Hellruler Play

The Nitre Cellars

Band B · The Ante-Hell · depths 3,501–4,000

The Nitre Cellars, depths 3,501–4,000 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 Nitre Cellars

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 fire: 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.

Cellar Skeleton, an enemy of The Nitre Cellars in HellrulerCellar Skeleton
Wight
Nitre Mage, an enemy of The Nitre Cellars in HellrulerNitre Mage
Mage
Cask Imp, an enemy of The Nitre Cellars in HellrulerCask Imp
Imp
Shelved Corpse, an enemy of The Nitre Cellars in HellrulerShelved Corpse
Wight
Cellar Shade, an enemy of The Nitre Cellars in HellrulerCellar Shade
Wraith
Bung Fiend, an enemy of The Nitre Cellars in HellrulerBung Fiend
Fiend
Hoop Brute, an enemy of The Nitre Cellars in HellrulerHoop Brute
Brute
Damp Eater, an enemy of The Nitre Cellars in HellrulerDamp Eater
Imp
Vault Warden, an enemy of The Nitre Cellars in HellrulerVault Warden
Knight
Brick Golem, an enemy of The Nitre Cellars in HellrulerBrick Golem
Golem
Keyholder, an enemy of The Nitre Cellars in HellrulerKeyholder
Wight
The Cask-Bound, an enemy of The Nitre Cellars in HellrulerThe Cask-Bound
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 3,501
Health162,477,510
Hit · swing616,342 / 1.6s
Armor2,007,272
Fire res37%
Lightning res75%
Cold res37%
Chaos res0%
Dodge0%
Barrier24,371,627
Depth 3,750
Health255,735,653
Hit · swing802,112 / 1.4s
Armor926,756
Fire res40%
Lightning res0%
Cold res0%
Chaos res0%
Dodge0%
Barrier0
Depth 3,999
Health175,478,959
Hit · swing673,576 / 1s
Armor529,929
Fire res40%
Lightning res0%
Cold res0%
Chaos res0%
Dodge0%
Barrier0

What those modifiers do

OF SHOCKING DEATH
leaves a pool of lightning where it falls
OF CHILLING DEATH
leaves a pool of frost where it falls
STORMSHIELDED
+75% lightning resistance (capped at 75%)
OF THE EXECUTIONER
you recover half as much within 4.5 tiles of it
PIERCING
penetrates 25% of your resistances
RETALIATING
strikes back at once when one blow takes more than 8% of its health and you stand within 2.5 tiles
REGENERATING
Heals 1% of its maximum health every second
UNWOUNDABLE
your bleeds and poisons on it do not stack: one at a time

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 Gallery of Masks. Clear the last gate and The Mirror Halls opens at depth 4,001.

Descend into The Nitre Cellars — play free