The Well of Giants
Band D · The Foundations · depths 32,001–40,500
Enemies of The Well of Giants
A floor of this zone is a road of packs drawn from these 27 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 physical: 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.
Giantbone MageMage
Pit ImpImp
Horn-Blower HuskWight
Giant's ThrallWight
Chain WraithWraith
Babel ShadeWraith
Chained OgreBrute
Stone ColossusBrute
Cyclops BruteBrute
Quarry WightWight
CollarwrightWight
Shackle ImpImp
Marrow EaterImp
Wall WardenKnight
Slab-Shield WightWight
Dust WraithWraith
Stonecall MageMage
Millstone BruteBrute
Rope-Walker HuskWight
Goad FiendFiend
Chain GolemGolem
Mason of BabelWight
Grit EaterImp
Pit LegionaryKnight
ShaftwardenWight
Tallymarked WightWight
Titan ShadeWraith
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 PRECISION- the pack within 4.5 tiles crits 15% more often
EXPOSING- every blow cuts your resistances by 15 for 4 s
FIREPROOF- +75% fire resistance (capped at 75%)
UNWOUNDABLE- your bleeds and poisons on it do not stack: one at a time
OF ENDURANCE- gains an Endurance charge every second while hit recently: +15% physical reduction and +15% to the elements each, up to 3
SUNDERING- every blow cuts your armor by 30% for 4 s
CORRUPTING- a third of its damage is chaos
OF CHILLING DEATH- leaves a pool of frost where it falls
OF THE EXECUTIONER- you recover half as much within 4.5 tiles of it
STORMSHIELDED- +75% lightning resistance (capped at 75%)
OF HASTE- the pack within 4.5 tiles moves and swings 30% faster
PIERCING- penetrates 25% of your resistances
Every modifier, with the rules for how many a floor can carry, is listed under Enemy modifiers.
Bosses
The zone's gates rotate between 6 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.
Ephialtes the Chainedgates 32,100, 32,700, 33,300…
Nimrod the Babblergates 32,200, 32,800, 33,400…
Antaeus Unboundgates 32,300, 32,900, 33,500…
The Foundation Stonegates 32,400, 33,000, 33,600…
Warden of the Wellgates 32,500, 33,100, 33,700…
The Marrow Colossusgates 32,600, 33,200, 33,800…Where it sits in the descent
Above lies The Frozen Deep. Clear the last gate and The First Prison opens at depth 40,501.
Descend into The Well of Giants — play free