The Rat King
Cellar rats knotted by their tails, fat on the vault's coin. A penny a tail, once.
The Rat King is one of the three bosses who can wait at the foot of The Gilt Cellars, the last fight of floor 10: each run draws one of them as it starts. The others are the Tallyman and the Old Sow. Below floor 30, in the endless hoard and the Deep, one of the three is drawn again for floors 40, 70, 100 and on.
His turns
The Rat King 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 10, no Greed, no trials, the Tally paid.
| Turn | Move | What it does |
|---|---|---|
| 1 | Strikes twice for 20 each. | |
| 2 | Calls a Gnawer: 149 health, hits 26. | |
| 3 | Strikes you for 34. | |
| 4 | Strikes twice for 20 each. | |
| 5 | A crushing blow for 68: three quarters of it gets past armor unless you GUARD. |
His rules
Unyielding: turns 1-2, can't drop below half health.
Enrage: under half health, hits 1.5x.
Rats: heal him 98 a turn while one stands.
Summon: a Heavy when the room is full.
Turn 11+: every enemy grows 15% a turn; freeze stops working.
How to beat him
The game's own advice, from his card in the Bestiary:
- Kill his rats first: he heals while one stands.
- Flurries strike twice: armor takes each hit.
- Heavy every 5th turn, more when his room is full. GUARD halves it.
- Below half health he hits 1.5x as hard.
If you owe the Tally
The Tally for this depth is 62
gold. Arrive still owing and the Rat King is stronger by the share unpaid: up to +40% health and attack with nothing paid (2733 health, 48 a hit). The Tallyman also sends a Pilfer Imp with him, one for each half of the due still owed: two with nothing paid.
What he 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: "A penny a tail. Count them." "There are always more of us." "Every crumb you carry is ours."
Traits
- Regenerates each turn while an ally stands. At the start of his turn he heals 5% of his maximum health, but only while another enemy is alive.
- Stronger below half health. Once below half health it hits 1.5 times as hard.
Numbers by floor
Every enemy is a multiple of the floor's standard enemy (health x10.5, attack x1.3, armor x4), and each one's health varies by up to 8% either way.
| Floor 10 | |
|---|---|
| Health | 1952 |
| Armor | 49 |
| Attack | 34 |
| Heavy | 68 |
| Gold | 68 |
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.