v0.9.750

Party loot, Heat of the First Forge heals, shorter heroic dungeons and legendary recipes by class

Loot that went to someone else no longer looks like yours, and regalia show their rolls in the Loot log; Heat of the First Forge heals in dungeons, raids and against world bosses, a boss’s cold no longer grows with enrage, and heroic dungeons are shorter; personal legendary recipes are by class again, and Light and Restoration healers get a card that boosts healing for the whole party.

• Only the hero who won a regalia sees the “⚜ The regalia is yours!” window. Everyone else gets a line: whose it is, with what roll against which rolls, and your own roll — or why you did not roll, for example “your class wears the regalia of the Storm”. • Items that went to others in a party run now arrive as a separate line — not green, and tapping it no longer opens your bag. In Run loot, each item that went to someone else clearly says who got it. • The Loot log now lists the regalia you won: the roll, where it dropped and where it is now. Regalia wait with Halvard at the Forge, not in your bag — Storage and the log remind you of that. • The Personal loot hint in Mythic: the regalia is not personal — there is one per party, rolled among the heroes of its class group. • Personal legendary recipes no longer depend on your profession: a recipe drops for a hero whose class can wear the finished item. No profession yet? Keep it and learn it once you take the profession up, or trade it for 2 First Forge Shards. Legendary gem schematics and the Seal recipe drop for everyone. • A legendary your class cannot wear no longer drops for nothing: you get a legendary necklace you do not have yet instead (Eye of Madness or Heart of the Blood God), and if you have both — 30 First Forge Shards. The chance is the same. In a party the legendary still goes to someone who can wear it. A legendary that dropped but never reached your bag (the run ended before the loot roll) now arrives when the run is turned in — with a letter. • You can now choose your healer cards at any time: there is a button in the Armory and in the Spellbook. • Healer card swap window: a card that turns on a healing set or talent bonus (the Lightbringer’s Judgement — for Mercy of the Verdict and Light of the Last Lighthouse) is now marked “turns on a set or talent bonus” and stays in the deck by default. • Arena Shop: before buying with Arena Points or Honor you now see a window with the price and what will be left (Buy / Cancel), and a tap while scrolling the list on a phone no longer starts a purchase. The “Purchased” message has a button to return the purchase while that is still possible. When you sell a merchant an item you can still return to the Arena Shop, the window tells you until when and how many points you would get back. • Phone in landscape: the window of a Tier set item fits on a short screen again, even at 110% interface scale — the set bonus block is more compact. • Combat: a class ability, racial ability or card the game did not accept (not enough crystals, the ability was already used this turn, silence or stun) no longer fires a projectile and flash for nothing — a short refusal sound plays instead. Pressing an ability button again before the battle has responded no longer goes through. • Screen shake in combat is now off by default for everyone, on PC and phone alike. If you chose Light or Full yourself, your choice stays. To turn it on: Settings → Graphics → Screen shake in combat. • Heat of the First Forge (Hammer of the First Forge) now heals in dungeons, raids and against world bosses, including the regular enemies there: 20% of your actions’ damage heals you, up to 400 Health at a time; any excess and anything above 400 becomes a shield. In other fights it is still a shield, as before. The Hammer now also restores what cold and test strikes took — shields do not stop those. • A deck boss’s cold is now one number from its table: enrage no longer makes it stronger. Before, cold nearly tripled by the end of a long fight — from 266 to 733 per hit. Enrage still strengthens the boss’s other hits, as before. • Heroic dungeons: enrage from turn 40 grows by 4% per boss turn instead of 8% — ×1.88 instead of ×2.76 by turn 124. Rokkor’s Stone Mantle on heroic is now a 3,000 shield instead of 5,110. Raids, world bosses, mythic and keystones are unchanged. • Healers in the Light (Lightbringer, Priest) and Restoration (Stormbringer, Druid) specs: in dungeons, raids and against world bosses the “+30% of your damage” card now gives “the whole party receives 30% more healing for 2 turns”, at the same 3 crystals. Healing over time applied before this card gets no bonus. The book and the Arsenal show the card this way for heroes of these specs. • Hints: shield cards in fights with deck bosses and the “How to beat it” window now say what reduces cold and test strikes, which go past shields: Hardiness, your “you take less damage” cards (for the Druid — Form of the Ancient Bear −25%, Grim Resolve −30%) and boss stagger (−50%). • Guild orders: one reward per order, and in total no more than 50 seals and 2,000 guild XP from orders per hero per week. Thanks to Heich, who found the loophole and reported it right away. • Match-3 gathering: the tile counter and chance now grow with each wave of a chain. Chains always counted, but the counter added the whole move at once, so it looked as if they did not. • Party battles now start only with the whole party — in the arena, on the battleground and in dungeon runs: if someone is busy in another fight, the battle waits for them. In the arena and on the battleground the party stays in the search, and the run leader sees at once who is busy. Nothing is spent. • Parties: the game now seats heroes by role so that everyone who can fit gets a seat. Before, the last member could be refused with “no seat left for his class roles” even though the healer seat was empty.

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