Exoskeletons
FightFight
Monster room in Hive1 in 4 from the weak pool, equal odds (the first 2 fights)
Health
78/81 HPEach Exoskeleton 24 to 28, rolled when the fight starts. From Ascension 8: 25 to 29 each.
Gold
1511 goldAny amount from 10 to 20, rolled when the fight ends. 7 to 15 from Ascension 3.Any amount from 7 to 15, rolled when the fight ends. 10 to 20 below Ascension 3.
Map rule
Never straight after another Exoskeletons fight

1×3
8/9
2Strength
9
9
9
2
9
2
9
2
9
4
9
4
9
4
9
6
9
6
9
6
9
8
1×3
8/9
2Strength
9
9
2
9
2
9
2
9
4
9
4
9
4
9
6
9
6
9
6
9
8
9
8
1×3
8/9
2Strength
9
2
9
2
9
2
9
4
9
4
9
4
9
6
9
6
9
6
9
8
9
8
9
8
Turn 1 of 12
The enemies in this fight
How to beat Exoskeletons
Three Exoskeletons
Exoskeleton: three of them, 24 to 28 HP each, with 9 Hard to Kill apiece, which caps every hit against them at 9.
Moves: Skitter, three hits of 1, Mandibles for 8, and Enrage for 2 Strength. Mandibles always leads into Enrage.
The first slot opens with Skitter, the second with Mandibles, the third with Enrage, then each rolls between Skitter and Mandibles without repeating.
Hit count is the lesson
The lesson of this early fight is hit count: three 9-point hits kill a bug, one 27-point hit only dents it. Strikes and cheap attacks do the work, expensive single hits are wasted.
Kill the one that Enraged first, then whichever shows a Mandibles intent, and let the Skitters through while you swing, since 3 damage a turn is nothing next to a Mandibles at 12 after two Enrages.
Without multi-hit, plan on five or six turns and pace your Block.
At higher Ascension
- Ascension 8+: each has 25 to 29 HP.
- Ascension 9+: Mandibles deals 9 and Skitter becomes four hits of 1.
Where it appears
A fourth bug joins in Many Exoskeletons. The third bug always buffs on turn 1 and swings on turn 2 at the earliest.

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