Hellruler Play

The Attainder

Boss · The Last Stair · band D, The Foundations

The Attainder, boss of The Last Stair in Hellruler

Where The Attainder waits

The Attainder holds the gates at depths 92,100, 92,700, 93,300, 93,900, 94,500 in The Last Stair, sharing the zone's 100-depth gate rhythm with The Throneguard and The Lord Chamberlain and The Hundredth Step and The Last Herald and The Glutton of Crowns.

What The Attainder is

The Attainder is a Wight: it swings an axe, and the body asks for burst damage — it heals as it fights. As a boss it wears the type's defences at 35%, carries no status of its own, and enrages below half health: it hits harder and moves faster.

The Attainder by the numbers

The card at each gate — health, damage per swing, armour and the modifiers it rolls — straight from the game's spawn table. On the floor the boss leads with 60% of the card's health and 60% of its damage, before the road's own pressure.

Depth 92,100 · boss
Health188,359,446,663
Hit · swing665,622,376 / 1.25s
Armor1,365,179,398
Fire res50%
Lightning res50%
Cold res75%
Chaos res30%
Dodge0%
Barrier0
Depth 92,700 · boss
Health200,955,887,856
Hit · swing674,628,858 / 1.25s
Armor728,237,534
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge22%
Barrier0
Depth 93,300 · boss
Health203,657,273,300
Hit · swing683,697,781 / 1.25s
Armor738,026,997
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 93,900 · boss
Health206,377,265,667
Hit · swing692,829,171 / 1.25s
Armor747,883,889
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0

What those modifiers do

ARMORED
Armour ×1.9, at the cost of 5% of its health
OF HASTE
the pack within 4.5 tiles moves and swings 30% faster
LUCKY
15% of its blows land twice over
FROSTBOUND
+75% cold resistance (capped at 75%)
OF PRECISION
the pack within 4.5 tiles crits 15% more often
VAMPIRIC
heals 1.5% of its maximum health with every blow it lands
EVASIVE
+22% chance to dodge your hits
OF THE EXECUTIONER
you recover half as much within 4.5 tiles of it
REGENERATING
Heals 1% of its maximum health every second
OF POWER
gains a Power charge on every hit it lands: +200% critical chance each, up to 3
MANGLING
+35% chance to cause bleeding
ETHEREAL
takes 60% less from HITS, and double from damage over time
RETALIATING
strikes back at once when one blow takes more than 8% of its health and you stand within 2.5 tiles
CHILLING
Turns 30% of its physical damage into cold
WITHERING
every blow leaves damage over time on you: 15% of the blow each second for 4 s
OF DISCIPLINE
every body that steps within 4.5 tiles gains a shell of 20% of its health
DRAINING
you recover half as much: leech, regen, recoup
OF FRENZY
gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
EXPOSING
every blow cuts your resistances by 15 for 4 s

Modifiers are rolled per depth and are the same for every player. Bosses always carry at least 3 and never a pace modifier (SWIFT, BRUTE), so a boss's swing rhythm is its own; of the seals only the walls — BLOODLESS, INERT, ASHEN, ETHEREAL, DENSE — ride a boss. The full list is in Enemy modifiers.

At its first gate The Attainder leads with 113,015,667,998 health, against 95,168,950,062 for the leader one floor above, and swings every 1.25s.

What a gate floor is

A gate is a floor like any other, with the boss leading its last pack. Nothing below it opens until the floor is cleared. A lost floor costs nothing; you can fight it again. How a floor is fought is under Combat.

Fight The Attainder — play free