Hellruler Play

The Muster Yard

Band B · The Ante-Hell · depths 1,501–2,000

The Muster Yard, depths 1,501–2,000 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 Muster Yard

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 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.

Tally Skeleton, an enemy of The Muster Yard in HellrulerTally Skeleton
Wight
Roll-Caller, an enemy of The Muster Yard in HellrulerRoll-Caller
Herald
Chalk Imp, an enemy of The Muster Yard in HellrulerChalk Imp
Imp
Counted Corpse, an enemy of The Muster Yard in HellrulerCounted Corpse
Wight
Muster Shade, an enemy of The Muster Yard in HellrulerMuster Shade
Wraith
Column Fiend, an enemy of The Muster Yard in HellrulerColumn Fiend
Fiend
Yard Brute, an enemy of The Muster Yard in HellrulerYard Brute
Brute
Roll Eater, an enemy of The Muster Yard in HellrulerRoll Eater
Imp
Column Sergeant, an enemy of The Muster Yard in HellrulerColumn Sergeant
Knight
Slate Golem, an enemy of The Muster Yard in HellrulerSlate Golem
Golem
Muster Clerk, an enemy of The Muster Yard in HellrulerMuster Clerk
Wight
The Miscounted, an enemy of The Muster Yard in HellrulerThe Miscounted
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 1,501
Health18,867,382
Hit · swing47,910 / 1.3s
Armor34,187
Fire res20%
Lightning res20%
Cold res20%
Chaos res75%
Dodge0%
Barrier4,716,846
Depth 1,750
Health31,210,862
Hit · swing84,673 / 1s
Armor94,255
Fire res75%
Lightning res20%
Cold res20%
Chaos res0%
Dodge0%
Barrier0
Depth 1,999
Health27,480,302
Hit · swing57,032 / 0.6s
Armor0
Fire res0%
Lightning res0%
Cold res0%
Chaos res40%
Dodge25%
Barrier0

What those modifiers do

RETALIATING
strikes back at once when one blow takes more than 8% of its health and you stand within 2.5 tiles
SHOCKING
+35% shock chance; a quarter of its physical damage becomes lightning
SUPPRESSING
avoids 40% of your statuses
ROTPROOF
+75% chaos resistance (capped at 75%)
STEADFAST
your stuns land on it half as often
FIREPROOF
+75% fire resistance (capped at 75%)
SUNDERING
every blow cuts your armor by 30% for 4 s
DEADLY
+20% critical strike chance
UNWOUNDABLE
your bleeds and poisons on it do not stack: one at a time
BURNING
+35% ignite chance; a quarter of its physical damage becomes fire
ENRAGED
builds 2 Rage with every blow it lands, up to 50; each point is 1% more damage

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 Vestibule. Clear the last gate and The Branding Pits opens at depth 2,001.

Descend into The Muster Yard — play free