The Styx Marshes
Band C · The Nine Circles · depths 13,501–15,500
Enemies of The Styx Marshes
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 chaos: 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.
Styx MageMage
Choler ImpImp
Sullen GurglerWight
Sunken KnightKnight
Marsh WraithWraith
Mud FiendFiend
Styx OgreBrute
Bog HuskWight
Wrathful BrawlerWight
Marsh CantorHerald
Sullen ImpImp
Grudge WightKnight
Mire TyrantBrute
Silt ShadeWraith
Bile EaterImp
Reed GolemGolem
Sump BruteBrute
Bog-Iron ThrallWight
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 CHILLING DEATH- leaves a pool of frost where it falls
STORMSHIELDED- +75% lightning resistance (capped at 75%)
VAMPIRIC- heals 1.5% of its maximum health with every blow it lands
OF ENDURANCE- gains an Endurance charge every second while hit recently: +15% physical reduction and +15% to the elements each, up to 3
OF HINDERING- you move 30% slower within 4.5 tiles of it
REGENERATING- Heals 1% of its maximum health every second
STEADFAST- your stuns land on it half as often
CORRUPTING- a third of its damage is chaos
VENOMOUS- +35% chance to poison you
BRUTE- +30% health and +10% damage, but swings 35% slower — rare, heavy slams
WITHERING- every blow leaves damage over time on you: 15% of the blow each second for 4 s
LUCKY- 15% of its blows land twice over
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 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 Sunken Furygates 13,600, 13,900, 14,200…
The Iron-Mired Kinggates 13,700, 14,000, 14,300…
The Choking Sullengates 13,800, 14,100, 14,400…Where it sits in the descent
Above lies The Gilded Crush. Clear the last gate and Dis, the Burning City opens at depth 15,501.
Descend into The Styx Marshes — play free