by TrangVP
Hello fellow adventurers!Taking on a slightly different flavour compared with my other more serious strategy posts, here is a post just for some light-hearted fun (and laughs). This post is dedicated to the most broken class -- broken in a good and amusing way -- the quirky Quartermaster. Here I'm going to describe some of the game-breaking strategies you can do with the Quartermaster. I am by no means suggesting anyone play like this. It's fun, as a thought exercise, to talk about what he is capable of, but even I wouldn't play him this way

With that said, let's charge on to looking at the absurdities of this class!
1. THE INFINITE HALF-TURN
1A. HOW TO DO THE INFINITE HALF-TURN
We all know about the Quartermaster's infinite half-turn combo.
On odd turns:
A. Top: play Scroll of Recall [X] to refresh your Minor Stamina Potion.
B. Bottom: play any card.

On even turns:
A. Top: play any card.
B. Bottom: play Reforge [2] to recover the two cards you played on the odd turn.

Use a Minor Stamina Potion to get back the two cards you played on the even turn, and repeat indefinitely.
It feels a bit cheesy and amusing. But we know it's not something we want do all day because it's not very strong to only get a half-turn every turn while monsters are chopping you down and allies around you are running out of cards. In other words, there is no point having a weak character that never runs out of cards.
1B. THE INFINITE HALF TURN? NOT EVEN HALF THE STORY
This got me thinking, the Quartermaster is a supporting class at the end of the day. Why waste the potential of infinite turns on the Quartermaster who can only use it to less than half-effectiveness? "What are you talking about Trang?", you say? Well read on!
2. THE DOUBLE INFINITE FULL-TURN
The Quartermaster can in fact have infinite turns while give infinite repeatable full-turns to his ally. In this strategy, the Quartermaster repeats the same turn over and over, dedicating himself to supporting an ally to allow him/her to have infinite turns, played like normal turns. In other words, your ally can repeat their best two non-lose actions every turn indefinitely. Sound ridiculous? Well, that's because it is. Here's how.
2A. HOW TO DO THE DOUBLE INFINITE FULL-TURN
What you need to get started
1. A level 3 Quartermaster with 1 major stamina potion (30 gold).
2. An ally with 1 minor stamina potion (10 gold).
That's really all you need. This is stupidly easy to set up

Quartermaster: first turn (setting up the strategy)
On your first turn, you will play and lose Continual Supply [3]. This is what lets us set up the double infinite turn, because it allows us to refresh our ally's stamina potion every turn. Do anything you want on the bottom.

Quartermaster: every turn after turn 1
From here on out, you must stick to your ally. Stay adjacent to them every turn. Scroll of Recall [X] is still your bread and butter to allow yourself to have infinite turns. The reason you need a Major Stamina Potion is so that you can discard a card to use the persistent effect on Continual Supply [3] and get all three cards back every turn.
Every turn will look like this.
A. Bottom: Play any movement card to be adjacent to your ally.
B. Top: Play Scroll of Recall [X] to refresh your Major Stamina Potion.
C. Discard any card to let your ally refresh their Minor Stamina Potion.
D. Use your Major Stamina Potion to get all three cards back.
Your ally every turn
A. Kill, kill, kill.
B. Move if need be, but don't move so far that the Quartermaster can't catch up.
C. Use your Minor Stamina Potion to get both cards back.
Pretty easy right? And I know what you're thinking: "oh my god, all the possibilities!". That's right, one member of your party can do their most powerful attacks and move/attack actions every turn forever. "That sounds pretty awesome!", you say. Well, that's because it is.
Let's move onto some examples of what can be done.
3. EXAMPLES OF THE DOUBLE INFINITE FULL-TURN
Repeating your most powerful non-lose attack sounds pretty sweet. Or how about Cragheart: infinite Rockslide [4]? Yes please! You're already salivating, but this is just the beginning.
Just think for a moment about the possibility of a repeatable insta-kill monster(s) every single turn. Actually, you don't need to think about it, because I've done the thinking for you.
3A. EXAMPLE TIER 1: INFINITE INSTA-KILL (MINDTHIEF EDITION)
We're starting with a starting class!
Mindthief level 9 ability card spoilers incoming:
[o]

First turn
A. Top: Put the Augment on Phantasmal Killer [9] in play.
B. Bottom: Corrupting Embrace [6] to infuse Dark.
Every turn after turn 1
A. Bottom: Corrupting Embrace [6] to infuse Dark.
B. Top: Play any card you want to get your desired initiative, and do a basic attack to kill a normal enemy.
Remember, infusions happen at the end of you turn. So it's okay to do Corrupting Embrace before you consume the Dark on your attack.
Doing this you can insta-kill a normal enemy every turn, while getting to Move 4, Jump to get the ideal positioning.[/o]
"Wow Trang, this strategy sounds insanely strong!", you say. Well, this is only Infinite Insta-kill Tier 1, wait until you hear about Tier 2!
3B. EXAMPLE TIER 2: MASS INFINITE INSTA-KILL (TRI-FORCE/TRIANGLE CLASS EDITION)
Tri-force/Triangle class level 7 ability card spoilers incoming:
[o]The Elementalist laughs in the face of the Mindthief. Insta-killing one normal target a turn? That's nothing compared to insta-killing 3 normal enemies a turn (or 4 with an enhancement).

First turn
A. Top: Do whatever you want.
B. Bottom: Primal Duality [4] to infuse Light and Dark.
Every turn after turn 1
A. Bottom: Primal Duality [4] to infuse Light and Dark and move if needed.
B. Top: Vengeance [7] to insta-kill up to 3 normal enemies at range.
With this set up, you laugh in the face of all normal enemies. No normal enemy is going to last long. Once all the normals are gone, switch to two other actions that are good at dealing lots of raw damage to take out the elites. And of course, you can repeat those actions infinitely too. Still, it would be nice if there were an easier way to kill those elites, wouldn't it ...[/o]
3C. EXAMPLE TIER 2.5: INFINITE INSTA-KILL ANYTHING (MOON CLASS EDITION)
Moon class level 8 ability card spoilers incoming:
[o]

Unlike the last two examples, this one requires the Quartermaster to play a specific card as the bottom movement card, because we need that extra element infusion. During the set up turn (when doing Continual Supply [3] on the top), make sure to do Scroll of Lightning [3] on the bottom to get the infusions going.
As for the Nightshroud:

First turn
A. Top: Do whatever you want.
B. Bottom: Prepare for the Kill [2] or Gloom Darts [8] to infuse Dark. Pick whichever depending on the initiative or amount of movement you want.
Every turn after turn 1
A. Bottom: Prepare for the Kill [2] or Gloom Darts [8] to infuse Dark. Pick whichever depending on the initiative or amount of movement you want.
B. Top: Swallowed by Fear [7] to insta-kill a normal or elite enemy.
Now there's no monster we can't handle. But there are some problems. First, the Quartermaster is going to have to pick two level 3 cards when leveling up. Secondly, we're still only taking down one target at a time. Depending on the situation, this may or may not be an upgrade on the previous example. I called this the Tier 2.5 example because, really, this is just the introduction to Tier 3 (Almost God-tier), what I call the (Almost) Unbeatable Strategy. Get ready, it's is about to get crazy.[/o]
4. THE (ALMOST) UNBEATABLE STRATEGY
This strategy is (almost) unbeatable because:
1. The Quartermaster and his ally will be invisible every turn of the game. The only time we will ever be attacked by monsters is if they go earlier than us on the first turn.
2. Every turn, the Quartermaster's ally will insta-kill one normal or elite enemy. (The ally can also do damage the old-fashioned way against other targets like bosses and targetable obstacles.)
3. The Quartermaster and his ally will never run out of cards.
This means that the only way we can possibly lose is if the scenario itself kills us, there is a hard limit on the number of turns, or there is a special scenario-specific objective. Few scenarios can do that to us.
In what follows are Moon class level 9 ability card spoilers, as well as an item spoiler for mid-level prosperity (about 5 or 6, I forget what exactly):
[o]4A. WHAT YOU NEED TO GET STARTED
Character levels
Quartermaster: level 7
Nightshroud: level 9
Items
Quartermaster (total 90g)
- Major Stamina Potion (30g)
- Cloak of Invisibility (20g)
- Ring of Brutality (40g)
Nightshroud (total 30g)
- Minor Stamina Potion (10g)
- Cloak of Invisibility (20g.
If you don't mind both characters missing out on invisibility for the first turn, feel free to skip the Ring of Brutality for the Quartermaster and Cloak of Invisibility for the Nightshroud.
Enhancements
Quartermaster: add Infuse Any Element to Scroll of Blizzards [7] bottom move line for 300g.
Nightshroud: add Infuse Any Element to Voice of the Night [9] bottom move line for 350g.
We can save 50g each if we choose a specific element, but we choose any element for the flexibility, in case there are monster types that might interfere with your infusions.
4B. HOW TO DO THE (ALMOST) UNBEATABLE STRATEGY
As before, we rely on the Quartermaster's Continual Supply [3] and Scroll of Recall [X] to get both him and his ally infinite turns. What is new is using the lose effect of Reinforced Steel [3] to let the Quartermaster refresh his Cloak of Invisibility every round so that he can stay invisible indefinitely.
We continue to use the Nightshroud's Swallowed by Fear [6] for the normal/elite insta-kill. The Nightshroud uses Voice of the Night [9] to get a Move and Invisible (self) action every turn. The Cloak of Invisibility is only needed on the first turn.
Both characters contribute to generating the needed elements for the Nightshroud's insta-kill and invisibility every turn -- this is what the enhancements are for.
The below picture summarises how to play round 1, and then every round after round 1.


4C. FURTHER COMMENTS
- In this sequence, both characters get to Move 2 every turn. Therefore there you will never have to break the infinite sequence just to move, and you will forever stay safe under invisibility.
- You can have both characters pick up the boots that give permanent Flying status for 75g each if you want to be able to bypass all traps/obstacles more easily. Not that it matters, since you have infinite turns.
- I do know of some ways to achieve functionally-equivalent strategies with less gold required, by doing away with the need for the enhancements, and getting other mid-high prosperity level items instead. Those involve even further convoluted play sequences. They involve using Major Mana Potions and the Pendant of Dark Pacts. You can also reduce the level requirement of the Nightshroud down to level 6 if he replaces his Minor Stamina Potion with a Star Earring. As for how to do it with these items, the next section below will give you some clues.[/o]
"Trang, this is absolutely bonkers, can it get any more ridiculous/hilarious?", you say. Well, actually yes, yes it can. After all, this strategy was only the (Almost) Unbeatable Strategy, which I place in the Almost God-tier.
You guessed right, what I'm about to talk about next is the (Actually) Unbeatable Strategy, sitting at the top in the (Actual) God-Tier of all strategies.
5. THE INFINITE-TURN
We started from the Infinite Half-Turn, evolved to different tiers of the Double Infinite Full-Turn strategy, and now here we have finally reached the Infinite-Turn. This is not to be confused with the Infinite Turn (no hyphen), which concerns an infinite number of turns. No, here we are taking about a single turn that is infinite. That's right, infinite actions in your turn, and in that respect any turn you wish, including your first.
Yes, adventurers, you can now win a scenario in the first round.
Not only that, you don't even have to be the Quartermaster. You can do it with any class. I know, this is a topic about the Quartermaster, so what's the link? Well, we need to unlock the Quartermaster's solo scenario reward item to enable this strategy. From there, anyone who has that item, as well as some other mid to mid-high prosperity level items can employ this strategy and have a turn with infinite actions.
Mid to mid-high prosperity level item spoilers, and Quartermaster solo scenario reward item spoiler incoming:
[o]5A. WHAT YOU NEED TO GET STARTED
Character and level
Any character of any class according to your heart's desire. Sweet huh? You will at least 4 bag items, which means you will have to be level 7 or level 3 if you get the Cloak of Pockets.
Items
- Quartermaster solo scenario item -- Utility Belt (50g) (Bag item): During your turn, you or any one ally may Refresh one of your spent of consumed items.
- Pendant of Dark Pacts (75g) (Head): During your turn, Refresh two of your consumed bag items. Gain Curse.
- Minor Stamina Potion (10g) (Bag item): During your turn, Recover up to two of your discarded cards.
- Ring of Haste (30g) (Bag item): At the end of your turn, play one card from your hand and immediately perform the bottom action of the card.
- Ring of Brutality (40g) (Bag item): At the end of your turn, play one card from your hand and immediately perform the top action of the card.
Total cost: 205g
5B. HOW TO DO THE INFINITE-TURN
Your turn alternates between two phases: (A) the action phase; and (B) the refreshment phase.
A. Action phase
Apart from your first two standard actions, you can continue to play additional actions by using the Ring of Haste and Ring of Brutality.
B. Refreshment phase
Get all your cards and items back by abusing the Utility Belt and Pendant of Dark Pacts, like so:
(1) Consume Pendant of Dark Pacts to refresh Utility Belt and Minor Stamina Potion.
(2) Consume Utility Belt to refresh Pendant of Dark Pacts.
(3) Consume Pendant of Dark Pacts to refresh Utility Belt and Ring of Haste.
(4) Consume Utility Belt to refresh Pendant of Dark Pacts.
(5) Consume Pendant of Dark Pacts to refresh Utility Belt and Ring of Brutality.
(6) Consume Utility Belt to refresh Pendant of Dark Pacts.
Now you're back to full, and you can perform another action phase and repeat the whole process indefinitely.
5C. FURTHER COMMENTS
- As long as your hand has a variety of movement, heals, attacks/damage sources, and ways to deal with shield, you can pretty much handle everything in the scenario by yourself in a single turn.
- If you want to bring extra items, like hand items, to make your attack actions more powerful you can do so. Consumed items can also be refreshed using the Pendant/Utility Belt combination above. As for spent items, they can be refreshed if you also get Moon Earrings, or you replace your Stamina Potion with Star Earrings (which also give you some free healing).
- Yes, the Pendant/Utility sequence will mean that your attack modifier deck will be permanently capped out at 10 curses, but when you can afford to miss all day, this really doesn't matter does it

- I don't think I really need to offer any advice on how to use your actions effectively. You get infinite tries, winning is a foregone conclusion.[/o]
And there you have it. The Infinite-Turn, the strategy for winning any scenario in Round 1 with any character you want to play as. (Of course, for scenarios with triggered events on certain rounds, you'll just have to win on the earliest possible round). The game is officially broken

6. FINAL WORDS
I hope you enjoyed my fun, light-hearted "guide" on how to do several variations on the "infinite" turn theme. We started with a cheesy strategy which most people who have played the Quartermaster would know about, and then piled on the ridiculousness layer by layer. Hilarity ensues.
Of course, I don't recommend that people play like this, because it would make the game super repetitive and easy, but it's still good fun to talk about how silly the game could get if we did these things anyway

Thanks for reading! As always, comments, discussion, ideas welcome
