Hellruler Play

The Hundredth Step

Boss · The Last Stair · band D, The Foundations

The Hundredth Step, boss of The Last Stair in Hellruler

Where The Hundredth Step waits

The Hundredth Step holds the gates at depths 91,800, 92,400, 93,000, 93,600, 94,200 in The Last Stair, sharing the zone's 100-depth gate rhythm with The Throneguard and The Lord Chamberlain and The Last Herald and The Glutton of Crowns and The Attainder.

What The Hundredth Step is

The Hundredth Step 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 Hundredth Step 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 91,800 · boss
Health196,938,681,066
Hit · swing661,142,543 / 1.25s
Armor713,679,709
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier10,339,280,756
Depth 92,400 · boss
Health189,631,561,843
Hit · swing670,117,814 / 1.25s
Armor1,374,399,351
Fire res50%
Lightning res50%
Cold res50%
Chaos res75%
Dodge0%
Barrier9,955,656,997
Depth 93,000 · boss
Health202,304,255,185
Hit · swing679,155,513 / 1.25s
Armor733,123,839
Fire res50%
Lightning res75%
Cold res50%
Chaos res30%
Dodge0%
Barrier10,620,973,397
Depth 93,600 · boss
Health205,014,943,146
Hit · swing688,255,666 / 1.25s
Armor742,947,013
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier10,763,284,515

What those modifiers do

DRAINING
you recover half as much: leech, regen, recoup
OF PRECISION
the pack within 4.5 tiles crits 15% more often
SUNDERING
every blow cuts your armor by 30% for 4 s
OF SHOCKING DEATH
leaves a pool of lightning where it falls
EXPOSING
every blow cuts your resistances by 15 for 4 s
CHILLING
Turns 30% of its physical damage into cold
ARMORED
Armour ×1.9, at the cost of 5% of its health
BURNING
+35% ignite chance; a quarter of its physical damage becomes fire
OF THE EXECUTIONER
you recover half as much within 4.5 tiles of it
PIERCING
penetrates 25% of your resistances
ROTPROOF
+75% chaos resistance (capped at 75%)
OF FLAMING DEATH
leaves a pool of fire where it falls
STORMSHIELDED
+75% lightning resistance (capped at 75%)
OF FRENZY
gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
RETALIATING
strikes back at once when one blow takes more than 8% of its health and you stand within 2.5 tiles
ENRAGED
builds 2 Rage with every blow it lands, up to 50; each point is 1% more damage
REGENERATING
Heals 1% of its maximum health every second
OF DISCIPLINE
every body that steps within 4.5 tiles gains a shell of 20% of its health
THICK-SKINNED
Overwhelm and armor you ignore count at half

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 Hundredth Step leads with 118,163,208,640 health, against 78,773,696,307 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 Hundredth Step — play free