The First Prison
Band D · The Foundations · depths 40,501–49,000
Enemies of The First Prison
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 physical: 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.
Lock EaterImp
Gaoler ImpImp
Prisoner HuskWight
Shackled WightWight
Cell WraithWraith
Manacle FiendFiend
Oubliette BruteBrute
Warden ConstructKnight
Iron MaidenGolem
Seal-Warden MageMage
Keyless ConjurerMage
Reckoning MageMage
Cell-Bar GuardKnight
Bolt SentryWight
Turnkey WightWight
Block-Bearer HuskWight
Deepcell OgreBrute
Solitary ShadeWraith
Keyhole ShadeWraith
Tally WraithWraith
Door GolemGolem
Pillory ConstructGolem
Sentence EaterImp
Gag-Sealed EaterImp
Forgotten WalkerWight
Sigil-Branded ThrallWight
Peephole ImpImp
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
OF SHOCKING DEATH- leaves a pool of lightning where it falls
LUCKY- 15% of its blows land twice over
RETALIATING- strikes back at once when one blow takes more than 8% of its health and you stand within 2.5 tiles
THICK-SKINNED- Overwhelm and armor you ignore count at half
OF THE EXECUTIONER- you recover half as much within 4.5 tiles of it
SUPPRESSING- avoids 40% of your statuses
MANGLING- +35% chance to cause bleeding
UNWOUNDABLE- your bleeds and poisons on it do not stack: one at a time
OF FLAMING DEATH- leaves a pool of fire where it falls
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.
The Sealed Onegates 40,600, 41,200, 41,800…
The First Wardengates 40,700, 41,300, 41,900…
The Doorless Gategates 40,800, 41,400, 42,000…
The Last Turnkeygates 40,900, 41,500, 42,100…
The Sigil-Speakergates 41,000, 41,600, 42,200…
The Warden's Hungergates 41,100, 41,700, 42,300…Where it sits in the descent
Above lies The Well of Giants. Clear the last gate and The Soulsea opens at depth 49,001.
Descend into The First Prison — play free