Hellruler Play

The Watchfires

Band A · The Land of the Dead · depths 701–800

The Watchfires, depths 701–800 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 Watchfires

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 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.

Cinder Imp, an enemy of The Watchfires in HellrulerCinder Imp
Imp
Pyre Revenant, an enemy of The Watchfires in HellrulerPyre Revenant
Wight
Ember Mage, an enemy of The Watchfires in HellrulerEmber Mage
Mage
Coal Golem, an enemy of The Watchfires in HellrulerCoal Golem
Golem
Fire Eater, an enemy of The Watchfires in HellrulerFire Eater
Imp
Smoke Wraith, an enemy of The Watchfires in HellrulerSmoke Wraith
Wraith
Pyre Knight, an enemy of The Watchfires in HellrulerPyre Knight
Knight
Burning Thrall, an enemy of The Watchfires in HellrulerBurning Thrall
Wight
Beacon Brute, an enemy of The Watchfires in HellrulerBeacon Brute
Brute

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 701
Health6,991,343
Hit · swing19,564 / 1.4s
Armor27,813
Fire res40%
Lightning res0%
Cold res0%
Chaos res75%
Dodge0%
Barrier0
Depth 750
Health6,014,773
Hit · swing20,186 / 1.6s
Armor80,084
Fire res37%
Lightning res37%
Cold res37%
Chaos res0%
Dodge0%
Barrier902,216
Depth 799
Health5,713,625
Hit · swing17,655 / 1s
Armor18,283
Fire res40%
Lightning res0%
Cold res0%
Chaos res0%
Dodge0%
Barrier0

What those modifiers do

CHILLING
Turns 30% of its physical damage into cold
ROTPROOF
+75% chaos resistance (capped at 75%)
SHOCKING
+35% shock chance; a quarter of its physical damage becomes lightning
SUNDERING
every blow cuts your armor by 30% for 4 s
OF HINDERING
you move 30% slower within 4.5 tiles of it
DENSE
takes 60% less from damage over TIME, and double from hits
OVERWHELMING
ignores 30 points of your armor
WITHERING
every blow leaves damage over time on you: 15% of the blow each second for 4 s
OF FRENZY
gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
SEALED
Exposure does not stick; your penetration bites at half
REGENERATING
Heals 1% of its maximum health every second
OF THE EXECUTIONER
you recover half as much within 4.5 tiles of it

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

Boss

The Pyre Marshal holds the gate at depth 800. 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 Ashfall Marches. Clear the last gate and The Brimstone Ramparts opens at depth 801.

Descend into The Watchfires — play free