Nell
Salvaged Veyr's sunken coin ships. One coin had her father's face. Spears the big ones. Packs are harder.
Skill: Harpoon
Deal 100%
power + 10% of the target's max
health, piercing
armor.
Your power plus 10% of the target's maximum health, all of it past armor. It can't crit. The share of health makes it the skill for big targets: on a boss each cast takes a tenth of his health, though like any damage it can't take him below half in his first two turns. Like every skill it costs mana only: it has no cooldown and does not end your turn.
Passive: Undertow
Strikes on an enemy above half its
health also deal 3% of its max
health.
Each strike on an enemy above half its health adds 3% of that enemy's maximum health, past armor. It counts on every strike, so extra strikes add it again. Below half health Undertow stops, and Harpoon finishes.
Specialization: Pressure
Each Harpoon this battle takes 3% more of its target's max
health than the last.
The first Harpoon of a battle takes 10% of its target's maximum health, the next 13%, then 16%, and on, whoever each one hits. Each battle starts again at 10%. Undertow is gone while Pressure is on.
A specialization replaces the passive; you play one or the other. Nell's opens when Nell's own best floor is 20 or deeper, and you switch it in the hero's details at hero select. The Daily Descent and the Season Descent always use the base passive.
Big game
The first time it matters on a run with Nell, the game tells you:
HARPOON takes a tenth of anything's health. Save it for the big ones.
Harpoon and Undertow both take a share of the enemy's own health, so they are worth most against the biggest: elites, Wardens, bosses and the long fights of the Deep. A pack of small enemies is her weak spot; a set or a skill that hits them all covers it.
| Harpoon | Undertow | Pressure |
|---|---|---|
| 1 | 10% | 10% |
| 2 | 10% | 13% |
| 3 | 10% | 16% |
| 4 | 10% | 19% |
| 5 | 10% | 22% |
The share of the target's maximum health each Harpoon of a battle takes, first to fifth, under each passive, on top of her power and past armor.
Base stats
Nell starts every run with +22
health, +3
armor, +3
power, +6%
crit chance, +50%
crit damage, +10%
pierce, +3
mana, a Rusty Shortsword and 30 gold (more with the Endurance trial or the Pilfered Crown). Everything else comes from gear. What each number does is on the stats page.
Good with
Hero select names three sets that suit Nell. Any hero can wear any set; these are a starting point.
Tideworn Drag them under.
- 2+15%
health. - 3Strikes deal 3% of the target's max
health as extra damage. - 5Every 4th turn the tide rises: every enemy takes 15% of its max
health.
Stormcall Strike again and again.
- 2+1
strike. - 3Strikes arc to another enemy for 40% damage.
- 5Every 3rd strike calls lightning on all enemies.
Duskfang One perfect cut.
- 2+15%
crit chance. - 3+100%
crit damage. - 5Crits execute enemies below 20% health.
What the bosses say
Each boss has one line kept for Nell, said once, at the start of a fight.
Unlocking Nell
While locked, hero select says: "Spear 10 Alms Eels to unlock." Slay 10 Alms Eels on the battles you win, by any blow, not only a harpoon. They are found in the Drowned Reliquary, floors 11 to 20, so she needs the full game. The Alms Eels are counted on every battle won, a Daily Descent's or a dive's too but not a seed-code run's, and she joins you when a normal run ends.
Written from the game's own rules, version 2.24.1. Spotted something wrong? Tell us on Discord.