Hermit

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Hermit
Is happiest near unexplored wilderness. Smells 'unusual'.
Is happiest near unexplored wilderness. Smells 'unusual'.
General Info
Specialty
Production

The Hermit is a leader in After Inc.. He adds a production bonus to buldings with an unexplored area nearby, and a penalty if they don't.

Speciality[edit | edit source]

Nature is so beautiful, we mustn't disturb it!

Bonus resource production if buildings have an unexplored area nearby, but production penalty if they don't.

Production buildings in the area will gain resources production by 28% if at least one of the area's neighbours are unexplored. Otherwise, a 14% penalty will be applied instead. This does not apply to the settlement area. Instead, it increases morale by +10%, but if all areas near the settlement are fully explored, the -15% morale penalty applies instead.

Strategies[edit | edit source]

The Hermit allows you to build fewer production buildings, as all of them produce more resources, as long as they are next to an unexplored area. This can be very helpful in the early game, where the Wood and Food numbers for purchasing projects and consumption are relatively small and so an increase of 28% is quite large. Having unexplored areas means a combat power reduction for your Fighters, and allows you to be caught off guard by Zombies and their surprise attacks. If the unexplored area you designated has zombies, you must explore it, and will then suffer a production penalty, which can be a quite harsh change, changing production from 128% to 86%. Therefore, it's wise to know the map beforehand and formulate a gameplan before you start.