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The Gates of Hell

Band A · The Land of the Dead · depths 901–1,000

The Gates of Hell, depths 901–1,000 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 Gates of Hell

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, lightning and cold in turn, floor by floor: 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.

Pit Herald, an enemy of The Gates of Hell in HellrulerPit Herald
Herald
Chained Watcher, an enemy of The Gates of Hell in HellrulerChained Watcher
Brute
Brimstone Imp, an enemy of The Gates of Hell in HellrulerBrimstone Imp
Imp
Threshold Fiend, an enemy of The Gates of Hell in HellrulerThreshold Fiend
Fiend
Sulfur Wretch, an enemy of The Gates of Hell in HellrulerSulfur Wretch
Imp
Chain Fiend, an enemy of The Gates of Hell in HellrulerChain Fiend
Fiend
Molten Gargoyle, an enemy of The Gates of Hell in HellrulerMolten Gargoyle
Golem
Gate Brute, an enemy of The Gates of Hell in HellrulerGate Brute
Brute
Seal Breaker, an enemy of The Gates of Hell in HellrulerSeal Breaker
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 901
Health12,633,903
Hit · swing30,593 / 1.4s
Armor47,014
Fire res0%
Lightning res40%
Cold res0%
Chaos res0%
Dodge0%
Barrier0
Depth 950
Health8,106,871
Hit · swing20,396 / 1s
Armor26,261
Fire res0%
Lightning res0%
Cold res40%
Chaos res75%
Dodge0%
Barrier0
Depth 999
Health8,048,159
Hit · swing20,449 / 1.3s
Armor14,587
Fire res20%
Lightning res20%
Cold res75%
Chaos res0%
Dodge0%
Barrier2,012,040

What those modifiers do

DRAINING
you recover half as much: leech, regen, recoup
OF FLAMING DEATH
leaves a pool of fire where it falls
OF POWER
gains a Power charge on every hit it lands: +200% critical chance each, up to 3
OF DISCIPLINE
every body that steps within 4.5 tiles gains a shell of 20% of its health
ROTPROOF
+75% chaos resistance (capped at 75%)
OF THE EXECUTIONER
you recover half as much within 4.5 tiles of it
EXPOSING
every blow cuts your resistances by 15 for 4 s
RETALIATING
strikes back at once when one blow takes more than 8% of its health and you stand within 2.5 tiles
FROSTBOUND
+75% cold resistance (capped at 75%)
VENOMOUS
+35% chance to poison you

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

Boss

Warden of the Gate holds the gate at depth 1,000. 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 Brimstone Ramparts. Clear the last gate and The Vestibule opens at depth 1,001.

Descend into The Gates of Hell — play free