Ravencards | Protection
Grind your teeth, raise your shield — Protection is here! Some new Ravencards of the tankiest Archetype of Ravendawn are here! Discover more of what is coming on March 30th and prepare to protect your party on this new adventure!
The rarity of the Ravencard directly influences its impact in-game, as the different numbers (%) present in the Ravencards' effects below relate to the different rarities: Grand / Rare / Arcane / Heroic / Mythic / Legendary!
Please note that the values of the Ravencards' effects are far from final. All cards are undergoing consistent and frequent balancing changes up until, during and post Beta.
Zorian Shoreguard ー Bash
Whenever you use Bash there is a 5% / 6% / 7% / 8% / 9% / 10% chance for Bash to reset the cooldown of your Smiting Smash, making it to be casted using 50 Aether without consuming it.
Zorian Shoreguards defend the coasts from where these slimy sea-dwellers emerge to raid and plunder nearby lands in search for food, mostly raw flesh of beasts and humans alike. They pose a tough fight due to their surprising level of martial expertise with their armor and weapons crudely crafted from the remains of varied sea-creatures.
Winterborn Guardian ー Smiting Smash
Casting Smiting Smash when Blessed Earth is active will increase Blessed Earth damage by 70% / 80% / 90% / 100% / 110% / 120% for the remaining of its duration.
These Guardians are tasked with watching the access points into Winterborn territory and encampments. Highly distrustful of any outsider, they will attack first and ask questions later. Like all Winterborn, they are well trained and armed to deal with any human intrusion, apart from their refined hunting and survival skills.
Minotaur Champion ー Provoke
For every enemy affected by Provoke, gain 3% / 4% / 5% / 6% / 7% / 8% DP for 6 seconds, max of 5 stacks.
These steel-clad warriors make up the last line of defense guarding the incredible treasures that lie unplundered at the Labyrinth's center. Boasting relentless vigor and strength, a Minotaur Champion uses its armored body like a battering ram. A mighty charge that can throw enemies backwards, crushing bones and armor alike.
Direhorn Drake ー Unchained
You regenerate 1% / 1.5% / 2% / 2.5% / 3% / 3.5% of your max HP per second while Unchained is active.
Favoring dry and desolate deserts for their homes, Direhorn Drake thick scales protect them from the worst of the elements. They possess the largest and sharpest horns among all their kin, which they use to charge through and pierce anything that stands in their way.
Iceforge Hallkeeper ー Unbreakable
Unbreakable doesn't heal you anymore. Instead, it will burst around you dealing 50% / 60% / 70% / 80% / 90% / 100% the damage received as spell damage.
Hallkeeper is a title earned by the Dwarves that are the last ones standing after multiple nights of drinking ale and brawling with one another. Few units are as reliable as the Hallkeepers who diligently guard the cold and eye-catching corridors of Deadbane Hall.
Dire Wolf ー Revenge
Your Revenge now stuns the target for 1 / 1.5 / 2 / 2.5 / 3 / 3.5 seconds.
Dire Wolves are basically giant Grey Wolves, with huge muzzles filled with teeth and powerful enough to snap bone in half. A Dire Wolf can often be found leading a pack of Grey Wolves. Its howl can be heard for miles, summoning lesser wolves to join in a fight.
We hope you enjoyed learning more about the effect of the Protection Ravencards and how they will impact the gameplay. Stay tuned, as we have 5 more Devblogs about cards on the way!