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Community documentation for Blister Online, build 1327.

Dungeon 3 of 17 — added v247 · level 230 to enter

The Cloven Reliquary

A boss made of choice: what you're willing to spend, and which of three things you let die

The Tolling Vault closed its own launch by naming, in almost as many words, exactly what still had no home in the game: nothing yet asked the player to choose a target under pressure, or to give something up. The Cloven Reliquary is both halves of that sentence in a single room — the third dungeon, reusing the same proven sub-world shape as the Barrow and the Vault, with an entirely new kind of demand.

Three dungeons, three different questions

  • The Barrow asked where you stand. Its boss regenerates unless your feet are inside a ward ring. Everything it wants is a coordinate.
  • The Vault asked when you strike. Its boss's health is pinned during a braced stroke on a fixed clock. Everything it wants is a moment.
  • The Reliquary asks what you spend, and which thing you let die. Its boss isn't gated by position or timing at all — it's gated by an economy.

The Assayer: sealed, and no clock ever opens it

The boss, the Assayer, is completely sealed — standing anywhere does nothing, and waiting does nothing, ever. It only opens while a tithe burns: one Gold Bar, taken permanently out of the player's pack at the Scale, buys seven seconds of vulnerability. The room hands the player exactly three Gold Bars to start with, and no more appear on their own. Damage dealt while the Assayer is sealed costs it nothing at all — measured directly against a control, 10,000 damage landed while sealed reduces its health by exactly zero, while the same 10,000 landed during a burning tithe costs it the full amount. The loot a player came to the dungeon for is the ammunition needed to fight for more of it.

Three coffers, and a boss that eats them

Three coffers stand on a ring around the room. The Assayer claims them one at a time on its own schedule — a claimed coffer runs an 8-second counter and is then devoured: its payout is lost for that run, and the Assayer heals 4% of its maximum health (4,280 HP) from eating it. The only way to save a coffer is to be the one who opens it first, before that counter runs out.

This creates a genuine two-target problem where neither target is a place or a moment: while a coffer's countdown runs, a player has to choose between damaging the boss (only worthwhile while a tithe is actively burning) and racing to save the coffer (only possible before its own countdown expires). There is no sequence of actions that gets a player all three coffers and the fastest possible kill — that tension is the entire point of the room.

Rewards: paid on the spot, and playing it well pays more

  • Every coffer pays the instant it's opened — 1 Gold Bar, 1,200 cash and 400 mining experience, banked immediately and kept whether or not the Assayer is ever beaten. Opening two coffers and simply leaving is a legitimate, fully funded run on its own.
  • Saving all three coffers — opening every one before the Assayer can devour any of them — makes the Scale "weigh true": every tithe from that point on buys 10.5 seconds of vulnerability instead of 7.0, a 50% better exchange rate on a currency the player had to earn by playing cleanly. The clean line is worth roughly a third of the Gold Bars the sloppy line costs.

Balance

The Assayer is the game's existing "gargoyle sentinel" enemy, its stats overwritten on that one spawned instance exactly like the Barrow Warden and the Tollbearer before it, so no save's bestiary completion count ever moves. Its damage is deliberately identical to the Tollbearer's — 725 per hit, set explicitly on the instance rather than left to the game's per-level scaling, so there's no power creep between the dungeons that came before it. Its computed combat level of 2600 sits above both the Tollbearer's 2532 and the Barrow Warden's 2440, and well below the top of the ladder — right where a dungeon of its position in the series belongs.

How it's found

A split granite strongbox with a brass beam-scale, standing on a fixed deterministic site — found by the same three signposts every keyless dungeon in the series relies on: the structure itself, a one-time toast within 500 metres, and a bearing-and-range line on the idle prompt within 900 metres.

Version history

  • v247 — added. Ships as the third dungeon and third boss, delivering exactly what The Tolling Vault's own launch notes had asked for: a boss gated by what the player is willing to spend, plus a genuine give-something-up choice under time pressure. Its own closing notes named the next open gap in turn: nothing in the game yet asked a player to cooperate with something fragile — an ally or a carried object that could be lost, so failure costs a thing rather than time. That axis was claimed one version later by The Ember Vigil (v248).

Trivia

  • Like the Vault's bell-and-boss timing, the Reliquary's tithe and coffer countdowns are driven entirely by simulated frame time rather than the wall clock — the same fix, for the same reason (a background browser tab throttles real-time timers hard, which would let windows jump instantly the moment focus returned).
  • Is one of seventeen axis dungeons on Earth. Its own design explicitly built on the Vault's best idea (pay out sub-goals immediately, reward playing well rather than merely surviving) rather than reinventing it.