The Yoke Fields
Band B · The Ante-Hell · depths 4,501–5,000
Enemies of The Yoke Fields
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 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.
Yoked SkeletonWight
Drover MageMage
Trace ImpImp
Harnessed CorpseWight
Furrow ShadeWraith
Goad FiendFiend
Draught BruteBrute
Toil EaterImp
Field WardenKnight
Wheel GolemGolem
YokewrightWight
The UnyokedWight
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 FRENZY- gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
BRUTE- +30% health and +10% damage, but swings 35% slower — rare, heavy slams
VENOMOUS- +35% chance to poison you
MANGLING- +35% chance to cause bleeding
OF FLAMING DEATH- leaves a pool of fire where it falls
VAMPIRIC- heals 1.5% of its maximum health with every blow it lands
WITHERING- every blow leaves damage over time on you: 15% of the blow each second for 4 s
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 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 Mirror Halls. Clear the last gate and The Acheron Strand opens at depth 5,001.
Descend into The Yoke Fields — play free
The Yokemastergates 4,600, 4,800, 5,000…
The Great Draughtgates 4,700, 4,900…