The Phlegethon
Band C · The Nine Circles · depths 17,501–19,500
Enemies of The Phlegethon
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: 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.
Blood MageMage
Scald ImpImp
Boiled SoulWraith
Blood KnightKnight
Gore WraithWraith
Blood EaterImp
Vein BruteBrute
Tyrant HuskBrute
Firesand GhoulWight
Scald PriestHerald
Murderer's WightWight
Chainbound WretchImp
Exsanguine ShadeWraith
Cauldron GolemGolem
Wound FeederImp
Slaughter BruteBrute
Bloodletter ImpImp
Blasphemer WretchImp
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
SUNDERING- every blow cuts your armor by 30% for 4 s
UNWOUNDABLE- your bleeds and poisons on it do not stack: one at a time
EVASIVE- +22% chance to dodge your hits
OF PRECISION- the pack within 4.5 tiles crits 15% more often
BARRIERED- Opens behind a barrier worth 25% of its health
OVERWHELMING- ignores 30 points of your armor
OF SHOCKING DEATH- leaves a pool of lightning where it falls
FIREPROOF- +75% fire resistance (capped at 75%)
VAMPIRIC- heals 1.5% of its maximum health with every blow it lands
ARMORED- Armour ×1.9, at the cost of 5% 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 Crimson Wardengates 17,600, 17,900, 18,200…
The Boiling Tyrantgates 17,700, 18,000, 18,300…
The Flayed Colossusgates 17,800, 18,100, 18,400…Where it sits in the descent
Above lies Dis, the Burning City. Clear the last gate and Malebolge opens at depth 19,501.
Descend into The Phlegethon — play free