Hellruler Play

The Brimstone Ramparts

Band A · The Land of the Dead · depths 801–900

The Brimstone Ramparts, depths 801–900 of Hellruler
From the graves at the surface down to the Gates of Hell. 10 zones of 100 depths each, 1 gate to a zone. Each zone carries 9 enemies and 1 boss. The Fall of the Damned: 10 enemies and 1 boss.

Enemies of The Brimstone Ramparts

A floor of this zone is a road of packs drawn from these 9 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.

Rampart Captain, an enemy of The Brimstone Ramparts in HellrulerRampart Captain
Knight
Sapper Imp, an enemy of The Brimstone Ramparts in HellrulerSapper Imp
Imp
Garrison Ghoul, an enemy of The Brimstone Ramparts in HellrulerGarrison Ghoul
Wight
Rampart Crusher, an enemy of The Brimstone Ramparts in HellrulerRampart Crusher
Brute
Battlement Wight, an enemy of The Brimstone Ramparts in HellrulerBattlement Wight
Wight
Wall Fiend, an enemy of The Brimstone Ramparts in HellrulerWall Fiend
Fiend
Brimstone Ogre, an enemy of The Brimstone Ramparts in HellrulerBrimstone Ogre
Brute
Siege Golem, an enemy of The Brimstone Ramparts in HellrulerSiege Golem
Golem
Sulfur Priest, an enemy of The Brimstone Ramparts in HellrulerSulfur Priest
Mage

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 801
Health6,385,990
Hit · swing16,581 / 1.1s
Armor55,138
Fire res20%
Lightning res20%
Cold res75%
Chaos res0%
Dodge0%
Barrier1,596,498
Depth 850
Health6,609,893
Hit · swing14,190 / 0.72s
Armor20,810
Fire res40%
Lightning res0%
Cold res0%
Chaos res0%
Dodge0%
Barrier0
Depth 899
Health9,803,134
Hit · swing40,727 / 1.62s
Armor0
Fire res75%
Lightning res0%
Cold res0%
Chaos res0%
Dodge0%
Barrier2,940,940

What those modifiers do

BARRIERED
Opens behind a barrier worth 25% of its health
FROSTBOUND
+75% cold resistance (capped at 75%)
SHOCKING
+35% shock chance; a quarter of its physical damage becomes lightning
OF PRECISION
the pack within 4.5 tiles crits 15% more often
UNWOUNDABLE
your bleeds and poisons on it do not stack: one at a time
OF HASTE
the pack within 4.5 tiles moves and swings 30% faster
SWIFT
Swings on a 28% shorter interval — the same damage arrives as more, smaller hits
SUNDERING
every blow cuts your armor by 30% for 4 s
OF CHILLING DEATH
leaves a pool of frost where it falls
BRUTE
+30% health and +10% damage, but swings 35% slower — rare, heavy slams
BURNING
+35% ignite chance; a quarter of its physical damage becomes fire
REGENERATING
Heals 1% of its maximum health every second

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

Boss

Warden of the Wall holds the gate at depth 900. 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 Watchfires. Clear the last gate and The Gates of Hell opens at depth 901.

Descend into The Brimstone Ramparts — play free