Hellruler Play

Enemy modifiers

Monster affixes change how a floor plays. The depth's own are rolled per depth, identical for every player and written on the depth's card: the floor's leader carries them, and each one raises the floor's loot. Magic and rare bodies roll affixes of their own from the same list.

FIREPROOF resistance

+75% fire resistance (capped at 75%)

difficulty 1 · loot +8%
STORMSHIELDED resistance

+75% lightning resistance (capped at 75%)

difficulty 1 · loot +8%
FROSTBOUND resistance

+75% cold resistance (capped at 75%)

difficulty 1 · loot +8%
ROTPROOF resistance

+75% chaos resistance (capped at 75%)

difficulty 1 · loot +8%
ARMORED defensive

Armour ×1.9, at the cost of 5% of its health

health ×0.95, armor ×1.9 · difficulty 2 · loot +16%
EVASIVE defensive

+22% chance to dodge your hits

difficulty 2 · loot +16%
BARRIERED defensive

Opens behind a barrier worth 25% of its health

difficulty 2 · loot +16%
SWIFT pace

Swings on a 28% shorter interval — the same damage arrives as more, smaller hits

swing interval ×0.72 · difficulty 1 · loot +8%
BRUTE pace

+30% health and +10% damage, but swings 35% slower — rare, heavy slams

health ×1.3, damage ×1.1, swing interval ×1.35 · difficulty 2 · loot +16%
REGENERATING defensive

Heals 1% of its maximum health every second

difficulty 2 · loot +16%
VAMPIRIC offensive

heals 1.5% of its maximum health with every blow it lands

difficulty 1 · loot +8%
DEADLY offensive

+20% critical strike chance

difficulty 1 · loot +8%
BURNING offensive

+35% ignite chance; a quarter of its physical damage becomes fire

difficulty 2 · loot +16%
SHOCKING offensive

+35% shock chance; a quarter of its physical damage becomes lightning

difficulty 2 · loot +16%
CHILLING offensive

Turns 30% of its physical damage into cold

difficulty 1 · loot +8%
VENOMOUS offensive

+35% chance to poison you

difficulty 2 · loot +16%
MANGLING offensive

+35% chance to cause bleeding

difficulty 2 · loot +16%
UNWOUNDABLE seal

your bleeds and poisons on it do not stack: one at a time

Asks for: count-law bleed and poison
difficulty 2 · loot +16%
SEALED seal

Exposure does not stick; your penetration bites at half

Asks for: the elemental resist axis
difficulty 2 · loot +16%
SUPPRESSING seal

avoids 40% of your statuses

Asks for: every status build
difficulty 2 · loot +16%
STEADFAST seal

your stuns land on it half as often

Asks for: maces and control
difficulty 1 · loot +8%
BLOODLESS wall

its bleeds tick at 10%

Asks for: the whole blood school
difficulty 3 · loot +24%
INERT wall

poison on it ticks at 10%

Asks for: the whole venom school
difficulty 3 · loot +24%
ASHEN wall

ignites on it burn at 10%

Asks for: the whole fire school
difficulty 3 · loot +24%
ETHEREAL wall

takes 60% less from HITS, and double from damage over time

Asks for: pure hit damage
difficulty 3 · loot +24%
DENSE wall

takes 60% less from damage over TIME, and double from hits

Asks for: pure damage over time
difficulty 3 · loot +24%
THICK-SKINNED offensive

Overwhelm and armor you ignore count at half

Asks for: physical without a status
difficulty 1 · loot +8%
DRAINING offensive

you recover half as much: leech, regen, recoup

Asks for: sustain tanks
difficulty 2 · loot +16%
PIERCING offensive

penetrates 25% of your resistances

Asks for: elemental defense
difficulty 1 · loot +8%
OVERWHELMING offensive

ignores 30 points of your armor

Asks for: plate and Fortify
difficulty 1 · loot +8%
CORRUPTING offensive

a third of its damage is chaos

Asks for: chaos resistance
difficulty 1 · loot +8%
ENRAGED offensive

builds 2 Rage with every blow it lands, up to 50; each point is 1% more damage

Asks for: stalling and slow builds
difficulty 2 · loot +16%
RETALIATING offensive

strikes back at once when one blow takes more than 8% of its health and you stand within 2.5 tiles

Asks for: dual wield and the count law
difficulty 2 · loot +16%
WITHERING offensive

every blow leaves damage over time on you: 15% of the blow each second for 4 s

Asks for: your health pool
difficulty 1 · loot +8%
SUNDERING offensive

every blow cuts your armor by 30% for 4 s

Asks for: your armor
difficulty 1 · loot +8%
EXPOSING offensive

every blow cuts your resistances by 15 for 4 s

Asks for: your resistances
difficulty 1 · loot +8%
LUCKY offensive

15% of its blows land twice over

Asks for: anyone without a barrier or a guard shell
difficulty 1 · loot +8%
OF HASTE offensive

the pack within 4.5 tiles moves and swings 30% faster

Asks for: slow builds and kiting
difficulty 2 · loot +16%
OF DAMAGING offensive

the pack within 4.5 tiles hits 25% harder

Asks for: your health pool
difficulty 2 · loot +16%
OF DISCIPLINE offensive

every body that steps within 4.5 tiles gains a shell of 20% of its health

Asks for: burst damage
difficulty 2 · loot +16%
OF PRECISION offensive

the pack within 4.5 tiles crits 15% more often

Asks for: the crit answer
difficulty 1 · loot +8%
OF HINDERING offensive

you move 30% slower within 4.5 tiles of it

Asks for: kiting and the road
difficulty 1 · loot +8%
OF THE EXECUTIONER offensive

you recover half as much within 4.5 tiles of it

Asks for: sustain tanks
difficulty 2 · loot +16%
OF ENDURANCE offensive

gains an Endurance charge every second while hit recently: +15% physical reduction and +15% to the elements each, up to 3

Asks for: a slow kill
difficulty 2 · loot +16%
OF FRENZY offensive

gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3

Asks for: letting it swing
difficulty 2 · loot +16%
OF POWER offensive

gains a Power charge on every hit it lands: +200% critical chance each, up to 3

Asks for: the crit answer
difficulty 1 · loot +8%
OF FLAMING DEATH offensive

leaves a pool of fire where it falls

Asks for: fire resistance, and moving on
difficulty 1 · loot +8%
OF CHILLING DEATH offensive

leaves a pool of frost where it falls

Asks for: cold resistance, and moving on
difficulty 1 · loot +8%
OF SHOCKING DEATH offensive

leaves a pool of lightning where it falls

Asks for: lightning resistance, and moving on
difficulty 1 · loot +8%
OF THE VORTEX offensive

drags you to it from up to 7 tiles, every 6 s

Asks for: standing off
difficulty 2 · loot +16%
BOMBARDIER offensive

lobs a mortar at where you stand every 6 s; it lands 1 s later

Asks for: standing still
difficulty 2 · loot +16%
FROST STRIDER offensive

leaves chilling ground wherever it walks

Asks for: standing in its wake
difficulty 2 · loot +16%

Base resistances

A monster's resistances belong to its type, not to the depth: a mage resists its own element, a wraith resists chaos, a golem resists all three elements, and the rest resist their zone's element lightly. They grow from their early values up to depth 100 and reach their full values at depth 200; a boss resists more. Physical damage meets armor instead. A resistance modifier adds on top, and the total is capped at 75%, the same ceiling a player has. The exact sheet of any floor is on its zone or boss page.

How many a floor carries

From depthModifiers at most
10
151
1002
3003
7004
10,0005
100,0006

A floor rolls the cap or one fewer. A boss rolls one over the cap and never fewer than 3; the ten named gate keepers of the Land of the Dead keep exactly 2 beside their signature. At most 2 defensive modifiers can stack on one enemy, so armor, dodge and regeneration never all wall the same floor, and at most 1 resistance, so nothing resists everything. Bosses never roll a pace modifier: a boss's per-hit damage is its damage rate times its swing interval, and a slower swing would turn one hit into a wipe.

Seals and walls

A seal switches a school off rather than resisting it — at most 1 per monster, and written on the depth's card before the fight. Unwoundable, Sealed, Suppressing and Steadfast stay off bosses; the five walls — BLOODLESS, INERT, ASHEN, ETHEREAL, DENSE — do ride them. Ethereal takes 60% less from hits and ×2 from damage over time; Dense is the other way round. Bloodless, Inert and Ashen are resistances rather than immunities: the status lands, and its ticks are cut by 90%. They are rationed too: one depth in 99 may carry one, and never two on one monster.

Loot bonus

Each modifier has a difficulty weight; the floor's loot grows by 8% per point of the depth's modifiers. A gate whose boss wears three weight-2 modifiers pays 48% more.