Card Quest

Card Quest

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Hunter AMAZON SUBCLASS Unlocking Guide
By Deaf Sparrow
This guide is a look at how to unlock the Amazon Subclass of the Hunter Class in Card Quest. 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 Amazon Subclass
The Amazon Subclass of the Hunter Class in Card Quest is fairly easy to unlock. It can be achieved by completing any dungeon in the game. I recommend the Enchanted Forest because the monsters there cannot attack when DISTANT. The distance you maintain with this build makes it so it's very difficult for them to get close to you for long. You should be familiar with how the cards work at this point, so I will not be as detailed as my Dark Elf build for the Hunter Class (see separate guide). After covering all the cards, we'll move on to the monsters and strategy for the Beast Trail, the final Level of the Enchanted Forest.

Style: Ranger School
This is the Style required for this unlock. Unlike the Sharpshooting School, which is difficult to master, the Ranger School has excellent cards. Only one, in my opinion, is a toss-away. Take Cover provides ample defense against most attacks since it blocks up to 4 damage, but note the primary issue with it is its defense is reduced by 1 in a CHAIN. Move Away, however, dodges any attack and negates all damage. If you CHAIN this with Take Cover, you will place all monsters into DISTANT status. This enables a great stacking effect in a line of monsters. A number of monsters in the Beast Trail charge or leap, along with some possessing FURY (attacking twice per turn), so the best option is to start with Take Cover and then use Move Away to maintain the DISTANT status even longer. Strategic Retreat is one of the best cards in this build. If you use it outside of a CHAIN you receive 3 arrows in return and 1 DISTANT, but if you use it in a CHAIN you receive 1 arrow and 2 turns of DISTANT. Since it can be used defensively or offensively, this makes it extremely useful for maintaining arrow totals and keeping monsters DISTANT. It draws frequently, as well. There was one battle where I drew this card 3 times in a row! Arrow Volley, however, I generally avoided. Its STAMINA cost is fairly high outside of a CHAIN and it uses 3 arrows. Considering that some enemies in the Beast Trail have DODGE it's just a waste in many cases since the targets are random. It only provides 1 card in a CHAIN, as well, so I tended to just discard this one. Strategic Retreat is far more valuable because your primary attack cards have lower damage in comparison to other Hunter Class builds.

Primary: Short Bow
The Short Bow is required for this unlock. It comes with advantages and disadvantages. The advantage is that the STAMINA cost for its cards is quite low. In a CHAIN you'll spend almost nothing and can keep firing for a very long period of time due to the frequency that Strategic Retreat and your Recover Arrows card (see next section below) draw. The disadvantage to the Short Bow is that its damage is also quite low. In a CHAIN this is even more noticeable. Quick Shot draws a card whether or not in a CHAIN, but like Shot will then deal less damage. Shot only draws a card in a CHAIN, but its damage is reduced by half from 8 to 4 (not factoring in ARMOR). Quick Shot is going to be your go-to here because of the POISON effects of the Mushroom Quiver (see next section below). This effect is applied regardless of damage and part of the trick of this build is you're going to be maintaining DISTANT and allowing monsters to die from POISON effects over time, not simply damage from your shots.

Secondary: Mushroom Quiver
You can use any quiver here that you like, but the Mushroom Quiver has the most benefit. This was a critical piece of my Dark Elf build (see separate guide). First thing to note is its Recover Arrows card is far better than any other quiver. With this build it only costs 4 STAMINA, or even better a measly 2 in a CHAIN, netting you 4 arrows and a 2-card draw. Other quivers only draw a single card and with different builds cost far more. Further, its arrow cards provide the perfect method for killing over time in the Beast Trail. Corrosive Arrow reduces a target's ARMOR by 2 and applies 1 POISON for 4 turns. This can be stacked, please note. Even more impressive is Spore Arrow, which applies the same type of POISON effect for 4 turns as Corrosive Arrow, but to 3 targets total; the one in the middle, and two on the sides, or one on the far left or right and the target immediately next to it. This helps to remove DODGE and also keep the POISON effect functioning on a number of targets at once. Considering that Spore Arrow also makes its 3 targets UNAWARE when it hits, you can keep this up for a long time with your DISTANT status maintained. This is key to this build.

Armor: Brigand Coat

The Mountaineer's Coat is another possibility here, but the Brigand Coat has more benefit, so choose it instead. The former provides good HEALTH boosts and defense as needed, but the Brigand Coat increases max HEALTH by 2 and provides a single ARROW draw when used. This is more valuable, because it acts as a CHAINBREAKER and can easily get you out of a bind if you need an arrow while setting up another CHAIN with your next card. Based on the usual draw-rate of this build that will be most likely to happen. It only takes a single battle to recharge.

Trinket: Dragon Whistle

This is the one caveat to how I recommend completing this unlock. The Wind Charm (see my other Hunter Subclass guides), is incredible, and makes this build work even better. However, that requires you to then run through earlier levels to make it to the final boss, and it's much easier to simply skip to the Beast Trail. This adds some difficulty to completing the unlock, but as you learn how to skillfully keep DISTANT while slowly picking away at monsters, it won't take you long. If you like, note you can have an easier run by placing in your Trinket slot the Wind Charm, but it doesn't guarantee a win on the final boss by any means. It just provides an extra edge.

Bag: Landmines

Any Bag item can be used for this unlock. I've experimented with all of them, and found the Landmines to be the most beneficial. The Landmines do up to 10 damage to a monster that attacks, negate any damage they throw at you, and apply STUN if the monster can be affected by this. Though they take 2 battles to recharge 1 use, you have 3 uses total. Further, they initiate a CHAIN so it's a nice way to save on cost on your defensive arrow cards come that time. The Beartraps and the Net are also possible, but the latter is more useful since it ignore DODGE and applies STUN to three targets that can be affected by it.

Max Level Perks
This is a tough set to choose, but ultimately you want to prioritize your damage capabilities and not defense. If you get hit enough anyway your total HEALTH won't matter. Choose the following perks as you level: Wilderness Training (+1 to STAMINA), Quick Shots (next 3 shots cost -1 STAMINA), Modified Quiver (increase ARROW capacity by 1), Wilderness Training again, Modified Quiver again, Heightened Senses (detect HIDDEN ENEMIES), Quick Reflexes (defense cards cost -1 STAMINA for 2 turns), Positioning Expert (start battles DISTANT), and finally Wilderness Training again. Note that if you have another Subclass unlocked, Arbalist in particular, you can use the perks of that as well, which will lead to adjustments to this setup. Now that you understand the basic setup I will go through the enemies in the Beast Trail so you can complete the Amazon Subclass unlock.
Beast Trail
The Beast Trail can be quite challenging with this build, but with careful usage of your cards, and a keen sense of when to attack and maintaining DISTANT status, will lead to success in likely only a few tries. The monster set is limited, but the difficulty lies in some having DODGE, FURY, and the ability to remove 1 or 2 DISTANT in a single turn. Keeping DISTANT as much as possible is key to victory. I've detailed all possible monsters below and how to face them. Beating the Beast Trail with the build you're using will tax your abilities to their maximum.

Alpha Worg

More dangerous than a regular Worg (see separate entry below), the Alpha Worg has more ARMOR and HEALTH, as well as both DODGE and FURY. Luckily, unlike some other monsters in the Beast Trail, they cannot eliminate DISTANT status in a single turn. Keep them away with your DISTANT tricks to deal with stronger monsters first, and then kill them.

Bear

The Bear is easy to deal with. Though it has good damage and high HEALTH, it gets no initiative at the start of a battle and is easily killed by maintaining DISTANT status and poisoning them.

Bush

The Bush has no attack or defense, but they take up a slot as a target and they can contain a Fairy or Sprite (see separate entries below). There is no reason to focus on them. If there are any left after you kill active monsters, they simply disappear. If a Fairy is left, they disappear as well. Sprites will attack.

Cave Bear

This is a more powerful version of the Bear (see separate entry above) with 1 ARMOR and a ton of HEALTH. Deal with them the same way, however, but note they can RAGE and increase damage so if they get close keep them DISTANT. They are not as common as the regular Bear.

Dire Boar

A more powerful version of the Wild Boar (see separate entry below). They should be treated the same even though they deal more damage and have more HEALTH. Like the Wild Boar, if you see one of these present they get initiative and will charge. If you have no way of gaining DISTANT status when they appear, use Mulligan until you do. This must be risked to avoid taking any damage.

Fairy

The Fairy has no attack, but they annoyingly can restore HEALTH of other monsters. They also have DODGE so they can be annoying to kill. If you have a lot of monsters to handle you might want to maintain DISTANT status and focus on the Fairies first to remove healing effects. They can appear out of a Bush (see separate entry above) or are summoned by a Fairy Treant (see separate entry below).

Fairy Treant

The Fairy Treant is less common. They start SLOW and later summon Fairies (see separate entry above) so it's best to kill them as soon as possible. One good thing is if you have a Fairy Treant in STUN from a Spore Arrow, summoned Fairies will also be in STUN, making them easy to kill.

The Forest King

The Forest King does appear in some Rounds randomly and will flee after taking 1/4 of his HEALTH in damage. He attacks whenever he appears so be ready to set DISTANT status. Use Mulligan until you can. Since he has FURY and is STUN immune you need to ignore him temporarily. As a boss he's far worse. As before, he attacks immediately, so the need for DISTANT status applies. There are 2 Forest Lions (see separate entry below) flanking him, so deal with these first, only hitting the Forest King by proxy. Since they sit in a row a Spore Arrow, after removing DODGE, will STUN them all. Regardless, keep them DISTANT and slowly work on the Forest Lions one at a time. As you progress the Forest King will flee and summon animals at 60, 40, and 20 HEALTH, so pay attention! At 60 he summons 4 Bears and 2 Cave Bears (see separate entries above). The Cave Bears start DISTANT. At 40 he summons 4 Worgs and 2 Alpha Worgs (see separate entries above and below). Finally, at 20, he summons 6 Dire Boars (see separate entry above). Deal with these as you have and stay DISTANT. That must be a priority! You'll eventually get it and congratulations the Amazon Subclass is unlocked!

Forest Lion

The Forest Lion has good stats, including DODGE, but most important is its ability to remove 1 DISTANT status with LEAP and its FURY. Like the Dire Boar (see separate entry above), you need to keep them DISTANT. It's very important to note that they also frequently appear as HIDDEN ENEMIES, sometimes upwards of 4! Be certain to have at least 1 Move Away and Strategic Retreat on-hand. Take Cover can start a CHAIN to achieve better DISTANT, but the Forest Lion adds 1 attack when if it uses LEAP and you'll lose 1 HEALTH. There is never just one, so just stack DISTANT if the right cards appear, which they usually do. Since Forest Lions lack regeneration they will eventually die from the poison effects. It just takes time, so be patient.

Giant Boar

Like the Dire Boar and Wild Boar (see separate entries above and below), the Giant Boar can charge at the start of a battle. It's a rare encounter in the Beast Trail. Keep it DISTANT at first while you deal with lesser monsters around it because it has way more HEALTH and can RAGE to do more damage. Strategic Retreat is extremely necessary to avoid damage when this monster appears, so use it as much as possible.

Pixie

In the Beast Trail the Pixie only spawns from a Pixie Hive (see separate entry below). They deal 1 damage and have only 1 HEALTH, but be careful! When a Pixie dies they drain you of 2 STAMINA unless DISTANT. They have DODGE as well, but like the Sprite (see separate entry below) are easy to kill.

Pixie Hive

The Pixie Hive is a rare appearance on the Beast Trail. It generates 1 Pixie (see separate entry above) each turn. When it appears there will be 2. Take them out first to avoid dealing with Pixies.

Sprite

The Sprite has DODGE like the Fairy (see separate entry above), but they can also attack. They're extremely weak, however, and if one remains after appearing from a Bush (see separate entry above), remove their DODGE with Quick Shot and then another attack of your choosing will kill them instantly.

Wild Boar

The Wild Boar charges immediately. The best approach is to make certain you are ready to gain DISTANT status. Use Mulligan until you can because there are always 2 of them. Damaging the Wild Boar is easy, you just need to avoid its initial attack.

Worg

The Worg has FURY and decent HEALTH but since they lack DODGE, unlike the Alpha Worg (see separate entry above), you should have no difficulty putting them in STUN with Spore Arrow, or poison them with Corrosive Arrow, as you first deal with more dangerous monsters. They do have regeneration, but it won't pose a problem.