v0.9.746
Bosses with their own decks, healer cards, cold and new keystone affixes
Bosses no longer draw cards at random: each of the 166 has its own cycle of turns you can learn. Cold, test strikes, healer cards, new keystone affixes and a fast start for new heroes.
• Bosses play their own decks — at level 60 and below, while levelling: each of the 166 bosses has its own card cycle with no randomness, and each phase has its own. The boss’s next turn shows on its portrait, heavy hits come with a countdown and a warning above your hand. They no longer have a shared card pool, Onslaught or a generic party-wide strike.
• The boss card tooltip tells you how much a hit will take from you — already after Hardiness and stance. All of a boss’s phases and cards, with how to answer them, are in the “How to beat” window, in the “The boss plays its own deck” block.
• Cold: on heroic and mythic each of the 166 bosses has its own cold. Every enemy turn it hits everyone for the same number through shields; Hardiness reduces it. For example, Onyxara on mythic: 1,060 to each before Hardiness, on heroic: 600. There is no cold in normal mode or while levelling.
• Test strike: once or twice per fight on heroic, mythic and in keystones the boss hits very hard on whoever has its attention. One turn before the hit a warning names the target. If the target plays a defensive card on themselves, the hit is 40% weaker.
• On heroic, mythic and in keystones, with no living tank the boss’s hits on its current target go through shields. A boss with its own deck has no general hit or turn caps, so there is no safe line on the Health bar in such a fight.
• Boss enrage: on mythic, from turn 22 every boss turn is 25% stronger; on heroic, from turn 40 — 8%.
• Mythic is built for fights with food and potions: eat before the fight and drink potions — one of each kind.
• The Hardiness cap in fights against creatures is raised from 54% to 65% (570 points). Resilience and fights against players are unchanged. The Hardiness tooltip on the hero sheet shows which cap applies.
• Healer cards: each of the five healer branches has three cards of its own, 15 in total. They heal Health only — the answer to cold and hits through shields. They work in dungeons, raids and against world bosses, not in fights against players.
• The first time you enter a healer branch the game offers to replace attack cards with one button: three healer cards, 2 copies each, in place of your 6 most expensive attack cards. One by one — in the Spellbook: “Add to deck” and “Remove from deck”. Switch branches and the attack cards come back by themselves.
• Resident and mercenary healers are tougher and heal more in fights against creatures: Health ×1.5, healing on allies ×1.5. They play healer cards too.
• Mythic+ keystones: four new affixes take the old ones’ places — Death Burst and Turmoil from +1, Mark and Wound from +10. What each does is written on the affix icon.
• Keystones: a fighter falls — minus 8 turns of the budget at once; from +7 the budget is 10% smaller and enemy damage grows by another 4% per level; “+3 to the keystone” — only if no more than 50% of the budget was spent. The new rules apply to runs started after the update.
• Boss question (“One Question” and others): a choice window — give up a card until the fight ends, or stay silent. No answer before your turn ends counts as silence.
• Residents answer the bosses’ new moves by themselves: they kill minions with a task first, remove poisons, answer the test strike and the boss’s question.
• Mail on a phone in landscape: if two rows of items do not fit in the letter, choosing attachments opens in a separate full-screen window with tabs, search and filters. The letter keeps the chosen items, the postage and “Send”.
• Key group posts in chat: the card no longer shows the regular dungeon rewards. Instead it says: the key reward is the chest at the end, and regular runs do not affect it.
• Hero look: a bought effect that is not lit yet now says in the Look collection what it waits for, for example “waits for a weapon at +15 (now +0)”. In your own item tooltip the line “comes alive at +15” now also shows the item’s current enhancement.
• Honing: the Medallion of Zarhold can now be honed like a level 60 item. For items that cannot be honed, the “Temper” button is shown greyed out with the reason below it: shirts and tabards are appearance only, heirlooms cannot be honed, honing is for level 60 items and from hero level 60.
• Other players’ appearance effects, when they are still, are now even simpler: no glow, flames or sparks — fights run faster on weak devices. Your own effects are unchanged.
• Whisper by name: in chat, the “Whispers:” row has “✎ Whisper by Name” — start a conversation with any hero; the hero inspection window has a “✉ Whisper” button.
• A party invite waits 3 minutes after it is seen, or an hour if it is not seen. No answer — the place in the party frees up, the leader sees “did not answer the party invite” and can cancel the invite.
• Fast start: new heroes level up faster at first — level 2 in about 3 fights, level 5 in about 25, level 10 in 80. The experience multiplier is shown by the experience bar. Existing heroes are not affected.
• For newcomers in chat: a live line with the latest «World» message above the “Chat” button, a one-tap “👋 Hi!”, and a “Newcomer” tag by the name (it can be hidden in Settings → Chat).
• The «Mentor» title: reply in «World» with “@Name” to five different newcomers who wrote recently — the title and a letter arrive by themselves. Heroes from level 10 can do it.
• Guild: the “You need a guild” window now comes at level 3 and only on the land map, not over a fight.
• Guilds for newcomers: the leader of an open guild can apply with «We take newcomers» (Guild → More → Recruitment). Approved guilds are shown first in the «You need a guild» window at level 3 — up to three, with their number of mentors — and the newcomer picks one and joins with one tap. Leaders and officers see mentors without a guild and can invite them.
• Free Blades: a hero who signed the Charter sees that others see them in the list.
• Free Blades: a live Blade sets his own price within his rank’s range — from 200–500 gold for a Newcomer to 600–2,500 for a Legend of the Camp; after the run he gets half. A shadow uses the same table, its owner gets 10%.
• Free Blades: signing the Charter is free; a place in the list costs a weekly fee (4 shares of one run), the first week is free. No fee — the card is hidden until you renew.
• Blades’ Party: your own tank and healer plus up to 3 damage-dealer mercenaries, the third only a live Free Blade.
• A Blade keeps only his personal loot and does not take part in the party’s item roll. Examples are in “How mercenaries work”.
• The Blade’s card: Newcomer tag, bosses killed, average damage or healing per boss fight, reliability.
• The Game Master can now send voice messages in chat — tap to listen.
More updates
- Mythic without waves, real loot and Shadows in group calls
- Normal difficulty: one hit no longer takes all your Health. Mythic: the heaviest hits are weaker. Heroic: the test strike goes to the tank
- Party loot, Heat of the First Forge heals, shorter heroic dungeons and legendary recipes by class
- A line for private messages above chat, custom looks under Looks, and the Heart of Ragnamor for everyone who wields axes
- Shields hold half, a stronger Lightbringer healer, Levelling arena brackets and recipes by profession