Hellruler Play

The Branding Pits

Band B · The Ante-Hell · depths 2,001–2,500

The Branding Pits, depths 2,001–2,500 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 Branding Pits

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 fire: 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.

Branded Skeleton, an enemy of The Branding Pits in HellrulerBranded Skeleton
Wight
Scar Mage, an enemy of The Branding Pits in HellrulerScar Mage
Mage
Cinder Imp, an enemy of The Branding Pits in HellrulerCinder Imp
Imp
Pit Wretch, an enemy of The Branding Pits in HellrulerPit Wretch
Imp
Brand Wraith, an enemy of The Branding Pits in HellrulerBrand Wraith
Wraith
Pit Fiend, an enemy of The Branding Pits in HellrulerPit Fiend
Fiend
Scar Brute, an enemy of The Branding Pits in HellrulerScar Brute
Brute
Mark Eater, an enemy of The Branding Pits in HellrulerMark Eater
Imp
Pit Warden, an enemy of The Branding Pits in HellrulerPit Warden
Knight
Coal Golem, an enemy of The Branding Pits in HellrulerCoal Golem
Golem
Brander, an enemy of The Branding Pits in HellrulerBrander
Wight
The Unbranded, an enemy of The Branding Pits in HellrulerThe Unbranded
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 2,001
Health50,485,998
Hit · swing143,481 / 1.6s
Armor623,718
Fire res37%
Lightning res37%
Cold res37%
Chaos res0%
Dodge0%
Barrier7,572,900
Depth 2,250
Health87,973,108
Hit · swing214,591 / 1.4s
Armor318,807
Fire res75%
Lightning res0%
Cold res0%
Chaos res0%
Dodge0%
Barrier0
Depth 2,499
Health43,820,799
Hit · swing103,058 / 0.6s
Armor0
Fire res0%
Lightning res75%
Cold res0%
Chaos res40%
Dodge25%
Barrier0

What those modifiers do

OF THE EXECUTIONER
you recover half as much within 4.5 tiles of it
DENSE
takes 60% less from damage over TIME, and double from hits
OF SHOCKING DEATH
leaves a pool of lightning where it falls
VENOMOUS
+35% chance to poison you
CORRUPTING
a third of its damage is chaos
FIREPROOF
+75% fire resistance (capped at 75%)
UNWOUNDABLE
your bleeds and poisons on it do not stack: one at a time
OF DISCIPLINE
every body that steps within 4.5 tiles gains a shell of 20% of its health
OF POWER
gains a Power charge on every hit it lands: +200% critical chance each, up to 3
STORMSHIELDED
+75% lightning resistance (capped at 75%)
OF ENDURANCE
gains an Endurance charge every second while hit recently: +15% physical reduction and +15% to the elements each, up to 3

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 Muster Yard. Clear the last gate and The Salt Quarry opens at depth 2,501.

Descend into The Branding Pits — play free