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The Silent Necropolis

Band A · The Land of the Dead · depths 101–200

The Silent Necropolis, depths 101–200 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 Silent Necropolis

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 chaos: 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.

Marrow Fiend, an enemy of The Silent Necropolis in HellrulerMarrow Fiend
Fiend
Tomb Sentinel, an enemy of The Silent Necropolis in HellrulerTomb Sentinel
Knight
Grave Chorus, an enemy of The Silent Necropolis in HellrulerGrave Chorus
Wraith
Ossuary Mage, an enemy of The Silent Necropolis in HellrulerOssuary Mage
Mage
Bone Heap, an enemy of The Silent Necropolis in HellrulerBone Heap
Golem
Femur Brute, an enemy of The Silent Necropolis in HellrulerFemur Brute
Brute
Flayed Revenant, an enemy of The Silent Necropolis in HellrulerFlayed Revenant
Wight
Tomb Gargoyle, an enemy of The Silent Necropolis in HellrulerTomb Gargoyle
Golem
Dust Choir, an enemy of The Silent Necropolis in HellrulerDust Choir
Herald

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 101
Health19,900
Hit · swing237 / 0.648s
Armor0
Fire res0%
Lightning res0%
Cold res0%
Chaos res21%
Dodge35%
Barrier3,980
Depth 150
Health98,395
Hit · swing833 / 1s
Armor568
Fire res0%
Lightning res0%
Cold res0%
Chaos res25%
Dodge0%
Barrier0
Depth 199
Health221,699
Hit · swing1,310 / 1.1s
Armor3,039
Fire res20%
Lightning res20%
Cold res20%
Chaos res0%
Dodge0%
Barrier0

What those modifiers do

SWIFT
Swings on a 28% shorter interval — the same damage arrives as more, smaller hits
PIERCING
penetrates 25% of your resistances
VAMPIRIC
heals 1.5% of its maximum health with every blow it lands
CORRUPTING
a third of its damage is chaos

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

Boss

The Hollow King holds the gate at depth 200. 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 Dying Fields. Clear the last gate and The Hollow Ways opens at depth 201.

Descend into The Silent Necropolis — play free