Hellruler Play

The Rough Hand

Boss · The Unmade · band D, The Foundations

The Rough Hand, boss of The Unmade in Hellruler

Where The Rough Hand waits

The Rough Hand holds the gates at depths 75,000, 75,600, 76,200, 76,800, 77,400 in The Unmade, sharing the zone's 100-depth gate rhythm with The Unmaker and The First Draft and The Mould-King and The Armature and The Cornerstone.

What The Rough Hand is

The Rough Hand is a Brute: it swings a mace, and the body asks for the guard shell, armor against a heavy blow, stalling — it wards off blows from afar and hooks you in. 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 Rough Hand 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 75,000 · boss
Health123,118,287,190
Hit · swing435,071,558 / 1.25s
Armor892,328,753
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier30,779,571,798
Depth 75,600 · boss
Health131,754,321,440
Hit · swing442,309,945 / 1.25s
Armor477,460,222
Fire res50%
Lightning res50%
Cold res50%
Chaos res75%
Dodge0%
Barrier0
Depth 76,200 · boss
Health127,232,365,220
Hit · swing449,609,969 / 1.25s
Armor922,146,501
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 76,800 · boss
Health129,315,575,574
Hit · swing456,971,660 / 1.25s
Armor937,245,058
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0

What those modifiers do

BURNING
+35% ignite chance; a quarter of its physical damage becomes fire
BARRIERED
Opens behind a barrier worth 25% of its health
MANGLING
+35% chance to cause bleeding
OF FLAMING DEATH
leaves a pool of fire where it falls
OVERWHELMING
ignores 30 points of your armor
ARMORED
Armour ×1.9, at the cost of 5% of its health
ROTPROOF
+75% chaos resistance (capped at 75%)
THICK-SKINNED
Overwhelm and armor you ignore count at half
ETHEREAL
takes 60% less from HITS, and double from damage over time
OF POWER
gains a Power charge on every hit it lands: +200% critical chance each, up to 3
CHILLING
Turns 30% of its physical damage into cold
OF PRECISION
the pack within 4.5 tiles crits 15% more often
SUNDERING
every blow cuts your armor by 30% for 4 s
OF DAMAGING
the pack within 4.5 tiles hits 25% harder
RETALIATING
strikes back at once when one blow takes more than 8% of its health and you stand within 2.5 tiles
REGENERATING
Heals 1% of its maximum health every second
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 Rough Hand leads with 73,870,972,314 health, against 62,205,417,034 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 Rough Hand — play free