Tainted Grail: Conquest

Tainted Grail: Conquest

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Wyrdhunter

Wyrdhunter

Reach level 20 with the Wyrdhunter

7.7%

How to unlock the Wyrdhunter achievement in Tainted Grail: Conquest - Definitive Guide

Wyrdhunters are part of the Children of Morrigan faction, so fight in melee combat and rely on raw damage and Armour reduction for offense. Defensively, most cards will grant points of Block, which will completely negate the damage of one hit per Block point, regardless of how large or small it is, though there are some cards that also buff your Armour for the hits that you cannot Block. Wyrdhunters apply a Hunter's Mark with each Hit, 4 of these marks turn into Vulnerability, which doubles incoming damage per point, but only for one turn. The Wyrdhunter Ability card is to double the effect of the next Hit. This is not the same as the next Red card, as cards like Small Strikes that deal more than one hit will only recieve the buff to the first Hit, not them all. The Ultimate Ability is charged by landing hits on the enemy, one Charge per hit (multiple hit cards generate multiple Charges). Each Charge will add to the damage of the attack unleashed when you activate the Ultimate, with a full 20 Charges having 400% damage.

Combat as a Wyrdhunter is pretty straightforward. Look at the enemy attacks and your current HP, as well as your hand, then decide whether you can kill the enemy that is attacking, need to play a Block card, or will eat the damage for the sake of dealing a lot more. When facing multiple opponents, try and kill off the weaker ones first, as reducing the amount of attacks coming in means you need less Blocks to avoid damage. Try and avoid making an enemy Vulnerable at the end of a turn, even if it means not attacking them an additonal time, as you will deal far more damage with a turn of Vulnerability than from a single hit. Your Ultimate can be used in one of two ways. First, you can save up all 20 Charges, make an enemy Vulnerable and pop your Ability, then smash them for enormous amounts of damage (it will probably be overkill most of the time, at least until area 3). Second, you can use it as an extra hit when you need it, like applying Vulnerability for 0 Energy so you can double the damage of your Skullcracker, or to finish off an enemy that unfortunately survived an attack and needs to die so that you avoid damage.

When choosing new cards bias the deck heavily offensively. A Wyrdhunter lives to deal damage, lots of it and fast. Cards that deal multiple hits charge your Ultimate faster, so grab these when you can. Also worth getting are cards that have the Cleave effect on them. Cleave makes it so 20% of the damage you deal with the attack is applied to all enemies, as well as the 100% to the target. A double damage Skullcracker or Double Strike is nothing to sneeze at, even though it may look expensive in terms of Energy. While you cannot ignore defense to the same level as the Berserker, you should have a wide arsenal to draw from to bring the pain. If you find you are taking too much damage, take some more Stance cards to increase your chances of at least being able to Block one hit a turn, if nothing else.

When it comes to Passive Skills, there are some absolute must haves:
Desire to Fight (+2 Energy on turn 1 of combat)
Heavy Opening/Freshness(deal 100% more damage/Duplicate the first card of a combat)
Haste (whenever you kill an enemy, draw a card with its cost reduced by 2)
Armour Crusher (lower Armour by 3 per hit on the enemy)

Nice, but not essential skills:
Well Maintained Body (heal for 25% missing HP after combat)
Acceleration (every kill gives 10 Ultimate charges)
Returning Energy (gain +1 Energy per kill on a Vulnerable enemy)
Cleaving (your Ultimate now has Cleave)

Fight every battle you see, you should reach level 20 in the third area, just before you fight the 3rd guardian.
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03 Oct 2021 01:51

Ignore all defensive abilities. Just stack good, high-cost attacks and offensive passives. Your runes should be ones that increase damage, especially those that increase damage for the first 1-3 turns. Your goal is to blow up every enemy on turn one ideally. I killed every boss after the first one on turn one.
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16 Oct 2021 05:16