The Hundredth Step
Boss · The Last Stair · band D, The Foundations

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.
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