The Heart of Hell
Band E · The Heart of Hell · depths 100,001 and deeper
Enemies of The Heart of Hell
A floor of this zone is a road of packs drawn from these 36 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.
Adversary's ReaperFiend
Throne ImpImp
Ashen CourtierWight
Halo WightWight
Choir of the FallenHerald
Gold-Chained FiendFiend
Fallen SeraphWight
Molten IdolGolem
Hellfire KnightKnight
Wingbone WightWight
Cherub GrubImp
Mirror ShadeWraith
Goldhand FiendFiend
Nailed IdolGolem
Feather MageMage
Glory EaterImp
Adamant WardenKnight
Winglost WraithWraith
Brand ImpImp
Goldrun BruteBrute
Glass GolemGolem
Codex MageMage
Silenced CourtierWight
Twinglass DuellistWight
Chainkeeper ShadeWraith
Ashfeather GhoulWight
Manacle GiantBrute
Orb MageMage
Seraph EffigyGolem
Tong ImpImp
Glaive SentinelKnight
Wingcloak ShadeWraith
Gold-Veined HuskWight
Hollow OgreBrute
Gold AutomatonGolem
Fallen PowerWight
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
OVERWHELMING- ignores 30 points of your armor
FROSTBOUND- +75% cold resistance (capped at 75%)
OF CHILLING DEATH- leaves a pool of frost where it falls
OF DISCIPLINE- every body that steps within 4.5 tiles gains a shell of 20% of its health
CORRUPTING- a third of its damage is chaos
EVASIVE- +22% chance to dodge your hits
BARRIERED- Opens behind a barrier worth 25% of its health
THICK-SKINNED- Overwhelm and armor you ignore count at half
MANGLING- +35% chance to cause bleeding
DENSE- takes 60% less from damage over TIME, and double from hits
OF ENDURANCE- gains an Endurance charge every second while hit recently: +15% physical reduction and +15% to the elements each, up to 3
VENOMOUS- +35% chance to poison you
OF FRENZY- gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
OF HASTE- the pack within 4.5 tiles moves and swings 30% faster
DRAINING- you recover half as much: leech, regen, recoup
EXPOSING- every blow cuts your resistances by 15 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 9 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 Adversarygates 100,100, 101,000, 101,900…
The First Fallengates 100,200, 101,100, 102,000…
The Obsidian Bulwarkgates 100,300, 101,200, 102,100…
The Crowned Furnacegates 100,400, 101,300, 102,200…
The Glutton of Glorygates 100,500, 101,400, 102,300…
The Gilt Colossusgates 100,600, 101,500, 102,400…
The Chainbreakergates 100,700, 101,600, 102,500…
The Throne's Headsmangates 100,800, 101,700, 102,600…
The Last Seraphgates 100,900, 101,800, 102,700…Where it sits in the descent
Above lies The Last Stair. There is nothing beneath it. The Heart scales forever.
Descend into The Heart of Hell — play free