Hellruler Play

The Last Turnkey

Boss · The First Prison · band D, The Foundations

The Last Turnkey, boss of The First Prison in Hellruler

Where The Last Turnkey waits

The Last Turnkey holds the gates at depths 40,900, 41,500, 42,100, 42,700, 43,300 in The First Prison, sharing the zone's 100-depth gate rhythm with The Sealed One and The First Warden and The Doorless Gate and The Sigil-Speaker and The Warden's Hunger.

What The Last Turnkey is

The Last Turnkey is a Wight: it swings an axe, and the body asks for burst damage — it heals as it fights. 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 Turnkey 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 40,900 · boss
Health36,887,794,214
Hit · swing123,832,140 / 1.25s
Armor133,676,489
Fire res50%
Lightning res50%
Cold res75%
Chaos res30%
Dodge0%
Barrier0
Depth 41,500 · boss
Health38,018,873,707
Hit · swing127,629,273 / 1.25s
Armor137,775,371
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 42,100 · boss
Health39,167,607,877
Hit · swing131,485,677 / 1.25s
Armor141,938,232
Fire res50%
Lightning res75%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 42,700 · boss
Health40,334,013,597
Hit · swing135,401,406 / 1.25s
Armor146,165,131
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0

What those modifiers do

OF FRENZY
gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
FROSTBOUND
+75% cold resistance (capped at 75%)
VAMPIRIC
heals 1.5% of its maximum health with every blow it lands
OF FLAMING DEATH
leaves a pool of fire where it falls
OVERWHELMING
ignores 30 points of your armor
PIERCING
penetrates 25% of your resistances
OF POWER
gains a Power charge on every hit it lands: +200% critical chance each, up to 3
MANGLING
+35% chance to cause bleeding
BURNING
+35% ignite chance; a quarter of its physical damage becomes fire
STORMSHIELDED
+75% lightning resistance (capped at 75%)
ENRAGED
builds 2 Rage with every blow it lands, up to 50; each point is 1% more damage
SHOCKING
+35% shock chance; a quarter of its physical damage becomes lightning
OF ENDURANCE
gains an Endurance charge every second while hit recently: +15% physical reduction and +15% to the elements 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 Last Turnkey leads with 22,132,676,528 health, against 21,639,741,968 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 Turnkey — play free