BestiaryArena-1.0.0.zip
What's new
Bestiary Arena - Changelog
[0.10.0] - 2026-10-04 (test build)
Horde: inspired by Torghast
- 15 new Blessings, Torghast anima powers:
- Common: Obleron Talisman (+1 attack, +10% health), Soulforge Embers (the first enemy of every wave takes 3 damage), Phantasmic Infuser (heal 1 every round), Anima Barrier (+2 extra armor at the start of every wave), Soul Siphon (+1 maximum health for every 2 enemies defeated), Withering Touch (Weaken).
- Uncommon: Frostbite Wand (every enemy takes 1 damage when the wave starts), Shadowcloak (Dodge), Shrouding Mist (Slow), Kyrian Wings (Fly), Brutal Soul Shard (15% chance of double damage), Tyrant's Bane (+3 damage to bosses), Spectral Edge (Pierce).
- Rare: Infernal Cleave (Blast) and Undying Phylactery (the first time each hero falls, it comes back with half its health).
- 15 new Afflictions, Torghast torments:
- Tier 1: Maw Rats (1 more creature per wave), Soulburn (+1 attack), Shackles (10% less healing between waves), Spikes (the first enemy has Thorns), Dread (heroes lose 2 health when a wave starts).
- Tier 2: Tormentors (an elite in every wave: double health, +2 attack), Soul Lash (every 3 rounds the weakest hero takes 3), Maw Fog (heroes miss 10% more, magic too), Mending (enemies Regenerate), Bulwark (the first enemy has Shield).
- Tier 3: Soul Leeches (enemies Leech), Deathbringer (enemies Execute), Reaping (when an enemy dies the rest gain +1 attack), Frenzy (bosses attack twice), Unstoppable (enemy attacks ignore armor).
- 29 Blessings and 27 Afflictions in total.
Horde: reaching the first exit point (tile 5) is much easier
- On the first lap, tile 1 now gives a starting Blessing.
- The first Blessing of a run comes from Uncommon or Rare only and counts double (a one-time blessing adds +1 attack and +10% health instead).
- The first Affliction sleeps until tile 5 is behind you; its reward bonus counts right away.
- Tiles 1 to 5 of the first lap: creatures have half health and attack and no armor, the boss of tile 5 is smaller and comes with 3 creatures instead of 4, heroes recover 60% between waves and fully before the boss.
- In simulations with a level 1 hero playing alone and picking sensible blessings, reaching tile 5 went from 0-12% of runs to about 60% for melee and ranged classes and about 90% for casters. From tile 6 the Horde is as hard as before.
Fixes
- A ranged unit that is the last one standing now attacks from position 1. Before, a Hunter alone in the Horde (or the last ranged card in a duel) could never attack.
- Poison on heroes no longer carries over from one Horde wave to the next.
- Group hordes need everyone on 0.10.0 (the Horde simulation changed).
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