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The Iron-Mired King

Boss · The Styx Marshes · band C, The Nine Circles

The Iron-Mired King, boss of The Styx Marshes in Hellruler

Where The Iron-Mired King waits

The Iron-Mired King holds the gates at depths 13,700, 14,000, 14,300, 14,600, 14,900, 15,200 and onward in The Styx Marshes, sharing the zone's 100-depth gate rhythm with The Sunken Fury and The Choking Sullen.

What The Iron-Mired King is

The Iron-Mired King is a Knight: it swings a sword, and the body asks for fast builds beware: the more you swing, the more it hits back — and it wards off blows from afar. 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 Iron-Mired King 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 13,700 · boss
Health3,805,012,509
Hit · swing12,771,882 / 1.25s
Armor13,788,867
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 14,000 · boss
Health3,781,348,501
Hit · swing13,360,529 / 1.25s
Armor27,406,222
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge22%
Barrier0
Depth 14,300 · boss
Health4,159,815,530
Hit · swing13,962,921 / 1.25s
Armor15,074,626
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 14,600 · boss
Health4,343,364,800
Hit · swing14,579,079 / 1.25s
Armor15,739,784
Fire res75%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0

What those modifiers do

CHILLING
Turns 30% of its physical damage into cold
OF DISCIPLINE
every body that steps within 4.5 tiles gains a shell of 20% of its health
MANGLING
+35% chance to cause bleeding
CORRUPTING
a third of its damage is chaos
SHOCKING
+35% shock chance; a quarter of its physical damage becomes lightning
EXPOSING
every blow cuts your resistances by 15 for 4 s
OF POWER
gains a Power charge on every hit it lands: +200% critical chance each, up to 3
EVASIVE
+22% chance to dodge your hits
PIERCING
penetrates 25% of your resistances
ARMORED
Armour ×1.9, at the cost of 5% of its health
VENOMOUS
+35% chance to poison you
OVERWHELMING
ignores 30 points of your armor
BURNING
+35% ignite chance; a quarter of its physical damage becomes fire
LUCKY
15% of its blows land twice over
FIREPROOF
+75% fire resistance (capped at 75%)
WITHERING
every blow leaves damage over time on you: 15% of the blow each second 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 Iron-Mired King leads with 2,283,007,505 health, against 1,217,419,147 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 Iron-Mired King — play free