The Mirror Halls
Band B · The Ante-Hell · depths 4,001–4,500
Enemies of The Mirror Halls
A floor of this zone is a road of packs drawn from these 12 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 cold: 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.
Glass SkeletonWight
Reflection MageMage
Shard ImpImp
Mirrored CorpseWight
Reflected ShadeWraith
Glass FiendFiend
Frame BruteBrute
Glint EaterImp
Hall WardenKnight
Quicksilver GolemGolem
Mirror-BearerWight
The OtherWight
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
RETALIATING- strikes back at once when one blow takes more than 8% of its health and you stand within 2.5 tiles
SEALED- Exposure does not stick; your penetration bites at half
OF PRECISION- the pack within 4.5 tiles crits 15% more often
FIREPROOF- +75% fire resistance (capped at 75%)
VENOMOUS- +35% chance to poison you
PIERCING- penetrates 25% of your resistances
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
OF DISCIPLINE- every body that steps within 4.5 tiles gains a shell of 20% 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 2 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.
Where it sits in the descent
Above lies The Nitre Cellars. Clear the last gate and The Yoke Fields opens at depth 4,501.
Descend into The Mirror Halls — play free
The Reflected Kinggates 4,100, 4,300, 4,500…
The Shard-Wearergates 4,200, 4,400…