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If you are lucky (or unlucky) enough to end up with a Hermit in your care, this is a guide to help you through learning how to keep your Hermit happy and healthy. As of now, there are twenty-five known types of Hermits you may come across, as listed below.
Despite their name, the Hermits are actually quite social, and can often be found forming small groups or at least living close to one another, in large and breathtaking buildings they create.
If you want your Hermit to be comfortable, here are some tips to create a welcoming environment customized to the specific Hermit you have landed with.
The Hermits: Accommodations and Enrichment Guide
Cub- Must be allowed to consume eldritch horrors and gods regularly (keep away from Keralises). However, if you see your Cub in possession of chalk, charcoal, or other means of drawing supplies used on large expanses of ground, do not try to confiscate it, just walk away. Very quickly. There is a high chance your Cub is trying to summon a demon, to devour, and you do not want to be there when it happens.
Zedaph- For enrichment, redstone components and science equipment should be supplied for this Hermit. Be warned however that if your Zedaph approaches you with a request to do science or any kind of experiments with/on you, make sure you read the fine print. Always read the fine print. You don't have to read the fine print, that's not necessary! Your Zedaph's experiments are always ethical and safe! :)
Etho- Don't try to remove the mask. Always put the corners on your Nether portals. Other than that, just make sure to keep a healthy supply of redstone, interesting building supplies, and noteblocks for your Etho to entertain himself with (Don't be worried if your Etho eats some of the redstone, that's natural). Ladders and fishing rods are both good items to give this Hermit for enrichment.
Grian- Let your Grian press buttons, but NOT within the sightline of any redstoner Hermits you may have. Do not call him Grain. Pillow nests are a must, and seeds make a good, healthy treat for a Grian. Be on lookout for constant pranks, and research preening bird wings because your Grian may insistently demand you help preen his.
Pearl- Carefully hold the Pearl upside down and shake. Llamas make good companions for this Hermit. Clean areas full of upside-down objects for her to run around with, but do not under any circumstances let it get messy.
Wels- Chivalry is a must. Medieval style accommodations are highly recommended. Keep an eye out for any Helsknights that might show up, as they are known to be found near this type of Hermit. If you do end up with a Hels, keep him separate from your Wels, as they have been known to fight each other on sight.
Cleo- Raw meat is the main food of choice for a Cleo, and if you for some reason need to use a potion to heal them, do NOT use healing. Use harming, but only for Hermits like a Cleo or Keralis. Armor stands and a wide range of clothes to dress them in. Cleos love positioning armor stands all over, but you will need to be wary of being jumpscared by one in the middle of a dark hallway when you're not expecting it.
Impulse- Gets along well enough with most other Hermits, but the best types to have as companions for this Hermit are either a Zedaph or a Tango. Redstone and anything with the letter 'i' on it are good to give to this Hermit. If you have a building needing moved, ask your Impulse to move it. You cannot claim to have a healthy and happy Impulse if you do not give him ample opportunity to move builds by a few blocks, so this is good enrichment for him.
Iskall- Do not, and I repeat, do not bring diorite within sight of this Hermit, unless it is to offer it to them with a means to start a fire so they may burn it. Don't do it. Also, if you find them with a glowing, lime-green crystal or liquid, do not approach. They are holding Iskallium, which is highly radioactive.
Tango- The only habitat a Tango can thrive in is a giant hole with lots of redstone at his disposal, where this Hermit will spend ages out of the way, creating complex and dangerous mazes, and, if you allow your Tango access to ravagers, wardens, or any other dangerous creatures, you can count on them being added to the maze. However you will need to remember to remind your Tango to eat, as he will tend to forget himself.
Doc- Not a good start for beginners. This Hermit requires high amounts of redstone and a large, uninhabited space where no one will mind if he sets off an exploding machine to dig a giant hole (Be warned, if you have both a Tango and a Doc, your Tango might try to set up his maze in your Doc's Perimeter). You will need to be on high alert at all times, because this kind of Hermit has a well-known habit of breaking reality on a near-daily basis.
[NOTE] Upon receiving a letter regarding the instructions on the care of a Doc, it has been deemed necessary to add this to the manual. Do NOT under any circumstances allow a Doc to know of any nearby Grians, lest the resulting button-pressing and explosions leave your neighborhood a smoldering wasteland.
Ren- If you end up with a Ren, a good way to provide enrichment for this Hermit is through acting and roleplay. King arcs in particular are found to be especially good for your Ren, especially if you have a Bdubs or even a rare Martyn, too (Note: if you do have a Martyn and a Ren and they are going through a King arc, there is probably an execution coming.
Keralis- Keep away from Cubs. Other than that, you're fine. Modern style accommodations, as well as an ample supply of alcohol and raw meat (both fresh and rotten). If you can also get your hands on some souls, you have got yourself a perfect treat for your Keralis. This Hermit will try to flirt with you. Don't worry. Keralises flirt with everyone.
Bdubs- Ensure you have ample moss in the area, as well as at least one bed within easy reach, as this Hermit will want to sleep the second night is approaching. Do not let him crown anyone King. Your Bdubs may get lonely without company, so it's a good idea to have at least one other Hermit as a companion to your Bdubs. An Etho is the best choice to have alongside a Bdubs, but it's up to you.
[NOTE] If you own horses or live near somewhere with them, you may want to consider letting your Bdubs visit them and spend time there. Bdubses and Ethos both enjoy working with horses, taming and testing their strength and speed. However, keep your Bdubs away from slow horses, as they may disappear and he will claim to have had nothing to do with the occurrence.
Gem- A Gem's outwardly sweet demeanor does hide a dangerous side, so if your Gem offers to duel you, say yes to allow your Gem enrichment, but also be ready to be defeated many times over until your pride has been sent to the afterlife many times over. Also, you may come across a dungeon basement full of severed heads, but you will want to just back out of there and cover it back up again. This is a Gem's secret lair, and you will want to leave her to it.
Mumbo- A good companion for either a Grian or an Iskall, although if you have the duo of the former, make sure to keep your Grian out of your Mumbo's machines, or there will most likely be problems. Any food is okay for a Mumbo, just keep in mind that whatever you feed him, he will probably turn into. If you see your Mumbo trying to consume your Grian's soul, just- you wont want to look. Trust me. It'll all work out fine, so don't worry.
Stress- A large garden with lots of flowers for your Stress to explore, she will tend to it of her own accord and specifications. If you get hurt or sick, your Stress will probably fuss over you like a mother hen. Do not try to resist this, or she will only fuss more. Stresses get along quite well with Iskalls.
False- If you start with one False, you may quickly end up with two. False's tend to race other flight-capable Hermits in flying races, or challenge others to duels. With this in mind, Grians, Gems, Iskalls, Impulses, and Welses all make good companions for Falses.
Jevin- Keep your Jevin away from hot places, like baths, stoves, and fire, as he will melt if he gets to hot. Cleo's are not a good choice to have alongside a Jevin as these two kinds of Hermits have a natural rivalry. If you want to keep a Jevin out of somewhere, make sure to make that place as water sealed-off as possible. If water can get into somewhere, so can a Jevin.
Scar- Areas where this Hermit can terraform to his heart's content, as well as proper accommodations for the cat that always follows him around. Also, make sure to keep a close eye on this Hermit, as he tends to die easily. He may try to scam you by selling you 'magic crystals' but you should go along with it most times as this is a good source of enrichment for your Scar. And who knows, the crystals may actually work...
Beef- An Etho is a good companion to this Hermit, and if you want to give your Beef the best enrichment possible, a large expanse of ocean upon which your Beef can make maps and cards on is a great way to do so. And, if you do this, in about a year your Beef will have made a fully-functioning card game featuring other kinds of Hermits.
xB- Lots of water, either fresh or seawater or both, is a good way to start for this Hermit. If you have a Keralis, you can keep them both occupied for a while simply by putting them both in the same room, with a deck of cards. Ignore your xB's third eye. He'll open it when he wants to.
Hypno- Don't try to take the pocketwatch. If your Hypno pulls it out around you, get ready to attempt to resist a hypnotization. You probably won't be able to resist it, but you can try. Allowing your Hypno to mind-trick you and other Hermits you may have is good enrichment for this Hermit.
Joe- Riddles, poetry, and wordplay are all good enrichment for this Hermit. If you walk in on your Joe talking to himself, don't get worried, this just means he has a Chat. If your Joe has a Chat, this means you may not need to come up with so many riddles, as Chat will be giving your Joe plenty of enrichment on its own. Cleos make excellent companions to a Joe.
Xisuma- If you have this Hermit alongside three or more Hermits, you may have to separate your Xisuma from the others from time to time, as too much chaos can give him a headache. Both redstone and building are good ways of enrichment for this Hermit. Keep in mind, however, that if you do have an Xisuma, you may end up with an Evil Xisuma on your hands as well. Much like with A Wels and a Hels, however, if you keep them separate and give your Evil X enough enrichment as well, all should be fine.
[NOTE] It has been brought to out attention that we have neglected to mention that a clear sign of a happy Xisuma is armor-shifting. Xisumas will change the style and colour of their armor like a chameleon, to match whatever has caught his interest.
