Hellruler Play

How a fight resolves

A floor is one fight: your hero against a road of packs from the depth's zone, with the depth's named monster leading the last pack. It runs on the server at 10 ticks a second, and what you watch is the same fight played back. The Arena fights on the same rules; its own are at the end of this page.

The floor

The packs
a floor holds 14 bodies at depth 1, 97 at depth 100 and at most 250, from depth 282 on, the leader included. They stand asleep along the road and wake a knot at a time as you come near.
Normal, magic, rare
a normal body is the depth's monster without the depth's affixes. A magic body rolls 1 affix of its own from depth 15 and carries ×3.7–4.3 a normal body's health and ×1.3 its damage; a rare rolls up to 4, fewer on shallow floors, and carries ×6.5–9.8 health and ×1.5 damage. The lower number is depth 1, the higher from depth 100.
The leader
the depth's named monster with the depth's affixes, the ones its card shows: 80% of the card's health and 60% of its damage. At a gate depth the leader is the zone's boss. Below half health the leader enrages: it hits harder and moves faster.
Winning
the floor is won when every body on it is dead and every drop picked up. Won at your deepest depth, it opens the next one.
Losing
you lose the floor when you fall, when 90 s pass without you landing a wound, or after 1,500 s in all.
Loot
one drop per 35 of the depth's base count of bodies (that count stops at 100), at least one, and 2 more when a boss leads it. The leader's affixes add drops: +8% per difficulty point.

The road presses. On a floor the monsters carry more health again with depth and hit harder: not at all to depth 300, ×10 damage and ×2 health from 10,000 on, phased in by the logarithm of depth. A Lord's room and a Rising keep their own numbers.

The road eases. In a run's first thousands of depths, while the level and the tree are still growing, a floor's monsters carry less than the curve gives them (full strength up to depth 20): health ×0.7 at 60, ×0.4 at 150, ×0.28 at 300, ×0.22 from 1,000 to 1,899, ×0.27 from 1,900 to 2,499, ×0.4 from 2,500 to 3,099, ×0.56 from 3,100 to 3,799, ×0.75 from 3,800 to 4,599, the full curve from 4,600; damage ×0.7 at 60, ×0.4 at 150, ×0.28 at 300, ×0.3 from 1,000 to 1,899, ×0.34 from 1,900 to 2,499, ×0.46 from 2,500 to 3,099, ×0.61 from 3,100 to 3,799, ×0.77 from 3,800 to 4,599, the full curve from 4,600 (by depth, phased in by its logarithm). A Lord's room and a Rising keep their own numbers.

The resist penalty. Every resistance is lowered by the depth being fought: −15 from depth 1,000, −30 from depth 4,000, −60 from depth 10,000, flat after. Gear, the tree and the elixirs answer it; the sheet shows the penalty of your frontier.

The floor's mods. From depth 300 a floor rolls mods of its own, as a map does: 1 from 300, 2 from 2,000, 3 from 5,000, 4 from 10,000. Each does one thing and pays for itself in drops and in bodies; the depth card names the next floor's, and the next attempt rolls again. Fecund — +35% monster life (+13% drops, +5% bodies); Savage — +22% monster damage (+19% drops, +7% bodies); Fleet — monsters move 25% and attack 30% faster (+16% drops, +7% bodies); Armoured — monsters have +60% armour (+12% drops, +5% bodies); Resistant — monsters have +30% to every resistance (+12% drops, +5% bodies); Empowered — monsters' ailments land 25% more often (+12% drops, +5% bodies); Deadly — monsters critically strike 25% of the time (+16% drops, +6% bodies); Antagonist's — twice the rares (+17% drops, +5% bodies); of Stasis — you cannot regenerate life (+14% drops, +5% bodies); of Smothering — you recover 50% less (+16% drops, +6% bodies); of Exposure — −10% to your maximum resistances (+19% drops, +7% bodies); of Impedance — you move 30% slower (+12% drops, +5% bodies).

Every move is announced. A monster's move — a body's own or the leader's — is wound up first (0.8s for a normal body, 0.7s magic, 0.6s rare, 0.7s the leader) with a mark where it will land, and lands on whatever stands there then. Your reflex is a 20% chance to step out of a mark, 0.02 more per point of Dexterity, 60% at most; a blow you stepped out of misses.

Rarity. A magic pack shares one affix; a rare rolls its own. Magic and rare bodies carry ×1.3 and ×1.5 a normal body's damage, then trade it for speed: they swing 20% and 33% faster and hit that much less a blow. Rares per hundred bodies: 4 from 1, 6 from 2,000, 8 from 5,000. A gate boss is the depth's peak: 0.6 of its own definition against a champion's 0.8.

The road comes to you. A monster still far from you runs — at ×1.6 its pace, ×2.2 from depth 10,000. From depth 300 a knot you wake calls its whole pack and the next one down the road, archers and casters run in to their own range as well, and a rare body leaps into your reach and slams, or, a caster or an archer, blinks beside you and bursts. Some rares carry Of the Vortex and drag you to them from 7 tiles. 10% of the bodies there (25% from depth 10,000) carry a volatile core that flies at whoever killed them, and 20% of the packs (45%) stand a post up that calls more of the pack to it every 3.5 s until it is broken.

Your hit

A hit
your skill's damage, your flat damage and Increased Damage, ±10%, then the crit. A crit multiplies by 1 + Critical Damage, from a base of +50%.
Physical
meets the monster's armour. Armour counts more against small hits and less against big ones.
Fire, lightning, cold, chaos
each meets the monster's own resistance, lowered by your penetration and by Exposure; a resistance can be pushed down to -50%.
Endurance, Frenzy and Power charges
up to 3 of each before anything raises the cap; a stack lasts 10 s from the last one gained. An Endurance charge: 4% less damage taken. A Frenzy charge: 4% more damage and 4% more speed. A Power charge: +40% increased critical chance.
Rage
up to 30 before anything raises the cap: 1% more attack damage per point. It starts to fade 2 s after you last gained any. You build it where something says so: the Rage support and Hook and Haul on their hits, tree and ascendancy nodes that grant Rage on hit or when hit, a few uniques on a dodge. The red icon over your skills counts it, and stands at 0 for any build that can build it.
Empowered attacks
a warcry's promise: your next attacks after the shout hit harder, as the shout says, and every attack spends one. The gold icon over your skills counts the attacks left.
Impale
a sword impales on 20% of its hits; skills, supports and the tree add chance. An impale holds 10% of the hit's physical damage, counted before the monster's armour, and each of the next 5 hits it takes, from anyone, pays that out again as physical damage, which armour does reduce. It falls out after 8 s regardless.
Two-hander
hit ×1.25, and 1 more affix on the weapon (not on a bow).
Dual wield
+30% attack speed (+45% for two daggers), the off-hand at 60%, and the second weapon blocks 25% of hits.
Heavy Blow
two-handers only: +50% per full roll for each second of the swing beyond the first, −20% attack speed per roll, to a floor of -60%. Four full rolls on a maul with no haste: -60% attack speed, a 4.7 s swing, ×8.5 per blow.

Ailments

What a hit can inflict follows its damage type, never the weapon: physical bleeds, physical and chaos poison, fire ignites, lightning shocks, cold chills and freezes. Each is rolled on its own, so one blow can bleed and ignite at once.

Chance
your base chance to Bleed, Poison or Ignite is 0%. All of it comes from your gear, tree, masteries, ascendancy and gems, and a critical strike always ignites.
Bleed
70% of the hit's physical damage per second for 5 s. A monster carries one bleed of yours; a stronger one replaces it. While the monster is not stunned or knocked back, your Aggravation makes it tick harder.
Poison
17.5% of the hit's physical and chaos damage per second for 2 s. A proc lands 3 poisons, up to 20 on one monster, more with Poison Stacks. A monster that dies poisoned on a floor passes half of the poison it still held to the nearest monster within 2 tiles.
Ignite
98% of the hit's fire damage per second for 2 s. A monster carries one ignite of yours; a stronger one replaces it.
Shock
every lightning hit, never rolled: the monster takes more damage for 4 s, more the bigger the share of its health the blow took.
Chill
every cold hit, never rolled: the monster is slowed 5–30% for 4 s, by the share of its health the blow took.
Freeze
a cold blow taking 5% of the monster's health freezes it, and a cold crit 40% of the time. A freeze lasts 0.5–3 s by the size of the blow. The leader is never frozen unless a unique says so.
The dials
Increased Damage over Time and each ailment's own Multiplier add into one increase on the tick; Ailment Duration stretches the seconds; Ailment Effect raises a shock and a chill.

A monster's blow is a mix of damage types, and each part keeps a flat 12% chance × its share for its own status — physical bleeds, physical and chaos poison, fire ignites, cold chills, lightning shocks — twice that for the status its type is known for; its own affixes add on top. What each type carries is in the Bestiary.

Your defences

Dodge
attacks only: a spell, a breath or burning ground goes through it. Dodge Rating becomes a chance: rating / (rating + K) × 50%, K growing with the depth (a full medium suit of the depth gives 40%). Cap 75%.
Block
Block Chance against a blow in reach; a projectile is blocked at half your chance. A blocked blow is stopped whole; Half-Guard lets 65% through. Block Chance caps at 75%: Block Strength lifts that ceiling 1% for every 3, Guard and set bonuses lift it too, never past 90%.
Armour
cuts the physical part of a blow: armour / (armour + k), where k grows with depth and with the weight of the blow. A blow of 5% of your health meets it whole, a heavier one gets through more, a small one meets more. Cap 75%.
Resistance
each element meets its own, chaos meets Chaos Resistance. Cap 75% (+15 with Maximum Resistances).
Barrier
takes a blow before your health, all but its chaos: chaos goes straight through. It knits back 0.5% a second the whole floor through, faster with Barrier Recharge Rate; taking a hit does not stop it.
Stagger
a blow of a tenth of your life, or a knight's bash, staggers you for a moment.
Flasks
your life flask is drunk on its own when you run low: 3 charges, each 28% of your health over 3 s, a charge back per 14 kills. A magic body counts 3.5, a rare 6.

Depth, and what it does to monsters

Monster health, damage and armour ride one quadratic curve, and the gear budget rides the same shape — so past depth 20 the monsters carry an extra ×(1 + 0.17 × ln(depth / 20)) that gear never gets. Past depth 2,000 a second term raises monster damage ×(1 + 0.6 × ln(depth / 2,000)), capped at ×1.5.

The first 50 depths are eased: monsters open at 60% and fade up to full.

Fight length. Past depth 50 a monster carries up to ×4 health and 50% of the damage, phased in by the logarithm of depth and full from 1,000.

The level of your gear does not change what a monster carries: a monster deeper than your item level is the same monster it is for anyone.

What a monster resists before any affix, and what the affixes add, is under Enemy modifiers; what each type carries and asks for is under the Bestiary.

Ceilings

Your items keep their rolls; what is over the top does nothing.

StatCeiling
Armour reduction75%
Overwhelm and Crush together40 points
Culling Strike25%
Critical Chance100%
Critical Damageno ceiling
Increased Damage, Physical, Elemental, Damage over Timeno ceiling
Bleed / Poison / Ignite Multiplierno ceiling
Attack and Cast Speedno ceiling on the bonus; a swing or a cast never comes sooner than one tick, 10 a second
Attack Speed, the floor-60%
Dodge75%
Block Chance75%, up to 90% with Block Strength, Guard and set bonuses
Block Strengthno ceiling; every 3 lift the block ceiling 1%
Life Steal, each kind30%
Resistance75% (+15 with Maximum Resistances; an elixir's resistance fills up to the ceiling, only its own «+% to the resistance ceiling» lifts it)
Reflex, a step out of a mark60%
Recoup50%
Status Avoidance75% from gear · 100% with the tree, masteries and paths
Status Chance100%

Attributes are read as effective points: a gear affix's points are scaled to the item level of your gear — one max-rolled affix is 100 effective points — so the raw sum on your items can be thousands while the fight pays by a few hundred; the profile prints the effective points with the raw sum in brackets. Strength pays +2% melee damage and +0.5% life per 10 effective points (melee only: a bow or a spell takes nothing from it), Dexterity +0.8% attack speed and +2% dodge rating, Intelligence mana and barrier.

The stats themselves are under Affixes.

In the Arena

The Arena fights on the floor rules above: your whole kit against a copy of another player's, in one room.

Gear and runes
every piece is re-levelled to item level 100, every rune fights at level 1.
The trees
the passive tree and the Prestige Tree stay home. Your path fights.
Scale
every blow and every heal between the two sides ×0.12. From 60 s the blows grow 10% of themselves a second.
A round
90 s. If both stand at the clock, the higher share of life left wins.
A series
best of 3: the first to 2 rounds takes it.

Every mark

On a floor the marks hang under each monster's health bar and in your own row.

Statuses

What a hit leaves on a monster or on you. In a Lord's or a Rising's room, the number on a mark in your row counts the boss's stacks on you.

Bleed
70% of the hit's physical damage per second for 5 s. Armour does not reduce it, and a stronger bleed replaces a weaker one. A monster's bleed on you: 14% of its blow per second for 5 s.
Ignite
98% of the fire damage dealt per second for 2 s. One per monster (two with Hungry Fire); a stronger one replaces it. A crit always ignites.
Poison
3 stacks per poison, each 17.5% of the hit per second for 2 s, up to 20 stacks. Chaos Resistance reduces the whole tick.
Shock
The monster takes +5% to +50% damage for 4 s; a bigger hit shocks harder. On you: +12% damage taken.
Chill
The monster moves and attacks 5% to 30% slower for 4 s. On you: 12% slower.
Frozen
A cold hit of 5% of the monster's health freezes it for 0.5 to 3 s; bosses are not frozen. On you: a cold hit of 8% of your life, up to 2 s, then 4 s before it can freeze you again.
Stun
Your Stun Chance stopped the monster for a moment. It cannot be stunned again for a few seconds, and bosses ignore it.

What weakens a body

Marks that make a monster, or you, easier to hurt.

Wound
On you: a monster's bleed or poison, or a Withering monster's blow, taking life every second.
Exposed · Fire
The monster's fire resistance is lowered. On you: an Exposing monster's blow lowered all your elemental resistances.
Exposed · Lightning
The monster's lightning resistance is lowered.
Exposed · Cold
The monster's cold resistance is lowered.
Crush
A maimed monster moves and attacks slower. On you: maimed, so you move 30% slower, or a Sundering monster's blow made your armour count for less.
Blind
A blinded monster misses some of its attacks. On you: 25% of your hits miss.
Staggered
On you: a heavy blow or a bash, and you cannot act for a moment.
Hexed
Your curse or your mark is on the monster.
Impale
A blade left in the monster: each of its next 5 hits taken deals 10% of the impaling hit's physical damage again, within 8 s. Swords impale on 20% of their hits.

On your side

What your build is holding up in your row.

Barrier
Takes hits before your life and refills 0.5% a second. Chaos damage goes past it.
Thorns
A melee monster that hits you takes damage back.
Fortify
Your melee hits Fortify you: 15% less damage taken while it lasts.
Guard
A guard skill raised your armour for a moment.
Elemental Overload
A crit raised your elemental damage for a few seconds.
Arcane Surge
Your spells deal more damage and cast faster for a few seconds.
Leech
Life leech is running: your hits are giving you life back.
Overload
Overload Signet: a crit deals nothing extra, and for a few seconds after one your elemental damage is +40%.

Monster and unique effects

What a unique leaves on a monster, or a monster's fire, cold or lightning leaves on you.

Scorch
Scorchbrand: no burn; each ignite lowers the monster's fire resistance more. On you: −10 to your fire, cold and lightning resistance for 3 s.
Sap
Sapping Coil: its shock adds no damage taken; each one makes the monster hit softer. On you: your hits deal 10% less for 3 s.
Brittle
Brittle Crown: no freeze; each one raises your crit chance against the monster. On you: monsters crit you on 15% more of their hits for 3 s.

Built up

What your build has stacked up. The number on it counts how many. Runes, tree nodes and your mark skills say what grants a charge or Rage.

Endurance charges
4% less damage taken each, up to 3 before anything raises the cap; the stack lasts 10 s from the last one gained.
Frenzy charges
4% more damage and 4% more speed each, up to 3 before anything raises the cap; the stack lasts 10 s from the last one gained.
Power charges
+40% increased critical chance each, up to 3 before anything raises the cap; the stack lasts 10 s from the last one gained.
Rage
1% more attack damage per point, up to 30 before anything raises the cap. It starts to fade 2 s after you last gained any. The icon stands at 0 for any build that can build it.
Empowered attacks
A warcry's promise: your next attacks after the shout hit harder, as the shout says, and every attack spends one. The number on it counts the attacks left.