Hunting Ground: the Ijirok

The tundra Hunting Ground becomes discoverable after the Icy Cave Madman is defeated. Reaching the area before that duel does not bypass the gate. You may leave and return if the company is not ready for the Ijirok.
Fight plan
Section titled “Fight plan”
- Absorb the opening Gore. It can hit hard and stagger. Avoid bunching vulnerable brothers where the charge and follow-up positions expose several of them.
- Track the movement cycle. After the first turn the Ijirok teleports, chills nearby tiles and charges from a new direction. Keep mobile or reach-capable attackers able to strike after each move.
- Beat regeneration. It restores 6% of maximum HP at the start of each turn. Several coordinated attacks in one turn matter more than a lone slow hitter. If the company cannot outpace the heal, preserve injured brothers and return after improving mobility and concentrated damage.
The Ijirok enemy card distinguishes its scripted skills and defenses from the reward equipment.
Reward
Section titled “Reward”Winning with
Broken Ritual Armor in the stash consumes that piece and awards the Armor and
Helmet of the Ijirok. If it is absent from the stash, the aftermath advances the chain but awards neither piece. The enemy card does not list a recoverable gear drop.
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