Card Quest

Card Quest

Not enough ratings
Fighter HOLY WARRIOR SUBCLASS Unlocking Guide
By Deaf Sparrow
This guide is a look at how to unlock the Holy Warrior Subclass of the Fighter Class in Card Quest. This, and the other Subclass, Dwarven 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.
   
Award
Favorite
Favorited
Unfavorite
Setup for Unlocking the Holy Warrior Subclass
The Holy Warrior Subclass is easy to unlock in Card Quest. It can only be unlocked by completing the City of the Undead. Though you can complete it from the beginning should you wish, this is not recommended because there is no need to collect items before the final Level. 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: Paladin School
This is the Style required for this unlock. Holy Aura is great for a quick 2-card draw and it increases FAITH regeneration by 1 for 3 turns. It also adds 1 to ARMOR, which is small but of benefit. Precognition never costs anything and in a CHAIN generates 2 cards. It can only be used defensively but it's a primary method of defense in this build. Best to have at least 2 when getting ready to defend. Guardian Angel is extremely useful for defense because of its ability to block 9 damage, recover 12 STAMINA, generate 1 FAITH, and draw 2 cards. If you're running low on STAMINA run this card first when defending or if you're doing fine on STAMINA save it for the final monster attack so you can build up FAITH and STAMINA and avoid its CHAINBREAKER effect. Never discard it. Lay on Hands is useful, if you need it, but because of your ability to dodge frequently, it's unlikely you're going to need to heal anything like POISON. The best route to take, if needed, is save a single monster for the end and keep generating FAITH so that you can eventually use this card twice or more before ending the encounter. This enables you to stay full HEALTH if you lose enough. It also draws 2 cards, but note that it decreases FAITH regeneration by 1, which is why you need to be careful of using it.

Primary: Holy Sword
The Holy Sword can deal great damage if used correctly. True Strike does minor damage but is indispensable because it's UNDODGEABLE and generates 1 FAITH. In a CHAIN its cost goes down by 2 STAMINA and it deals 6 more damage. In a CHAIN is also generates 2 rather than 1 card. Sword Smite is more common to have on-hand, but unfortunately it is not UNDODGEABLE. It provides STUN, which is nice, but its real benefit is that it does extra damage depending on how much FAITH you have stored, which is a total of 4 extra damage per FAITH point. This makes it extremely powerful when it hits, but it has the issue of draining your FAITH entirely depending on how much you have, so you need to be careful of when you use it for this feature. Without FAITH it can still hit and STUN, but its real damage comes with stored FAITH. Great to use this one to remove DODGE in a monster and set up a CHAIN for True Strike.

Secondary: Holy Shield
This Secondary is required for the unlock. The Holy Shield features 4 cards. True Block will block any attack that comes at you in the run you're doing for this unlock, but I preferred using it to start a CHAIN since it generates a card whether or not it's in one, but I'd only do this if I didn't have something like Precognition, which initiates a CHAIN as well. True Block also provides STUN and weakens monsters for 2. Shield Parry, though cheaper, is best used in a CHAIN because then it generates a card. It also applies STUN and weakens for 1, but note that it blocks far less than True Block, only 3 damage total, so pay attention to monster attack power before using it in addition to armor you have stored from other cards. Raise Shield should only be used in a CHAIN unless you have nothing else. It provides 2 additional points of defense, but reduces STAMINA regeneration by 1. Shield of Light is a great saving card. It is UNDODGEABLE and will put most everything into UNAWARE status for a single turn. Since it can also be used to initiate a CHAIN and increase damage, this works well with the Holy Sword. Just note it costs 2 FAITH to use in addition to 4 STAMINA. The damage it deals is minor, but not its main importance, though it can wipe out rows of weaker monsters if they're low enough in HEALTH.

Armor: Plate Armor

This Armor is required to unlock the Holy Warrior Subclass. It provides 10 extra HEALTH though it decreases STAMINA by 2. When used it grants 2 ARMOR or defends against 2 points of damage. The ARMOR will last that turn and it only requires a single Battle to regenerate full usage.

Trinket: Rosary

The Holy Water could also be used here but I prefer the Rosary because it removes 1 STAMINA loss from the Plate Armor (see entry immediately above) in addition to increasing FAITH by 1 and HEALTH by 2. When used it will provide 2 ARMOR (1 turn), 2 FAITH, 1 HEALTH, and 5 STAMINA. It takes 2 Battles to fully recharge.

Bag: Wine Skin

You could also use the Healing Salves here, and honestly it's a hard choice. Both are very useful. The reason I prefer the Wine Skin is that it recharges 1 use in a single Battle and provides a single card draw, whereas the Healing Salves feature no card draw and even 1 card could make a difference in any encounter. It recovers 8 STAMINA, also nice, but note it provides 2 ALCOHOL. If you get drunk (6 points, worse at 9) this greatly affects STAMINA cost. Other than waiting each Battle for it to reduce by 1, there is no way with this build to eliminate ALCOHOL. This is one reason you may wish to try the Holy Water instead of the Rosary for your Trinket (see entry directly above).

Max Level Perks
We're primarily worried about ARMOR, FAITH, and STAMINA perks here, HEALTH should not be a problem. Choose the following perks as you level, starting from those provided at Round 4: Endurance Training (increase STAMINA by 1), Combat Reflexes (1 additional ARMOR for 2 turns), Devotion (start Battles with 1 FAITH), Combat Reflexes again, Devotion again, Expert Blocking (block cards provide an additional 1 to defense), Holiness (increase max FAITH by 1), Fighter Training (increase STAMINA by 2), and finally Endurance Training again. Now that you understand the basic setup I will go through the recommended path with full explanation of monsters you can encounter.
First Level: High Town
The High Town should be your first pick towards the Holy Warrior Subclass unlock. Honestly the other two are relatively easy as well, but I found this the fastest for the build so I recommend it. With the exception of the boss, all of the monsters you face here are encountered throughout the City of the Undead. There is nothing special about them and this build makes short work of even monsters with high HEALTH in very little time. Monsters are presented here in alphabetical order with full details on how to deal with them.

Big Revenant

You normally only see the male version of these in the Rounds before the boss of the High Town. They're just a different look anyway, there's no difference in abilities. The Big Revenant is just a stronger version of the Revenant (see separate entry below). You should have no problem with them.

Draugr

Draugrs have a lot of HEALTH but with this build you can eradicate each of them with a single Sword Smite card with enough FAITH stored. They deal good damage but only have one attack, so even defending against them is a breeze.

Festering Revenant

Less common than the normal Revenant (see separate entry below). The Festering Revenant has STRIKEBACK damage, so they are best dealt with by killing them using Shield of Light twice in any Battle they appear in so they all die together, or using True Strike, which ignores STRIKEBACK. Otherwise their attack is too weak to pose a problem.

Ghast

The only issue to note with the Ghast is it has initiative (attacks first) when it appears, as well as FURY (attacks twice in its turn). But with the defensive cards you'll be drawing using this build you're unlikely to notice them.

Ghoul

The Ghoul is a fairly common enemy in the High Town. They have low attack and HEALTH, posing little difficulty.

High Necromancer

This is the boss of the High Town. Essentially a more powerful version of the Necromancer (see separate entry below), the High Necromancer has FURY and the ability to summon multiple undead every turn. Instead of the typical Revenant (see separate entry below), the High Necromancer can also summon Big Revenants and Festering Revenants (see separate entries above). Though he has STRIKEBACK, your primary focus should be killing the High Necromancer. Even though they continue to summon undead, when the entire screen is filled, which it will be quickly, any extras will simply explode. This means the High Necromancer kills his own troops every turn, so focus on killing him. The STRIKEBACK is negligible. Though it's preferable to attack using True Strike, Sword Smite is a more common card so continue to use it with FAITH stored so you do maximum damage. By the time the High Necromancer is dead and the Battle is over, the HEALTH you receive for winning is unlikely to be less than your max. Even if it is, you can just use Laying on Hands in the next Level to restore you HEALTH or fill up at the end of that one. Check the purchases further below before continuing on to the next section of this guide.

Necromancer

The Necromancer is a fairly common monster in the High Town. They can appear in groups of 2 or 3 as well. The Necromancer can attack while DISTANT, though for little damage, but the primary annoyance from them is, if not in STUN, they will summon 1 Revenant (see separate entry below) per turn. If there is too little space, however, they will not do this, but prioritize killing them when they get close to save yourself some time.

Revenant

The most common monster in the High Town is the Revenant, which comes in three different looks, as you can see above, but there is no difference in abilities. With weak attack and low HEALTH, they're wasted with 2 Shield of Light cards. Focus on more dangerous monsters and save them for last.

Starving Ghoul

Like a regular Ghoul (see separate entry above), but with the addition of FURY and lack of initiative. Because of your various defensive cards with this build they won't pose any challenge and are easy to kill.

Purchases after the High Town
The purchases available after High Town are extremely useful, but you won't have enough GOLD for all of them unless you grind from the beginning of the City of the Undead, which is just a waste of your time. The Miracle Medicine is useful, but you'll receive at least one Holy Relic in the next or final Level so don't worry about it as they have the same effects. Instead, get the Whiskey Flask, which is great for its STAMINA regeneration. You won't need a Healing Potion, trust me. Now on to the next level, the Cemetery.
Second Level: Cemetery
The Cemetery should be your next pick as it features mostly the same monsters as the previous level and can be finished very quickly, in addition to providing decent purchases after you complete it. With the exception of 3 monsters, not including the boss, everything here is something you've faced before. As in the last section of this guide, all monsters are presented in alphabetical order below with full descriptions. At the end is the set of purchases available after completing the Cemetery.

Big Festering Revenant

A slightly stronger version of the Festering Revenant (see separate entry below).

Big Revenant

These are the same as what you encountered in the High Town.

Cultist

This is an uncommon monster in the Cemetery, but they pose no challenge. The Cultist can POISON but has weak attack and low HEALTH.

Dark Knight

This is the boss of the Cemetery. The Dark Knight is exceedingly easy, even though he'll appear with a number of monsters. Immune to STUN, the Dark Knight summons 2 Festering Revenants (see separate entry above) every turn, and at 25 HEALTH will summon 2 Undead Guards (see separate entry below). Note, however, they will only appear is there's enough space for them. Therefore, you should put all of your energy on the Dark Knight at first until he's killed. This way you save time on the additional monsters you'll need to eradicate. Upon death the Dark Knight will turn into the Shadow (also shown above), which is simply a slightly stronger form of Wraith (see separate entry below). Once you've killed the Dark Knight in Shadow form, finish off the rest of the monsters that remain and you'll soon get to the purchases, which are shown at the end of this section of the guide.

Draugr

These are the same as what you encountered in the High Town.

Festering Revenant

These are the same as what you encountered in the High Town.

Ghast

These are the same as what you encountered in the High Town.

Ghoul

These are the same as what you encountered in the High Town.

Necromancer

These are the same as what you encountered in the High Town.

Palebat

These are uncommon in the Cemetery as opposed to the Roofs (which you are not playing for the unlock). The Palebat has low damage and HEALTH. Other than possessing 1 DODGE they pose no danger and you'll likely wipe them out with a single Shield of Light. They tend to only appear for a single Round, if they do.

Revenant

These are the same as what you encountered in the High Town.

Starving Ghoul

These are the same as what you encountered in the High Town.

Tomb

You'll likely see a few of these in the Cemetery. The Tomb, in most cases, with contain a monster. It will be a Ghoul, Undead Guard, or Wraith (see separate entries above and below). Face these monsters as you normally would. It at least 1 Tomb, however, you will likely find a Holy Relic, a cross that can be used to eliminate any negative effects like POISON. Save this for the final Level, the Cathedral. Note that a Tomb will open if destroyed, if several turns pass, or if you have killed all active monsters present. There is no reason to make a priority out of destroying them yourself and wasting valuable cards and STAMINA, so just wait.

Undead Guard

You'll face a ton of these in the next Level, the Cathedral, but here they appear far less often. You'll likely see at least 1 come from a Tomb (see separate entry above). The Undead Guard has a great deal of ARMOR and decent HEALTH, as well as POISON with its strong attack, but your defense with this build is so fluid it's unlikely you'll worry about them. Note that they are not fully killed in this form, but instead turn into a Wretched Undead Guard after 0 HEALTH (see separate entry below).

Vampire

You may only see a pair of these in a single Round and they'll come with at least 2 Palebats (see separate entry above), along with other monsters. The Vampire has FURY and DODGE, but you should find little difficulty in killing them with this build.

Wraith

The Wraith is only dangerous for its FURY when it attacks. It also has DODGE, but with Shield of Light followed by a normal attack you'll find them not a problem.

Wretched Undead Guard

This is the final form of the Undead Guard (see separate entry above). They have less ARMOR and HEALTH and a weaker attack, but can still POISON so don't get hit by them. As with the Undead Guard it's unlikely you'll have trouble from them with this build.

Purchases after the Cemetery
The purchases available after the Cemetery are quite weak in comparison to those after the High Town. The Bandage only heals 1 HEALTH, the "Healing" Mushrooms are actually a trick (hint, don't buy them), and the Holy Relic you've likely already found for free in a Tomb in the Cemetery, or you will in a Tomb in the Cathedral. Still, the Holy Relic is useful so buy it and the Bandage if you have enough GOLD. You're unlikely to use either for the final Level, which is the last section of this guide. On to the Cathedral!
Cathedral
The encounters in the Cathedral are essentially the same as what you faced in the High Town and Cemetery, with the addition of the Undying Cultists and the potential for 3 different mobs with more powerful and rare monsters. Still, the build you're using makes it rather easy to complete this Level and achieve the Holy Warrior Subclass unlock. As before I will go over all monster appearances in this Level alphabetically

The Arch Lich

This is the boss of the Cathedral. It has FURY and POISON, but your defense should keep that away for the entire battle. Though it can attack when DISTANT, it will come up immediately on its first turn so there's no reason to worry about this. Focus on The Philactery first (see separate entry below) and note that The Arch Lich can summon 3 Wraiths (see separate entry below) per turn if there is enough space for them. Since there are a few Undead Guards (see separate entry below) at the start of this battle, keep them there as long as possible to keep the number of Wraiths low since they have DODGE and FURY and the Undead Guard does not. Kill The Phiactery first and then focus your attention on The Arch Lich, applying STUN effects to the Wraiths as needed. The easiest way to do this or to keep them busy is by using Shield of Light when you have it ready. Utilize Sure Strike when you get it but don't worry about STRIKEBACK from The Arch Lich as you only lose 1 HEALTH per hit and with Sword Smite and high FAITH you'll waste it quickly. Once you've wiped the rest of the monsters remaining congratulations, you've unlocked the Holy Warrior Subclass!

Cultist

The same as you may have faced in the Cemetery. They are weaker than the more dangerous Undying Cultist (see separate entry below).

Cultist Death Master

This is a rare appearance in Round 3 or 4. You won't know he's there until he appears from the middle of a group of Undying Cultists (see separate entry below). The Cultist Death Master is a more powerful version of an Undying Cultist with more attack and HEALTH and upon dying turns into the Wight Death Master (also shown above). This is a more powerful version of the Wight (see separate entry below) with DODGE and FURY. Due to the defense of this build, he'll pose no problem even in his final form. Save him for last, however, as he's easier to deal with as the Cultist Death Master. Eliminate the enemies around him first and then finish him off.

Draugr

These are exactly the same as you faced in the last two Levels.

Festering Horror

A rare appearance in Round 5, the Festering Horror deals MIASMA damage every turn that cannot be defended against, even with Precognition. Its STRIKEBACK feature is easy to avoid with True Strike. The best approach here is to set up Shield of Light or True Strike, preferably the former first, to deal as much damage as possible. Based on my complete run for the Holy Warrior unlock I was able to kill the Festering Horror without taking any damage from it at all. Play the cards right and you can do this, but don't worry about taking a little damage from it because you can simply heal with Lay on Hands if you need to using the card juggling trick I mentioned earlier in this guide.

Ghast

These are exactly the same as you faced in the previous two Levels.

Ghoul

These are exactly the same as you faced in the previous two Levels.

Hulking Horror

A rare appearance in Round 3 of the Cathedral, and there will be 2 of them total. Essentially, it's a more powerful version of the Draugr (see separate entry above). They have higher HEALTH and are immune to STUN, but should pose little challenge.

Necromancer

These are exactly the same as you faced in the previous two Levels.

The Philactery

This target only appears when finally facing the boss, The Arch Lich (see separate entry above). The Arch Lich cannot be killed without first destroying The Philactery. When this encounter begins, you should put all of your focus into eliminating it first. It deals no damage but has decent ARMOR and can take quite a number of hits before being destroyed.

Revenant

These are exactly the same as you faced in the previous two Levels.

Starving Ghoul

These are exactly the same as you faced in the previous two Levels.

Tomb

These are exactly the same as you faced in the Cemetery.

Undead Guard

These are exactly the same as you found in the Cemetery.

Undying Cultist

The Undying Cultist is weak, though they can POISON, but upon being killed they turn into a Wight (see separate listing below). In some mobs they appear as multiple HIDDEN ENEMIES, as well, but you should find little difficulty with them, though note that any status applied when killed does not transfer to their Wight form. They tend to appear in large numbers.

Vampire

These are exactly the same as you faced in the Cemetery.

Wight

This is what comes from an Undying Cultist (see separate entry above) when killed. The Wight has POISON but not much else to worry about. Your defense is so fluid there is little danger from them, but a Shield of Light will keep them busy as you finish them off one by one. Sometimes they appear on their own without first starting as an Undying Cultist.

Wraith

These are exactly the same as you faced in the Cemetery.

Wretched Undead Guard

These are exactly the same as you faced in the Cemetery.