Hellruler Play

The Dying Fields

Band A · The Land of the Dead · depths 1–100

The Dying Fields, depths 1–100 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 Dying Fields

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 chaos: 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.

Candle Eater, an enemy of The Dying Fields in HellrulerCandle Eater
Imp
Gravedigger Wight, an enemy of The Dying Fields in HellrulerGravedigger Wight
Wight
Crypt Creeper, an enemy of The Dying Fields in HellrulerCrypt Creeper
Wight
Wax Ghoul, an enemy of The Dying Fields in HellrulerWax Ghoul
Wight
Bell-Ringer Wight, an enemy of The Dying Fields in HellrulerBell-Ringer Wight
Herald
Coffin Wight, an enemy of The Dying Fields in HellrulerCoffin Wight
Wight
Dust Shade, an enemy of The Dying Fields in HellrulerDust Shade
Wraith
Barrow Brute, an enemy of The Dying Fields in HellrulerBarrow Brute
Brute
Tallow Fiend, an enemy of The Dying Fields in HellrulerTallow Fiend
Fiend

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 1
Health73
Hit · swing4 / 1s
Armor3
Fire res0%
Lightning res0%
Cold res0%
Chaos res10%
Dodge0%
Barrier0
no modifiers
Depth 50
Health6,944
Hit · swing177 / 1.35s
Armor66
Fire res0%
Lightning res0%
Cold res0%
Chaos res10%
Dodge0%
Barrier0
Depth 99
Health22,672
Hit · swing200 / 0.6s
Armor0
Fire res0%
Lightning res0%
Cold res0%
Chaos res10%
Dodge25%
Barrier0
no modifiers

What those modifiers do

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

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

Boss

The Gravetender holds the gate at depth 100. 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

This is where every delver starts. Clear the last gate and The Silent Necropolis opens at depth 101.

Descend into The Dying Fields — play free