30% health and +10% damage, but swings 35% slower — rare, heavy slams
STEADFAST- your stuns land on it half as often
FIREPROOF- +75% fire resistance (capped at 75%)
OF FRENZY- gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
DEADLY- +20% critical strike chance
SHOCKING- +35% shock chance; a quarter of its physical damage becomes lightning
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 Threefold Mawgates 9,600, 9,900, 10,200…
Ciacco the Swollengates 9,700, 10,000, 10,300…
The Sleet Wardengates 9,800, 10,100, 10,400…Where it sits in the descent
Above lies The Howling Plains. Clear the last gate and The Gilded Crush opens at depth 11,501.
Descend into The Carrion Mire — play free