Hellruler Play

The Weeping Empress

Boss · The Howling Plains · band C, The Nine Circles

The Weeping Empress, boss of The Howling Plains in Hellruler

Where The Weeping Empress waits

The Weeping Empress holds the gates at depths 7,800, 8,100, 8,400, 8,700, 9,000, 9,300 in The Howling Plains, sharing the zone's 100-depth gate rhythm with The Queen of Sighs and Lord of the Black Wind.

What The Weeping Empress is

The Weeping Empress is a Wight: it swings an axe, and the body asks for burst damage — it heals as it fights. 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 Weeping Empress 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 7,800 · boss
Health1,177,939,554
Hit · swing3,953,293 / 1.25s
Armor4,268,701
Fire res40%
Lightning res40%
Cold res40%
Chaos res25%
Dodge0%
Barrier0
Depth 8,100 · boss
Health1,274,290,214
Hit · swing4,276,710 / 1.25s
Armor4,617,864
Fire res40%
Lightning res40%
Cold res40%
Chaos res25%
Dodge0%
Barrier0
Depth 8,400 · boss
Health1,374,574,411
Hit · swing4,613,333 / 1.25s
Armor4,981,280
Fire res75%
Lightning res40%
Cold res40%
Chaos res25%
Dodge0%
Barrier0
Depth 8,700 · boss
Health1,478,802,834
Hit · swing4,963,198 / 1.25s
Armor5,358,990
Fire res40%
Lightning res40%
Cold res40%
Chaos res25%
Dodge0%
Barrier0

What those modifiers do

OF DISCIPLINE
every body that steps within 4.5 tiles gains a shell of 20% of its health
THICK-SKINNED
Overwhelm and armor you ignore count at half
OF THE EXECUTIONER
you recover half as much within 4.5 tiles of it
OF POWER
gains a Power charge on every hit it lands: +200% critical chance each, up to 3
OF FLAMING DEATH
leaves a pool of fire where it falls
DEADLY
+20% critical strike chance
OVERWHELMING
ignores 30 points of your armor
ETHEREAL
takes 60% less from HITS, and double from damage over time
BURNING
+35% ignite chance; a quarter of its physical damage becomes fire
FIREPROOF
+75% fire resistance (capped at 75%)
OF FRENZY
gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
WITHERING
every blow leaves damage over time on you: 15% of the blow each second for 4 s
OF ENDURANCE
gains an Endurance charge every second while hit recently: +15% physical reduction and +15% to the elements each, up to 3
PIERCING
penetrates 25% of your resistances
MANGLING
+35% chance to cause bleeding
EXPOSING
every blow cuts your resistances by 15 for 4 s

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 Weeping Empress leads with 706,763,732 health, against 533,856,644 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 Weeping Empress — play free