Shadow Fight Wiki

Sip of War is the name of a main quest of Chapter V in Shadow Fight 3. It takes place in the burning Dynasty town.

Story[]

The party heads to the pier to find Phang, who can help them reach the island. They must make their way there through a warzone, filled with mixed squads of deserters. They are Dynasts and Legionaries who are working together to rob the commoners.

Fight Info[]

There are three rounds in this fight, and in each round the players face deserters utilizing mixed styles of the three factions. The players have to survive all rounds in order to score a win. Failing at any round is considered a loss. Every round must be played in succession to its previous. Players' health will recover by only 25% after winning a round. The timer for each round is 99 seconds, and the players must defeat the deserters before the timer ends, otherwise they will lose that round.

Enemy Info[]

  • Recommended Power: 6440

1st Bandit Deserter[]

  • Fighting Style: Legion
  • Weapon: Fisherman's Dadao (Dadao)
  • Armor: Hunter's Woolfell
  • Helm: Valor's Headpiece
  • Ranged Weapon: Trustworthy Pistol (Pistol)

Perks

  • Unity

Replenish a percentage of health for a few seconds after a combo of 7 hits.

  • Poison

A chance to cause the player to lose health over 6 seconds equal to a portion of weapon dealt damage.

  • Growing Appetite

The combo counter will last longer. A successful hit has a chance to add an extra hit that deals no damage but adds to the counter.

  • Wolverine

A chance to deal more damage for 2 seconds after a successful attack.

  • Distraction

A chance to reduce the player's Critical Hit damage for a few seconds with a successful hit.

  • Perfection of Form

After receiving a combo of 10 hits, the player will receive more damage for 6 seconds.


Shadow Abilities

  • Tornado

Leaps forward, spinning horizontally with a whirl of Shadow energy around him, knocking back the player.

  • Ram

Quickly charges forward and rams the player back with a shoulder charge.

  • Pivot
  • Concussion

Fires a round that explodes with damaging Shadow energy on contact with the player, knocking them down.


2nd Bandit Deserter[]

  • Fighting Style: Heralds
  • Weapon: Ash and Light (Swords)
  • Armor: Ebony Armor (recolored)
  • Helm: None
  • Ranged Weapon: Luna Chakrams (Chakrams)

Move and Perks

  • Grinder

A sequence of 3 attacks with Swords.

  • Bleeding

A chance to cause the player to lose health equal to a portion of dealt damage over 6 seconds.

  • Shadow Remedy

Recovers 15% health on entering Shadow Form. This perk may be used once per round.

  • Transfusion

Recover 5% of health for each usage of Shadow Abilities.

  • Half-Life

After leaving Shadow Form, the player will suffer damage equal to a percentage of damage dealt by his Shadow Abilities.

Shadow Abilities

  • Pierce
  • Blink

Quickly ducks down and disappears in a flash on the ground, reappearing instantly and standing behind the player.

  • Roll


3rd Bandit Deserter[]

  • Fighting Style: Heralds
  • Weapon: Sin Eater (Two-handed Sword)
  • Armor: Scavenger's Mail
  • Helm: Steel Guard
  • Ranged Weapon: Emperor's Vow (Bow)

Move and Perks

  • Maelstrom

A sequence of 2 attacks with Two-handed Sword.

  • Shadow Burn

A chance to cause the player to lose health and Shadow Energy equal to a portion of weapon dealt damage.

  • Berserk

A chance to deal more damage with a hit, losing a portion of an additional damage from his health.

  • Lifesteal

A chance to restore health equal to a portion of weapon dealt damage.

  • Will to Win

When his health is 20% or lower, his weapon damage is increased.


Shadow Abilities

  • Vane
  • Blink

Quickly ducks down and disappears in a flash on the ground, reappearing instantly and standing behind the player.

  • Choke

Throws a ball of Shadow energy forward at neck level. If the player is caught, they will be telekinetically choked, suspended midair and then will be slammed headfirst into the ground.

  • Hailstorm

Shoots an arrow upwards to unleash rains of arrows.

Rewards[]

  • Coins based on:
    • Head hits dealt by the player
    • Shadow abilities performed by the player
    • Critical hits dealt by the player
    • First Strikes dealt by the player
    • Maximum combo performed by the player
    • Perfect rounds scored by the player
    • Great rounds scored by the player
  • 1 random Common card (or better)
  • 1 random Rare card (or better)
  • 15 shadow energy
  • 1 bonus card (a random card and 5 gems)

Gallery[]

Trivia[]

  • Depending on the choice made at the end of Chapter III, the character speaking - as well as the dialogues - after winning this fight will differ.