The Gilded Crush
Band C · The Nine Circles · depths 11,501–13,500
Enemies of The Gilded Crush
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.
Gold EaterImp
Greed ImpImp
Gilded GhoulWight
Coin WightWight
Miser ShadeWraith
Usurer FiendFiend
Boulder PusherBrute
Vault GolemGolem
Hoard MimicWight
Tally MageMage
Waster KnightKnight
Weight BearerWight
Coffer ShadeWraith
Mint FiendFiend
Ingot BruteBrute
Lead EffigyGolem
Debt EaterImp
Spendthrift HuskWight
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
ARMORED- Armour ×1.9, at the cost of 5% of its health
OF HINDERING- you move 30% slower within 4.5 tiles of it
CHILLING- Turns 30% of its physical damage into cold
SEALED- Exposure does not stick; your penetration bites at half
OF POWER- gains a Power charge on every hit it lands: +200% critical chance each, up to 3
VENOMOUS- +35% chance to poison you
EXPOSING- every blow cuts your resistances by 15 for 4 s
ROTPROOF- +75% chaos resistance (capped at 75%)
THICK-SKINNED- Overwhelm and armor you ignore count at half
DEADLY- +20% critical strike chance
LUCKY- 15% of its blows land twice over
OF PRECISION- the pack within 4.5 tiles crits 15% more often
ENRAGED- builds 2 Rage with every blow it lands, up to 50; each point is 1% more damage
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.
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 Hoard-Tyrantgates 11,600, 11,900, 12,200…
The Coffer-Kinggates 11,700, 12,000, 12,300…
The Squanderergates 11,800, 12,100, 12,400…Where it sits in the descent
Above lies The Carrion Mire. Clear the last gate and The Styx Marshes opens at depth 13,501.
Descend into The Gilded Crush — play free