Hellruler Play

The Ten Thousand

Boss · The Soulsea · band D, The Foundations

The Ten Thousand, boss of The Soulsea in Hellruler

Where The Ten Thousand waits

The Ten Thousand holds the gates at depths 49,300, 49,900, 50,500, 51,100, 51,700 in The Soulsea, sharing the zone's 100-depth gate rhythm with The Shepherd of Souls and Warden of the Drowned Fleet and The Ballast King and The Bronze Fathom and Maw of the Soulsea.

What The Ten Thousand is

The Ten Thousand 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 Ten Thousand 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 49,300 · boss
Health54,335,397,957
Hit · swing182,405,420 / 1.25s
Armor196,904,295
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 49,900 · boss
Health55,715,097,593
Hit · swing187,037,215 / 1.25s
Armor201,904,143
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 50,500 · boss
Health57,112,668,573
Hit · swing191,729,006 / 1.25s
Armor206,968,755
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 51,100 · boss
Health58,528,124,946
Hit · swing196,480,842 / 1.25s
Armor212,098,182
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0

What those modifiers do

OVERWHELMING
ignores 30 points of your armor
OF HASTE
the pack within 4.5 tiles moves and swings 30% faster
OF THE EXECUTIONER
you recover half as much within 4.5 tiles of it
THICK-SKINNED
Overwhelm and armor you ignore count at half
OF HINDERING
you move 30% slower within 4.5 tiles of it
VAMPIRIC
heals 1.5% of its maximum health with every blow it lands
REGENERATING
Heals 1% of its maximum health every second
MANGLING
+35% chance to cause bleeding
CHILLING
Turns 30% of its physical damage into cold
SHOCKING
+35% shock chance; a quarter of its physical damage becomes lightning
OF POWER
gains a Power charge on every hit it lands: +200% critical chance each, up to 3
DENSE
takes 60% less from damage over TIME, and double from hits
PIERCING
penetrates 25% of your resistances
DRAINING
you recover half as much: leech, regen, recoup
OF PRECISION
the pack within 4.5 tiles crits 15% more often
OF DISCIPLINE
every body that steps within 4.5 tiles gains a shell of 20% of its health
SUNDERING
every blow cuts your armor by 30% for 4 s
OF FLAMING DEATH
leaves a pool of fire where it falls
OF SHOCKING DEATH
leaves a pool of lightning where it falls

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 Ten Thousand leads with 32,601,238,774 health, against 21,733,245,347 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 Ten Thousand — play free