Card Quest

Card Quest

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Hunter ARBALIST SUBCLASS Unlocking Guide
由 Deaf Sparrow 制作
This guide is a look at how to unlock the Arbalist Subclass of the Hunter Class in Card Quest. This is the most difficult Subclass to unlock in the entire game. 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 Arbalist Subclass and Path to Choose
The Arbalist Subclass of the Hunter Class is, in my opinion, the most difficult element of Card Quest to unlock. It can only be unlocked by completing the Dwarven Mountains. Though possible to use the Dragon Whistle to save time I have not found a viable build to complete the final boss without the valuable Wind Charm Trinket. This is a rare exception to unlocking a Subclass that requires a complete playthrough of the world in question (thanks @Bassforte for the suggestion). 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 Dark Elf build for the Hunter Class (see separate guide). At the end of this section is the recommended path you will be taking. In the next sections I will elaborate on each Level to choose towards the Dragon's Lair before covering that element.

Style: Sharpshooting School
This is the Style required for this unlock. Only a single card is truly valuable. Counter Shot is great for the damage it deals, but unfortunately if you do not kill a target with it you'll still take a significant hit, even in a CHAIN when it deals 4 extra damage. This makes Distracting Shot more valuable because it will DODGE any direct attack, but unfortunately like Counter Shot it requires an arrow to use and this will dwindle your reserves. Planned Escape can be used defensively or offensively and applies 2 turns of DISTANT to monsters. It is the most valuable card of this part of your deck and also initiates a CHAIN. Prepare Shot is critical for the final Level of this unlock, but you probably won't need it until then except for rare cases when you want extra damage or a quick, single card draw. Note that it makes your next shot UNDODEGEABLE and ignores ARMOR, but it is also a CHAINBREAKER so use wisely.

Primary: Arcane Crossbow
You must use a form of crossbow for this unlock, and the Arcane Crossbow is the best. The Dwarven Crossbow does similar damage but lacks the perks and costs more. The Hand Crossbows are cheaper but their damage is far too low, making for a rough battle long-term. The Arcane Crossbow, however, provides higher damage when monsters are DISTANT, in addition to great perks through its shot cards. Since the dragon-type monsters in the Dragon's Lair are going to be in that position you absolutely need this crossbow in particular. Accelerating Shot does extra damage to DISTANT monsters and also provides STUN. In a CHAIN it costs 1 less STAMINA and provides a card draw. Marking Shot does less damage by itself but removes all DODGE from a target and WEAKENS for 2. In a CHAIN, like Accelerating Shot, it also draws a card. This card combination is critical for the dragons, as you will see.

Secondary: Arcane Quiver
You can use any quiver here that you like, but the Arcane Quiver is the only one that will get you anywhere. Though you'll have moderate to great success with the others, the Dragon's Lair proves that nothing else will work without extreme luck, and even then, no joke, you probably have a 1 in 100 chance of winning. Don't be fooled by the low STAMINA cost of Recall Arrows, because with any crossbow your arrow supply is smaller and this increases the cost of this card substantially, and it's also a CHAINBREAKER. Seeker Arrow makes your next shot UNDODGEABLE, a great way to avoid DODGE, especially with a card that can apply STUN like Accelerating Shot (see previous section). Arcane Arrow makes a target DISTANT and puts them into STUN. Note, this effect can be stacked with other STUN effects. A special feature to note about these last two cards is both of them generate an extra arrow, so it gives you a cheaper method to keep arrow stability high rather than relying on Recall Arrows. However, also note they only draw a card when not in a CHAIN. Juggling them with a CHAINBREAKER creates a faster draw-rate with this build.

Armor: Archer Mail

This Armor is required to unlock the Arbalist Subclass. Good, because this is the most beneficial piece of Armor for the entire Hunter Class. It increases HEALTH by 6, though it reduces STAMINA by 2. More important, however, is that it generates 2 arrows for you and is a CHAINBREAKER. This provides an easy way to stack arrows by using this and then pulling a Seeker Arrow or Arcane Arrow card, which then generates another card draw. It has a single use but requires only 1 battle to recharge.

Trinket: Wind Charm

Any Trinket can be used for this unlock, but if you're familiar with the Hunter Class you likely already know the Wind Charm is the best out of all of them. It increases damage by 2 and reduces STAMINA cost of the next attack by 3. This effect is retained until the next attack is completed, please note, which means you can wait a turn or more (though the latter is unlikely). However, a feature not indicated in the description of the current build is that it also provides a single card draw. It only requires a single battle to recharge 1 use and has 3 total. But note it does not stack! Meaning if you use it 2 or 3 times it will still only apply it's -3 STAMINA to the next attack.

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 effected 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.

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: Good Eye (+1 damage for the first turn), Ambush Hunter (first attack in every battle deals +2 and ignores ARMOR), Modified Quiver (increase arrow capacity by 1), Wilderness Training (increase max STAMINA by 1), Good Eye again, Heightened Senses (detect HIDDEN ENEMIES), Quick Shots (next 3 shots cost -1 STAMINA), Modified Quiver again, and for Level 10 any of the 3 choices can be selected. I recommend Good Eye again or another Wilderness Training. An extra 3 HEALTH is not enough to really matter for stronger monsters. Now that you understand the basic setup I will go through the required path to complete the Arbalist Unlock from the beginning of the Dwarven Mountains.

Path to the Arbalist Subclass Unlock
Note the path you're going to be taking here. The reason for these choices is it provides the easiest battles towards the Dragon's Lair and, further, there are numerous items to find and purchase that will make the final boss of the Dwarven Mountains easier. In particular, you will be collecting Bombs and Healing Potions. Another benefit to starting from the beginning is that you'll learn how the build works very quickly and will have the necessary skills by the time you get to the Dragon's Lair. We'll start from the Mountain's Foot in the next section and move on from there.
Mountain's Foot
This is the first Level and the only one you can choose. You'll get to see how the build works very quickly in the battles here, but they're all easy. Note that HIDDEN ENEMIES for this Level begin Round 2 at the earliest. They will be Goblin Scouts in the Mountain's Foot. This is going to prep you for future battles until you unlock the Heightened Senses perk and can see HIDDEN ENEMIES. Before you get that, make sure you have a Planned Escape card ready for your first defensive phase, though with your build you'll have 2 defense when they attack and can always pass. A trick before Heightened Senses is acquired is that after killing all visible monsters and destroying targets (like the Barricade) you'll see a hooded figure's face and the words "Something's not right..." which indicates HIDDEN ENEMIES will appear if you end your turn. The boss is the Cave Bear, which will pose no challenge. It starts DISTANT and you'll kill it most likely within 2 turns. It is flanked by cubs that pose no challenge either. Note that this, and other bosses in your path to the Arbalist Unlock, do not feature HIDDEN ENEMIES, with the exception of the boss of the next Level, which is the Old Mines.
Old Mines
The monsters will still seem very easy in this Level. Barricades, note, provide 1 DODGE to adjacent monsters, but since the build you're using puts everything DISTANT and in UNAWARE status, you'll likely kill everything before the DODGE is even activated, which cannot happen until they're no longer UNAWARE. HIDDEN ENEMIES are still a problem here but you'll know when they're coming. In this case it will be a Landmine or potentially a Minecart with a Dwarven Miner inside (sometimes 2 Minecarts total). Don't waste Counter Shot on any of these. You won't have enough damage to kill the Landmine without losing HEALTH yourself, and the Minecarts, though easy to destroy, do not eliminate the Dwarven Miners within. Therefore, just have Planned Escape ready to go like usual. The Dwarven Foreman is the boss of the Old Mines. You'll probably kill him before he even gets to attack. Since he's DISTANT because of how your build works, he won't be close when he drops his final Bombs, which will detonate before they're near you. When he dies he tosses you a Bomb to use for later, very beneficial.
After the Old Mines you have three items you can purchase, but only enough GOLD for 2 of them if you got enough monsters in Levels prior. Get the Bomb on the right and the Mushroom Bread. If you can't afford both I'd recommend the Bomb. This will be of great benefit for the Dragon's Lair.
Dwarven Tunnels
Monster ARMOR becomes a more noticeable issue by this Level, but still nothing to worry about. You should find, as in the previous Levels, most battles end in under 3 turns maximum. Note that starting in this Level you're going to be seeing more monsters that can attack while DISTANT, such as the Dwarven Shooter shown above. Other than the boss battle you should take out the shooting monsters first, then what remains, unless you face a Stone Golem and can deal a lot of damage to it for your initial attack. The boss is two powerful Dwarfs including Gate Guardian Gunnar, who is like a regular Dwarven Guard but with more ARMOR and and way more HEALTH, and Gate Guardian Oddur, who can throw axes from DISTANT and has FURY (2 attacks per turn). Kill the latter one first. After him take out the 2 Dwarven Shooters on either side, then Gate Guardian Gunnar, and finally the remaining 2 Dwarven Guards. The battle should take only a few turns. After you complete this it's on to the next Level, the Dwarven City.
Dwarven City
This is the Level where you'll unlock the Heightened Senses perk and can more easily plan for your first defensive phase. The Dwarven City will begin to feature monsters with more ARMOR than before, but the same tactic you used in previous Levels holds true here. Namely, focus on killing monsters that can attack from DISTANT first. After that you can essentially kill off everything as you see fit. I tended to go for more heavily armored monsters first, like the Dwarven Heavy Guard, but really it's not going to matter because it's extremely unlikely they'll ever leave DISTANT status. By this point be careful with how you're using your attack cards (Accelerating Shot and Marking Shot). Save the weaker one for monsters with less HEALTH when possible, such as Dwarven Miners as opposed to Dwarven Heavy Guards. The boss is the Dwarven Pyromancer. Take him out first, then the shooting monsters, then the Stone Golems. The Dwarven Pyromancer should be possible to kill on your first turn.
After this you have three potential purchases: 2 Healing Potions, and 1 Rune. The Rune is usually something beneficial like the Rune of Life (grants +2 to HEALTH max) or the Rune of Lightning (as shown above), but the Healing Potions are more valuable so spend your GOLD on those. You'll be able to buy at least 1. The next Level is the Dwarven Fortress.
Dwarven Fortress
This is the last Level to choose before the Dragon's Lair. The same tactics you applied in previous Levels apply here with the exception of the Heightened Senses perk providing a better planning system for defense during your first turn. Generally you should have no problem with the Dwarven Fortress until the boss. The Dwarven Foreman, the same as the boss of the Old Mines, may appear as a rare monster in one of the Rounds, and if you see him you'll be rewarded with another free Bomb when he dies. He fights the same as he did the first time you encountered him. The real trick in this Level is the boss, the Dwarven King. He's quite powerful and has great attack and defense. Before this battle you've been focusing on monsters that can attack while DISTANT. We're not doing that this time. Instead, focus entirely on the Dwarven King when the battle begins. You should be able to almost eliminate him in a single turn. The reason for this tactic is he'll summon 2 Dwarven Guards and 2 Dwarven Shooters at 30 HEALTH and if you leave all the other monsters he only has enough room to summon a single Dwarven Shooter. Since he attacks twice due to FURY you want to try your best to have him killed in 2 turns before the other shooters are active. He drops a Healing Potion at 20 HEALTH to recover somewhat, but should not be a problem if you focus on him until he's dead. You'll likely use 2 Landmines and 2 Wind Charm charges before that, but if you're lucky you'll get him down without using any items. Once he's dead focus on the remaining Dwarven Shooter from his summon and 2 Dwarven Cannons. Then worry about the Dwarven Heavy Guards and Stone Golems. Since they can't attack from DISTANT you'll likely have them in that status already and can keep them with more Planned Escape cards. If you played the boss right you should not have used all your item charges. However, if you did, you'll make them back in the Dragon's Lair well before the final boss.
After the Dwarven Fortress you'll have one final chance to purchase items. As you can see it will be 1 Bomb and 2 Healing Potions. Make sure you get the Bomb, but if you can afford 1 Healing Potion as well get that too. By this point you'll have a ton of items saved up for the final battle. Depending on what you found, including some lucky Chests with Bombs and Healing Potions, you should have around 5-6 Healing Potions and 4-5 Bombs. Great, because you're going to need them for the Dragon's Lair.
Dragon's Lair Introduction
Here it is, the final Level to achieve the Arbalist Subclass unlock. This is the most difficult part of your journey. However, with all of the items you have collected and the skills you've acquired, it should be possible on your first try, but don't be discouraged if it isn't. As mentioned earlier in this guide, though you could skip to this Level by using the Dragon Whistle as your Trinket, the benefit of the Wind Charm is too great to pass up on and the luck it requires without it and the extra items in the Dwarven Mountains makes it almost impossible. I tried it in that particular way with different builds, no joke, over 60 times, with no success. A full run is the only way to do it efficiently and with as little luck as possible. Unlike the previous Level descriptions, here I'm going to provide for you all possible mob appearances in the Dragon's Lair and how to best deal with them so you have the greatest chance of winning. We'll start with Round 1 and move to the final boss. First, understand the follow tips before you continue.

1. Focus on killing the strongest targets first. This is going to be either a regular Dragon or a Young Dragon. They rarely appear alone, so expect at least 2 in most cases, but sometimes far more than that.

2. Do not worry about Dragon Eggs or Dragonlings at first. Always kill the stronger monsters first, because they can attack while DISTANT (with the exception of one).

3. Regardless of HEALTH, all dragon targets deal damage while DISTANT for the same amount, except the final boss. But it is best to prioritize the stronger ones because they can take more damage. Since some of your perks focus on damage in the first turn, this is critical.

4. Do your best to save your items (Bombs and Healing Potions in particular) for the final boss.

5. Try to have at least 2 Wind Charm uses ready for the final boss, better 3.

6. Try to save all your Landmines for the final boss. It's okay if you've used 1 or 2 before then, provided you get all your uses back. 2 Landmines is still good, but 3 is best.

7. You'll know this by now, but every battle starts with the monsters DISTANT because of the Sharpshooting School. You must maintain this DISTANT status as long as possible, preferably for the entirety of every battle.

8. One trick to use, if you're careful, is to kill Dragons or Young Dragons using Counter Shot when possible. To do so you must pay very careful attention to the damage you'll do versus their ARMOR. If you'll kill them, save this card and use it when they attack, otherwise do not because you'll take damage. Use Distracting Shot or Planned Escape instead, but plan ahead for other active dragon-type monsters that can breathe fire while DISTANT.

Now that you have the basic tips, let's go over all possible mob appearances.Please note that most of the pictures I captured for the Rounds in the final sections of this guide were done using a different build which I chose for speed in finishing battles so I could collect images at a faster rate. Most monsters start DISTANT and appear smaller, but all move to DISTANT due to the build's perks. They also have UNAWARE status, so please note the images you'll see in the remaining sections are for illustration so you know what mob you're facing and how to deal with it. Now, on to Round 1.
Dragon's Lair: Round 1 Encounters
The following are all the possible mob encounters in Round 1 of the Dragon's Lair. This is the easiest Round of all, as you should expect. I've organized these based on the first monster on the left, alphabetically. I do not repeat a monster's name after it is stated (so if there are 2 Dragonlings and 1 Dragon, it will be listed as Dragonlings and Dragon). As with Rounds after this first one, the appearance of mobs is random. Only 2 are rare. After you complete this Round move on to Round 2.

Dragonlings and Dragon Eggs Mob
This is the easiest mob to encounter in Round 1. Avoid the Dragon Eggs until they open on their own. Kill the Dragonlings first and maintain the DISTANT status using Planned Escape. There is no specific kill strategy I would use for this mob other than ignoring the Dragon Eggs at first. There are no HIDDEN ENEMIES.

Dragonlings and Dragon Mob
Kill the Dragon in the middle first. Your best option is to use a Marking Shot first to remove all DODGE, and then STUN with Accelerating Shot. By using an Arcane Arrow or Seeker Arrow this will increase damage so that the Dragon should be killed in about 2-3 shots from your crossbow. Then kill the Dragonlings. Keep them DISTANT to avoid their FURY, because you won't be able to defend against all of them if they get close. If you play your hands right you can finish this battle in a single turn before the monsters even get to attack. There are no HIDDEN ENEMIES.

Young Dragons and Dragonlings Mob
This mob is probably the most difficult of Round 1, but nothing to worry about in comparison to some later ones. Focus on the Young Dragons first and maintain DISTANT status using Planned Escape. Since the Young Dragons are UNAWARE when the battle starts, you can either use Marking Shot on them to remove DODGE, or better STUN using Accelerating Shot for more damage. You should be able to kill both Young Dragons the first turn. Then worry about the Dragonlings. There are no HIDDEN ENEMIES.
Dragon's Lair: Round 2 Encounters
This section will be arranged the same as the last. Round 2 is also an easy round, things will not start getting more difficult until Round 3. There are only 3 potential mobs you'll face in this current Round. After you finish it, it's on to the next.

Dragonlings and Dragon Eggs Mob
This mob is similar to one you may have encountered in Round 1, except there are 3 Dragon Eggs in the middle. It can be treated the same way, however. Kill the active Dragonlings first and let the Dragon Eggs open on their own as you maintain the DISTANT status with Planned Escape. There are no HIDDEN ENEMIES.

Dragonlings and Dragon Mob
This mob is exactly the same as the one that appears potentially in Round 1. If you see it in Round 1 you will not see it here in Round 2. Treat it the same way.

Young Dragons and Dragon Eggs
This is the hardest mob that can appear in Round 2. As before, don't worry about the Dragon Eggs at first, let them open on their own to reveal the Dragonlings. Focus on the Young Dragons. There are 3 of them this time, but it should be easy to kill at least 2 of them in your first turn. You'll be able to remove DODGE with Marking Shot or STUN all 3 of them, most likely, but pay attention to their HEALTH and use Counter Shot to kill them in your defensive phase if possible. There are no HIDDEN ENEMIES.
Dragon's Lair: Round 3 Encounters
Things get a little more difficult in Round 3 depending on what you face. There are only 3 potential mobs in this Round before you move on to Round 4. They are as follows.

Dragon Eggs and Chest Mob
This is a rare mob that can appear in Round 3, but it can also appear in Round 4. Since this doubles the likelihood you'll encounter it, there's a decent chance you'll see it in either this or the next Round. It's easy to spot because of the Chest in the middle, which contains 1 Healing Potion. As soon as this mob appears the HIDDEN ENEMIES will activate due to your Heightened Senses perk. This will be 1 Dwarven Thief to the left of the Chest, and 2 Young Dragons all the way on the right. Note that these 3 monsters do not start UNAWARE! Though the Dwarven Thief is not DISTANT initially, you need to focus on the Young Dragons first since the Dwarven Thief has no DISTANT attack even though he has 2 DODGE. You should draw a Planned Escape card before he can attack. Use Seeker Arrow, preferably with Marking Shot, to remove the DODGE from at least 1 of the Young Dragons, then STUN it using Accelerating Shot. If you can do the same with the other, good for you, but you'll likely find it easier to kill one of them first and then worry about the other while maintaining DISTANT status and being careful with your defensive phase. Avoid getting struck by fire at all costs. Once the Young Dragons are done take out the Dwarven Thief, who has the key to the Chest. Do not strike the Chest! If you destroy it you get nothing. By the time you get the key most likely the Dragonlings will have spawned, so you can finish them off last.

Dragon Eggs and Dragons Mob
This is similar to the mob that may appear in Round 2 with 3 Young Dragons. The Dragons, however, have better stats. It is best to focus on killing at least 1 of them in your first turn. 2, if possible, but it's extremely unlikely you'll kill all 3. As usual, ignore the Dragon Eggs and save the Dragonlings that spawn from them for last. There are no HIDDEN ENEMIES. This mob can also appear in Round 4. There is no difference, but it won't appear a second time if you encounter it here in Round 3.

Dragonlings, Dragons, and Dragon Eggs Mob
This one is fairly simple. Ignore the Dragonlings and Dragon Eggs for now. Focus on killing the 2 Dragons. You should be able to kill 1 of them on your first turn, maybe 2 if you're lucky. After that, worry about the Dragonlings and the Dragon Eggs will likely be open after that. Kill the Dragonlings that remain. There are no HIDDEN ENEMIES.
Dragon's Lair: Round 4 Encounters
Now the difficulty picks a bit for this Round. There are 4 possible mobs you can encounter here. After this it's on to Round 5, where the difficulty increases substantially.

Dragon Eggs and Chest Mob
This is the same exact mob that can appear in Round 3. It's rare, but since it can appear in either you have a decent chance of seeing it. Treat it the same way, there is no difference if it appears in Round 3 or 4. The only thing to note is that if you see it in Round 3, you will not see it here.

Dragon Eggs and Dragons Mob
This mob can also appear in Round 3. There is no difference between the two. I never witnessed encountering one and then the same mob in Round 4, so if you already saw it you will not see it again.

Dragon Eggs and Dragons Mob (Second Grouping)
A combination of Dragon Eggs and 2 Dragons. Probably the easiest mob to encounter in Round 4. Focus on killing the Dragons first, then worry about the Dragonlings that will spawn from the Dragon Eggs while maintaining DISTANT status. There are no HIDDEN ENEMIES.

Young Dragons and Dragonlings Mob
This mob is similar to one that can appear in Round 2 and is basically the same in difficulty though the Dragonlings are already present instead of spawning from Dragon Eggs. Focus on the Young Dragons first, and then the Dragonlings, maintaining DISTANT status. You should be able to kill 2, if not all 3, of the Young Dragons in your first turn. There are no HIDDEN ENEMIES.
Dragon's Lair: Round 5 Encounters
Things can be quite difficult in this and the next Round, depending on what you get. There are 3 potential mobs you could encounter here before moving on to Round 6.

Dragon Eggs Mob
This mob is daunting and you have to be very careful with how you handle it. The reason for this is there are 3 monsters as HIDDEN ENEMIES: 2 Young Dragons and 1 Dragon. The best option for this mob is to take out one of the Dragon Eggs, then the Dragonling inside. This will expose the first Young Dragon on the right of the screen. You should be able to remove DODGE, nearly killing it, or STUN it depending on the cards you receive. Then, save a Counter Shot to kill it in your defensive phase so the next Young Dragon appears but you'll get to attack first. Repeat, trying to make sure you keep the Dragon Eggs DISTANT because when the Dragonlings spawn you cannot defend against them all due to their FURY and the sheer number of them. Once the next Young Dragon is dead then the Dragon will appear and you can take that out, along with Dragonlings, as you see fit. I, for example, was able to STUN the Dragon but, lacking enough shots to damage it enough to kill it, took out a few Dragonlings first, then waited until the next turn to focus on the Dragon once more. Keep the monsters DISTANT! If the Dragonlings get close and you have to defend, you 100% will not survive! This is one of the hardest mobs in the Dragon's Lair, but luckily it is more uncommon than the others in this Round.

Dragons Mob
This mob is almost a mini-boss in itself it's so difficult. If you see this take a deep breath and hope for good card draws, because not only do you have 4 Dragons to handle, but there are 2 Young Dragons that appear as HIDDEN ENEMIES when your Heightened Senses perk triggers. This makes 6 targets in total, 4 of which are powerful. Focus on the hidden Young Dragons first because they will not be UNAWARE. Seeker Arrow with Accelerating Shot, or Prepare Shot with any shot will start the process. Then, start to pick away at the Dragons as best as you can. If you're lucky you won't need to use more than 1 Landmine for this battle and possible all your Wind Charm charges, but it's extremely difficult to get through it without using at least 1 because your defensive phase is tricky. Counter shot isn't going to get you anywhere unless you reduce their HEALTH enough, so pay close attention to your damage in relation to their ARMOR if you want to use that trick. This mob can also appear in Round 6, unfortunately, which doubles your chances of seeing it. It will not appear twice.

Young Dragons and Dragon Mob
You've got all the skills now, but mobs like this will really test your abilities. Not only do you have this initial set of monsters, but there is 1 Young Dragon that appears as a HIDDEN ENEMIES trigger, making a whopping 6 powerful targets to take out. The hidden Young Dragon will not be UNAWARE when it appears, please note, so you need to be ready to deal with its attack with a Distracting Shot or Planned Escape card. In my opinion, however, you should try to attack it first using Seeking Arrow to either remove DODGE with Marking Shot or STUN with Accelerating Shot. Focus on killing it, and then move on to the Dragon before the other Young Dragons. If you play your cards right since the perks give you more damage the first turn, you can likely take out the hidden Young Dragon, Dragon, and possible one more Young Dragon before you defend. Play it very carefully so you can cover your defense properly is the main thing. You don't want to use any Landmines at this point because they're best saved for the final boss. However, you have enough Rounds left to get 1 back so using 1 is acceptable. Try not to use 2, however, if you can. If not, use them because you need all the HEALTH you can get for the last Round. This mob can potentially appear in Round 6 as well. If you see it here you won't see it again.
Dragon's Lair: Round 6 Encounters
This is the final Round before the final boss, and it's about as difficult as the mobs that can appear in Round 5.

Dragons Mob
This is the exact same mob that can appear in Round 5. If you encountered it there, you won't encounter here. Treat it the same way, it's a difficult one. You'll probably encounter it at least once in a run because you have double the chances of seeing it due to it appearing in one of two Rounds, but if you get lucky you won't.

Dragonlings and Young Dragons Mob
This is the easiest mob to encounter in Round 6. You've dealt with similar arrangements in previous Levels, but this one comes with 1 Dragon when the HIDDEN ENEMIES triggers during the first turn. Since it will start without UNAWARE status, you need to focus on it first, then the Young Dragons, followed by the Dragonlings. Maintain DISTANT status and you should finish this one in 3 or 4 turns.

Young Dragons and Dragon Mob
This mob can also appear in Round 5, so treat it the same way. Due to it, and the Dragon mob above, having the potential to appear in either of these two rounds, you have double the chances of seeing it. It's easier than the Dragon mob, but still difficult because of the number of powerful targets to consider.
Great Módir
This is it, the final challenge. The boss of the Dragon's Lair is Great Módir. This is the hardest part of the Arbalist Subclass unlock. The skills you have learned up to this point, as well as the items you collected throughout the Dwarven Mountains, should give you plenty of potential to win, but you still must play it properly. There are one of two ways to do this.

1. The first method is to destroy Great Módir first. The reason this has benefit is that even though Great Módir will summon 2 Young Dragons at 75 HEALTH, 2 Dragons at 50, and 2 more Dragons at 25, due to the Dragon Eggs that flank it at the start, there will not be enough space for all summoned Dragons to appear. This reduces your targets by 1 Dragon by the time Great Módir is finished. However, you now have to deal with 2 Young Dragons and 3 Dragons before finishing the Dragonlings that will eventually spawn, and this can be tricky since none of them will be UNAWARE when that time comes. Though a friend (thanks @Bassforte) did it this way, I found it too risky and went with the second option.

2. The other method is to play it slowly. Strike at Great Módir while you wait for the Dragon Eggs to open and spawn the 2 Dragonlings. They don't matter since they can't attack from DISTANT, so avoid them as long as possible. Then, while keeping Great Módir DISTANT, build up STAMINA by defending, keeping your arrow numbers stable, and be prepared to focus on the 2 Young Dragons when they're summoned as soon as Great Módir reaches 75 HEALTH. To take them out, you have a very easy method to use. You can either use a Seeker Arrow with Accelerating Shot to STUN at least 1 of them, or, even better, drop one of the Bombs you gained in your Dwarven Mountains run on Great Módir. Though it won't STUN it, it will create an attack on both Young Dragons flanking Great Módir. This will remove their DODGE and make it much easier for you to take them out. You can also have loaded a Prepare Shot card before Great Módir does a summon so your next shot will be UNDODEGABLE. If you have Landmines left, this is also another method to reduce Great Módir's HEALTH to a summoning level when you defend. Once the Young Dragons are dead, build up STAMINA while maintaining DISTANT again. Once you appear to have your numbers good, strike at Great Módir using previous methods, such as 1 Landmine when defending, until it reaches 50 HEALTH and summons the first 2 Dragons. Deal with these the same way as you did the Young Dragons. Once they're dead, be prepared for the last set of 2 Dragons when Great Módir hits 25 HEALTH. Use another Bomb, which you should have, to remove their DODGE and get them in at least STUN. You may have 1 or 2 more Bombs to use, and I suggest you drop those one more time at least on Great Módir to damage the Dragons. But, just in case, save 1 more or the last one you have for the next turn so you can use the DODGE removal trick again to make sure the 2 Dragons are dead first. Using tricks like Counter Shot based on their remaining HEALTH can work, but you must always be attentive to your arrow count and STAMINA as you do this. The Dragonlings you can kill as you see fit, because they can't attack when DISTANT. Follow this procedure, using the Mushroom Bread as needed if you still have it left after all the battles you've faced, and use the Healing Potions as needed as well, never wasting them unless you can regain 2 HEALTH without hitting your max. Once you've done this congratulations you unlocked the hardest component of Card Quest!