The Sealed One
Boss · The First Prison · band D, The Foundations

Where The Sealed One waits
The Sealed One holds the gates at depths 40,600, 41,200, 41,800, 42,400, 43,000 in The First Prison, sharing the zone's 100-depth gate rhythm with The First Warden and The Doorless Gate and The Last Turnkey and The Sigil-Speaker and The Warden's Hunger.
What The Sealed One is
The Sealed One 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 Sealed One 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
SHOCKING- +35% shock chance; a quarter of its physical damage becomes lightning
OF CHILLING DEATH- leaves a pool of frost where it falls
EXPOSING- every blow cuts your resistances by 15 for 4 s
BURNING- +35% ignite chance; a quarter of its physical damage becomes fire
OVERWHELMING- ignores 30 points of your armor
LUCKY- 15% of its blows land twice over
OF ENDURANCE- gains an Endurance charge every second while hit recently: +15% physical reduction and +15% to the elements each, up to 3
OF SHOCKING DEATH- leaves a pool of lightning where it falls
DENSE- takes 60% less from damage over TIME, and double from hits
ARMORED- Armour ×1.9, at the cost of 5% of its health
OF POWER- gains a Power charge on every hit it lands: +200% critical chance each, up to 3
CORRUPTING- a third of its damage is chaos
DRAINING- you recover half as much: leech, regen, recoup
THICK-SKINNED- Overwhelm and armor you ignore count at half
OF PRECISION- the pack within 4.5 tiles crits 15% more often
RETALIATING- strikes back at once when one blow takes more than 8% of its health and you stand within 2.5 tiles
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 Sealed One leads with 21,797,321,779 health, against 12,593,364,826 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 Sealed One — play free