![hand of fate 2 high priestess hand of fate 2 high priestess](https://vignette.wikia.nocookie.net/dungeongems/images/f/fb/BC01_0511_B.png)
The pond will first damage you and heal you back, so be careful if you are low on health. Before nightfall, explore as many locations as possible by selecting “keep moving.” When it is night, visit one of the locations. On every choice menu, the time of the day will be noted. Make sure you have a lot of health (and luck).
#Hand of fate 2 high priestess trial#
This is the quest that Colbjorn must go through a trial to reclaim himself. I might get the name wrong, since I don’t have the card anymore. Most likely, you can take one brimstone card at a time. Right now, I am experimenting with “Hierophant” as it allows you to acquire resources first. It is the opposite of a platinum card, meaning it is very difficult to survive. Basically, a brimston card is the one with shining red color. If Oswin takes damage, just exit and re-enter.
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If you have enough health, you can last quite long.īe prepared to Exit the game (or ALT+F4) a lot. But even if you end up taking a while, The Wraith will most likely sap your HP, not Oswin.
#Hand of fate 2 high priestess free#
Basically, you should have one card that gives a lot of fames and another that gives golds.Īs for equipments, get a lot of stuff that help you win bets.įor companion, Adriane is the best, since you will do a lot of card bets.Īnd don’t forget to dig out every avalanche to gain free blessings. I chose “Duel” and “Winding Trail,” but you are free to choose others. However, from my experience, it is best to run two cards that give fame and golds, since you need 16 fame to equip holy mace and some money to trade for blessings. Obviously, you need a holy mace and a lot of encounters which provide blessings. Best I typically do is roll in, attack, roll away immediately, but it's messy.Completed The High Priestess with 12 Blessings and the Holy Mace.
![hand of fate 2 high priestess hand of fate 2 high priestess](https://i.pinimg.com/474x/c6/44/3e/c6443e9d5289c34f0e980aa7602a60ea.jpg)
Their long-range green attack has a giant arc which often catches me as I roll away. Their short-range green attack lands too soon after the windup begins for me to block it. I haven't come up with a good approach to Theives yet. If there's a Necromancer you can just focus them while watching the skeleton packs for green attack windups to block. You can spend all day doing nothing in a pack of skeletons, and when one winds up a swing, Defend-Riposte it at leisure. Basic Northerner red attacks wind up as an overhead smash, and never include a charge from afar. If you Defend instead of rolling away, they will always follow up with two more green swings, each of which you can Defend, with room for a Riposte attack immediately after each. The enemy wind up looks different for red and green attacks, so this is part of what you can learn to watch for.įor example, basic Northerner green attacks wind up over their right shoulder, and can include a charge from afar. If you tried to Defend this way, you get hit instead. Your character raises their defense just in time to block the attack - NOT! Just before their attack would land, hit Defend. Your character reaches out and proactively smacks their weapon. (Preferrably Defend-Riposte in a quick 1-2.) Observe enemy winding up to swing at you.