Hellruler Play

The Sleet Warden

Boss · The Carrion Mire · band C, The Nine Circles

The Sleet Warden, boss of The Carrion Mire in Hellruler

Where The Sleet Warden waits

The Sleet Warden holds the gates at depths 9,800, 10,100, 10,400, 10,700, 11,000, 11,300 in The Carrion Mire, sharing the zone's 100-depth gate rhythm with The Threefold Maw and Ciacco the Swollen.

What The Sleet Warden is

The Sleet Warden 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 Sleet Warden 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 9,800 · boss
Health1,894,881,754
Hit · swing6,359,870 / 1.25s
Armor6,866,805
Fire res40%
Lightning res40%
Cold res40%
Chaos res25%
Dodge0%
Barrier0
Depth 10,100 · boss
Health2,017,647,524
Hit · swing6,771,967 / 1.25s
Armor7,311,692
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 10,400 · boss
Health2,037,191,102
Hit · swing7,197,488 / 1.25s
Armor14,765,031
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 10,700 · boss
Health2,275,182,846
Hit · swing7,636,462 / 1.25s
Armor8,244,966
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge22%
Barrier0

What those modifiers do

DENSE
takes 60% less from damage over TIME, and double from hits
DEADLY
+20% critical strike chance
SUNDERING
every blow cuts your armor by 30% for 4 s
BURNING
+35% ignite chance; a quarter of its physical damage becomes fire
OF POWER
gains a Power charge on every hit it lands: +200% critical chance each, up to 3
OF CHILLING DEATH
leaves a pool of frost where it falls
ETHEREAL
takes 60% less from HITS, and double from damage over time
OF DAMAGING
the pack within 4.5 tiles hits 25% harder
PIERCING
penetrates 25% of your resistances
OF FRENZY
gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
ARMORED
Armour ×1.9, at the cost of 5% of its health
DRAINING
you recover half as much: leech, regen, recoup
OVERWHELMING
ignores 30 points of your armor
SHOCKING
+35% shock chance; a quarter of its physical damage becomes lightning
OF DISCIPLINE
every body that steps within 4.5 tiles gains a shell of 20% of its health
EVASIVE
+22% chance to dodge your hits

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 Sleet Warden leads with 1,136,929,052 health, against 1,111,427,804 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 Sleet Warden — play free