Hellruler Play

The Fall of the Damned

Band A · The Land of the Dead · depths 501–600

The Fall of the Damned, depths 501–600 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 Fall of the Damned

A floor of this zone is a road of packs drawn from these 10 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 physical: 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.

Fallen Vanguard, an enemy of The Fall of the Damned in HellrulerFallen Vanguard
Knight
Crook Imp, an enemy of The Fall of the Damned in HellrulerCrook Imp
Imp
Fallen Soul, an enemy of The Fall of the Damned in HellrulerFallen Soul
Wraith
Rope-Bound Wight, an enemy of The Fall of the Damned in HellrulerRope-Bound Wight
Wight
Plunge Wraith, an enemy of The Fall of the Damned in HellrulerPlunge Wraith
Wraith
Drover Fiend, an enemy of The Fall of the Damned in HellrulerDrover Fiend
Fiend
Chasm Brute, an enemy of The Fall of the Damned in HellrulerChasm Brute
Brute
Precipice Statue, an enemy of The Fall of the Damned in HellrulerPrecipice Statue
Golem
Screaming Husk, an enemy of The Fall of the Damned in HellrulerScreaming Husk
Wight
Tether Mage, an enemy of The Fall of the Damned in HellrulerTether Mage
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 501
Health1,257,969
Hit · swing3,886 / 0.6s
Armor0
Fire res0%
Lightning res0%
Cold res0%
Chaos res40%
Dodge25%
Barrier0
Depth 550
Health2,619,822
Hit · swing8,439 / 1.1s
Armor25,127
Fire res20%
Lightning res20%
Cold res20%
Chaos res0%
Dodge0%
Barrier0
Depth 599
Health2,889,012
Hit · swing13,269 / 1.2s
Armor0
Fire res37%
Lightning res37%
Cold res37%
Chaos res0%
Dodge0%
Barrier866,704

What those modifiers do

WITHERING
every blow leaves damage over time on you: 15% of the blow each second for 4 s
SEALED
Exposure does not stick; your penetration bites at half
OF PRECISION
the pack within 4.5 tiles crits 15% more often
VENOMOUS
+35% chance to poison you
CHILLING
Turns 30% of its physical damage into cold
PIERCING
penetrates 25% of your resistances
ETHEREAL
takes 60% less from HITS, and double from damage over time
DRAINING
you recover half as much: leech, regen, recoup

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

Boss

Shepherd of the Fall holds the gate at depth 600. 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 Halls of Judgment. Clear the last gate and The Ashfall Marches opens at depth 601.

Descend into The Fall of the Damned — play free