The Last Stair
Band D · The Foundations · depths 91,501–100,000
Enemies of The Last Stair
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 lightning: 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.
Throne MageMage
Page ImpImp
Bannerman HuskWight
Throne HeraldHerald
Vow WraithWraith
Stair FiendFiend
Stair SentinelKnight
Gilded GargoyleGolem
Candle BearerWight
Seal WightWight
Keyward HuskWight
Step WardenKnight
Rod ShadeWraith
Oathbound BruteBrute
Crown EaterImp
Pursuivant ImpImp
Dust-Sheet ShadeWraith
Court MournerWight
Reliquary WightWight
Chancery ConstructWight
Step GolemGolem
Warrant MageMage
Doorward BruteBrute
Censer ShadeWraith
Name EaterImp
Crown Bearer HuskWight
Muffled DrummerHerald
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
BURNING- +35% ignite chance; a quarter of its physical damage becomes fire
FIREPROOF- +75% fire resistance (capped at 75%)
SEALED- Exposure does not stick; your penetration bites at half
OF DAMAGING- the pack within 4.5 tiles hits 25% harder
REGENERATING- Heals 1% of its maximum health every second
MANGLING- +35% chance to cause bleeding
STORMSHIELDED- +75% lightning resistance (capped at 75%)
OF THE EXECUTIONER- you recover half as much within 4.5 tiles of it
PIERCING- penetrates 25% of your resistances
OF HASTE- the pack within 4.5 tiles moves and swings 30% faster
STEADFAST- your stuns land on it half as often
THICK-SKINNED- Overwhelm and armor you ignore count at half
OF FRENZY- gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
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 Throneguardgates 91,600, 92,200, 92,800…
The Lord Chamberlaingates 91,700, 92,300, 92,900…
The Hundredth Stepgates 91,800, 92,400, 93,000…
The Last Heraldgates 91,900, 92,500, 93,100…
The Glutton of Crownsgates 92,000, 92,600, 93,200…
The Attaindergates 92,100, 92,700, 93,300…Where it sits in the descent
Above lies The Black Sun. Clear the last gate and The Heart of Hell opens at depth 100,001.
Descend into The Last Stair — play free