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The Hermitage

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The Hermitage

The Hermitage in The Big Mountains is home to the hermit, who will trade your worthless trinkets, worthless gewgaws and worthless knick-knacks for his stuff. Make sure you have a hermit permit with you.


Hermit.gif

The Hermit rummages through your sack, and his eyes light up at the sight of your worthless trinket. He leads you deeper into the cave, and points at a collection of items spread out on a filthy carpet. It seems he wants to trade...

You have X tradable items

Items Traded

Item:
Tooth.gif seal tooth
Chisel.gif chisel
Petnoodles.gif petrified noodles
Pepper.gif jabañero pepper
Strings.gif banjo strings
Roll.gif hot buttered roll
Statue.gif wooden figurine
Ketchup.gif ketchup
Ketchup.gif catsup
Planks.gif dingy planks
Volley.gif volleyball
Sealfig4.gif figurine of an ancient seal
(Seal Clubbers only)
Clover.gif ten-leaf clover
(limit 4-5 per day)

Text

Without a hermit permit:

The Hermit looks at you expectantly, and when you don't respond, he points to a crudely-chalked sign on the wall reading "Hermit Permit required, pursuant to Seaside Town Ordinance #3769"
Stupid bureacrats[sic], always ruining everybody's fun with their permits and forms.
You glance behind him and see a bunch of items arrayed on a filthy carpet.

With a permit, but without any worthless items:

The Hermit glances at your Hermit Permit, then rummages through your sack. He looks at you with a disappointed sigh -- looks like you don't have anything worthless enough for him to want to trade for it.
You look behind him and see a collection of items arrayed on a filthy carpet:

When attempting to trade without selecting an item:

The Hermit looks at you with a confused gleam in his eye.

When attempting to trade for a non-numerical amount:

That doesn't make any sense.

When making a trade:

You make a trade with the Hermit.

When attempting to trade for more ten-leaf clovers than your daily allotment:

The Hermit looks at you with a sorrowful gleam in his eye. From this, somehow, you are able to infer that he doesn't have enough clovers to make that trade.

Notes

  • One hermit permit is required for ALL trades, and is not consumed.
  • The figurine of an ancient seal is only available if you are a Seal Clubber.
  • It is widely (and falsely) rumored that the hermit can be killed.
  • The number of clovers available on a given day does not vary randomly from player to player.
  • Those who are under Ronin or hardcore restrictions may have fewer clovers available than those who are not, depending upon how many ascensions they have gone through. 1-5 ascensions will have the same number of clovers. 6-10 ascensions will have 1 fewer clovers. 11 or more ascensions will have 2 fewer clovers.
  • Using a hermit script will increase the daily allotment of clovers by 1.
  • On St. Sneaky Pete's Day, the hermit will always have 5 clovers available (or 6, if the hermit script is used). Characters in ronin or hardcore will see fewer clovers, as above, but this still means they will have one more clover available than is possible on any other day.

References

  • A hermitage is, appropriately enough, the cell of a hermit.
  • The hermit doesn't talk unless hacked with the script. This may be a reference to the hermit in Monty Python's Life of Brian.
  • The Dependence Day description suggests that the hermit may, in fact, be Frank Vivala. This seems unlikely, though, since Vivala lived back in the time of Ralph III and we're currently up to Ralph XI. Frank Vivala also appears as a famous dead guy in Play Cards With Famous Dead Guys.

History

This page was last modified on 5 May 2012, at 10:22.
This page has been accessed 219,804 times.
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