Hellruler Play

The Under-Delver

Boss · The Frozen Deep · band D, The Foundations

The Under-Delver, boss of The Frozen Deep in Hellruler

Where The Under-Delver waits

The Under-Delver holds the gates at depths 24,100, 24,700, 25,300, 25,900, 26,500 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 Tolling Warden and The Brittle Colossus.

What The Under-Delver is

The Under-Delver 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 Under-Delver 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 24,100 · boss
Health12,307,588,131
Hit · swing41,314,829 / 1.25s
Armor44,601,076
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 24,700 · boss
Health12,304,824,214
Hit · swing43,479,634 / 1.25s
Armor89,182,119
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 25,300 · boss
Health13,614,349,683
Hit · swing45,701,661 / 1.25s
Armor49,336,607
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge22%
Barrier0
Depth 25,900 · boss
Health14,293,325,771
Hit · swing47,981,004 / 1.25s
Armor51,797,126
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge22%
Barrier0

What those modifiers do

CHILLING
Turns 30% of its physical damage into cold
ETHEREAL
takes 60% less from HITS, and double from damage over time
DEADLY
+20% critical strike chance
RETALIATING
strikes back at once when one blow takes more than 8% of its health and you stand within 2.5 tiles
SUNDERING
every blow cuts your armor by 30% for 4 s
SHOCKING
+35% shock chance; a quarter of its physical damage becomes lightning
OF HINDERING
you move 30% slower within 4.5 tiles of it
OF CHILLING DEATH
leaves a pool of frost where it falls
ARMORED
Armour ×1.9, at the cost of 5% of its health
OF THE EXECUTIONER
you recover half as much within 4.5 tiles of it
EVASIVE
+22% chance to dodge your hits
ENRAGED
builds 2 Rage with every blow it lands, up to 50; each point is 1% more damage
OF HASTE
the pack within 4.5 tiles moves and swings 30% faster
OF FRENZY
gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
OF FLAMING DEATH
leaves a pool of fire 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 Under-Delver leads with 7,384,552,879 health, against 5,907,133,238 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 Under-Delver — play free