Bosses

Zarhold card MMORPG: 166 bosses with their own decks

The biggest PvE update yet: 166 bosses play their own decks with no randomness, heroic and mythic bring cold and test strikes, and healers get 15 new cards.

Zarhold card MMORPG: 166 bosses with their own decks
This is the biggest PvE update in Zarhold’s history. Each of the 166 dungeon, raid and world bosses now has a deck of its own — 1,136 cards in total. A boss no longer draws from a shared pool: it goes round its own cards, and you can learn the fight. On release day, 8 November, dungeon, raid, world boss and Mythic lockouts were reset for everyone, so you can try the new fights right away — until the Monday reset on 9 November at 00:00 UTC. — How a boss plays now — • Every boss has 5 to 12 cards and 2–3 phases, and each phase has its own turn cycle with no randomness. Bosses play this way at level 60 and below, while levelling. • The boss’s next turn shows on its portrait, and heavy hits come with a countdown and a warning above your hand. • The boss card tooltip tells you how much a hit will take from you — already after Hardiness and stance. • Every card belongs to one of 9 schools — Physical, Darkness, Fire, Blood, Earth, Nature, Poison, Cold and Storm. The school tells you how to answer: a shield ahead of fire, shields instead of heals against blood, kill whatever nature summons. • The shared boss card pool, Onslaught and the generic party-wide strike are gone. — Cold — On heroic and mythic every boss 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, enrage and the boss question — • 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. • Enrage: on mythic, from turn 22 every boss turn is 25% stronger; on heroic, from turn 40 — 8%. • The boss question is a choice window: give up a card until the fight ends, or stay silent. No answer before your turn ends counts as silence. — 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 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. All residents answer the bosses’ new moves by themselves: they kill minions with a task first, remove poisons, answer the test strike and the boss question. — Hardiness and Mythic — • The Hardiness cap in fights against creatures is raised from 54% to 65% (570 points). Resilience and fights against players are unchanged. • Mythic is built for fights with food and potions: eat before the fight and drink potions — one of each kind. — 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. • 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 half of the budget was spent. The new rules apply to runs started after the update. — A guide to every boss — In the game every boss has a “How to beat” window: all its phases and cards and how to answer them. On the site — the knowledge base section How to beat with a page for each of the 166 bosses, and the articles Boss mechanics, Bosses with their own decks and Healer cards. — For newcomers — • Fast start: new heroes level up faster at first — level 2 in about 3 fights, level 5 in about 25, level 10 in 80. • 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. • The «Mentor» title: reply in «World» with “@Name” to five different newcomers — the title and a letter arrive by themselves. Heroes from level 10 can do it. • Guilds for newcomers: the leader of an open guild can apply with «We take newcomers», and approved guilds are shown to newcomers first at level 3. — Also — You can start a whisper by name, and a party invite waits 3 minutes for an answer. The Zarhold Medallion can now be honed. Other players’ still appearance effects are simpler on weak devices. The Game Master can send voice messages. And the Free Blades have new rules — prices by rank and the Blades’ Party — in a separate news post. The full list is in Updates 0.9.746. Gather your party — the bosses are waiting!

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