v0.9.678
Heat of Battle: two cards from turn 10, party healing
From turn 10 — 2 cards a turn. A healing power in expeditions heals the whole party. Residents protect the boss’s target.
• Heat of Battle: from their own 10th turn, everyone in a fight — heroes, residents and enemies — draws 2 cards at the start of the turn instead of one, in expeditions and in PvP. On turn 10 a banner appears above your deck, and the deck tooltip shows the rule and how many turns are left.
• In expeditions a healing power now heals the whole party: the chosen ally as before (with no target, the most wounded), everyone else +0.2 × Power Health. Each power has its own bonus: Dawn Radiance — a Light shield, Saving Prayer — double healing below 35% Health, Dome of Faith — double armour, Healing Rain — half the heal to the second most wounded, Grove Bloom — healing over 2 turns.
• Residents in your party now shield and heal whoever the boss is targeting first, and any class with a damage spec can join as a resident damage dealer.
• Dungeon, raid and world bosses have more Health to match the new pace.