The Dying Fields
Band A · The Land of the Dead · depths 1–100
Enemies of The Dying Fields
A floor of this zone is a road of packs drawn from these 9 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 chaos: 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.
Candle EaterImp
Gravedigger WightWight
Crypt CreeperWight
Wax GhoulWight
Bell-Ringer WightHerald
Coffin WightWight
Dust ShadeWraith
Barrow BruteBrute
Tallow FiendFiend
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
BRUTE- +30% health and +10% damage, but swings 35% slower — rare, heavy slams
Every modifier, with the rules for how many a floor can carry, is listed under Enemy modifiers.
Boss
The Gravetender holds the gate at depth 100. 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
This is where every delver starts. Clear the last gate and The Silent Necropolis opens at depth 101.
Descend into The Dying Fields — play free
The Gravetendergates 100