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

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.
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