Hellruler Play

The Tolling Warden

Boss · The Frozen Deep · band D, The Foundations

The Tolling Warden, boss of The Frozen Deep in Hellruler

Where The Tolling Warden waits

The Tolling Warden holds the gates at depths 23,900, 24,500, 25,100, 25,700, 26,300 in The Frozen Deep, sharing the zone's 100-depth gate rhythm with The Sleeper in the Ice and The Keystone Warden and The Drowned Architect and The Brittle Colossus and The Under-Delver.

What The Tolling Warden is

The Tolling Warden is a Knight: it swings a sword, and the body asks for fast builds beware: the more you swing, the more it hits back — and it wards off blows from afar. 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 Tolling 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 23,900 · boss
Health12,096,418,071
Hit · swing40,605,926 / 1.25s
Armor43,835,823
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 24,500 · boss
Health12,735,601,291
Hit · swing42,751,679 / 1.25s
Armor46,152,139
Fire res50%
Lightning res50%
Cold res50%
Chaos res75%
Dodge0%
Barrier0
Depth 25,100 · boss
Health13,391,819,687
Hit · swing44,954,621 / 1.25s
Armor48,530,187
Fire res75%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 25,700 · boss
Health14,065,101,700
Hit · swing47,214,849 / 1.25s
Armor50,970,072
Fire res50%
Lightning res50%
Cold res75%
Chaos res30%
Dodge0%
Barrier0

What those modifiers do

OF FLAMING DEATH
leaves a pool of fire where it falls
BURNING
+35% ignite chance; a quarter of its physical damage becomes fire
EXPOSING
every blow cuts your resistances by 15 for 4 s
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
OF SHOCKING DEATH
leaves a pool of lightning where it falls
OF HASTE
the pack within 4.5 tiles moves and swings 30% faster
ROTPROOF
+75% chaos resistance (capped at 75%)
MANGLING
+35% chance to cause bleeding
SUNDERING
every blow cuts your armor by 30% for 4 s
OF CHILLING DEATH
leaves a pool of frost where it falls
LUCKY
15% of its blows land twice over
FIREPROOF
+75% fire resistance (capped at 75%)
VENOMOUS
+35% chance to poison you
SHOCKING
+35% shock chance; a quarter of its physical damage becomes lightning
OF PRECISION
the pack within 4.5 tiles crits 15% more often
OF DAMAGING
the pack within 4.5 tiles hits 25% harder
FROSTBOUND
+75% cold resistance (capped at 75%)
OF ENDURANCE
gains an Endurance charge every second while hit recently: +15% physical reduction and +15% to the elements 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 Tolling Warden leads with 7,257,850,843 health, against 3,225,431,192 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 Tolling Warden — play free