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The Last Meridian

Boss · The Starless Deep · band D, The Foundations

The Last Meridian, boss of The Starless Deep in Hellruler

Where The Last Meridian waits

The Last Meridian holds the gates at depths 66,300, 66,900, 67,500, 68,100, 68,700 in The Starless Deep, sharing the zone's 100-depth gate rhythm with The Unlit One and The Sightless Crown and The Orrery Engine and The Star-Reader and The Undawn.

What The Last Meridian is

The Last Meridian 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 Last Meridian 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 66,300 · boss
Health100,391,607,407
Hit · swing337,021,370 / 1.25s
Armor363,805,899
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 66,900 · boss
Health102,282,609,359
Hit · swing343,369,695 / 1.25s
Armor370,658,640
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 67,500 · boss
Health104,191,827,263
Hit · swing349,779,174 / 1.25s
Armor377,577,393
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 68,100 · boss
Health106,119,271,616
Hit · swing356,249,842 / 1.25s
Armor384,562,196
Fire res50%
Lightning res50%
Cold res50%
Chaos res75%
Dodge0%
Barrier0

What those modifiers do

ETHEREAL
takes 60% less from HITS, and double from damage over time
VAMPIRIC
heals 1.5% of its maximum health with every blow it lands
OF DISCIPLINE
every body that steps within 4.5 tiles gains a shell of 20% of its health
OF DAMAGING
the pack within 4.5 tiles hits 25% harder
OF THE EXECUTIONER
you recover half as much within 4.5 tiles of it
OF POWER
gains a Power charge on every hit it lands: +200% critical chance each, up to 3
OF CHILLING DEATH
leaves a pool of frost where it falls
OF SHOCKING DEATH
leaves a pool of lightning where it falls
CORRUPTING
a third of its damage is chaos
OF PRECISION
the pack within 4.5 tiles crits 15% more often
SHOCKING
+35% shock chance; a quarter of its physical damage becomes lightning
OVERWHELMING
ignores 30 points of your armor
RETALIATING
strikes back at once when one blow takes more than 8% of its health and you stand within 2.5 tiles
EXPOSING
every blow cuts your resistances by 15 for 4 s
OF HASTE
the pack within 4.5 tiles moves and swings 30% faster
ROTPROOF
+75% chaos resistance (capped at 75%)
VENOMOUS
+35% chance to poison you

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 Last Meridian leads with 60,234,964,444 health, against 48,186,466,050 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 Last Meridian — play free