Shellknight
Guards its friends before itself.
Shellknight is one of the normal enemies of The Drowned Reliquary, from floor 11 to floor 20. After Avarax it turns up again in the endless hoard.
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 11 | Floor 15 | Floor 20 |
|---|---|---|---|---|
| Raises armor. | 60 | 176 | 690 | |
| Strikes you. | 30 | 80 | 273 | |
| A crushing blow: three quarters of it gets past armor unless you GUARD. | 60 | 160 | 546 |
Traits
- Guards its allies. Its Guard also raises every ally's armor, by half of what it gives itself.
Numbers by floor
Every enemy is a multiple of the floor's standard enemy (health x1.2, attack x0.9, armor x4), and each one's health varies by up to 8% either way.
| Floor 11 | Floor 15 | Floor 20 | |
|---|---|---|---|
| Health | 299 | 964 | 4165 |
| Armor | 63 | 181 | 671 |
| Attack | 30 | 80 | 273 |
| Heavy | 60 | 160 | 546 |
| Gold | 12 | 25 | 63 |
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
Gold, and 10% of the time an item: gear, a tonic, a flask or a tome. A dropped piece of gear is etched a quarter of the time.
Written from the game's own rules, version 2.9.4. Spotted something wrong? Tell us on Discord.