The Watchfires
Band A · The Land of the Dead · depths 701–800
Enemies of The Watchfires
A floor of this zone is a road of packs drawn from these 9 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.
Cinder ImpImp
Pyre RevenantWight
Ember MageMage
Coal GolemGolem
Fire EaterImp
Smoke WraithWraith
Pyre KnightKnight
Burning ThrallWight
Beacon BruteBrute
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
CHILLING- Turns 30% of its physical damage into cold
ROTPROOF- +75% chaos resistance (capped at 75%)
SHOCKING- +35% shock chance; a quarter of its physical damage becomes lightning
SUNDERING- every blow cuts your armor by 30% for 4 s
OF HINDERING- you move 30% slower within 4.5 tiles of it
DENSE- takes 60% less from damage over TIME, and double from hits
OVERWHELMING- ignores 30 points of your armor
WITHERING- every blow leaves damage over time on you: 15% of the blow each second for 4 s
OF FRENZY- gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
SEALED- Exposure does not stick; your penetration bites at half
REGENERATING- Heals 1% of its maximum health every second
OF THE EXECUTIONER- you recover half as much within 4.5 tiles of it
Every modifier, with the rules for how many a floor can carry, is listed under Enemy modifiers.
Boss
The Pyre Marshal holds the gate at depth 800. 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 Ashfall Marches. Clear the last gate and The Brimstone Ramparts opens at depth 801.
Descend into The Watchfires — play free
The Pyre Marshalgates 800