Hellruler Play

The Sealed One

Boss · The First Prison · band D, The Foundations

The Sealed One, boss of The First Prison in Hellruler

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.

Depth 40,600 · boss
Health36,328,869,632
Hit · swing121,955,781 / 1.25s
Armor131,651,020
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 41,200 · boss
Health35,578,571,780
Hit · swing125,723,301 / 1.25s
Armor257,864,079
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 41,800 · boss
Health38,591,032,897
Hit · swing129,550,063 / 1.25s
Armor139,848,800
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 42,400 · boss
Health39,748,600,748
Hit · swing133,436,122 / 1.25s
Armor144,043,673
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0

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