The Count in the Ice
Boss · Cocytus · band C, The Nine Circles

Where The Count in the Ice waits
The Count in the Ice holds the gates at depths 21,800, 22,100, 22,400, 22,700, 23,000, 23,300 in Cocytus, sharing the zone's 100-depth gate rhythm with The First Traitor and The Frozen General.
What The Count in the Ice is
The Count in the Ice 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 Count in the Ice 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.
What those modifiers do
SHOCKING- +35% shock chance; a quarter of its physical damage becomes lightning
OF ENDURANCE- gains an Endurance charge every second while hit recently: +15% physical reduction and +15% to the elements each, up to 3
VAMPIRIC- heals 1.5% of its maximum health with every blow it lands
EVASIVE- +22% chance to dodge your hits
OF PRECISION- the pack within 4.5 tiles crits 15% more often
BURNING- +35% ignite chance; a quarter of its physical damage becomes fire
OF HASTE- the pack within 4.5 tiles moves and swings 30% faster
LUCKY- 15% of its blows land twice over
OF THE EXECUTIONER- you recover half as much within 4.5 tiles of it
OF DISCIPLINE- every body that steps within 4.5 tiles gains a shell of 20% of its health
ROTPROOF- +75% chaos resistance (capped at 75%)
PIERCING- penetrates 25% of your resistances
VENOMOUS- +35% chance to poison you
DEADLY- +20% critical strike chance
OF SHOCKING DEATH- leaves a pool of lightning where it falls
REGENERATING- Heals 1% of its maximum health every second
ARMORED- Armour ×1.9, at the cost of 5% of its health
MANGLING- +35% chance to cause bleeding
CORRUPTING- a third of its damage is chaos
OF FRENZY- gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
FIREPROOF- +75% fire resistance (capped at 75%)
OF DAMAGING- the pack within 4.5 tiles hits 25% harder
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 Count in the Ice leads with 5,995,800,722 health, against 6,235,038,572 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 Count in the Ice — play free