The Hermit
It moved into the holiest thing in the Reliquary. It is not moving out.
The Hermit is one of the three bosses who can wait at the foot of The Drowned Reliquary, the last fight of floor 20: each run draws one of them as it starts. The others are Mother Brine and the Drowned Organ. Below floor 30, in the endless hoard and the Deep, one of the three is drawn again for floors 50, 80, 110 and on.
Its turns
The Hermit always starts at the top of this cycle and repeats it. These are the numbers the game's own boss card shows on a plain descent: floor 20, no Greed, no trials, the Tally paid.
| Turn | Move | What it does |
|---|---|---|
| 1 | Raises 4,968 armor, up to 7,452 in all. | |
| 2 | A crushing blow for 912: three quarters of it gets past armor unless you GUARD. | |
| 3 | Calls a Shellknight: 4,165 health, hits 273. Guards its allies. | |
| 4 | Strikes you for 456. | |
| 5 | A crushing blow for 912: three quarters of it gets past armor unless you GUARD. |
Its rules
Unyielding: turns 1-2, can't drop below half health.
Summon: a Heavy when the room is full.
Turn 11+: every enemy grows 15% a turn; freeze stops working.
How to beat it
The game's own advice, from its card in the Bestiary:
- Hides turns 1, 6, 11: its shrine takes the blow.
- Heavy turns 2, 7, 12, more when its room is full. GUARD halves it.
- Its shell cuts you back when you strike it.
- Kill its Shellknights first.
If you owe the Tally
The Tally for this depth is 383
gold. Arrive still owing and the Hermit is stronger by the share unpaid: up to +40% health and attack with nothing paid (63,171 health, 638 a hit).
What it says
The bosses remember you. Each boss fight opens with one line, picked from what has passed between you: how often this boss has killed you, whether you have won before, whether the Tally is paid, and who you brought. Each line is said once ever; when none is left for the moment, the boss says a refrain.
Refrains: "Mine." "Not moving out." "Knock all you like."
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 x13, attack x1.5, armor x6), and each one's health varies by up to 8% either way.
| Floor 20 | |
|---|---|
| Health | 45,122 |
| Armor | 1006 |
| Attack | 456 |
| Heavy | 912 |
| Gold | 633 |
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
Ten times a normal enemy's gold and 3 gems. Then a pick of three pieces, Epic or better: "Pick one to keep". Half the time a second piece drops as well, 15% of the time a Gilding Leaf (from floor 20 on), and one of the depth's treasures if any is still in the vault.
Written from the game's own rules, version 2.17.0. Spotted something wrong? Tell us on Discord.