Hellruler Play

Limbo

Band C · The Nine Circles · depths 5,501–7,500

Limbo, depths 5,501–7,500 of Hellruler
Past the Acheron: Limbo and the circles below it. 9 zones of 2,000 depths each, 20 gates to a zone. Each zone carries 18 enemies and 3 bosses that take turns at its gates.

Enemies of Limbo

A floor of this zone is a road of packs drawn from these 18 monsters, led by the depth's named one. Their numbers climb with depth, not with the name. Every 100th depth is a boss gate, and the boss leads that floor instead.

The zone's element is fire, lightning and cold in turn, floor by floor: every monster's blow is a mix of damage types and carries a share of it — most of a Mage's blow, a sixth or so of everyone else's beside their type's own. Each name reads as a type — what every type carries and asks of you is under the Bestiary.

Pale Mage, an enemy of Limbo in HellrulerPale Mage
Mage
Laurel Shade, an enemy of Limbo in HellrulerLaurel Shade
Wraith
Sage Husk, an enemy of Limbo in HellrulerSage Husk
Wight
Pale Legionary, an enemy of Limbo in HellrulerPale Legionary
Knight
Pale Philosopher, an enemy of Limbo in HellrulerPale Philosopher
Wight
Hollow Poet, an enemy of Limbo in HellrulerHollow Poet
Herald
Sighing Colossus, an enemy of Limbo in HellrulerSighing Colossus
Brute
Marble Sentinel, an enemy of Limbo in HellrulerMarble Sentinel
Knight
Castle Warden, an enemy of Limbo in HellrulerCastle Warden
Knight
Bronze Augur, an enemy of Limbo in HellrulerBronze Augur
Mage
Wreath Bearer, an enemy of Limbo in HellrulerWreath Bearer
Wight
Broken Orator, an enemy of Limbo in HellrulerBroken Orator
Herald
Patina Hoplite, an enemy of Limbo in HellrulerPatina Hoplite
Knight
Column Golem, an enemy of Limbo in HellrulerColumn Golem
Golem
The Unmourned, an enemy of Limbo in HellrulerThe Unmourned
Wight
Marble Matron, an enemy of Limbo in HellrulerMarble Matron
Wight
Verdigris Brute, an enemy of Limbo in HellrulerVerdigris Brute
Brute
Torchless Guide, an enemy of Limbo in HellrulerTorchless Guide
Wight

Preview any floor

Pick a depth to see its card: the monster that leads the floor, its numbers and its modifiers, as the game rolls them (needs JavaScript).

The depth's card

The card of a few depths across the zone, as the game rolls it: the numbers every body of that floor is built from. The leader carries 80% of the card's health and 60% of its damage, with the card's modifiers; the pack's bodies carry a share of it without them. Modifiers are rolled per depth; the ones shown are what that exact floor's leader carries.

Depth 5,501
Health284,437,263
Hit · swing1,082,882 / 1.3s
Armor515,383
Fire res20%
Lightning res20%
Cold res20%
Chaos res0%
Dodge0%
Barrier71,109,316
Depth 6,499
Health268,445,369
Hit · swing1,592,082 / 0.9s
Armor0
Fire res0%
Lightning res0%
Cold res0%
Chaos res75%
Dodge57%
Barrier53,689,074
Depth 7,499
Health515,474,650
Hit · swing2,066,025 / 1.3s
Armor1,868,014
Fire res20%
Lightning res20%
Cold res20%
Chaos res0%
Dodge0%
Barrier128,868,663

What those modifiers do

OF SHOCKING DEATH
leaves a pool of lightning where it falls
SUNDERING
every blow cuts your armor by 30% for 4 s
PIERCING
penetrates 25% of your resistances
MANGLING
+35% chance to cause bleeding
EVASIVE
+22% chance to dodge your hits
DRAINING
you recover half as much: leech, regen, recoup
DENSE
takes 60% less from damage over TIME, and double from hits
CORRUPTING
a third of its damage is chaos
ARMORED
Armour ×1.9, at the cost of 5% of its health

Every modifier, with the rules for how many a floor can carry, is listed under Enemy modifiers.

Bosses

The zone's gates rotate between 3 bosses, one every 100 depths. A boss's card carries more health and damage than the depth's regular monster; the exact numbers are on each boss's page.

Where it sits in the descent

Above lies The Acheron Strand. Clear the last gate and The Howling Plains opens at depth 7,501.

Descend into Limbo — play free