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Tamer Vale Cheats

Tamer Vale

Cheat Codes:
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Submitted by: David K.

The Mistress of Deception (How to Master Dusk, the Thief):
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Written by ExumiusIgnatius

In this guide i’ll try to teach my experience in order to master Dusk, 
the thief.

-=Guide to Master Dusk=-
The play as you already may have noticed, is a kinda average slow paced 
one. This is because you must dwell in both worlds: combat and brewing 
potions. So let’s start viewing some aspects of the style.

-=The Herb Farming=-
This concept is tied around getting a kinda good hand rotation on herb 
cards in order to craft potions. For this, be sure to have the herb cards 
upgraded towards +1. Having them upgraded towards +2 will mean you get a 
greater variety of herbs, which can be annoying (the paralysis herb is 
more a burden than something playful).

Just focus on getting many starleaf as well as gladeboom in order to 
craft health and strength potions. The precedence of the pots depends 
on the situation you are: more health if you have less than half the 
health or strength if you wanna finish faster the foes.

-=Combat=-
Always remember two things here:

-=First=-
The damage isn’t dictated by the weapon. It is ruled by the combination 
of starleaf potions (Spinach brewing) + feeble which destroy the defense 
of foes.

-=Second=-
Look for kunais: they are weapons with 0 cost, which is great. Avoid cost 
2 weapons/attacks, unless you’re aiming for a specific trigger status 
condition, like setback, which nullifies some turns for enemie’s special 
attack vs you, saving some time for your throat. One of the finest combo 
i’ve put my hands so far was drinking 3 strength potions, then apply 
feeble gas card and using the whip+2, which deals dmg in all enemies. 
Let’s just say they were almost all obliterated.

-=Survavibility=-
As the rogue progress through the game, you might be pressed against 
some greater obstacles. The rogue have initial low health, so it is 
advisable to stay on shadows and only exit it knowing you have that 
card to return towards invisibility. The other aspect to be taken is 
all about the affliction system which is the invisilibility dmg you 
take by doing that point blank evasion just in time before enemy 
agression. If the enemy deals regular dmg, you’ll take 2 points of dmg.

If it unleashes a special attack, instead you’ll take 4 points of dmg. 
If you use any card that affects your enemy, you’ll exit invisibility. 
You don’t need to deal damage towards them. Using the crowdfunding to 
force them to give money to you will exit your invisibility, even knowing 
you won’t deal any dmg. With this in mind, pay attention to enemies 
which has only 1 or 2 turns before using their special attack. Those ones 
can actually kill you via affliction system faster than anything.

Aim for them fo erase from battle once you are visible ASAP. Another 
Thing to be shown is the concept of kidnapping: once you are in a hard 
battle and nearly dying, after killing most of enemy party, leave one 
mob alive. stay invisible and start farming herbs in the shadows, 
ignoring the enemy alive. This is necessary in order to keep healing 
yourself for the next battle, because you only get fully healed after 
killing a boss.

Any other battle doesn’t follow this precept. So forcing this strategy 
to keep healing will make a 12 turn game into a 50 turn one, but at 
least you’ll exit the battle with health full for next engage.
 
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