![]() ![]() The more knowledge of the unit types you'll have and the easier it'll get. Those CA can not be interrupted so you have to be prepared to block or dodge them. ⠀⠀Enemies can now also Counter-Attack (CA) so fights are now (a bit) less of a lmb spam-fest some opponents will keep you on your toes with the eventuality of a light CA or a heavy CA. Against most regular light attacks this strategy will occasionally get you hit, and it's more consistent to just block. So a Northerner is combo attacking you and you don't have a weapon that can riposte? Dodge the first/second swing or block and then dodge, and hack away while he finishes his long slow combo. Dodging a LA can sometimes be beneficial. ⠀⠀Most Light Attacks can be riposted, whereas Heavy Attacks must be dodged. They must be dodged, they cannot be blocked. Heavy Attacks (HA) warn you with a red cue. Light Attacks (LA) warn you with a green cue to block, (and then riposte!). There are 2 types of attacks to watch out for: If you have trouble with Phalanx or Knights, they're probably the best choice. Your Block Breaks will also deal damage as you break an opponent's guard, and also deal more damage to armoured units. 2-Handers (2H) are slow but high damage, making them the best to tackle enemies with damage reduction and (marginally) less efficient against dodging enemies.They also have the huge advantage to let you use a shield, with its own defence rating and passive, and the ability to block (or even deflect) some ranged attacks. Sword & Board (S&B) weapons are the masters of riposte and especially efficient against Northerners who will combo Light Attacks (2 for the basic unit and 3 for Berserkers), all of which you can riposte with extra damage.With a lot of fast, low-damage attacks, they are somewhat useful against Greed opponents who have the ability to dodge attacks every once in a while, which won't mess with your dps too much. Dual Wielding (DW) weapons have low damage but good dps potential provided you're not fighting enemies with damage reduction such as any Steel unit or an Ogre.Luckily The Reaper doesn’t have any armor and he fights alone so a few big hits should put him away for good.Weapon TypesYou now have 3 types of weapons : When he teleports quickly roll out of the way. He has the ability to teleport behind you and quickly strike with an unblockable attack. The Reaper is a tricky opponent to defeat. The Innkeeper will heal you for 50 Health before you begin the battle with The Reaper. ![]() As you go to sleep for the night The Reaper will shoot a magical arrow that does 130 damage. Once you are done head to The Reaping encounter for the final showdown. You’ll have one more map to explore and by the end of this one you’ll need to have 170 Max Life if you want the Gold Token for this quest. Explore the area and then head to the Tavern for the Night. The Innkeeper will cast a healing spell which restores you to full health before you sleep for the night. Make your way through the first map to the Tavern for the Night. The Flailing Dragon Inn: As you begin the quest a street urchin will approach you and tell you that someone has put a mark on your head. Add a card or two for blessings and other resources and you should be ready for this quest. Equipment cards for this quest are the Lion Heart, Ruby Ring and Imperial Armor, which gives +20 Max Life if you’re using a one-handed weapon. Some encounter cards that may help are the Shrine, Alchemist, Soothsayer, Winter Solstice and Man-Eating Tree. From your supplies you can add the Health Tonic for +5 Max Life. This sounds like a difficult task but there are a few cards that will make it much easier. Tips for the Gold Token: To receive the Gold Token at the end of the quest you’ll need to increase your Max Life to 170+. Special Rules: Thieves deal more damage in combat. You must increase your Max Life to above 130 so that you can survive and assassination attempts. Objectives: The Reaper, from the Thieves Guild has been hired to kill you.
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