Hellruler Play

The Boilerlord

Boss · The Furnace Roots · band D, The Foundations

The Boilerlord, boss of The Furnace Roots in Hellruler

Where The Boilerlord waits

The Boilerlord holds the gates at depths 57,700, 58,300, 58,900, 59,500, 60,100 in The Furnace Roots, sharing the zone's 100-depth gate rhythm with The Stoker of Hell and Warden of the Firebox and The Great Bellows and The Slagfather and The Gaugewright.

What The Boilerlord is

The Boilerlord is a Golem: it swings a mace, and the body asks for Overwhelm, the elements instead of physical — and a second wind: a big one breaks into two. 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 Boilerlord 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 57,700 · boss
Health75,282,440,292
Hit · swing252,726,923 / 1.25s
Armor272,813,602
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier3,952,328,115
Depth 58,300 · boss
Health73,067,882,414
Hit · swing258,202,780 / 1.25s
Armor529,576,675
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier3,836,063,827
Depth 58,900 · boss
Health78,562,734,799
Hit · swing263,739,248 / 1.25s
Armor284,700,955
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge22%
Barrier4,124,543,577
Depth 59,500 · boss
Health80,229,975,415
Hit · swing269,336,368 / 1.25s
Armor290,742,814
Fire res75%
Lightning res50%
Cold res50%
Chaos res30%
Dodge22%
Barrier4,212,073,709

What those modifiers do

OF CHILLING DEATH
leaves a pool of frost where it falls
DENSE
takes 60% less from damage over TIME, and double from hits
OF THE EXECUTIONER
you recover half as much within 4.5 tiles of it
LUCKY
15% of its blows land twice over
PIERCING
penetrates 25% of your resistances
THICK-SKINNED
Overwhelm and armor you ignore count at half
OF HINDERING
you move 30% slower within 4.5 tiles of it
DEADLY
+20% critical strike chance
ARMORED
Armour ×1.9, at the cost of 5% of its health
ETHEREAL
takes 60% less from HITS, and double from damage over time
OF ENDURANCE
gains an Endurance charge every second while hit recently: +15% physical reduction and +15% to the elements each, up to 3
EVASIVE
+22% chance to dodge your hits
MANGLING
+35% chance to cause bleeding
WITHERING
every blow leaves damage over time on you: 15% of the blow each second for 4 s
VAMPIRIC
heals 1.5% of its maximum health with every blow it lands
SUNDERING
every blow cuts your armor by 30% for 4 s
ENRAGED
builds 2 Rage with every blow it lands, up to 50; each point is 1% more damage
FIREPROOF
+75% fire resistance (capped at 75%)
OF HASTE
the pack within 4.5 tiles moves and swings 30% faster

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 Boilerlord leads with 45,169,464,175 health, against 44,164,112,269 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 Boilerlord — play free