Hellruler Play

The Sunless River

Band A · The Land of the Dead · depths 301–400

The Sunless River, depths 301–400 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 Sunless River

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 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.

River Shambler, an enemy of The Sunless River in HellrulerRiver Shambler
Wight
Drowned Pilgrim, an enemy of The Sunless River in HellrulerDrowned Pilgrim
Wight
Ferry Guard, an enemy of The Sunless River in HellrulerFerry Guard
Knight
Silt Mage, an enemy of The Sunless River in HellrulerSilt Mage
Mage
Oar Wight, an enemy of The Sunless River in HellrulerOar Wight
Wight
Coinless Shade, an enemy of The Sunless River in HellrulerCoinless Shade
Wraith
Fare Imp, an enemy of The Sunless River in HellrulerFare Imp
Imp
Riverbed Brute, an enemy of The Sunless River in HellrulerRiverbed Brute
Brute
Drowned Knight, an enemy of The Sunless River in HellrulerDrowned Knight
Knight

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 301
Health551,869
Hit · swing3,001 / 1s
Armor2,385
Fire res0%
Lightning res0%
Cold res40%
Chaos res0%
Dodge0%
Barrier0
Depth 350
Health884,517
Hit · swing3,701 / 1.1s
Armor9,789
Fire res20%
Lightning res20%
Cold res20%
Chaos res75%
Dodge0%
Barrier0
Depth 399
Health1,092,529
Hit · swing6,340 / 1.2s
Armor0
Fire res0%
Lightning res0%
Cold res75%
Chaos res0%
Dodge0%
Barrier327,759

What those modifiers do

OF ENDURANCE
gains an Endurance charge every second while hit recently: +15% physical reduction and +15% to the elements each, up to 3
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
VAMPIRIC
heals 1.5% of its maximum health with every blow it lands
ETHEREAL
takes 60% less from HITS, and double from damage over time
ROTPROOF
+75% chaos resistance (capped at 75%)
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.

Boss

The Ferryman holds the gate at depth 400. 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 Hollow Ways. Clear the last gate and The Halls of Judgment opens at depth 401.

Descend into The Sunless River — play free