Hellruler Play

Warden of the Firebox

Boss · The Furnace Roots · band D, The Foundations

Warden of the Firebox, boss of The Furnace Roots in Hellruler

Where Warden of the Firebox waits

Warden of the Firebox holds the gates at depths 57,800, 58,400, 59,000, 59,600, 60,200 in The Furnace Roots, sharing the zone's 100-depth gate rhythm with The Stoker of Hell and The Boilerlord and The Great Bellows and The Slagfather and The Gaugewright.

What Warden of the Firebox is

Warden of the Firebox 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.

Warden of the Firebox 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 57,800 · boss
Health75,553,040,398
Hit · swing253,635,359 / 1.25s
Armor273,794,221
Fire res75%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 58,400 · boss
Health77,187,168,738
Hit · swing259,121,315 / 1.25s
Armor279,716,086
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge22%
Barrier0
Depth 59,000 · boss
Health78,839,353,311
Hit · swing264,667,888 / 1.25s
Armor285,703,384
Fire res50%
Lightning res75%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 59,600 · boss
Health80,509,606,131
Hit · swing270,275,120 / 1.25s
Armor291,756,159
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0

What those modifiers do

OF DISCIPLINE
every body that steps within 4.5 tiles gains a shell of 20% of its health
OF ENDURANCE
gains an Endurance charge every second while hit recently: +15% physical reduction and +15% to the elements each, up to 3
FIREPROOF
+75% fire resistance (capped at 75%)
OF POWER
gains a Power charge on every hit it lands: +200% critical chance each, up to 3
OF HINDERING
you move 30% slower within 4.5 tiles of it
OVERWHELMING
ignores 30 points of your armor
WITHERING
every blow leaves damage over time on you: 15% of the blow each second for 4 s
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
SUNDERING
every blow cuts your armor by 30% for 4 s
STORMSHIELDED
+75% lightning resistance (capped at 75%)
ETHEREAL
takes 60% less from HITS, and double from damage over time
BURNING
+35% ignite chance; a quarter of its physical damage becomes fire
VENOMOUS
+35% chance to poison you
PIERCING
penetrates 25% of your resistances
LUCKY
15% of its blows land twice over
RETALIATING
strikes back at once when one blow takes more than 8% of its health and you stand within 2.5 tiles

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 Warden of the Firebox leads with 45,331,824,239 health, against 22,967,300,902 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 Warden of the Firebox — play free