Hellruler Play

The Mirror Halls

Band B · The Ante-Hell · depths 4,001–4,500

The Mirror Halls, depths 4,001–4,500 of Hellruler
Beyond the Gates, before the river: the Vestibule and the yards of hell's intake, down to the Acheron. 9 zones of 500 depths each, 5 gates to a zone. Each zone carries 12 enemies and 2 bosses that take turns at its gates. The Vestibule: 18 enemies and 3 bosses.

Enemies of The Mirror Halls

A floor of this zone is a road of packs drawn from these 12 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 cold: 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.

Glass Skeleton, an enemy of The Mirror Halls in HellrulerGlass Skeleton
Wight
Reflection Mage, an enemy of The Mirror Halls in HellrulerReflection Mage
Mage
Shard Imp, an enemy of The Mirror Halls in HellrulerShard Imp
Imp
Mirrored Corpse, an enemy of The Mirror Halls in HellrulerMirrored Corpse
Wight
Reflected Shade, an enemy of The Mirror Halls in HellrulerReflected Shade
Wraith
Glass Fiend, an enemy of The Mirror Halls in HellrulerGlass Fiend
Fiend
Frame Brute, an enemy of The Mirror Halls in HellrulerFrame Brute
Brute
Glint Eater, an enemy of The Mirror Halls in HellrulerGlint Eater
Imp
Hall Warden, an enemy of The Mirror Halls in HellrulerHall Warden
Knight
Quicksilver Golem, an enemy of The Mirror Halls in HellrulerQuicksilver Golem
Golem
Mirror-Bearer, an enemy of The Mirror Halls in HellrulerMirror-Bearer
Wight
The Other, an enemy of The Mirror Halls in HellrulerThe Other
Wight

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 4,001
Health165,903,182
Hit · swing573,259 / 1s
Armor530,482
Fire res0%
Lightning res0%
Cold res40%
Chaos res0%
Dodge0%
Barrier0
Depth 4,250
Health132,834,863
Hit · swing400,128 / 0.6s
Armor0
Fire res75%
Lightning res0%
Cold res0%
Chaos res40%
Dodge25%
Barrier0
Depth 4,499
Health291,706,905
Hit · swing1,342,937 / 1.35s
Armor677,635
Fire res75%
Lightning res0%
Cold res40%
Chaos res0%
Dodge0%
Barrier0

What those modifiers do

REGENERATING
Heals 1% of its maximum health every second
RETALIATING
strikes back at once when one blow takes more than 8% of its health and you stand within 2.5 tiles
SEALED
Exposure does not stick; your penetration bites at half
OF PRECISION
the pack within 4.5 tiles crits 15% more often
FIREPROOF
+75% fire resistance (capped at 75%)
VENOMOUS
+35% chance to poison you
PIERCING
penetrates 25% of your resistances
ENRAGED
builds 2 Rage with every blow it lands, up to 50; each point is 1% more damage
BRUTE
+30% health and +10% damage, but swings 35% slower — rare, heavy slams
OF DISCIPLINE
every body that steps within 4.5 tiles gains a shell of 20% of its health

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

Bosses

The zone's gates rotate between 2 bosses, one every 100 depths. 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 Nitre Cellars. Clear the last gate and The Yoke Fields opens at depth 4,501.

Descend into The Mirror Halls — play free