Card Quest

Card Quest

View Stats:
Terkala Nov 8, 2017 @ 12:04pm
Tips and tricks
I didn't see a tips/tricks thread, so thought I'd start one.

1. If you poison the last enemy to death, you get an extra turn of resource-regeneration (for resources that carry over from battle to battle such as Necromancy).

2. Do the tutorial on each character, it comes with an item for one of the 3 item slots that don't have anything unlocked by default.

3. Try to do a run on each of the different dungeons early on, as each of them are roughly equally difficult for the first area and can unlock straight-upgrades (such as for the warrior).

4. You can mulligan your starting hand on your first action by clicking in the bottom right. Different classes have different mulligan costs. Or you can spend 5 stamina for a new card.

5. Stealthy enemies "only" ever show up at the end of round 1 on the first fight (unless summoned by a creature with a special ability). Always save an extra defensive ability just in case.

Edit: If there are not enough spaces for all of the enemies to appear out of stealth, they will patiently wait as many turns as required before spawning.

6. If an enemy kills itself on your damage-barrier (spiked armor, electric charge, ect) then it doesn't deal damage. Dodging enemies can't dodge this damage.
Last edited by Terkala; Nov 16, 2017 @ 8:58pm
< >
Showing 1-14 of 14 comments
Samseng Yik Nov 8, 2017 @ 11:44pm 
1) scenario difficulty sequence is
city plague -> dwarwen cave -> forest

2) erase the less useful card for current situation whenever you can draw more cards

3) some special defensive cards can harm attacker or other enemies.
Always stun/kill those who no yet attack
tiamats4esgares Nov 12, 2017 @ 1:27pm 
I didn't know some of these. Thanks!
Gonroamin Nov 12, 2017 @ 3:35pm 
Make sure to check your deck unlocks, and don't just blindly switch when you first recieve them!

For example, the Pyromancer, Necromancer and Berskerker decks are almost useless without at least some matching equipment, as they won't generate their unique resources at a usable rate.

Also some equipment will make some decks unusable as well. Another example, the Dark Sword shouldn't be used with the Paladin or Blessed shield because it drains one faith / turn in exchange for it's poison effect and hilarious damage.
Samseng Yik Nov 12, 2017 @ 7:53pm 
1) Like what above said, many card/gear require good combo to play really really well.
If you are very very casual gamer who can't take challenge and use brain. This game is not for you.

2) Fighter attack cost much stamina unless you are playing Berserker. And is the only class that can have 0 stamina defensive card with extra bonuses.
Chaining some cards usually have pros and cons.

3) Rogue can unleash ton of attacks in 1 turn, but defensive cards are usually costly unless you hide before ending your turn (Better careful with hidden enemies).
Chaining attack is more usually more benefits.

4) Wizard play like Rogue but range version, with much more fancy offensive/defensive cards and great multiple targets. But require to handle new resources in order to play well.
Chaining attack with cheap cards have pure benefit especially bonus resource generation.

5) Hunter is a unique class who can assign bonus from quiver to their weapon cards.
Managing reload and ammo are important key skill of Hunter. Hunter has unique take on chaining .
- Crossbow
PROS : Chaining attack is mostly good thus reward player really well if having multiple offensive cards. Quiver cards also refill ammo.
CONS : Smaller ammo size, quiver cards and reload cost extra stamina. (Tips, Ranger school can getaway from the reload penalty)

- Bow
PROS : Very powerful offensive card when not chaining.
CONS : Chaining attacks usually cost more stamina while lower damage too, require good Chainbreaker to play really well.
Last edited by Samseng Yik; Nov 12, 2017 @ 7:55pm
Samseng Yik Nov 12, 2017 @ 8:00pm 
Some cards are better when not chaining, while some opposite.
Example of Hunter Ranger school :
- Take Cover can block 4 damage when not chaining. It become worse when chaining.
- Move Away cost less stamina plus increase Distance while chaining.
- Tactical Retreat reload more ammo when not chaining while dodging and + 1 Distance.
When chaining, it only reload 1 ammo while giving + 2 Distance.
eliotno3 Nov 12, 2017 @ 8:02pm 
GREAT advice here mate. Thanks much from a new player! :spazwinky:
Reya Nov 12, 2017 @ 10:24pm 
Originally posted by Terkala:
I didn't see a tips/tricks thread, so thought I'd start one.
5. Stealthy enemies "only" ever show up at the end of round 1 on the first fight (unless summoned by a creature with a special ability). Always save an extra defensive ability just in case.

Not Quite there can only be a limited (8?) number of enemies at once. Sometimes Stealthed enemies can excede that number and they will reveal once you have killed some of the other enemies.
Terkala Nov 13, 2017 @ 8:30am 
They can't exceed it if you don't kill anything though. Some encounters (if you recognize them as this special case) can be easier to just stun/invisible the first round, since it'll remove any hidden enemies as they'll be unable to spawn.

Also, there are a few (very rare) instances where there can be a stealthed enemy on the 2nd round. I've only seen it at depth-5 levels (just before the boss), and it's extremely rare.
Last edited by Terkala; Nov 13, 2017 @ 8:31am
tiamats4esgares Nov 13, 2017 @ 1:17pm 
I'm finding this to be a pretty good setup:

Arcane School
Book of Lightning
Mirror Scrolls
Arcane Robes
Thunderstones
Crow Familiar

I can usually kill everything in the first turn, but if I don't, I can dodge some attacks that come at me. I used Illusion Robes instead of Arcane Robes for a while but they are purely defensive and I like the offensive option more.
Samseng Yik Nov 13, 2017 @ 6:55pm 
The Mirror Scroll is outstandingly OP than other Wizard defensive card.
Although it lack the CC effects like stun, but since Wizard kill most enemies so fast, the usual remaining standing is only a boss, who immune to stun anyway.

Little Arcane usage ? Check
Dodge better than usual block ? Check
Low stamina consumption per 3 defense ? Check
tiamats4esgares Nov 14, 2017 @ 1:30pm 
Card Quest (or, at least, playing as Wizard) reminds me, in a very odd way, of one if my favorite single-player card games ever: Phantasy Star Online Episode III: C.A.R.D. Revolution.

In PSO3, you would unleash attacks on your turn, knowing when the opponent would dodge or not and often doing way too much damage than needed (on purpose, because you needed ridiculous amounts of damage dealt to get an S rank which meant more cards).

You would cycle through your deck quickly, discarding cards you didn't need to get to ones you did. Then, on your opponent's turn, you used your defensive cards. Some only prevented 2 or 4 damage, but some completely dodged the hardest hitting attacks (Weakness, TP Defense, or my favorite as an AB user: AB Guard).

Anyway, love games that make me feel nostalgic. <3
Samseng Yik Nov 16, 2017 @ 3:14am 
Important !!
Your first 17 cards will never repeat.

Long version, you will go through your full deck with your first 17 cards.
After 17, it is possible to draw an identical card caused by another card make you draw card.
Last edited by Samseng Yik; Nov 16, 2017 @ 3:15am
Terkala Nov 16, 2017 @ 9:34am 
@sam I don't think that's true. I think it just requires that you go through your whole deck once before any repeats happen and some decks have more/less than 17 cards. You never know how many cards are remaining in your deck (so a draw-1 card can draw itself, but only if you happen to be on the last card in your deck).
Samseng Yik Nov 16, 2017 @ 9:50am 
What you write is entirely what i am trying to mean.
Probably due to my bad English. Sorry
< >
Showing 1-14 of 14 comments
Per page: 1530 50

Date Posted: Nov 8, 2017 @ 12:04pm
Posts: 14