Hellruler Play

The Sleeper in the Ice

Boss · The Frozen Deep · band D, The Foundations

The Sleeper in the Ice, boss of The Frozen Deep in Hellruler

Where The Sleeper in the Ice waits

The Sleeper in the Ice holds the gates at depths 23,600, 24,200, 24,800, 25,400, 26,000 in The Frozen Deep, sharing the zone's 100-depth gate rhythm with The Keystone Warden and The Drowned Architect and The Tolling Warden and The Brittle Colossus and The Under-Delver.

What The Sleeper in the Ice is

The Sleeper in the Ice is a Golem: it swings a mace, and the body asks for Overwhelm, the elements instead of physical — and a second wind: a big one breaks into two. 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 Sleeper in the Ice 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 23,600 · boss
Health11,783,205,571
Hit · swing39,554,466 / 1.25s
Armor42,700,783
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier618,618,292
Depth 24,200 · boss
Health12,413,882,089
Hit · swing41,671,660 / 1.25s
Armor44,986,271
Fire res75%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier651,728,810
Depth 24,800 · boss
Health13,061,579,299
Hit · swing43,845,995 / 1.25s
Armor47,333,440
Fire res50%
Lightning res75%
Cold res50%
Chaos res30%
Dodge22%
Barrier685,732,913
Depth 25,400 · boss
Health13,726,325,991
Hit · swing46,077,568 / 1.25s
Armor49,742,394
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier720,632,115

What those modifiers do

CORRUPTING
a third of its damage is chaos
OF SHOCKING DEATH
leaves a pool of lightning where it falls
CHILLING
Turns 30% of its physical damage into cold
SUNDERING
every blow cuts your armor by 30% for 4 s
WITHERING
every blow leaves damage over time on you: 15% of the blow each second for 4 s
BURNING
+35% ignite chance; a quarter of its physical damage becomes fire
FIREPROOF
+75% fire resistance (capped at 75%)
LUCKY
15% of its blows land twice over
ETHEREAL
takes 60% less from HITS, and double from damage over time
SHOCKING
+35% shock chance; a quarter of its physical damage becomes lightning
PIERCING
penetrates 25% of your resistances
OF DAMAGING
the pack within 4.5 tiles hits 25% harder
STORMSHIELDED
+75% lightning resistance (capped at 75%)
EVASIVE
+22% chance to dodge your hits
OF FRENZY
gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
ENRAGED
builds 2 Rage with every blow it lands, up to 50; each point is 1% more damage
DRAINING
you recover half as much: leech, regen, recoup
OF POWER
gains a Power charge on every hit it lands: +200% critical chance 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 Sleeper in the Ice leads with 7,069,923,343 health, against 3,770,293,963 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 Sleeper in the Ice — play free