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Guild of dungeoneering best talisman
Guild of dungeoneering best talisman









guild of dungeoneering best talisman

On your first two turns, play intuition and a 1-damage spell.

guild of dungeoneering best talisman

The Apprentice has a 7-card starting deck but also the card "Intuition" which draws two cards but does not attack or block. You must purchase the Apprentice and the Talisman of the Crone. When you re-enter the dungeon, you will start the stage over, and therefore will have a chance to fight the Ducky again.Įven after this, there is some luck involved you may have to retry the fight a few times since the duck has less than a 20% chance to win. In order to do this, grind your way up to 100 gold through map exploration and treasure, then lose a fight or quit the dungeon, and make your purchase. To complete this achievement you need to use a different dungeoneer and purchase one of the blessing items (spoilers at bottom). If you play any other card combination on the first 3 cards, you will have done at least 2 damage and the duck will be dead by the end of turn 3. There is no card the Ducky can play on turn 4 that can hurt you enough to kill you. If you play "Cower" twice and "Eyes Closed Punch" once, you will deal one damage to the Ducky and block 1 (or 2) damage to yourself, leaving you with at least 3 health and the Ducky with 1. In the meantime, you also have to play 3 cards. In those 3 turns, it will deal 3 damage to you and 2 damage to itself. It takes the Rubber Ducky 3 turns to cycle through its deck. You are correct in thinking that the Chump cannot lose this fight.











Guild of dungeoneering best talisman