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Encounter Conditions
Part of Crazy Hermit Fight
Basic Guide
Overview
You sword fight the hermit over a series of many rounds. Each round:
- You choose an attack, and the hermit chooses an attack.
- You clash with the hermit, with varying success depending on attacks chosen.
- Then the hermit gives a cue hint about what his attack will be.
Eventually, one or the other of you will get too tired to continue, and someone will draw blood to win the match. At any time you can concede to leave the match early.
Tiredness
You both start at zero tiredness. As you make moves or mistakes in the game, your tiredness goes up.
Your tiredness is on a scale, determined by your buffed Reflexes (exact values need spading here).
Tireness |
Result |
|
nothing |
~√(ref)? |
"Either he's getting faster… or you're slowing down. Dammit." |
~√(ref)+2? |
cuts you to lose the fight |
The hermit has a tireness scale of 0 to 12 as follows:
Tireness |
Result |
0-5 |
nothing special |
6-11 |
"His reactions are visibly slowing." |
12 |
Let you do a "special" move (see below) — and resets his tiredness back to 0 again |
Some of the hermits attacks are less effective when his reactions are slowing, and presumably the reverse is true as well.
Cues
The hermit has three basic "Attack Styles", plus some "special" reactions when he is too tired to attack. The three basic styles are:
- Practiced (P)
- Quick (Q)
- Wild (W)
His attack styles + your attack choices combine to result in one of dozens of possible results — see the big table later in this guide for full details. To fully master this minigame, you need to be able to predict what attack style he will use next round, which is hinted at by a cue as follows:
- 3 "basic" cues: these correspond directly to the next attack style he will use:
Style |
Cue |
Practiced |
The hermit approaches your reflection with a terminally bored expression, his sword held with the familiarity of decades. |
Quick |
The hermit approaches your reflection. He makes a quick stab with every step, watching the results with a bemused expression. |
Wild |
The hermit approaches your reflection with his sword held high, ready to come down like an executioner's axe. |
So, if you see the hermit hold his sword high like an executioner's axe, you know he will do a wild attack next round.
- 4 "advanced" cues: these are more complicated — and it is randomized for which cue corresponds to which result. The four cues are:
Shorthand |
Cue |
Scratches Chin |
The hermit hangs back from your reflection and scratches at his chin thoughtfully. |
Hides Thoughts |
The hermit hangs back from your reflection, obviously trying hard to hide his thoughts… which sort of defeats the point. |
Blinks |
The hermit hangs back from your reflection, blinking furiously. |
Laughs |
The hermit hangs back from your reflection, his mouth open in a soundless laugh. |
Each of these four cues consistently correspond to one of the following four results:
I. |
He will repeat the same attack style as he used last round. |
P->P, Q->Q, W->W |
II. |
His next attack style will be one alphabetically after the one he last used. |
P->Q, Q->W, W->P |
III. |
His next attack style will be one alphabetically before the one he last used. |
P->W, Q->P, W->Q |
IV. |
Indicates that he has reached 12 tiredness, and is vulnerable to "special" moves, including winning moves (see below for full detail). |
It requires a bit of experimentation to figure out which cue corresponds to which result, but it remains across fights*. So if he did: a Quick attack, then gave a Blinking cue, then did a Wild attack, you know that Blinking will always will give the type II result.
(Pro tip: Rather than memorizing the order of the alphabet, I found it more intuitive to memorize the moves as "same", "down" or "up" for I, II and III respectively, looping around as required. Other than 'jab' (which I didn't have anyway), The [Dodge/Leap away], [Mask face/Parry] and [Punch] options are presented in order in game.)
There are actually a couple times when these results get shuffled around. More spading needed here for the exact trigger, but it seems to happen sometimes when you are both tired and both reconsider your options? Not exactly sure.
When you reshuffled the random cues, results I and IV stay the same, and II and III swap.
Your attacks
There are up to nine different attack options for you to choose from each round, plus reconsidering your options and conceding the duel. The nine attacks are unlocked by having certain techniques known to you (though they do not have to be specifically in your deck at the time of the fight).
Attack option |
Unlocked with |
General type |
Dodge |
Dive for Cover |
Footwork |
Leap away |
Leaping Dodge |
Footwork |
Parry |
Parry |
Block |
Mask your face |
Shield Block |
Block |
Jab at him (?) |
Jab |
Counter |
Punch him |
Punch |
Counter |
Pummel him |
Brutality |
Special |
Run him through |
Swordplay |
Special |
Meet his sword |
always? |
Other special |
(these are sorted alphabetically in the regular encounter)
There are a couple places where you get special results for using two particular attacks in a row. These are documented below, but weird enough to be worth mentioning separately here.
Special combo #1: Dodge momentum
If you use two different dodge-style attacks in a row, you get a special 'momentum roll. More specifically, if two rounds take place like this:
- Hermit uses Wild-style attack, and you use Dodge or Leap Away.
- Hermit uses Wild-style attack, and you use Leap Away or Dodge (opposite of previous round).
If you do this, you will do a rolling dodge with momentum and the hermit will significantly tire out hermit more than normal. This only works when the hermit uses a Wild attack twice in a row though. You can continue alternating attacks for several rounds this way, as long as the hermit keeps attacking wildly.
Special combo #2: Riposte
(not exactly sure but something along the lines of:)
Jab -> Run him through
Punch -> Run him through
Parry -> Run him through
Expecting your attacks
Over time, the hermit learns to expect your attacks. How this works exactly is unknown, but it seems to not be related to your tiredness, or at least not wholly dependent on it. It may be related to the number of techniques you have in your deck.
Reconsidering your options will allow you to "refresh" your attacks.
(insert details how this works)
Combat results
Generally:
- Practiced-style attacks are best blocked by Blocking (Parry/Mask your face)
- Quick-style attacks are best blocked by Counter (Jab/Punch)
- Wild-style attacks are best blocked by Footwork (Dodge/Leap away)
Using an attack more than x* times in a fight makes the hermit expect it, causing it to be far less effective. Reconsidering your options resets this counter for a particular category of attacks (footwork, blocks or counters) — seems to be picked at random for which category is refreshed(?).
* what determines x is unknown, though it may be related to the number of techniques you know and/or your buffed reflexes.
|
Tiredness |
|
Style |
You |
Him |
Text |
Dodge away: You dodge away from the mirror, sending your reflection diving for cover … |
Leap away: You leap away from the mirror, sending your reflection arcing away from him … |
P |
1x |
0 |
, but he twists the blow after your reflection with practiced ease. |
Q |
2x |
0 |
, but his sword is already there by the time your reflection gets there. |
W |
0 |
1 |
. He takes a wild overhand swing, but you get yourself just outside its arc. |
W exp |
0 |
0? |
, but his seemingly wild attack comes in at just the wrong angle for you. It's like he knew exactly what you were going to do. |
Dodge away (w/momentum): You build momentum into a leap, propelling yourself much of the way across the room. … |
Leap away (w/momentum): You transfer your momentum into a roll, sending yourself across the room and your reflection under cover. … |
W chain |
|
≥2 |
He takes a wild overhand swing, but your reflection's not even close to where he was aiming by the time the attack comes down. |
|
Mask your face: You raise your arms to block his attack … |
Parry: You raise the sword to block his attack … |
P |
|
1 |
. He swings in with a well-practiced attack, but your reflection sets its feet and absorbs the blow. |
P exp |
|
|
, but he seems to have been expecting that, slipping in a well-practiced attack. |
Q |
|
0 |
, but his blade twists here and there, finding weaknesses around the edge of your block. |
W |
|
|
, but he crushes your block with a wild overhand swing, sending both you and your reflection sprawling. |
W exp |
|
|
, but his seemingly wild attack comes in at just the wrong angle for you. It's like he knew exactly what you were going to do. |
W spec |
|
|
Your reflection raise's one arm to block his attack while making a measured attack with the other, but his wild swing brooks no subtlety. (Mask your face only — what triggers this different from the normal attack? Seems to count as a punch when needed) |
|
Make a quick jab: You carefully sink low, sending your reflection between the cracks of the mirror, then launch into a quick jab … |
Punch him: You drop your guard for a moment to level a punch with your offhand. Your reflection follows suit … |
P |
|
0 |
, but he twists your blow aside with the ease granted by years of practice. |
Q |
|
1 |
, fouling his attack. |
Q spec |
|
|
. Whatever cleverness he may have had planned falls to shambles with your crushing attack. (Quick Jab only? What triggers this? After hundreds of rounds without any jabs available, I have never seen this.) |
W |
|
0 |
, but his wild swing brooks no subtlety. |
|
Run him through: You lunge at the mirror, sending your reflection at the hermit sword-first, … |
Pummel him: You grab the sword with both hands and go to town, swinging it like a baseball bat or police baton. Your reflection follows through with identical gusto … |
P |
2y |
0 |
, but he twists your blow aside with the ease granted by years of practice. |
Q |
1y |
0 |
, but whatever opening you saw must have been a feint. He bounces back with a clever attack from another angle. |
W |
2y |
0 |
, but your reflection has to dive to the side before it connects. It's not pretty, but it's better than letting that maniac decapitate you. |
P exp |
|
|
, but he seems to have been expecting that, slipping in a well-practiced attack. |
Q exp |
|
|
, but he seems to have anticipated your actions, slipping his blade in around your movements before you even made them. |
W exp |
|
|
, but his seemingly wild attack comes in at just the wrong angle for you. It's like he knew exactly what you were going to do. |
(For the above: P, Q and W refer to the hermit's attack styles, "exp" gives results when the hermit has become accustomed to your attacks, and "spec" are special results that occur under specific circumstances.)
In addition to the above attacks, there are several more, including the special ones where you win the fight. See details at the bottom of this hidden block here:
You have the same options each round, dependent on their known techniques (they don't have to be in your deck).
The hermit has three attacks: Practiced, Quick, and Wild. It's usually obvious which one he's using based on his message. For these situations, simply consult the chart below. The parenthetical quotes are the end of his 'approach' messages, and will let you figure out how to respond.
Technique |
Option in Fight |
Effect |
footwork |
Dive for Cover |
dodge |
defends vs. Wild ("executioner's axe") |
Leaping Dodge |
leap away |
defends vs. Wild |
blocks |
Parry |
parry |
defends vs. Practiced ("familiarity of decades") |
Shield Block |
mask your face |
defends vs. Practiced |
counters |
Jab |
jab at him? |
defends vs. Quick ("bemused expression") |
Punch |
punch him |
defends vs. Quick |
coups de grace |
Brutality? |
pummel him |
wins duel if unopposed |
Swordplay? |
run him through |
wins duel if unopposed |
(none required) |
reconsider your options |
refreshes you if you're fatigued; revitalizes swordwork, footwork, blocks, or counters (chosen randomly) ( You come up with some new ideas about your [swordwork]. ) |
At the start of the duel, the defensive techniques will always protect you if used against the right attack. But if you use them too many times, the hermit will catch on and they will sometimes fail regardless. The mechanics of this are poorly understood, so be careful! Reconsidering your options will cause one of the three categories of defensive moves to return to their initial state.
To begin with, choosing the wrong response will not cause you to lose the duel. But as the duel progresses both you and the hermit will start getting tired. For the hermit this happens after (very roughly) 6 or 7 rounds; how long you last probably depends on your stats. If either of you are tired, a line at the end of each fight will inform you of this. If you're tired, a mistake will cause you to lose the duel. Reconsidering your options will refresh you, but this is usually unhelpful, as it will also cause you to lose the duel if opposed by an attack.
In order to win reliably, you'll have to figure out his tells. Oh, how handy, we have a guide for that right below this sentence!
Tells
He has four 'tells' as well that indicate what his next move will be, if you learn to read them.
Scratches Chin |
The hermit hangs back from your reflection and scratches at his chin thoughtfully. |
Hides his Thoughts |
The hermit hangs back from your reflection, obviously trying hard to hide his thoughts… which sort of defeats the point. |
Blinks |
The hermit hangs back from your reflection, blinking furiously. |
Laughs |
The hermit hangs back from your reflection, his mouth open in a soundless laugh. |
These four messages each correlate with a different of the following four possibilities. These are randomized for each player, and changes when you reset, or apparently when you let him reconsider his options. For ease of writing, "Q" refers to quick stab, "W" refers to wild swing, and "P" refers to practiced swing, all described above.
I. Indicates that his next attack will be the same as the one before. (P->P, Q->Q, W->W)
II. Indicates that his next attack will be the next one alphabetically (P->Q, Q->W, W->P)
III. Indicates that his next attack will be the next one in reverse alphabetical order. (P->W, Q->P, W->Q)
IV. Indicates this his next move will not be an attack, but instead he will "Reconsider his options", immediately repeat the same tell, and attack the next round. While he's reconsidering, you can run him through or pummel him to win the duel. (Be careful if you decide not to; it's impossible to predict his followup attack so far as I know.)
Chains
Doing some attacks after others will result in different messages and improved results. Ending a fight with a chained "run him through" will result in gaining a second shard that day. Avoiding a wild attack with a chained dodge or leap away will tire the hermit out faster than normal.
Jab -> Run him through
Punch -> Run him through
Parry -> Run him through
Dodge -> Leaping Dodge
Leap away -> Dodge
(Parry, followed by Run him through, vs. practiced):
You twist the sword, sending your reflection into a perfect riposte, but he twists your blow aside with the ease granted by years of practice.
Or
You twist the sword, sending your reflection into a perfect riposte, but he seems to have anticipated your actions, slipping his blade in around your movements before you even made them.
Possible Hermit Actions (with responses):
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Practiced Attack |
The hermit approaches your reflection with a terminally bored expression, his sword held with the familiarity of decades. |
Dodge |
You dodge away from the mirror, sending your reflection diving for cover, but he twists the blow after your reflection with practiced ease. (slow?) |
Leap away |
You build momentum into a leap, propelling yourself much of the way across the room, but he twists the blow after your reflection with practiced ease. (slow?) |
Parry |
You raise the sword to block his attack. He swings in with a well-practiced attack, but your reflection sets its feet and absorbs the blow. (fast)
or
You raise the sword to block his attack, but he seems to have been expecting that, slipping in a well-practiced attack. (slow?) |
Mask your face |
You raise your arms to block his attack. He swings in with a well-practiced attack, but your reflection sets its feet and absorbs the blow. (normal)
You raise your arms to block his attack, but he seems to have been expecting that, slipping in a well-practiced attack. (when tired - lose) |
Meet his sword |
You take a mighty swing, sending your reflection after the hermit's sword rather than the hermit himself. He swings in with a well-practiced attack, but your reflection sets its feet and absorbs the blow. |
Make a quick jab |
You carefully sink low, sending your reflection between the cracks of the mirror, then launch into a quick jab, but he twists your blow aside with the ease granted by years of practice. |
Pummel him |
You grab the sword with both hands and go to town, swinging it like a baseball bat or police baton. Your reflection follows through with identical gusto, but he twists your blow aside with the ease granted by years of practice. (slow) |
Punch him |
You drop your guard for a moment to level a punch with your offhand. Your reflection follows suit, but he twists your blow aside with the ease granted by years of practice. |
Run him through |
(hermit slowed) You lunge at the mirror, sending your reflection at the hermit sword-first, but he twists your blow aside with the ease granted by years of practice. |
Reconsider your options |
You hang back from the mirror, considering your next move. He swings in with his blade, getting dangerously close to just gutting your reflection. (lose if tired; new blocks otherwise?) |
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Quick Attack |
The hermit approaches your reflection. He makes a quick stab with every step, watching the results with a bemused expression. |
Dodge |
You dodge away from the mirror, sending your reflection diving for cover, but his sword is already there by the time your reflection gets there. (lose?) |
Leap away |
You leap away from the mirror, sending your reflection arcing away from him, but his sword is already there by the time your reflection gets there. |
Parry |
You raise the sword to block his attack, but his blade twists here and there, finding weaknesses around the edge of your block. (slow) |
Mask your face |
You raise your arms to block his attack, but his blade twists here and there, finding weaknesses around the edge of your block. |
Meet his sword |
You take a mighty swing, sending your reflection after the hermit's sword rather than the hermit himself, but whatever opening you saw must have been a feint. He bounces back with a clever attack from another angle. |
Make a quick jab |
You carefully sink low, sending your reflection between the cracks of the mirror, then launch into a quick jab. Whatever cleverness he may have had planned falls to shambles with your crushing attack. (first time?)
You make a quick jab, your reflection following through for you, fouling his attack. (subsequent times?) |
Pummel him |
You grab the sword with both hands and go to town, swinging it like a baseball bat or police baton. Your reflection follows through with identical gusto, but whatever opening you saw must have been a feint. He bounces back with a clever attack from another angle. |
Punch him |
You drop your guard for a moment to level a punch with your offhand. Your reflection follows suit, fouling his attack. (fast) |
Run him through |
You lunge at the mirror, sending your reflection at the hermit sword-first, but whatever opening you saw must have been a feint. He bounces back with a clever attack from another angle. |
Reconsider your options |
You hang back from the mirror, considering your next move. His clever attack is largely wasted as you aren't doing much to stop him.
He twists his blow away from your vitals at the last second. |
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Wild Attack |
The hermit approaches your reflection with his sword held high, ready to come down like an executioner's axe. |
Dodge |
You dodge away from the mirror, sending your reflection diving for cover. He takes a wild overhand swing, but you get yourself just outside its arc.
or, if you've used dodge too many times to avoid his wild swings:
You dodge away from the mirror, sending your reflection diving for cover, but his seemingly wild attack comes in at just the wrong angle for you. It's like he knew exactly what you were going to do.
Or, following Leap Away:
You transfer your momentum into a roll, sending yourself across the room and your reflection under cover. He takes a wild overhand swing, but your reflection's not even close to where he was aiming by the time the attack comes down. |
Leap away |
You leap away from the mirror, sending your reflection arcing away from him. He takes a wild overhand swing, but you get yourself just outside its arc.
or, if you've used leap away too many times to avoid his wild swings:
You leap away from the mirror, sending your reflection arcing away from him, but his seemingly wild attack comes in at just the wrong angle for you. It's like he knew exactly what you were going to do.
or, following Dodge:
You build momentum into a leap, propelling yourself much of the way across the room. He takes a wild overhand swing, but your reflection's not even close to where he was aiming by the time the attack comes down. |
Parry |
You raise the sword to block his attack, but he crushes your block with a wild overhand swing, sending both you and your reflection sprawling. (lose) |
Mask your face |
Your reflection raise's one arm to block his attack while making a measured attack with the other, but his wild swing brooks no subtlety.
You raise your arms to block his attack, but he crushes your block with a wild overhand swing, sending both you and your reflection sprawling.
You raise your arms to block his attack, but his seemingly wild attack comes in at just the wrong angle for you. It's like he knew exactly what you were going to do. |
Meet his sword |
You take a mighty swing, sending your reflection after the hermit's sword rather than the hermit himself. He takes a wild overhand swing, but you meet the blow halfway. The sword in your hand rings as if struck, tearing itself from your hand.
And under some conditions? Not Slow?:
You carefully scramble back, keeping your reflection away from him, and pick up the weapon.
If you're tired?:
You take a mighty swing, sending your reflection after the hermit's sword rather than the hermit himself, but his seemingly wild attack comes in at just the wrong angle for you. It's like he knew exactly what you were going to do.
If you have damaged his sword three times, and have fresh sword moves (and possibly also have a rusty sword equipped yourself?:
You take a mighty swing, sending your reflection after the hermit's sword rather than the hermit himself. He takes a wild overhand swing, but you meet the blow halfway. The sword in your hand rings as if struck, but his sword snaps, sending visible waves of pressure through the mirror.
The wave sends a torrent of mirror shards falling to the ground at your feet. Ahhhhh!
You found: 2 empty shards
You found: 4-5 of shards reflecting apples shards reflecting flowers, shards reflecting fish
You've earned 8 XP in Reflexes |
Make a quick jab |
You make a quick jab, your reflection following through for you, but his wild swing brooks no subtlety. |
Pummel him |
You grab the sword with both hands and go to town, swinging it like a baseball bat or police baton. Your reflection follows through with identical gusto, but your reflection has to dive to the side before it connects. It's not pretty, but it's better than letting that maniac decapitate you. |
Punch him |
You drop your guard for a moment to level a punch with your offhand. Your reflection follows suit, but his wild swing brooks no subtlety. (slow) |
Run him through |
You follow up your quick strike with a powerful blow of the sword, but your reflection has to dive to the side before it connects. It's not pretty, but it's better than letting that maniac decapitate you. (lose) |
Reconsider your options |
You hang back from the mirror, considering your next move. He brings his sword down in a wild overhand stroke, twisting it to the side at the last moment to avoid decapitating you. |
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Reconsidering Options |
(randomly selected from chin scratch, hide thoughts, blinks, or laughs) |
Dodge |
You dodge away from the mirror, sending your reflection diving for cover. He watches your reflection through narrow eyes, but doesn't make any motions to follow it.
Or, with momentum:
You transfer your momentum into a roll, sending yourself across the room and your reflection under cover. He watches your reflection through narrow eyes, but doesn't make any motions to follow it. |
Leap away |
You build momentum into a leap, propelling yourself much of the way across the room. He watches your reflection through narrow eyes, but doesn't make any motions to follow it. |
Parry |
You raise your arms to block his attack. He watches your stance, nodding to himself, but makes no motion to test it. |
Mask your face |
Your reflection raise's one arm to block his attack while making a measured attack with the other.
He doesn't bring up his sword in time, taking the blow and stumbling to the side. |
Meet his sword |
You take a mighty swing, sending your reflection after the hermit's sword rather than the hermit himself. He backs away from you and sets his feet for a block. (Always)
(Followed by:)
You swing into his sword with all your might, causing it to visibly vibrate in the mirror. (The first time in a fight)
You swing into his sword with all your might, knocking several chunks of rust from the ancient blade. (The second time in a fight)
You swing into his sword with all your might, leaving visible cracks spidering through it… matching those of the mirror it's reflected in. (Third and subsequent times) |
Make a quick jab |
|
Pummel him |
You grab the sword with both hands and go to town, swinging it like a baseball bat or police baton. Your reflection follows through with identical gusto.
He doesn't bring up his guard quite fast enough and takes the blow. He stumbles backwards, slumping with his back against the far side of the mirror.
A few drops of blood flow into view. First blood it is, then!
A glimmering fragment of the mirror breaks off, falling at your feet. Ahhh!
You found: empty shard
You've earned 5 XP in Reflexes |
Punch him |
You drop your guard for a moment to level a punch with your offhand. Your reflection follows suit.
He doesn't bring up his sword in time, taking the blow and stumbling to the side. |
Run him through |
You lunge at the mirror, sending your reflection at the hermit sword-first.
He doesn't bring up his guard quite fast enough and takes the blow. He stumbles backwards, slumping with his back against the far side of the mirror.
A few drops of blood flow into view. First blood it is, then!
A glimmering fragment of the mirror breaks off, falling at your feet. Ahhh!
You found: 1 empty shard
You've earned 5 XP in Reflexes
following a parry or quick jab -> run him through chain:
You twist the sword, sending your reflection into a perfect riposte.
He doesn't bring up his guard in time, taking the blow and stumbling back into the mirror, physically shaking it.
A stream of blood flows from him, visibly welling and channeled by the cracks in the mirror… that's really kind of strange, but good enough for 'first blood.'
Two glimmering fragments of the mirror fall to the ground at your feet. Ahhhh!
You found: 2 empty shards
You've earned 5 XP in Reflexes
Following <something I forgot to note down> -> run him through?:
You follow up your quick strike with a powerful blow of the sword.
He doesn't bring up his guard in time, taking the blow and stumbling back into the mirror, physically shaking it.
A stream of blood flows from him, visibly welling and channeled by the cracks in the mirror… that's really kind of strange, but good enough for 'first blood.'
Two glimmering fragments of the mirror fall to the ground at your feet. Ahhhh!
You found: 2 empty shards
You've earned 5 XP in Reflexes |
Reconsider your options |
You hang back from the mirror, considering your next move. The hermit seems content to do the same. You both rest for a moment before returning to the duel. |
Removes his 'slowing down' message.
When losing:
<one of above>
You pull back from the exchange with a bit of blood on your sleeve. Damn. Guess he is too fast for you.
You take 1 damage.
You've earned <some> XP in Reflexes, proportional to length of fight
Concede the duel:
You do your best to concede the match in pantomime. He seems to understand your intent and bows graciously.
You've earned <some> XP in Reflexes, proportional to length of fight
More messages:
Hermit slowed:
His reactions are visibly slowing.
Yourself slowed:
Either he's getting faster… or you're slowing down. Dammit.
You + hermit slowed:
His reactions are visibly slowing… but, then again, so are yours.