Warriors of the North Boss Analysis


Undead Giant Spider
Attack/Defense: 12 / 13
Initiative: 100
Health: 16,000
Resistances: 10% Physical, 10% Magical, 50% Poison

The Undead Giant Spider is superficially very similar to Armored Princess' version, with only one genuinely new move available to it. (A ranged poison spit attack that has a high chance of Cursing the target, which surprisingly actually does Magic damage) However, it's placed as an unavoidable early-game Boss fight, and critically it now retaliates even against No Retaliation effects. If a unit does damage to it? They're retaliated against. Period. In fact, you're arguably better off using generic melee units, as melee attacks that shouldn't provoke a retaliation will provoke a ranged retaliation, potentially meaning being webbed instead of merely taking some damage.

The combination of its placement and the fact that only Spells can do damage to it without provoking a retaliation means the Undead Giant Spider is probably the hardest Boss in the entire series.

The most important aspect of fighting the Undead Giant Spider is not actually picking the right tools for the fight itself, but rather is making sure to unlock access to the Isles of Freedom and taking advantage of them to gain more power. You can easily find yourself going from 4000~ Leadership -having cleared out all the Viking islands in their entirety- to 10,000~ Leadership just from grabbing all the low-hanging fruit in the Isles of Freedom. 4000 or so Leadership is a nightmare to fight the Undead Giant Spider with. 10,000 or so Leadership can potentially kill it in 3 turns. Also make sure to talk to the pirate captain on Istering about the Ice Gardens -he'll give you a Sea Chart for Merlassar, and while it will be seriously out of your depth you'll still be able to scoop up boosts. If you're willing to sneak past battlegroups to Drinren, you'll also be able to unlock the Ice Gardens, which will also be out of your depth but will also have more lootables to help.

... the painful thing is that in the base game, neither of these options is available. You'll have to improve yourself solely off of what you can find in the first four islands. If you're not obsessively grinding Grand Strategian and just generally playing at a very high level very consistently, it's quite possible to end up in a situation where it may not be possible for you to beat the Giant Undead Spider, if you're playing on the higher difficulties. I'd be especially leery of throwing yourself into a base-game Impossible run: it can be done -I've gotten a Skald past the Giant Undead Spider, and it didn't even involve cheesy tactics- but it's not a happy experience, especially if you like to play these games to relax.

Note that its magical poison spit attack inflicts a Poisoning effect even on units immune to normal Poisoning, such as Royal Snakes. They take reduced damage, thankfully, but they're not actually immune to the effect. Also note that all its moves can Curse victims -even webbing a unit has a 10% chance to additionally Curse the target.

On more of a design note, it's worth pointing out the Health vs Attack and Defense on the Undead Giant Spider; its Attack and Defense are comparable to, say, the White Kraken in Orcs on the March, which is also an early-game Boss, but its Health is hugely inflated by comparison: the White Kraken has, across its three tentacles, a total of 2,400 Health. The Undead Giant Spider has almost seven times that. It's really bizarre, especially alongside how overtuned its ability set is; I genuinely don't understand how the devs didn't anticipate the Undead Giant Spider being such an obnoxious bottleneck.


Archdemon Astaroth
Attack/Defense: 40 / 40
Initiative: 150
Health: 40,666
Resistances: 20% Magical, 80% Fire, -10% Ice

The main thing that's really changed about Baal Astaroth is that, like in Champion of the Arena, you fight him without a green team ally.

Well, that and his arena is a straight corridor, which means the exact locations of his 'remove battlefield chunk' have been altered, but overall it's not very important.

He's also a little weak to the newly-properly-a-damage-type of Ice, I guess?

Oh, and like Baal, Astaroth has more Number of the Beast reference-ness in his Health value, though not in his Attack and Defense stats. Like Baal, I kind of suspect very few players both played on a low enough difficulty to actually see this and actually got far enough to see it.

Overall, Astaroth is tuned to be so incredibly weak that by the time you have access to him you're likely to stomp him in 3 or so turns. Where Baal was a serious challenge to surmount at the end of the game, Astaroth is basically free experience, not to mention his Medal-based reward.

So I'm not giving much of a strategy overview here. You shouldn't need one. Just don't get caught up in expecting him to be a Demon in mechanical terms; just like Baal, he isn't, so stuff like Exorcism won't apply to him.

Do note that Astaroth is exclusive to Ice and Fire, as the entire 'heaven' portion of Demonis was added by it and that's where he lurks. By extension, the ability to max a Medal after beating him is exclusive to Ice and Fire. If you're planning on playing the base game, you'll need to max the Medals 'honestly'. This isn't too much of a burden, but it's something to keep in mind with eg Crystal Collector; don't just ignore it on the idea you'll use Astaroth to max it if you're doing a run in the base game.


Loki
Attack/Defense: 60 / 60
Initiative: 100
Health: 78,000
Resistances: 20% Physical, 20% Magical, 10% Fire

The game claims Loki is 'immune' to Fire, but this is just plain wrong. More surprising is that he has no Ice resistance whatsoever, in spite of being a Viking. In conjunction with his Physical and Magical resistance, Ice damage Spells and units are one of your better options -as are Poison options, actually.

Loki's movelist includes...

1: Leaping to the other side of the battlefield, inflicting Physical damage on all your units and changing which side of the battlefield you need to target to attack him.

2: Generating a 5-tile-wide wave that does Fire damage to all units inside, including his own summons, and scattering invisible Fire Traps within the zone he strikes that last for two turns. These Fire Traps work exactly as the ones Loki's Aid produces when used by you: a unit that enters them loses all its Action Points and becomes Burned, and units that start their turn in one also become Burned. (Actually, the Burn refreshes basically anytime any unit takes a turn. Don't bother trying to Dispel the Burn) A Fire Trap is revealed when activated in either way, including if an enemy unit triggers it.

3: Summoning Vikings-the-species. This is a somewhat randomized number of stacks that tends to be about 4, with the exact unit list being restricted to Berserkers, Axe Throwers, and Vikings-the-unit. The units always enter from the edge of the field (Random positions, but never in front of Loki), and get to take a turn the round they're summoned in.

4: Melee Physical attacks in the form of stomping on a unit. He only uses this if attacked from the sides, and it only hits one unit at a time.

5: Melee Physical attacks by slamming his flail into the tile directly in front of him. This hits not only any of your units in that tile, but also all tiles adjacent to that tile (Though for around a fifth the damage compared to the main target), inflicting Stun 50% of the time on the main target and 10% of the time on secondary targets. Has no friendly fire, and is used both as Loki's retaliation when attacked from directly in front but also as an attack he'll occasionally choose to initiate if you have units in the strike zone.

6: Ranged Physical attack where he throws a flail at a single arbitrary stack. This Stuns the target 80% of the time, so you might as well assume it Stuns, and is Loki's retaliation when attacked by an effect that should normally not provoke retaliation. (Ranged attacks, Fire Breath, etc)

I've personally only ever seen Loki use the ranged Physical attack, the forward flail-smash, and the Viking summoning as proper turns. I'm not entirely sure the other moves are things he can choose to use.

When Loki drops below something like 66% Health, he performs the leaping attack, and then turns around and immediately uses the Fire Trap wave, and then summons a wave of Vikings, all for free immediately after the damage was dealt. He does this again when dropping below around 33% Health.

Surprisingly, Loki isn't actually that threatening. His summons are tiny and his damage is very low, though his Health is high enough he's not an actual joke like some of these Bosses. Just be forewarned that his Fire Traps are a bit buggy: I've had the game crash from attempting to have an Orc Onslaught through them, for example. So make sure you save before fighting him.

Overall, though, by the time you can get to him Loki is generally only a mild-to-moderate threat. Ranged units are preferable to minimize the problems caused by his Fire Traps, and area-of-effect that can hit widely disparate units like Geyser or Evil Eye's Geyser-Talent is good for quickly clearing out his summons, but you don't really need a strategy to win, just one to win with fewer casualties. The only caveat to this is that if you try to beeline to him on a higher difficulty so you can get Loki's Aid early enough to potentially max it, then he can be moderately challenging. Just moderately, though.


The Driller
Attack/Defense: 50 / 40
Initiative: 100
Health: 7000/14,000/28,000 (First/second/third phases)
Resistances: 20% Physical, 80% Poison, 10% Fire

The Driller's in-game graphics have been overhauled a bit (There's no visible Gremlin crew, for one), but I've not been able to find a matching UI icon for its new graphic.

In gameplay terms, the Driller is nearly unchanged, except for two key differences: firstly, pushing it back does not skip its turn, period. Its actual capabilities are essentially identical, but now it will actually get a chance to spawn Droids and do some damage to you before going down.

This actually makes it probably the third-nastiest Boss in the game, or second-nastiest if I assume you clear out the Isles of Freedom to make the Undead Spider much easier. Its damage output is extreme and not meaningfully avoidable, slow units can't be used without support because the cave-in will instant-kill them (Since it doesn't lose turns anymore, you have less time to get ahead of the cave-ins!), and now it's spitting out durable summons to clog up the battlefield. Also not helping is the second change: that it immediately and for free spawns a Droid stack each time you knock it back.

On the plus side, it's also an entirely optional late-game fight. Just skip it if you can't figure out how to beat it at all or are unhappy with the casualties you're taking when beating it. It's not like you need the rewards for beating it that late in the game. Indeed, it's so optional the Quest it's attached to can be resolved without facing the Driller! (Though some kind of fight is unavoidable; if you don't fight the Driller, you'll fight a Hero)


Giant Undead Lizardman
Attack/Defense: 50 / 50
Initiative: 120
Health: 55,000
Resistances: 20% Poison, -10% Fire, 30% Ice

It's K'tahu, but it summons Undead Lizardmen instead of Lizardmen, and has picked up Ice resistance now that Ice damage is a thing and a little bit of a Fire weakness.

... it's actually more complicated than that. Zombie K'tahu here actually has a special retaliation that hits everything in his immediate reach, knocking them all the way to the other end of the battlefield if at all possible, in addition to doing damage. He also has the Undead Lizardman trait of Ancient Rage, as indicated by the log and animations showing it triggering each time you do damage to him, and his in-game description claims he can actually eat his own Undead Lizardmen to regain Health.

I've never actually seen that last one because the Giant Undead Lizardman is hilariously easy for the point of the game you can actually reach him. It's utterly trivial to kill him in 3 turns if you do your best to prepare for the Undead Giant Spider and then rush through the plot beats that are mandatory to be able to fight him at all. You're far more likely to have been in serious danger from some of the Undead Lizardmen battlegroups in the Marshan Swamp than from him. It's a bizarre and striking contrast with the Undead Giant Spider being an utter nightmare. The hilarious thing is that you'll gain so much experience you may well gain three levels from defeating him!

There's little reason to care, but for posterity's sake: he can't summon Worms but otherwise summons random Undead Lizardmen, and all his attacks do Physical damage. (Including the poison spit)


Prince-Consort Guilford
Attack/Defense: 60 / 60
Initiative: 100
Health: 15,000/60,000 (First/second phases)
Resistances: 30% Physical, 50% Magical (30% in second phase)

The final Boss of the game. Much like Armored Princess' fight against Baal, in this fight you have an ally, this time commanding a team of Undead, which is pretty nifty. Whether due to different circumstances or genuinely improved AI, this ally isn't nearly as problematic as the one in Armored Princess, though they can be a little bit of a nuisance in the second stage of the fight.

Speaking of, Guilford has two stages. Arguably 2-and-a-half. He starts the battle with an Undead army on the field, while he himself is completely immune to harm. Once the Undead army is wiped out, he becomes possible to hurt. Once he runs out of Health, he turns himself into a Black Dragon somehow and changes up his movelist, as well as having a much higher Health value now.

The game claims Guilford is immune to magic, but he's not. He just starts the fight untouchable, period, and then switches to being susceptible to everything.

To be fair, he does have 50% Magic resistance, so Magic damage is poor against him...

Counterintuitively, switching to dragon form actually lowers his Magic resistance by 20%, bringing it equal to his Physical resistance. And no, turning into a Black Dragon doesn't give him Fire resistance. It's weird. And the Magic resistance lowering appears to be a bug; he was likely supposed to gain Magic resistance.

When Guilford is human, his moves include...

1: Bone Bomb. A bone cage looking thing appears over a unit, and once that unit's turn is completed they take Physical damage as do any other units within 2 tiles of them. It's basically Kamikaze, but with a one-turn fuse and a wider blast radius. (Its damage drops off with distance, too, unlike Kamikaze: the adjacent units take 50% what the target takes, and units further away only take 20% what the main target takes) It's also surprisingly weak, though it's guaranteed to inflict Bleeding on the main target (The secondary targets can still end up Bleeding, but the chance goes down with distance), which can be a problem. He can use this as a ranged retaliation, though it's not his only option for doing so.

2: Black Arrows. A single unit takes Astral damage and additionally has a 15% chance to have a Blood Mark placed on them. This is his other ranged retaliation move, and it's probably the nastiest thing he can do.

3: Soul Burn. All of Guilford's enemies take low Fire damage. Surprisingly low damage given it recycles Armageddon's animation.

4: He can summon a surprisingly small number of Undead in random locations. It can summon Skeletons, Skeleton Archers, Zombies, and Decaying Zombies. It's oddly prone to only summoning one type at a time, but this isn't an actual hard restriction.

In dragon form, Guilford's movelist switches to...

1: Death Star, sorta. A weak Magic damage attack centered on a unit, which additionally hits all units in each straight line direction from that unit. (It actually heals Guilford's units, annoyingly, though not Guilford himself) So Death Star if you could place it directly on a unit and if it was Magic damage instead of Astral. Notably, this is his ranged retaliation move in dragon form.

2: In melee, Dragon-Guilford can bite a single target for Physical damage directly in front of him or to the sides of that tile. In addition to the raw damage this does, it randomly inflicts Plague (66%), Fear (11%), Bleed (11%), Curse (11%), or Stun. (1%) This is dragon form's retaliation against melee attackers standing directly in front of him.

3: Alternatively, Dragon-Guilford can swipe at two targets at a time at either side of him, doing Physical damage and potentially knocking the hit units back. (20% chance) This is dragon form's retaliation against melee attackers to his side.

4: He can still summon Undead, but now the list is Bone Dragons. Yep. Just Bone Dragons.

Guilford is really the one properly-balanced Boss of the game; he's not hilariously easy, but he's also not nightmarishly difficult. (Well, unless you try to beeline to him, I suppose, but if you're horrendously under-leveled that's pretty clearly your fault) Ideally you'll lean on ranged units and try to separate them so his Death Star retaliation isn't catching multiple units and his bone cage attack isn't catching multiple units either, and obviously Magic and Physical and to a lesser extent Fire resistance are useful qualities for units to have... but overall you can win even with a non-optimized force. This is appreciated after Baal, who is enough of a brick wall it can be quite disheartening.

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Next time we wrap up Warriors of the North with a unit bonus post, and then move on to Dark Side at last.

Comments

  1. It's certainly possible to kill Undead Giant Spider with no casualities on Impossible difficulty and without leaving starting islands. That said, I fully agree that this boss feels like a serious difficulty jump if player is unprepared. I also find it weird that afterwards we fight Runorm, who is seemingly staged as the end "boss" (so to speak) of the islands and has a casualities-themed achievement that implies defeating him should be hard - yet he is really easy. Win-with-no-casialities-in-impossible-on-the-first-try easy.
    Also, the Spider has Curse chance on every attack. Even web has 10% chance to inflict it.
    And it's ranged attack actually deals magic damage, not poison.

    Astaroth's block still mention Baal dealing "Astral damage on all his attacks", which is not true.

    Loki has 20% physical resistance and 10% fire. Also 20% magical. Sometimes I think I should've listed all bosses' resistances atleast, even if I'm not doing "full boss info" thing.
    Game claiming he is immune to fire is a remnant of the idea of him being an actual Fire Giant earlier, I think. There are also some vague hints that he was an earlier boss fight at some point.
    He can only summon Vikings-the-unit, Berserkers and Axe Throwers.
    His flail attack deals way less damage to secondary targets than to central one. To be presice, base numbers are 100-150 and 500-600 respectively. The same with Stun chance - merely 10% for secondary targets and 50% for the main one.
    Flail throw has 80% chance to stun, in case you are interested in exact numbers.

    Giant Necrolizard indeed can eat his smaller kin to heal itself.
    He can't summon Worms - similar to how K'tahu coudn't summon worm units too.
    All of his attacks deal simple physical damage btw. Well, eating allies deals astral damage to them, but it's irrelevant for the player.
    And yes, I was really surprised of how easy he is first time I fought him.

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    1. It seems to me that Gilford having Immunity to Magic was considered at some point, and his description is the remnant of this (it says the same in Russian version too).
      Interestingly, Gilford taking Dragon form is not a swap from one unit to another, like with Werewolves/Vampires/Gobots, but actual change of model + stat modification that happens on the fly. It's pretty cool. Because of this he technically has full list of his attacks in both forms i.e. he can theoretically bite in human form or cast Bone Bomb in dragon form, but AI won't do it.
      Bone Bomb is indeed made by modifying Kamikaze. I personally find this thing to be pretty annoying because of 100% Bleed. He can use it as retaliation too, with higher chance against melee attackers.
      Dark Arrow has only 15% chance to apply Blood Mark. It deals astral damage.
      He has attack called Soul Burning (or something like it) - it uses Armageddon animation and deals low fire damage to all enemies.
      He has pretty limited range of summonable undead - Skeletons/Skeleton Archers/Zombies/Decaying Zombies (different types i.e. Zombies + Skeleton are possible and I saw it in game) for human form and Bone Dragons only for dragon form. This is the only Gilford's attack that has it's effect changed with transformation. But it's still actually the same move as in human form - only summoned creatures are different.
      Gilford's Star attack heals his Undead.
      His bite attack actually has a wide enough range of effects it can apply - Plague (66%), Fear (11%), Bleed (11%), Curse (11%), Stun (1%). There is also 'no additional effect' result, but it has zero chance.
      Swipes do not have Bleed affect on them. Just damage and 20% chance to push.
      Honestly, I actually find him to be too easy; surely easier than Baal and Spirit of Light. He can be killed on the first turn with Volhv and luck, through atleast for me game hangs in this case. Still Gilford is my favourite KB antagonist, both as boss and as person. I wish his backstory was actually explained through.
      P.S. He has 30% physical resistance and 50% magical, but nothing else. So, for example, Avenger's Tranquilizers will deal higher damage to him than base attack. Same with Scout's Ice Arrows. I'm telling that because, as I learned from experience, people usually expect poison resistance on every boss without actually checking AND often don't even try to use lower-damage talents because "status effects won't work, so what's the point?"
      P.S. His dragon transformation was supposed to give him -20% physical and +20% magic resistance, but instead just gives him -20% magic resistance.

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    2. Still need to confirm Zombie K'Tahu's ability to eat allies for healing and Guilford's Armageddon-looking move, but otherwise got to everything I think.

      Also now Zombie K'Tahu makes a lot more sense to me knowing he's riffing on Cthulhu; 'that which is not dead can eternal lie' and all. Still pretty random in-universe, but much less so out-of-universe.

      And yeah, Runorm is a joke. I deliberately go in with an understrength army so victory eating my army hurts less, and still stomp him regardless of class. What the heck happened in development that a giant zombie spider from nowhere is a brick wall, while the act 1 antagonist just behind it is so pathetic?

      Guilford is absolutely not easier than the Spirit of Light, though. The Spirit of Light is the easiest boss in the series, hands-down; if you're able to reach it at all, losing to it requires active effort, no matter your class. Guilford can actually defeat a first-time player who doesn't know that clustering is bad, doesn't expect the dragon transformation, doesn't use their best tools because their expectations of his resistances are out of line with the game... which are all reasonable errors for a first-time player to make. He's way easier than Baal, yeah, but not THAT easy.

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    3. Well, for me Guilford is easier. I actually had some problems with Spirit of Light the first time I fought him. With Guilford I won on, like, 4th turn? And than replayed a few times until I won on the second, but with casualities. And like I said, with luck it is outright possible to finish him on the very first turn, but the game, well, not exactly freezes, but doesn't work normally either - cursor goes into sandclock for eternity and nothing happens, other that idle animations. Point is, he loses health VERY FAST. Much faster than both Baal and Spirit of Light.

      Dragon!Guilford can summon Bone Dragons ONLY, not just get preference for them.
      I didn't mention that Bone Bomb's dmage and Bleed chance become less with distance - 50% for unis next to the main target and 20% for ones further away. Considering Sound BOOM, I won't be surprised if there would some bugs with Bone Bomb too in that aspect.
      And you forgot to mention that Guilford can use it as a ranged retaliation attack instead of Dark Arrow. I'm checking some video stuff right now anyway so I captured a couple of examples: https://youtu.be/Vq4gPylcbII https://youtu.be/xJsyo-bx3Q0
      Also, in case I was unclear with his dragon form resistance change - him getting reduced magical resistance instead of reduced physical and increased magical is a bug; it caused by the same thing as the bug with as Elven racial ability not adding all resistance bonuses it supposed to.

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    4. Finally got this finished as well.

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  2. Started playing WotN for first time and definitely Giant Spider seems like a major obstacle. If one is lucky with few Trolls/Royal Thorns should make it doable without casualties but it seems pretty challenging for Mage with low leadership and pretty mediocre spell potential. You've mentioned accessing Isles of Freedom but I can't see how to go there.

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    1. If you're playing the base campaign, you can't access the Isles of Freedom until a bit after beating the Giant Spider. If you're playing the Ice And Fire campaign, you have to first complete a Quest from the pirate hideout on the same island to get some tools, and then after that you can buy Sea Charts for the Isles of Freedom from the hideout .

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    2. I see, thanks for the answer and for your helpful site!

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  3. Hey Ghoul King, I love your blogs and I've been reading them for quite some time. While I find all of them useful and enjoying to read, I could use some advice in the Giant Spider boss fight :(( I'm on an Impossible run, and I've already attempted to beat it like, 3 times, every time losing. The last time I tried it had 13k health left and a hell ton of spiders on the battleground. Do you have any tips? I have almost level 17, about 6k leadership and I could level up once. I've seen a YouTube strat including using Stone Skin on Jarls but I've checked every shop and there is no sign of Stone Skin... Also, I'm playing the base game.

    Is there any hope in my run or am I bound to lose and should try again?

    (Even if you don't see this or reply thanks for those blogs, your dedication is truly admirable)

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    1. Well, since it's a base game run, consider checking the Jotun Houses, especially if you haven't already done so. They might have a good Item that can turn the tide. I assume you're a Soothsayer with that low of Leadership; if so, don't waste Mana on the regular spiders, as Spells are one of your only ways to do damage to the Boss without it retaliating.

      If you haven't already done so, shift your unit composition more toward generic melee. I always harp on how terrible generic melee is, but this is the one fight in the series where their disadvantages are almost all irrelevant, and generic melee is largely stattier than No Retaliation melee and especially ranged units; a 3/2 composition of generic melee (3) and units that can contribute without being in reach of the multi-target melee attacks (2) is basically ideal for this fight. Berserkers especially are downright ridiculous in Warriors of the North... though the inability to control them once half the stack is dead might cost you an attempt that really should've succeeded, unfortunately.

      If you have access to a decent supploy of Royal Thorns, use them; their summon spam that spams summons can make an enormous difference, and they're one of the only units in the game that can contribute damage on the Undead Giant Spider without automatically being worn down or disabled. (via their summons attacking)

      Whatever you do, have a 'safe' save you can fall back on if a given expensive idea doesn't work.

      Consider leveling key Spells if possible. Doubling the damage of a damage Spell might make the difference.

      And... yeah, be open to the possibility of giving up on the run. Base-game Warriors of the North's Giant Undead Spider fight is one of the biggest walls in the series; you can't level past it, its mechanics are brutal, and your unit options are very limited so early in the game. It's very possible to just... not have the necessary tools to beat it, bar maybe extreme no-loss tactics stuff. (And I'm not the person to go to for no-loss tactics)

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    2. Wow! Thank you for such a quick response! I'm actually playing as a Skald, I'll follow your advice and check the houses and see if there are any royal thorns. Thank you so much!

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    3. But since it's not that far into the game, I might abandon this file and go for an Ice and Fire run (to have an option to help myself if I fail to defeat it relying only on base game resources)

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