The Bellwright winding up an attack, as the game draws him.

The Bell Crypts · boss guide · floor 5

How to beat The Bellwright

Every attack is drawn on the floor first. The shortest wind-up is 1 s; the longest dodge from a standing start is 0.7 s. Watch the ground, not him.

Play

The Bellwright: 1316 HP on floor 5. His codex page.

His rhythm

He steps out 1.5 s into floor 5 and draws his first attack 1.67 s later. Each attack sits on the ground for its whole wind-up while he stands still, lands, and then he rests 1.67 s before the next one (1 s below half HP). Below half HP he gets faster, and some shapes grow: the numbers for that phase are given with each attack. The rest after a landing is your window to hit him.

The waves do not stop while he lives. On floor 5 they are 50% husks, 42% skitters and 8% brutes, so clear a lane before you commit to him.

The toll

What you see: a ring of 2.1 tiles radius on the spot you stand on (2.6 below half HP), drawn on the ground for its whole wind-up of 1.1 s. Damage: 42 on floor 5 (22 before the floor’s multiplier). How often: Only when you are within 4.5 tiles of him, and then 55% of the time.

How to dodge: It is centred where you stood when it was drawn, so walk straight out: 2.44 tiles from the centre (its radius plus your own 0.34) takes 0.58 s at full stick (0.7 s for the wider ring below half HP), against a 1.1 s wind-up.

The sweep

What you see: a band 10 tiles long and 1.5 wide, from him toward you, drawn on the ground for its whole wind-up of 1 s. Damage: 49 on floor 5 (26 before the floor’s multiplier). How often: 45% of his attacks when you are within 4.5 tiles of him, 100% when you are further off.

How to dodge: It runs straight from him through where you stood, so step sideways: clearing its 1.5-tile width plus your body takes 0.26 s, well inside the 1 s wind-up. Walking away along the line does not work unless you get past its 10-tile end.

What helps

The reward

Always a rare item and two magic items, each rolled with magic and rare odds ×1.5 so any of them can come out better, 10 coins of 19 on floor 5, a 50% chance of a unique and a 13% chance of a set piece. A boss floor is a camp: its portal offers Return, so you can bank everything you carry.