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Warden of the Well

Boss · The Well of Giants · band D, The Foundations

Warden of the Well, boss of The Well of Giants in Hellruler

Where Warden of the Well waits

Warden of the Well holds the gates at depths 32,500, 33,100, 33,700, 34,300, 34,900 in The Well of Giants, sharing the zone's 100-depth gate rhythm with Ephialtes the Chained and Nimrod the Babbler and Antaeus Unbound and The Foundation Stone and The Marrow Colossus.

What Warden of the Well is

Warden of the Well 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.

Warden of the Well 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 32,500 · boss
Health22,896,339,381
Hit · swing76,861,751 / 1.25s
Armor82,973,309
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge22%
Barrier0
Depth 33,100 · boss
Health22,593,068,604
Hit · swing79,835,567 / 1.25s
Armor163,748,590
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 33,700 · boss
Health24,685,404,409
Hit · swing82,867,759 / 1.25s
Armor89,456,643
Fire res50%
Lightning res50%
Cold res50%
Chaos res30%
Dodge0%
Barrier0
Depth 34,300 · boss
Health25,606,041,293
Hit · swing85,958,401 / 1.25s
Armor92,792,910
Fire res50%
Lightning res50%
Cold res75%
Chaos res30%
Dodge0%
Barrier0

What those modifiers do

WITHERING
every blow leaves damage over time on you: 15% of the blow each second for 4 s
REGENERATING
Heals 1% of its maximum health every second
EVASIVE
+22% chance to dodge your hits
ETHEREAL
takes 60% less from HITS, and double from damage over time
OF HASTE
the pack within 4.5 tiles moves and swings 30% faster
OF DISCIPLINE
every body that steps within 4.5 tiles gains a shell of 20% of its health
EXPOSING
every blow cuts your resistances by 15 for 4 s
DRAINING
you recover half as much: leech, regen, recoup
ARMORED
Armour ×1.9, at the cost of 5% of its health
OF FLAMING DEATH
leaves a pool of fire where it falls
CHILLING
Turns 30% of its physical damage into cold
OVERWHELMING
ignores 30 points of your armor
VAMPIRIC
heals 1.5% of its maximum health with every blow it lands
OF HINDERING
you move 30% slower within 4.5 tiles of it
OF ENDURANCE
gains an Endurance charge every second while hit recently: +15% physical reduction and +15% to the elements each, up to 3
OF FRENZY
gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
FROSTBOUND
+75% cold resistance (capped at 75%)
DENSE
takes 60% less from damage over TIME, and double from hits

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 Well leads with 13,737,803,629 health, against 10,989,541,194 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 Well — play free