Hellruler Play

The Halls of Judgment

Band A · The Land of the Dead · depths 401–500

The Halls of Judgment, depths 401–500 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 Halls of Judgment

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 lightning: 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.

Gibbet Wraith, an enemy of The Halls of Judgment in HellrulerGibbet Wraith
Wraith
Rope Shade, an enemy of The Halls of Judgment in HellrulerRope Shade
Wraith
Bailiff Wight, an enemy of The Halls of Judgment in HellrulerBailiff Wight
Herald
Hollow Hangman, an enemy of The Halls of Judgment in HellrulerHollow Hangman
Fiend
Cage Ghoul, an enemy of The Halls of Judgment in HellrulerCage Ghoul
Wight
Inquisitor Shade, an enemy of The Halls of Judgment in HellrulerInquisitor Shade
Herald
Condemned Brute, an enemy of The Halls of Judgment in HellrulerCondemned Brute
Brute
Headsman Shade, an enemy of The Halls of Judgment in HellrulerHeadsman Shade
Fiend
Verdict Imp, an enemy of The Halls of Judgment in HellrulerVerdict Imp
Imp

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 401
Health921,478
Hit · swing3,961 / 1.3s
Armor2,166
Fire res20%
Lightning res75%
Cold res20%
Chaos res0%
Dodge0%
Barrier230,370
Depth 450
Health810,583
Hit · swing5,077 / 0.9s
Armor0
Fire res0%
Lightning res0%
Cold res0%
Chaos res75%
Dodge35%
Barrier162,117
Depth 499
Health1,868,991
Hit · swing7,565 / 1s
Armor6,835
Fire res0%
Lightning res40%
Cold res0%
Chaos res0%
Dodge0%
Barrier0

What those modifiers do

CHILLING
Turns 30% of its physical damage into cold
REGENERATING
Heals 1% of its maximum health every second
STORMSHIELDED
+75% lightning resistance (capped at 75%)
OF FLAMING DEATH
leaves a pool of fire where it falls
VENOMOUS
+35% chance to poison you
PIERCING
penetrates 25% of your resistances
MANGLING
+35% chance to cause bleeding
SUNDERING
every blow cuts your armor by 30% for 4 s

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

Boss

The Last Judge holds the gate at depth 500. 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 Sunless River. Clear the last gate and The Fall of the Damned opens at depth 501.

Descend into The Halls of Judgment — play free