This post is a feature reveal for v1.7 Wyld's Ward, click here to return to the update hub.
Welcome to the first feature reveal for v1.7 Wyld's Ward
. Today we'll be talking about Spirit Walkers, the title given to only the most worthy adventurers who bear ancient, powerful relics.
If a hero is able to obtain four Spirit Stones, they will now be considered to be a Spirit Walker. Spirit Walkers, are able to instantly "cleanse" any foe black of heart. Naturally this means The King, but it also includes Banes. Sensing this immense power, Banes will always move directly away from a Spirit Walker when possible, regardless of whether it was previously busy terrorizing a town or pursuing it's prey.
Heroes must be weary though, becoming a Spirit Walker can test one's constitution. Upon obtaining the fourth Spirit Stone, the relevant hero will take damage equal to their current Rot value, as their Rot is reduced to zero. While in the Spirit Walker state, Rot cannot be gained, and every point of Rot that would usually apply, instead inflicts a point of damage.
On the other side of the spectrum, if a hero decides to walk the dark path of corruption, entering Stone Circles will still take it's toll but will instead be more attainable. Corrupted heroes will take damage equal to their Rot value when entering Stone Circles, allowing the option for desperate movement in a pinch.
So there you have it, here is the first feature of v1.7 Wyld's Ward. Please feel free to leave questions and thoughts below! More glorious features will be unveiled shortly.
Cheers,<3 Darcy and the LoG squad