Reliquary Warden
Guards the drowned gifts from their givers.
The Reliquary Warden waits behind a forked stair in The Drowned Reliquary: two of floors 14, 15, 17, 18 each run. You see it before you choose, it fights alone, and you can always walk on instead.
Its moves
It works through these in order, then starts again:
Guard
Attack
Heavy. It begins a fight at a random point in the cycle, and its next move always shows above it.
| Move | What it does | Floor 14 | Floor 15 | Floor 17 | Floor 18 |
|---|---|---|---|---|---|
| Raises armor. | 371 | 489 | 854 | 1128 | |
| Strikes you. | 119 | 152 | 248 | 316 | |
| A crushing blow: three quarters of it gets past armor unless you GUARD. | 238 | 304 | 496 | 632 |
Traits
- Hitting it hurts you. Each physical or arcane hit you land on it cuts you back for 20% of what it dealt, at most 15% of your maximum health a hit. Your armor soaks the cut. Burn, bleed and poison ticks draw no spikes.
Numbers by floor
Every enemy is a multiple of the floor's standard enemy (health x4.2, attack x1.7, armor x6), and each one's health varies by up to 8% either way.
| Floor 14 | Floor 15 | Floor 17 | Floor 18 | |
|---|---|---|---|---|
| Health | 2518 | 3374 | 6059 | 8119 |
| Armor | 208 | 271 | 458 | 595 |
| Attack | 119 | 152 | 248 | 316 |
| Heavy | 238 | 304 | 496 | 632 |
| Gold | 64 | 76 | 110 | 132 |
Gold includes the 10% more every kill pays while the depth's Tally is posted (a guided first depth has none), and is before gold find. From turn 11 of any fight every enemy grows 15% stronger each turn.
What it leaves
Three times a normal enemy's gold, 2 gems, and an etched piece of gear that is Rare or better (5% of the time a unique).
Written from the game's own rules, version 2.9.4. Spotted something wrong? Tell us on Discord.