The Salt Quarry
Band B · The Ante-Hell · depths 2,501–3,000
Enemies of The Salt Quarry
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, 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.
Quarry SkeletonWight
Brine MageMage
Salt ImpImp
Cured CorpseWight
Brine ShadeWraith
Quarry FiendFiend
Salt BruteBrute
Brine EaterImp
Quarry WardenKnight
Halite GolemGolem
Lamp-BearerWight
The Salt-BlindWight
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 DAMAGING- the pack within 4.5 tiles hits 25% harder
ETHEREAL- takes 60% less from HITS, and double from damage over time
FIREPROOF- +75% fire resistance (capped at 75%)
OF ENDURANCE- gains an Endurance charge every second while hit recently: +15% physical reduction and +15% to the elements each, up to 3
SUPPRESSING- avoids 40% of your statuses
OF POWER- gains a Power charge on every hit it lands: +200% critical chance each, up to 3
VAMPIRIC- heals 1.5% of its maximum health with every blow it lands
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 Branding Pits. Clear the last gate and The Gallery of Masks opens at depth 3,001.
Descend into The Salt Quarry — play free
The Quarry-Reevegates 2,600, 2,800, 3,000…
The Pillar of Saltgates 2,700, 2,900…