Minotaur Assault

## Skill Cards

'*Bonecrusher*
 +10% crit chance

## Description

Minotaur Assault is a Clan Quest unlocked after completing The Westlands and is recommended for players level 14 and above. It requires 36 victories to be completed within 7 days of opening the Quest.

The Westfort stood as a refuge for the courageous traveller on the Endless Plains. The terrifying Twinbone minotaurs had started raiding the area though, and this day fears had come true - the minotaurs assaulted the fort itself. The companions arrive at the gates of the Westfort, help defend the from the assault.

## Objective

The Objective of the Clan Quest is to defeat all incoming Minotaur's that come in different waves and turns. Towards the very end if the Seers manage to stay alive for one turn, they each summon 3 Ghuls and you must kill all enemies in order to clear the stage.

You must kill all the enemies that appear on the map in order to complete the clan quest. You don't have to kill the Ghuls if they did not get summoned by the Seers if you managed to kill the Seers before they spawn.

The enemies have good selection of cards that players generally get and the Minotaurs could use to their advantage.

Some cards include:

* Fighter: Brawl, Berserk, Bash, Seismic Slam, Scar Rite
* Priest: Prophecy of Pain, Retribution, Barbed Vines, Holy Vigor, Pacifist Scripture
* Mage: Fireball, Pledge of Flames, Curse of Chain, Corrupt Fate, Infernal Phyre
* Rogue (Ghul): Flurry, Hamstring, Open Wound

You have two Imperial troops to assist you which It is randomly selected between the two classes at the start of the battle. They are stationed at the entrance of the gates, and are controllable by the player.

* **Imperial Archer:** 18 health and 3 armor, 2+2 movement, 7-9 damage, and 5 range.
* **Imperial Soldier:** 30 health and 5 armor, 2+2 movement, 7-9 damage.

On the 6th turn after the Ghuls have spawned (and attacked), you get an addition support from the Guard Captain.

* **Guard Captain:** 35 health and 6 armor, 2+2 sprint, 9-11 damage. Command buff (+1 attack & +1 armor to all allies)

## Strategy

The Minotaur's assault will appear at set intervals regardless if you had killed the previous Minotaurs or not, and the Minotaur's reinforcement will come.

* On the first turn Stone Seer Guardian (Fighter), and the Stone Seer Keeper (Priest) will be the first enemies that engage the companions.
* After the 3rd turn is when Raxis (Fighter) will appear.
* On the 5th turn is when two Stone Seers (Mage) appear.
* On the 6th turn is when the Stone Seers spawn in 3 Ghuls each (total of 6) depending on if the Seers are still alive at your turn end. Currently it's bugged if you kill the bottom Seer, the Ghuls don't spawn at the bottom, but if you kill the top Seer, the Ghuls still spawn.

The general tip for when it comes to fighting Minotaur Assault is either two approaches. A Mixed Tank/Damage dealing set that tries to eliminate all enemies as soon as possible, or a Long range Set that tries to hit them before they reach your troops.

When it comes to fighting the first wave, the Guardian (Fighter) will have access to hard hitting cards and with his Ability of Raging Beast, the critical hits will hurt alot if he manages to reach your troops. The Seer Keeper (Priest) has a lot of debuff Priest cards that will hinder your troops and slow them down. Since Keeper has only 75 hp it is recommended to kill the Keeper first before it casts multiple debuffs on your troops then go after the Guardian.

Raxis is the strongest of the Minotaur that appears during the 3rd turn, and hits really hard. Having access to Fighter Cards, Seismic Slam could really hurt your troops and stall long enough for more reinforcement to snowball into your troops.

The two Stone Seers that spawn are mage and have access to alot of the debuff as well has hard hitting fire damage cards. Spread out your troops so that you don't get hit by a boosted Fireball as well as keep in mind the position of which the Seers spawn is where the Ghuls will spawn as well (three north and three south). Don't underestimate the Ghuls as they have access to Rogue cards that either allow them to attack twice (with Flurry) or Hamstring/Open Wound.

Bringing along A priest is almost a must as they have access to the engines to draw your cards as well as Cleanse that can remove debuffs. Cleanses, Breaker of Chains are recommended if you are going for Fighter party. You have access to use the Imperial Troops that can serve as attack baits or chip damage. Guard Captain comes out on the 6th turn, so if you don't think you can survive an assault from the Seers and the Ghuls' movement range and attack the turn after the Seers appear, retreat to the Gates and wait for Guard Captain to appear and be a secondary tank.