Go all the way west to find a golden chest (4/8). You can choose to dismiss her right away, in which case you'll lose her. Talk to the peasant chopping wood for some additional wood and find a small pile of gold just to the east of him. Getting the Colossal Beast to banish a powered-up Forager can end up doing a great deal of harm. Don't use the Mahakam Ale trinket because you have no way of recovering it and it will boost the enemy for the remainder of the battle. Here's a solution: You'll receive a Decoy trinket following victory. After the battle, examine the notice board for an amusing Nordling primer. Go through the gates and make your way through the allied camp to Demavend's tent for the final scenes of the game. Eldain will propose that you fight outside the necropolis. Your goal is to reduce all enemy archers to 1 HP each while keeping Meve alive. and Dogs of War trophies. Continue south and grab the bit of loot to the west of the path. The southern path leads to the continuation of the main quest so take the bridge to the west. In case it isn't obvious, the latter is the correct choice here. You will see another village to the south. A short distance along is a compound. There will be a puzzle battle here if your relations with the Skelligans are not good. In the top right are your resources: gold, wood and recruits. You'll be able to boost your morale shortly so take the gold. The optimum amount is 500G. The Hym has 34 HP and will replay any card you played, targeting the leftmost ally. You'll find a letter among the after-battle spoils. Use Sudsy Inspiration and use all your charges to take fourteen swigs, drawing a Gawker to egg you on. The summon ability is not too shabby either. Move right to B3, then to B4 (Gascon will be pushed one space right again) and up to A5 and victory. Grab loot as you make your way south towards the fast travel point. Blacksmiths are awesome. Since you probably have plenty of both resources and don't much need either, the decision can go either way. After the battle, you will find that the village you've just liberated is inhabited by Nilfgaardian settlers. He has 150 HP so it won't be easy. If that ally is destroyed, return it to your hand rather than sending it to the graveyard. Head southwest through the abandoned stone circle and unlock the fast travel point. Your goal is to destroy all enemies. Each one killed will do 10 HP damage to the nest. Use Gabor to deal with the Alba Cavalry Veterans. Read the notice board and use the recruitment post. And my guide is finished! Return to the main path and make your way southwest. Alchemist (Human, Field Support)When deployed, sets a selected unit's power equal to the unit to its left. Press the men into service: +3 recruits. This will cause the enemy to use up all his forces before reinforcements arrive. There's nothing special about this battle. Outside the village make your way east across a short wooden bridge and pick up some loot. Examine the point of interest. Once they're in your melee row, attack them again so that they end up in your ranged row. Your enemy will start the battle with a bunch of Alba Pikemen on the board and he has the ability to damage your units by the number of enemy units in play. Afterwards, you get to decide the envoy's fate. Place another Arbalest on your melee row and attack the 12 HP Elemental. Grab some loot to the south then make your way into the ruins for a puzzle battle. You will also have to worry about the Elven Archer/Swordmaster combination. Mahakam Shieldbearer (Dwarf, Blitz)Can be ordered to set another unit's power equal to his and starts with two charges. After victory, you will gain 10 recruits. In the second round, let Aep Dahy play an Alba Armored Cavalry unit and then place Infiltrators next to it. Pretty simple, winning mostly involves keeping nekker numbers down and wolves from buffing themselves too much. Fast travel to the sign post south of the temple and take the path headed west. Lyrian Merlot (Trinket)Boosts the lowest ally by the power of the highest ally. If you steal it from him, your army will lose morale. Ensure that you are using the Lyrian Banner trophy and the Rivian Broadsword weapon and create two Pitfall Traps. Forager + (Human, Field Support)Gains 2 power and the ability to destroy two cards to the right. Here's a solution. You don't particularly need either Reynard or Gascon, however. Cross the wooden bridge for a scene. Occasionally he will eat one of your trinkets, powering him up greatly. At this point use the Rivian Broadsword on the Wolf, reducing it to 5 power. Meve has the Warhammer ability so use it to move a Rivian Pikeman to the top of the deck. Your goal is to recover your fallen soldiers by letting the card that represents them gain 5 charges. Elf and Onion Soup (Trinket)Presents you with three random units from which you can choose one to play. Side quest in the first map Lyria.Quest name: Enemy. Use all 4 Landsknecht units to damage the 15 HP Knights, reducing them to 11 HP each. Target the archers with 5, 6 and 7 HP in that order. If you use Lyrian Scythmen and Reinforcements to outscore your opponents, this is an opportunity to score over 300 in a single round if you've not done so already. Your enemy will play lots of Lyrian Scythemen and has an ability that triggers their loyal ability twice. When you open a chest, the game autosaves. Personally, I'd add an upkeep mechanic for higher difficulties (e.g., losing x amount of gold and wood every time you complete a story chapter). Otherwise, cross the bridge to the east. These are ridiculously powerful units that pretty much guarantee victory. Unlock the nearby fast travel point and continue south for another scene and a battle. Here's a solution. You can obtain a treasure map and, if Eyck is with you, it doesn't cost you anything. Your goal is to move Gascon to the bottom-right corner of the battlefield. This is Isbel's upgrade. This is a standard battle. Go through the gate for a puzzle battle. Place the Forager to the LEFT of the Slinger. After the battle you will find a golden chest (8/9) along with a letter among the after-battle spoils. The enemy commander alternates between damaging your units and healing enemy units as its command ability. You need to sign in or create an account to do that. Use your command ability and use all 4 Landsknecht units to damage the 11 HP Knights. Start making your way southeast and unlock the fast travel point. Simple but extremely powerful and can turn a losing round into a winning one. You may as well take the lot in that case! This is the key to winning the battle. Move the Infantry back into the melee row. Continue to claim one last piece of loot for old times' sake and unlock the final fast travel point. Your goal is to eliminate the Hym without any allies being killed. If you examine the collapsed tent, you can recover a treasure map. Don't continue to go north, however. Thronebreaker: The Witcher Tales is a role-playing video game developed by CD Projekt Red.It is a spin-off of The Witcher video game franchise, and acts as the standalone single-player component for Gwent: The Witcher Card Game. Note that you are unable to play a given trinket a third time even if you have two Blacksmith units in your hand. If you have the instigators hanged, you will lose morale but the surviving victims of the mob's violence will give you 350G. Once the escape route is revealed, the goal is simply to have more points on the board than the enemy after three phases. At some point in the second round, Meve will be destroyed, which is not necessarily a bad thing because you'll regain the use of your command ability. Continue east to the imposing looking castle and examine the point of interest for a scene. Two will take its place. Not bad and synergises well with Pitfall Traps on the enemy rows. You may also want to use the Lyrian Banner and Lyrian Arbalest units. This is fought over multiple rounds. End your turn. Return the way you came and go east for a puzzle battle. Volunteer Corps (Dwarf, Blitz)Can be ordered to move two units with the same power to the other row. Another charge for Rayla? Return to the Hag's Pit and make your way south and west across the next bridge. This is an outstanding ability and synergises with Raymond and the Decoy card. Here's a solution: You'll find a letter in the after-battle spoils. Follow the path east and you will come to a golden chest (6/9). Gabor, Decoy and the Flail can destroy the gates which means that you don't need to destroy palisades with the catapult. After four turns it will start devouring units but you should be able to destroy it before then - I used a War Wagon on the melee row, moved the banner up and deployed two Arbalest units. Cross the bridge to find a shrine and continue northeast to find a fast travel point and a bit of loot. Afterwards, a lumberjack will explain that they won't be paid unless the wood gets to Nilfgaard. Lay the Arbalests next to it. Thronebreaker: The Witcher Tales Meve: Avenger is on their side of the board and will eliminate an enemy unit on every turn. At some point, the enemy will start playing Commandant cards which are powerful but take damage when enemy units are destroyed. Use the Wagenburg with 3 armour on the enemy ranged row. After victory, you will receive the Blood trinket. The enemy will move one card but inflict no damage. Cross the bridge leading to the Nilfgaardian fort and approach the gate for an optional battle. Slingers (preferably promoted) are just the ticket here. Play a Slinger in your melee row and attack the Rot Tossers leaving them with 1 HP each. To that end, include Mahakam Ale among your trinkets along with Reinforcements and maybe the Golden Froth. Read the new reports in the Royal Tent and converse with your lieutenants in the Mess Tent. If you have Barnabas with you, you can spend 100 wood to get 750G. As you make your way west, you will have a scene if you allowed the freed slaves to follow your army earlier. The priestess will bless you and boost your morale so that you're in the green again. Use the final Volunteer on the Spotter at A1 and move Reynard up to A2 and victory. Here are a couple of examples that came to my mind: Ya, those would all be intagibles. Thronebreaker was released in October 2018 for Microsoft Windows, on 4 December 2018 for PlayStation 4 and Xbox One, in January 2020 for Nintendo Switch, and in July . You will see a Troll blocking a bridge leading northeast. The enemy uses a new unit: a medic unit that can both heal and boost damaged enemy units. If you invested gold back in Mahakam, there will be a couple of couriers standing by a cart who will give you 5000G. If the battle only lasts one round, however, you should typically discard them after your initial hand is dealt. From the signpost pick your way east through the burning buildings until you are thrown into a puzzle battle. Version 1.0 of the guide is now available here: I'm not sure how far into the guide you are, but I have contributed to some reddit threads asking about consequences, you so I might be able to help out when I'm free. Unlock the fast travel point as you continue northeast. There'll be a group of Nilfgaardian Deserters on the field. Use the recruitment post near the eastern exit and return the way you came. The cheap way to win this is to wait until the enemy has placed, say, six cards on his melee row before Raymond starts turning cards over. Play another Arbalest in your melee row and damage an Archespore by 3. Play an Arbalest in your ranged row and damage an Archespore by 3. Now head north, picking up a loot pile on the way. There are 4 Water Hags on the board and Torrential Rain is present on all rows. Cross the bridge and approach the dragon-like creature for a battle. You need to get rid of the Hawker Transport as soon as possible. Job done. Thanks, Rayla. You will shortly come to an area where there's a corpse lying on the ground to the south and a hut to your north along with a bit of loot. In the west of the village is a grave of a dead Nilfgaardian which you can loot for gold and a morale boost or leave undisturbed at the cost of army morale. You'll want to go for maximum scoring rather than killing enemy units. From here, go southwest a short distance. Your goal is to gain 7 charges on your Old Catapault so that you can break down a dam to drown the monsters infesting the area. If they don't take any damage in a turn they can move all units on the same row as the Fallen Soldiers to the other row which cause it to lose a charge. The enemy deploys spectral units that haunt your allied units - an effect that does increasing amounts of damage each turn. Question the peasants to gain some intelligence about the bandits. You will then be forced to choose between her and Isbel and your army's morale will be lowered into the bargain. Another round of Landsknecht orders will see all enemy units reduced to 3 HP each. If you decided not to hang the deserters earlier, you will find that a bunch more recruits have deserted, taking a chunk of your resources with them. I'd hold off on doing so, because you can come back here later. Return the way you came and head west. If you allow the settlers to stay you can talk to one of them afterwards for more gold and wood. All the tricks you have at your disposal should still mean an easy victory, however. Play an Epidemic card, destroying the Barghests and three of your units. Otherwise, the commander limits himself to Promising Recruits who are annoying but nothing you can't outscore. Examine the structure next to it to discover the scene of a mass execution. I use the Fake Floren trinket to take the Swordmaster out ASAP which defangs the archers somewhat. Eventually, you are sprung from prison by Gascon of all people. This item will only be visible to you, admins, and anyone marked as a creator. You can either take it by force, reducing your force's morale, or pay him 100G. It will cost you two recruits to obtain a card fragment. Among the after-battle spoils is a letter. Magical Barrier (Trinket)Boosts two allies by 2 strength and gives them the immune attribute. You can talk to the woman standing outside her ruined house but there isn't anything you can do for her. Go a short distance south for a battle against monsters. Once again, you'll be subjected to row effects so Lyrian Pathfinders are good to have. When Eyck's strength exceeds the head's HP, deploy him to end the battle. The Archespores have 7 HP. This damages the highest powered unit by 5 if its power is even. After a couple of turns it will move onto the trap card. If it is higher, he will power one of his units by 10. The boss here is a Rabid Forktail. Fortunately, he seems to use just the one Swordmaster which you can eliminate with the Fake Floren. That's a somewhat rubbish ability that takes ages to trigger. Eg. The guide was invaluable in my completion of the game. Continue northwest. Your forces will become demoralised which seems a little unfair. You have 16 cards while your enemy has 18. You can talk to the prisoner but he doesn't have anything useful to say for himself. Speak to the townsfolk afterwards. They are typically consumed when used. Play another Arbalest on your ranged row and destroy a corpse close to the centre of the enemy melee row. You have a choice between spending 25 gold or 1 recruit to remove the obstacle. Continue northeast for the customary vista that accompanies the start of a new chapter and then make your way east to a Nilfgaardian Fortress. Since they're not valuable, I like to start off with a Rivian Pikeman which summons any other Pikemen in your deck when deployed. Unlock a fast travel point and go southwest for another battle. Investigate the pit full of bodies for another puzzle battle. You can only play cards whose value is equal to the amount of Mana you have available. Since Vreemde has 20 power which he restores each turn, this will require a charged Wagenburg, a full rank and an Arbalest. Whether it's an improvement depends on your playstyle. Make your way back to the main path up the eastern side, gathering loot on the way. Pick your way past more burning buildings and make your way into the remains of an army camp. Not as good as being able to choose a card, but not bad. While you're here, there's a bit of loot to pick up a short distance further east. The other eight reveal Grey Rider units which boost the other units that the enemy commander lays down every turn. If you choose to help the villagers inside, you will gain morale and a card fragment at the cost of 2 recruits. Doing so should unlock the Burn After Reading trophy. Approach the necrophages at the end for another battle. Becker's Dark Mirror can go a long way to reducing the HP of the boss and Eyck and Isbel will charge up nicely - for reference, Eyck had over 200 power when I deployed him in this battle. If you freed the Nilfgaardian prisoners earlier, you can examine the church for a scene. Continue past them to the point of interest to the northwest for a battle. This item will only be visible in searches to you, your friends, and admins. Gascon will trick the guards into opening the gate. From the battle site, head west along the northernmost path. Use the Wagenburg to inflict 2 HP to the entire enemy melee row and follow up with a Rivian Sapper. Dimeritium Shackles (Trinket)Summons three units from your opponent's deck to your side and locks them. Talk to the old man in the centre of the village and pay him for information as to where the hawkers deal with the Scoia'tael. Talk to the civilian here three times to have him join your forces. Dig to reveal a golden chest (5/9). Go through the broken wall in the south and then go all the way west until you come to a golden chest (6/10). In the solutions, rows will be labelled A-D (with your ranged row being D) and columns are numbered 1-9. Investigate for a scene. Southeast of the fort is a shrine which you should make a note of. Otherwise, get stuck in. This is a standard battle. Although your goal is to outscore the enemy, Albrich has a nasty ability that he can use every turn: he damages your highest powered unit by the strength the lowest powered one and gains one strength each turn. Gheso Arbalest (Thronebreaker card) | Witcher Wiki | Fandom Place Meve in your ranged row, adding a Lyrian Arbalest to your hand. If you do things they like, morale will improve and the indicator will turn green. At this point, you have the opportunity to continue or turn back. Continue north to find an abandoned village. You can choose to murder him to improve your forces' morale. Gascon will stay on the enemy side destroying a NIflgaardian every other turn. An enemy Warmonger will destroy one of your Drummers and the inn will disappear leaving behind two Warmongers with 7HP each. Black Rayla (Human)Her order ability allows you to choose any card from your reserve deck and play it. Nothing happens with the feast other than a background change and minor dilogue changes, if it resulted in +Morale then I'dve included that. Ideally, you will do this before they get to your rows and duel your units. Make sure that you are not using the Manticore trophy - I would suggest using the Lyrian Banner instead. This item has been removed from the community because it violates Steam Community & Content Guidelines. Synergises nicely with Foragers, for example, or even Gascon / Eyck. On the other hand, you can use the AI's tendency to target the Wagenburg to keep them from targeting other units. Return to the main path and head northwest for a scene. Return to the recently-unlocked fast travel point and enter the village to the northwest. What do I mean by intangibles? This means that you always want him in your deck (he's free points) but never in your hand. Your triumph is short lived as you receive news of Nilfgaard's invasion. Use Scorch to eliminate the two Warmongers. Unfortunately, Gabor has a head start with Gascon requiring 25 swigs to finish his ale compared to Gabor's 22. Wyvern Scale Shield (Trinket)Gives a unit 8 armour. Go southwest into the swamp and approach the druids for a scene. Starting from the bridge to Kaveldun, walk a short distance along the road and go through a gate leading to a compound where some Nilfgaardians are flogging a peasant. For any future playthrough (where you're not going for a platinum trophy), actions that improve your standing with the dwarves include: Note that winning maximum favour will require you to lose both Eyck and Gabor and not have Rayla in your army in the first place. After victory, you'll learn that the abduction is not as it seems. Afterwards, the commander will claim that they had no desire to fight you. This is battle is very much optional. Afterwards, there's a notice board for you to read. After Villem has presented his terms, you can choose to accept them (really?) If your morale is reduced, all your units count as damaged meaning the Elven Swordmasters can take them out at will. If you investigate the house afterwards, you can choose to have the suicide inside buried. Not that great. Talk to the woman nearby four times to receive a treasure map. Take the other path for a scene. Use something like Artefact Compression or Fake Floren to eliminate any siege engines that are repeatedly targeting Demavend. The damage done is rather low for what is a fairly expensive unit. Go across and continue east. The commander will spam Slave Infantry which can pull other infantry in from the graveyard. You can choose to let them go or have them handed over to Demavend. When you play this card, it summons two light infantry units (strength 2) which are deployed to its right. Xavier can do this twice. Your Wagenburg will now have six armour so use it to destroy the mob. Follow the main quest marker west. You will receive Mardroeme: Vengeance. The Troll will throw the last snowball at your melee row and Meve will survive. Afterwards, you will learn of Gerwin's cruelty. Your goal is to eliminate the Scoia'tael executioners and save their prisoner, Rayla the Black. Place the Wagenburg in the melee row and use Meve's ability to bring a Rivian Pikeman to the top of the deck. After the battle, examine the mass grave. Use the Rivian Broadsword to punish them for all having the same power. In addition, when choosing the right cards, you have to pay attention to the army limit. You can end this battle early if you can eliminate Gascon. Building a deck in Thronebreaker: The Witcher Tales, you have to meet some requirements. He also plays An Craite Marauder units which gain power every time an ally is damaged. After the scenes, You will be introduced to Gabor Zigrin who will join your forces and act as a guide. Approach the gates of the Nilfgaardian fort for a battle. There is a countdown timer on the field. To this end, you need to destroy 20 enemy units. Your goal here is to eliminate 4 Niflgaardian Spotters before they escape. She will initially refuse to join forces with you but will relent when she sees the extent of Xavier's injuries. In the second round, the enemy will deploy lots of units that damage or destroy yours when played. Head through the arch you ignored earlier. You will win the battle if he manages to get next to the exit. The enemy commander has an ability that will damage a unit by 5 and units either side by 2. You are back in Aedirn. If there are several 2 HP Foglets, play a Rivian Sapper, otherwise play the Strays Slinger to move three 4 HP Foglets to the ranged row.
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thronebreaker my enemy's enemy consequences
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