Heat of Battle: two cards from turn 10 and party healing

Heat of Battle: two cards from turn 10 and party healing

From turn 10 everyone draws 2 cards. A healing power in expeditions heals the whole party. Residents protect the boss’s target. Items follow class rules, party fight results show numbers.

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. Party healing. In expeditions a healing power now heals the whole party: the chosen ally as before, 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 shield and heal whoever the boss is targeting first. 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. Items by class. Need in loot rolls follows the same rule as Equip: you can’t pick Need on an item your class can’t wear. Relics are worn only by their own class, two-handers by the classes allowed them; ranged-slot boss items are named after the type that dropped. Party fight results. In arena and battlegrounds every participant sees both teams’ numbers; residents and opponents are recorded in the Chronicles. The result window closes only with its button. Long windows page evenly with an enlarged interface, and the game runs smoother. Important: reload the game — otherwise a new fight won’t start.

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