The Nitre Cellars
Band B · The Ante-Hell · depths 3,501–4,000
Enemies of The Nitre Cellars
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 fire: 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.
Cellar SkeletonWight
Nitre MageMage
Cask ImpImp
Shelved CorpseWight
Cellar ShadeWraith
Bung FiendFiend
Hoop BruteBrute
Damp EaterImp
Vault WardenKnight
Brick GolemGolem
KeyholderWight
The Cask-BoundWight
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
OF SHOCKING DEATH- leaves a pool of lightning where it falls
OF CHILLING DEATH- leaves a pool of frost where it falls
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
RETALIATING- strikes back at once when one blow takes more than 8% of its health and you stand within 2.5 tiles
REGENERATING- Heals 1% of its maximum health every second
UNWOUNDABLE- your bleeds and poisons on it do not stack: one at a time
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 Gallery of Masks. Clear the last gate and The Mirror Halls opens at depth 4,001.
Descend into The Nitre Cellars — play free
The Cellarergates 3,600, 3,800, 4,000…
The Long-Shelvedgates 3,700, 3,900…