Hellruler Play

The Yoke Fields

Band B · The Ante-Hell · depths 4,501–5,000

The Yoke Fields, depths 4,501–5,000 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 Yoke Fields

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 physical: 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.

Yoked Skeleton, an enemy of The Yoke Fields in HellrulerYoked Skeleton
Wight
Drover Mage, an enemy of The Yoke Fields in HellrulerDrover Mage
Mage
Trace Imp, an enemy of The Yoke Fields in HellrulerTrace Imp
Imp
Harnessed Corpse, an enemy of The Yoke Fields in HellrulerHarnessed Corpse
Wight
Furrow Shade, an enemy of The Yoke Fields in HellrulerFurrow Shade
Wraith
Goad Fiend, an enemy of The Yoke Fields in HellrulerGoad Fiend
Fiend
Draught Brute, an enemy of The Yoke Fields in HellrulerDraught Brute
Brute
Toil Eater, an enemy of The Yoke Fields in HellrulerToil Eater
Imp
Field Warden, an enemy of The Yoke Fields in HellrulerField Warden
Knight
Wheel Golem, an enemy of The Yoke Fields in HellrulerWheel Golem
Golem
Yokewright, an enemy of The Yoke Fields in HellrulerYokewright
Wight
The Unyoked, an enemy of The Yoke Fields in HellrulerThe Unyoked
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 4,501
Health291,977,556
Hit · swing1,693,975 / 1.62s
Armor0
Fire res37%
Lightning res37%
Cold res37%
Chaos res0%
Dodge0%
Barrier87,593,267
Depth 4,750
Health326,693,532
Hit · swing1,517,776 / 1.35s
Armor758,909
Fire res20%
Lightning res20%
Cold res20%
Chaos res0%
Dodge0%
Barrier0
Depth 4,999
Health177,059,963
Hit · swing579,902 / 0.6s
Armor0
Fire res0%
Lightning res0%
Cold res0%
Chaos res40%
Dodge25%
Barrier0

What those modifiers do

OF FRENZY
gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
BRUTE
+30% health and +10% damage, but swings 35% slower — rare, heavy slams
VENOMOUS
+35% chance to poison you
MANGLING
+35% chance to cause bleeding
OF FLAMING DEATH
leaves a pool of fire where it falls
VAMPIRIC
heals 1.5% of its maximum health with every blow it lands
WITHERING
every blow leaves damage over time on you: 15% of the blow each second for 4 s
ARMORED
Armour ×1.9, at the cost of 5% of its health

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 Mirror Halls. Clear the last gate and The Acheron Strand opens at depth 5,001.

Descend into The Yoke Fields — play free