Hellruler Play

The bestiary

A monster's name says its type: its health, damage and swing over the depth curve, the status it deals, and defences of its own.

Every type is priced to the same threat budget — different, not stronger. Its damage is a rate, so a slow swing arrives as fewer, larger blows. A monster's blow is a mix of damage types, and each part carries a flat 12% chance × its share for its own status; its own affixes add on top. Each zone has an element, and every blow carries a share of it — most of a Mage's, a sixth or so of everyone else's. Every zone page names its element, and every type below shows its blow.

Brute
macedeals stun
Health×1.5
Damage×1
Swing×1.4
Armour ×1 · carries builds Rage with every blow
Its blow: physical 75% · the zone's element 15% · fire 10%

Asks for the guard shell, armor against a heavy blow, stalling — it wards off blows from afar and hooks you in.

Imp
daggerdeals poison
Health×0.6
Damage×0.85
Swing×0.6
Armour ×0 · carries dodge 25
Its blow: physical 45% · chaos 40% · the zone's element 15%

Asks for Status Avoidance, a Barrier — it swings fast and poisons often, and it is beside you in a blink.

Wight
axedeals bleed
Health×0.9
Damage×1
Swing×1
Armour ×0.5 · carries leech 10, regen 1%/s
Its blow: physical 55% · cold 30% · the zone's element 15%

Asks for burst damage — it heals as it fights.

Mage
scepterdeals the zone's element
Health×0.9
Damage×1.05
Swing×1.2
Armour ×0 · carries a barrier of 30% of its health, penetration 5
Its blow: the zone's element 70% · fire 10% · cold 10% · lightning 10%

Asks for resistances, Maximum Resistances, breaking a Barrier — and it jails you where you stand while its pack closes.

Wraith
clawdeals no status
Health×0.5
Damage×0.9
Swing×0.9
Armour ×0 · carries dodge 35, a barrier of 20% of its health, 33% of its damage as chaos
Its blow: chaos 50% · physical 35% · the zone's element 15%

Asks for chaos resistance, a barrier, accuracy — and nerve: it comes in unseen and strikes from nothing.

Knight
sworddeals no status
Health×1
Damage×0.85
Swing×1.1
Armour ×1.5 · carries block 35, retaliates off its blocks
Its blow: physical 80% · the zone's element 20%

Asks for fast builds beware: the more you swing, the more it hits back — and it wards off blows from afar.

Golem
macedeals stun
Health×1.1
Damage×0.8
Swing×1.6
Armour ×2.5 · carries a barrier of 15% of its health, cannot be stunned or frozen
Its blow: physical 60% · cold 25% · the zone's element 15%

Asks for Overwhelm, the elements instead of physical — and a second wind: a big one breaks into two.

Fiend
sworddeals the zone's element
Health×0.85
Damage×0.85
Swing×1
Armour ×0.5 · carries crit 20, double damage 10
Its blow: fire 45% · physical 40% · the zone's element 15%

Asks for the crit answer, a health pool, cheating death.

Herald
wanddeals the zone's element
Health×0.75
Damage×0.6
Swing×1.3
Armour ×0.25 · carries a barrier of 25% of its health, hexes you with its first blow
Its blow: lightning 55% · physical 30% · the zone's element 15%

Asks for Recoup and Life Steal, elemental defense — kill it first: its chant shields its pack from the elements.

What a boss is

A boss keeps its type’s family and rules but wears its defences at 35% and carries no status of its own — its modifiers and its signature do that work. It carries at least 3 modifiers, never a pace one, and of the seals only the 5 walls. Below half health it enrages: it hits harder and moves faster. 10 gate keepers carry a rule of their own and keep exactly 2 rolled modifiers beside it.

BossBodyIts rule
The Gravetender
The Dying Fields
Wightevery blow leaves two Wounds; your bleeds on it tick at half
The Hollow King
The Silent Necropolis
Heraldits first blow hexes you: recovery −30% and Exposure to everything
Keeper of the Ways
The Hollow Ways
Heraldblocks a third of what comes and strikes back
The Ferryman
The Sunless River
Wraithwhile it stands, you recover half as much
The Last Judge
The Halls of Judgment
Fiendcrits a quarter of its blows
Shepherd of the Fall
The Fall of the Damned
Heraldits stun meter fills twice as fast, and its stuns are heavy
Warden of the Marches
The Ashfall Marches
Knighta tower-shield warden: it blocks, strikes back off its blocks, and the Marches' fire rides its spear
The Pyre Marshal
The Watchfires
Heraldevery blow leaves three stacks of fire Exposure on you
Warden of the Wall
The Brimstone Ramparts
Knightalways fortified to the full, and it retaliates
Warden of the Gate
The Gates of Hell
Golemopens behind a shell of an extra 15% of its health; Overwhelm bites it at half