The Tallyman
Keeper of the Cellars. Counts every coin, and every debt.
The Tallyman is the boss of The Gilt Cellars, the last fight of floor 10.
His turns
The Tallyman 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 you for 39. | |
| 2 | A crushing blow for 78: three quarters of it gets past armor unless you GUARD. | |
| 3 | Calls a Pilfer Imp: 149 health, hits 24. Steals gold when it hits. | |
| 4 | Strikes twice for 23 each. | |
| 5 | Raises 206 armor, up to 310 in all. |
His rules
Unyielding: turns 1-2, can't drop below half health.
Enrage: under half health, hits 1.5x.
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:
- Guards turns 5, 10, 15. Pierce and arcana get past it.
- Heavy turns 2, 7, 12, more when his room is full. GUARD halves it.
- Below half health he hits 1.5x as hard.
- Kill his imps first: they hit and steal gold.
If you owe the Tally
The Tally for this depth is 62
gold. Arrive still owing and The Tallyman is stronger by the share unpaid: up to +40% health and attack with nothing paid (2344 health, 55 a hit). The Tallyman also brings a Pilfer Imp 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: "Your balance remains outstanding." "Every coin you carried, I have counted." "Let us close your account."
Traits
- 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 x9, attack x1.5, armor x6), and each one's health varies by up to 8% either way.
| Floor 10 | |
|---|---|
| Health | 1674 |
| Armor | 73 |
| Attack | 39 |
| Heavy | 78 |
| 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 2.9.4. Spotted something wrong? Tell us on Discord.