Hellruler Play

The Salt Quarry

Band B · The Ante-Hell · depths 2,501–3,000

The Salt Quarry, depths 2,501–3,000 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 Salt Quarry

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, 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.

Quarry Skeleton, an enemy of The Salt Quarry in HellrulerQuarry Skeleton
Wight
Brine Mage, an enemy of The Salt Quarry in HellrulerBrine Mage
Mage
Salt Imp, an enemy of The Salt Quarry in HellrulerSalt Imp
Imp
Cured Corpse, an enemy of The Salt Quarry in HellrulerCured Corpse
Wight
Brine Shade, an enemy of The Salt Quarry in HellrulerBrine Shade
Wraith
Quarry Fiend, an enemy of The Salt Quarry in HellrulerQuarry Fiend
Fiend
Salt Brute, an enemy of The Salt Quarry in HellrulerSalt Brute
Brute
Brine Eater, an enemy of The Salt Quarry in HellrulerBrine Eater
Imp
Quarry Warden, an enemy of The Salt Quarry in HellrulerQuarry Warden
Knight
Halite Golem, an enemy of The Salt Quarry in HellrulerHalite Golem
Golem
Lamp-Bearer, an enemy of The Salt Quarry in HellrulerLamp-Bearer
Wight
The Salt-Blind, an enemy of The Salt Quarry in HellrulerThe Salt-Blind
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 2,501
Health62,183,338
Hit · swing172,124 / 1s
Armor198,835
Fire res0%
Lightning res0%
Cold res40%
Chaos res0%
Dodge0%
Barrier0
Depth 2,750
Health53,522,295
Hit · swing132,239 / 0.6s
Armor0
Fire res75%
Lightning res0%
Cold res0%
Chaos res40%
Dodge25%
Barrier0
Depth 2,999
Health96,220,312
Hit · swing324,315 / 1s
Armor290,577
Fire res0%
Lightning res0%
Cold res40%
Chaos res0%
Dodge0%
Barrier0

What those modifiers do

OF SHOCKING DEATH
leaves a pool of lightning where it falls
OF DAMAGING
the pack within 4.5 tiles hits 25% harder
ETHEREAL
takes 60% less from HITS, and double from damage over time
FIREPROOF
+75% fire resistance (capped at 75%)
OF ENDURANCE
gains an Endurance charge every second while hit recently: +15% physical reduction and +15% to the elements each, up to 3
SUPPRESSING
avoids 40% of your statuses
OF POWER
gains a Power charge on every hit it lands: +200% critical chance each, up to 3
VAMPIRIC
heals 1.5% of its maximum health with every blow it lands

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 Branding Pits. Clear the last gate and The Gallery of Masks opens at depth 3,001.

Descend into The Salt Quarry — play free