Card Quest

Card Quest

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Fighter DWARVEN WARRIOR SUBCLASS Unlocking Guide
By Deaf Sparrow
This guide is a look at how to unlock the Dwarven Warrior Subclass of the Fighter Class in Card Quest. This, and the other Subclass, Holy Warrior, are very simple to unlock. The guide includes detailed information on how to build your character to complete the unlock, as well as how to deal with particular monsters you will encounter.
   
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Setup for Unlocking the Dwarven Warrior Subclass
The Dwarven Warrior Subclass is easy to unlock in Card Quest as long as you play it defensively. It can only be unlocked by completing the Dwarven Mountains. Though you can complete it from the beginning should you wish, this is not recommended because grinding is unnecessary. Unfortunately the Dragon Whistle cannot be used as a Trinket to save time. Below is an explanation of why you should choose the particular items shown above as opposed to others as well as the basics of card function. You should be familiar with how the cards work at this point, so I will not be as detailed as my Antipaladin build for the Fighter Class (see separate guide).

Style: Guardian School
This is the Style required for this unlock. Defensive Stance is quite expensive in STAMINA cost, but it gives great boons. If you're just seeking more defense, however, use Turtle Up (see Secondary: Dwarven Tower Shield below) more often than this one. I only used it if I had STAMINA to spare and wanted to benefit of increased STAMINA and TACTICS regeneration. It only nets a single card upon use and is a CHAINBREAKER. Recovery Dodge is your most important card of this build. It costs nothing and regenerates STAMINA and TACTICS every time it's used, along with drawing another card. In a CHAIN it regenerates an additional 1 STAMINA. Because it's so common you'll drop a ton of these, even while actively defending. Tactical Strike is extremely useful, but for some of the battles you'll want to save it for monsters with STRIKEBACK so you avoid any damage. Tactical Idea is a great card for increasing draw rate for the cost of only 1 TACTICS. You gain 2 cards and 3 STAMINA when used.

Primary: Battle Axe
You could also use the Throwing Axes or Warhammer here, but the former does too little damage and the Warhammer has the negative feature of INERTIA. The Battle Axe, by contrast, deals great damage, especially in a CHAIN, and it has no negative consequences when using it. The Warhammer does slightly more damage but its INERTIA feature is risky because it increases STAMINA cost of cards until you use a CHAINBREAKER. Axe Hack is your primary attack and should be the one you generally use, except for monsters with STRIKEBACK whenever possible (see Tactical Strike above). Axe Strike does exactly what it says but I would save it for monsters that are more powerful and which can be placed into STUN. Either way, its damage in a CHAIN is of great benefit.

Secondary: Dwarven Tower Shield
This Secondary is required for the unlock, and luckily its of great benefit since this build is so defensive. Dwarven Block has great defense, especially with all the defensive perks you get from this build. Use it frequently, for in its CHAIN effect it nets a STUN when possible and its cost is reduced to only 1 STAMINA. Turtle Up is best used in a CHAIN because its effects are the same yet it costs less. By building up these your defense is unstoppable in most turns. You can even totally avoid using any Dwarven Block cards, focusing on Recovery Dodge since it costs nothing. Play close attention to the amount of defense you have every turn and keep it high!

Armor: Dwarven Plate Armor

This Armor is required to unlock the Dwarvern Warrior Subclass. Great, because it has incredible buffs. It comes with an amazing +16 HEALTH and adds 1 to your defense for 2 turns every battle. Though it decreases STAMINA by 3 and STAMINA regeneration by 1 this is nothing to worry about. When used it blocks an additional 2 damage and increases defense by 2 for 2 full turns. Since it recharges every battle, you'll be using it a lot.

Trinket: Rage Mushrooms

This Trinket is required for the Dwarven Warrior Subclass unlock. We don't care about the RAGE aspect it provides since this build is not using that at all. The Rage Mushrooms increase your STAMINA by 1, thereby eliminating a bit of the negative effects of the Dwarven Plate Armor (see separate entry above). When used they give 3 STAMINA and decrease ALCOHOL by 1, in addition to providing a single card. Note they take 2 battles to recharge a single use.

Bag: Dwarven Ale Cask

You could also use the Dwarven Liquor here but it's completely pointless by comparison. Both of these Bag items completely replenish your STAMINA and give 3 ALCOHOL, but only the Dwarven Liquor does this at a cost of 1 HEALTH per use. Why in the world would you want to do that?! So just use the Dwarven Ale Cask. Be very careful of the ALCOHOL feature. You do not want to get drunk as it ruins the entire build.

Max Level Perks
The Battle Axe does enough damage that we're primarily worried about defensive perks here, and extra HEALTH is not a big factor because of how strong your defense is and your natural HEALTH level is already high. Choose the following perks as you level, starting from those provided at Round 4: Endurance Training (increase STAMINA by 1), Strategist (start battles with 1 TACTICS), Endurance Training again, Combat Reflexes (increase defense by 1 for the first 2 turns), Master Strategist (increase TACTICS by 1), Expert Blocking (block cards provide an additional 1 to defense), Combat Reflexes again, Fighter Training (increase STAMINA by 2), and finally Endurance Training again. These choices maximize your defense. Now that you understand the basic setup I will go through the recommended path with full explanation of monsters you can encounter.
First Level: Dwarven City
Because this is the Dwarven Warrior Subclass we're unlocking, I figured we might as well go full dwarf in the path. Actually, this is just the easiest route to take. Along with the next Level the monsters are similar and dealt with in a similar way. Below I've provided all possible encounters in alphabetical order with explanations of how they work. After this I've included the set of purchases that appear after the Dwarven City. The most important thing to note for this Level, and the next two, is you need to keep your defense as high as possible for most turns. Pay close attention to enemy attack power and your ARMOR. In many cases you can simply PASS ALL and not take any damage, saving up valuable STAMINA for your next turn.

Barricade

The Barricade appears a number of times in the Dwarven City. They are easy to destroy and the only thing to note is they provide 1 DODGE for monsters directly adjacent to them.

Chest

This will appear in at least one Round of the Dwarven City. Inside you'll find a single Healing Potion, which can regenerate 2 points of your HEALTH. The key to open it will be held by a Dwarven Guard (see separate entry below). If you destroy the chest before you get the key, however, you will not receive the Healing Potion, so be aware.

Dwarven Alchemist

Though not a challenge the Dwarven Alchemist is annoying. It can attack while DISTANT and POISON you if not defended against, but more irritating is they can heal a whopping 6 HEALTH on other monsters if they're damaged. Make it a priority to kill them when they get close if there are stronger monsters remaining.

Dwarven Cannon

Low ARMOR but high damage, the Dwarven Cannon shoots cannon balls when DISTANT and then strangely attempts to hit you when close. They're not much of a problem, just be aware of them and any other shooting monsters, such as the Dwarven Shooter and Dwarven Elite Shooter (see separate entries below).

Dwarven Guard

A common enemy in the Dwarven City. Like most monsters here they have ARMOR but you'll find no problem facing them.

Dwarven Heavy Guard

A more powerful version of the Dwarven Guard with extra ARMOR and HEALTH. Not a challenge.

Dwarven Elite Shooter

A more powerful version of the Dwarven Shooter (see separate entry below). Nearly identical except for the fact that they possess FURY and will fire twice in a turn.

Dwarven Pyromancer

The Dwarven Pyromancer shoots magical fire. They don't pose much of a challenge.

Dwarven Shooter

Equivalent to the Dwarven Guard (see separate entry above), but with the ability to fire crossbow bolts. They fire a single shot whether close or DISTANT. Higher ARMOR than the Dwarven Guard, but not a problem for this build.

Dwarven Spiked Guard

Essentially a more dangerous version of the Dwarven Guard (see separate entry above) and with the addition of STRIKEBACK damage. You'll need to save Tactical Strike to take them out, which is very simple to do.

Fire Elemental

The Fire Elemental is a more uncommon appearance in the Dwarven City until the boss, the High Pyromancer (see separate entry below). They will naturally die since they lose 1 HEALTH per turn. Simply defend their attacks and don't bother wasting a Tactical Strike on them unless you can afford it.

High Pyromancer

This is the boss of the Dwarven City and he's quite easy. Every turn he'll summon 1 Fire Elemental (see separate entry above) and starts the battle DISTANT. Like a more powerful version of the Dwarven Pyromancer (see separate entry above), the High Pyromancer shoots magical fire but does this twice because he has FURY. Just destroy what's close to you until he gets near, and note that he has STRIKEBACK damage when he initiates his "Fire Wall" spell up close so it's best to save up Tactical Strike for him, which will kill any Fire Elementals left that are next to him. After you defeat the High Pyromancer you are able to purchase some items, which are featured further below.

Imprisoned Rune Dwarf


The Imprisoned Rune Dwarf is a rare appearance in the Dwarven City. You'll see him in ropes DISTANT at first. Provided you don't kill him, he'll turn into the Cursed Rune Dwarf (second picture above) after all other monsters have been destroyed. Cursed is an important feature, because he'll give you a Rune you probably don't want. It's usually the Rune of Truth, which increases STAMINA regeneration but at the expense of 1 HEALTH every battle, so honestly just kill him when he gets close.

Stone Golem

This is the strongest normal monster in the Dwarven City, but you should find no problem defeating it. Your build's damage is quite strong and your defense will keep their slow attacks at bay any time they appear.

Purchases after the Dwarven City
These are the items available for purchase after the Dwarven City. Based on how much GOLD you've collected, which won't be enough for all 3 if you started at Level 4 as this guide recommends, I'd focus on a Healing Potion. With the GOLD you have you will be only able to purchase one. The Rune of Lightning gives little benefit, so buy a Healing Potion, which is more valuable. Now it's on to the next level, the Dwarven Fortress.
Second Level: Dwarven Fortress
The next Level you should pick is the Dwarven Fortress, as it is the easiest and the purchases afterwards are very beneficial. Below I've provided all possible encounters in alphabetical order with explanations of how they work. After this I've included the set of purchases that appear after the Dwarven Fortress. Pay close attention to enemy attack power and your ARMOR, as in the last level, and keep your defense high. In many cases you can simply PASS ALL and not take any damage, saving up valuable STAMINA for your next turn. The monsters you'll encounter here are largely all the same as in the Dwarven City with no differences in terms of how they work.

Barricade

Same as those encountered in the Dwarven City.

Bomb
The Bomb does not appear on its own, but is dropped by the Dwarven Foreman if you encounter him (see separate entry below). Your best option is to simply defend against their single explosion, though you can kill them if you want.

Chest

This will appear in at least one Round of the Dwarven Fortress. Inside you'll find a single Bomb that attacks with STUN and damages two targets adjacent to the primary target. The key to open it will be held by a Dwarven Guard (see separate entry below). If you destroy the chest before you get the key, however, you will not receive the Healing Potion, so be aware.

Dwarven Alchemist

Same as those encountered in the Dwarven City.

Dwarven Cannon

Same as those encountered in the Dwarven City.

Dwarven Guard

Same as those encountered in the Dwarven City.

Dwarven Heavy Guard

Same as those encountered in the Dwarven City.

Dwarven Elite Shooter

Same as those encountered in the Dwarven City.

Dwarven Foreman

The Dwarven Foreman is an uncommon appearance you'll encounter in Round 3 in most cases. He's not difficult, just has higher HEALTH than the average monster of the Dwarven Fortress. When DISTANT he throws bombs, but they're easy to defend against. He'll also drop Bombs (see separate entry above) each turn. They pose no real challenge so simply kill him as any other monster when he gets close. When he dies he'll provide you with a free Bomb, which is identical to the one you can purchase after the Dwarven Fortress (see purchases at the end).

Dwarven King

This is the boss of the Dwarven Fortress. Though more difficult than the boss of the last Level, you should have little trouble with him. He simply has high ARMOR and HEALTH, and that's about it. You'll have nothing to worry about as far as his attacks go. He can attack with a crossbow when DISTANT and provides 1 ARMOR to other monsters in the Battle. Note also that at 30 HEALTH he'll summon 2 Dwarven Guards (see separate entry above) and 2 Dwarven Shooters (see separate entry below). Then, at 20 HEALTH, he'll drink a Healing Potion and regenerate a substantial amount of HEALTH. From there's it's easy. Once you're finished with him it's on to the purchases (shown at the end of this section of the guide further below).

Dwarven Pyromancer

Same as those encountered in the Dwarven City.

Dwarven Shooter

Same as those encountered in the Dwarven City.

Dwarven Spiked Guard

Same as those encountered in the Dwarven City.

Imprisoned Rune Dwarf


The Imprisoned Rune Dwarf is a rare appearance in the Dwarven Fortress. He is the same as the one you would have encountered in the Dwarven City.

Stone Golem

Same as those encountered in the Dwarven City.

Purchases after the Dwarven Fortress
These are the items available for purchase after the Dwarven Fortress. Based on how much GOLD you've collected, which won't be enough for all 3 if you started at Level 4 as this guide recommends. The Bomb can be useful, especially if you received on from a Chest in the Dwarven Fortress, but you'll probably find with your superior defense the Healing Potions are more valuable, so go with them. Now on to the final challenge, the Dragon's Lair.
Dragon's Lair
Unlike the challenge of the Storm Master Subclass unlock of the Wizard Class, you should find the final Level, Dragon's Lair, a relative breeze to get the Dwarven Warrior Subclass. The primary thing to do is make sure your defense remains high until the dragons get close to you, as many of them will start DISTANT. Take your time damaging them and make sure you can withstand attacks every turn. As with the previous sections I will describe the monsters you encounter in the Dragon's Lair alphabetically.

Chest

The appearance of this is the center of a rare mob in Round 4 of the Dragon's Lair. This includes HIDDEN ENEMIES (dragons) and the Dwarven Thief (see separate entry below). If you get the Key from the Dwarven Thief without destroying the box, you get 1 Healing Potion from inside. This should be extremely easy to do with the build you're using.

Dragon

Though they deal more damage and have more health, the Dragon is essentially the same thing as the Young Dragon (see separate entry below). You can deal with them in exactly the same way.

Dragon Egg

Please note the Dragon Egg has 4 HEALTH when they appear, and not 2 as shown in the picture above. You should generally avoid striking them and just let them open naturally, but don't worry if it happens through Tactical Strike. Each egg contains 1 Dragonling (see separate entry below). Note that there is one particular mob that occasionally appears that is a straight row of Dragon Eggs with up to 2 HIDDEN ENEMIES (typically 1 Dragon and 1 Young Dragon, or 2 Young Dragons, see separate entries above and below). So if you see that one it's a good idea to take out 1 or 2 Dragon Eggs to get the HIDDEN ENEMIES to appear so killing them is easier. Otherwise, eliminate them if you choose, it makes no difference.

Dragonling

You'll be fighting a ton of these in the Dragon's Lair. The Dragonling has lower health and is easy to kill, but note that they have FURY. If your defense remains high, this will not matter and you can simply pass every attack they throw at you unless you have Recovery Dodge to generate STAMINA and TACTICS.

Dwarven Thief

This is a rare encounter in Round 5 of the Dragon's Lair. You'll know this is the mob you're facing as soon as you see the Chest in the middle of the screen (see separate entry above). A nuisance more than anything, the Dwarven Thief has DODGE and FURY and can also hide when he takes damage. He won't cause much of a problem and you'll receive a key to open the Chest when he dies.

Great Módir

Here it is, the boss of the Dragon's Lair. Note its abilities as follows. 3 ARMOR is not an issue because eventually you'll do enough damage. The multiple attacks don't matter, either, provided you keep your defense high. Great Módir drops adds at different points. Note carefully that at 75 HEALTH 2 Young Dragons are summoned (see separate entry below), at 50 2 Dragons including a retreat to DISTANT status by Great Módir (see separate entry above), and 2 more Dragons at 25. The Dragons and Young Dragons start DISTANT when they are summoned. At the start of the battle there are 2 Dragon Eggs flanking Great Módir (see separate entry above), but they're nothing to worry about. Give Great Módir some power at the start until the eggs open. It's possible to damage it enough before the Dragonlings (see separate entry above) hatch so the first summon occurs. Pay careful attention to Great Módir's HEALTH to prepare for the appearance of the dragons. Before you know this is coming, be certain you have your defense high enough or enough cards to defend their single fire breath while DISTANT. When the dragons get close attack them first until only Great Módir remains, then kill it. As long as you play conservatively and keep your defense active as a priority, not damage, you'll find this Battle is pretty simple and congratulations you unlocked the Dwarven Warrior Subclass!

Young Dragon

The Young Dragon in the Dragon's Lair is a primary enemy and appears numerous times. They start DISTANT and can shoot a single fireball. If they're close they attack twice, first with FIRE and then with a regular attack. With a strong defense up it won't matter what they do, however. Take them out as you see fit.

So that's all there is to it! If you have any particular problem with any point of the various encounters towards the final encounter in the Dragon's Lair, let me know and I'll add sections to the guide as necessary. But, as I said it's easy to learn this build and achieve the unlock.