The Keystone Warden
Boss · The Frozen Deep · band D, The Foundations

Where The Keystone Warden waits
The Keystone Warden holds the gates at depths 23,700, 24,300, 24,900, 25,500, 26,100 in The Frozen Deep, sharing the zone's 100-depth gate rhythm with The Sleeper in the Ice and The Drowned Architect and The Tolling Warden and The Brittle Colossus and The Under-Delver.
What The Keystone Warden is
The Keystone Warden 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 Keystone Warden 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
OF FLAMING DEATH- leaves a pool of fire where it falls
ENRAGED- builds 2 Rage with every blow it lands, up to 50; each point is 1% more damage
OVERWHELMING- ignores 30 points of your armor
WITHERING- every blow leaves damage over time on you: 15% of the blow each second for 4 s
OF HINDERING- you move 30% slower within 4.5 tiles of it
DENSE- takes 60% less from damage over TIME, and double from hits
DRAINING- you recover half as much: leech, regen, recoup
PIERCING- penetrates 25% of your resistances
ROTPROOF- +75% chaos resistance (capped at 75%)
REGENERATING- Heals 1% of its maximum health every second
BURNING- +35% ignite chance; a quarter of its physical damage becomes fire
OF CHILLING DEATH- leaves a pool of frost where it falls
OF DAMAGING- the pack within 4.5 tiles hits 25% harder
MANGLING- +35% chance to cause bleeding
LUCKY- 15% of its blows land twice over
STORMSHIELDED- +75% lightning resistance (capped at 75%)
OF HASTE- the pack within 4.5 tiles moves and swings 30% faster
OF FRENZY- gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
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 Keystone Warden leads with 7,132,282,545 health, against 5,420,059,738 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 Keystone Warden — play free