Wandering Fence
Buys from the dead, sells to the living. Keeps a blunderbuss under the counter.
The Wandering Fence is the elite of The Gilt Cellars: the last fight of floor 5, and of floor 9 half the time, with one normal enemy beside it.
Its moves
It works through these in order, then starts again:
Flurry
Guard
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 5 | Floor 9 |
|---|---|---|---|
| Strikes twice. The number is each strike. | 8 | 26 | |
| Raises armor. | 30 | 109 | |
| A crushing blow: three quarters of it gets past armor unless you GUARD. | 26 | 86 |
Traits
- Steals gold when it hits. When one of its blows lands it takes half the floor's standard gold, or all you carry if that is less. Stolen gold goes to the Tallyman's account, so it counts toward the depth's Tally.
Numbers by floor
Every enemy is a multiple of the floor's standard enemy (health x5, attack x2.2, armor x3), and each one's health varies by up to 8% either way.
| Floor 5 | Floor 9 | |
|---|---|---|
| Health | 173 | 664 |
| Armor | 9 | 28 |
| Attack | 13 | 43 |
| Heavy | 26 | 86 |
| Gold | 8 | 17 |
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, 1 gem, and always a piece of gear: a rarity above the floor's usual, with an etching of the depth's tier. 5% of the time it is a unique.
Written from the game's own rules, version 2.17.0. Spotted something wrong? Tell us on Discord.