The Howling Plains
Band C · The Nine Circles · depths 7,501–9,500
Enemies of The Howling Plains
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.
Gale MageMage
Wind ImpImp
Wind-Torn SoulWraith
Windflayed WightWight
Gale WraithWraith
Gale FiendFiend
Whirl HuskWight
Sigh EaterImp
Entwined ShadeWraith
Vane SentinelKnight
Squall ImpImp
Bound LoversWight
Sighing DowagerWight
Windbound KnightKnight
Grit HuskWight
Keening WretchImp
Weathervane GolemGolem
Breath ThiefWight
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
VAMPIRIC- heals 1.5% of its maximum health with every blow it lands
ETHEREAL- takes 60% less from HITS, and double from damage over time
ARMORED- Armour ×1.9, at the cost of 5% of its health
THICK-SKINNED- Overwhelm and armor you ignore count at half
OF ENDURANCE- gains an Endurance charge every second while hit recently: +15% physical reduction and +15% to the elements each, up to 3
DRAINING- you recover half as much: leech, regen, recoup
LUCKY- 15% of its blows land twice over
BRUTE- +30% health and +10% damage, but swings 35% slower — rare, heavy slams
FROSTBOUND- +75% cold resistance (capped at 75%)
BARRIERED- Opens behind a barrier worth 25% of its health
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 Queen of Sighsgates 7,600, 7,900, 8,200…
Lord of the Black Windgates 7,700, 8,000, 8,300…
The Weeping Empressgates 7,800, 8,100, 8,400…Where it sits in the descent
Above lies Limbo. Clear the last gate and The Carrion Mire opens at depth 9,501.
Descend into The Howling Plains — play free