Hellruler Play

The Acheron Strand

Band B · The Ante-Hell · depths 5,001–5,500

The Acheron Strand, depths 5,001–5,500 of Hellruler
Beyond the Gates, before the river: the Vestibule and the yards of hell's intake, down to the Acheron. 9 zones of 500 depths each, 5 gates to a zone. Each zone carries 12 enemies and 2 bosses that take turns at its gates. The Vestibule: 18 enemies and 3 bosses.

Enemies of The Acheron Strand

A floor of this zone is a road of packs drawn from these 12 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 cold: 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.

Strand Skeleton, an enemy of The Acheron Strand in HellrulerStrand Skeleton
Wight
Tide Mage, an enemy of The Acheron Strand in HellrulerTide Mage
Mage
Silt Imp, an enemy of The Acheron Strand in HellrulerSilt Imp
Imp
Beached Corpse, an enemy of The Acheron Strand in HellrulerBeached Corpse
Wight
Strand Shade, an enemy of The Acheron Strand in HellrulerStrand Shade
Wraith
Shore Fiend, an enemy of The Acheron Strand in HellrulerShore Fiend
Fiend
Driftwood Brute, an enemy of The Acheron Strand in HellrulerDriftwood Brute
Brute
Crossing Eater, an enemy of The Acheron Strand in HellrulerCrossing Eater
Imp
Shore Warden, an enemy of The Acheron Strand in HellrulerShore Warden
Knight
Sandstone Golem, an enemy of The Acheron Strand in HellrulerSandstone Golem
Golem
Bundle-Bearer, an enemy of The Acheron Strand in HellrulerBundle-Bearer
Wight
The Left Behind, an enemy of The Acheron Strand in HellrulerThe Left Behind
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 5,001
Health341,979,895
Hit · swing1,456,656 / 1.6s
Armor4,224,862
Fire res75%
Lightning res37%
Cold res37%
Chaos res0%
Dodge0%
Barrier51,296,984
Depth 5,250
Health516,078,745
Hit · swing1,763,208 / 1.4s
Armor1,870,205
Fire res0%
Lightning res0%
Cold res75%
Chaos res0%
Dodge0%
Barrier0
Depth 5,499
Health341,065,972
Hit · swing1,387,257 / 1s
Armor1,029,984
Fire res0%
Lightning res0%
Cold res75%
Chaos res0%
Dodge22%
Barrier0

What those modifiers do

OF ENDURANCE
gains an Endurance charge every second while hit recently: +15% physical reduction and +15% to the elements each, up to 3
FIREPROOF
+75% fire resistance (capped at 75%)
DENSE
takes 60% less from damage over TIME, and double from hits
MANGLING
+35% chance to cause bleeding
FROSTBOUND
+75% cold resistance (capped at 75%)
OF THE EXECUTIONER
you recover half as much within 4.5 tiles of it
EVASIVE
+22% chance to dodge your hits
THICK-SKINNED
Overwhelm and armor you ignore count at half
OF DAMAGING
the pack within 4.5 tiles hits 25% harder

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

Bosses

The zone's gates rotate between 2 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 Yoke Fields. Clear the last gate and Limbo opens at depth 5,501.

Descend into The Acheron Strand — play free