Full notes
Full Ruined King: A League of Legends Story™ update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- UI and audio
- Events
- Gameplay
Ruined King: A League of Legends Story™ changes
All of your encounters with enemies will play out in the Combat Scene. Combat is turn-based and ends when all enemies have been defeated. Your Champions’ Health and Mana pools will persist from battle to battle, so be sure to conserve your resources for the more challenging encounters.
Fighter HUD Each champion and enemy has a fighter HUD that displays key stats such as XP Level, Health, Mana and applies buffs and debuffs.
XP Level This value displays the character or Champions’ Experience (XP) Level which is a general gauge of their power and combit fortitude. The maximum level is 30.
Earning XP All champions will earn experience points by completing quests and combat encounters, whether they are in the Active or Away party. Earn Bonus XP by defeating enemies that are above your party level and through feats during combat encounters.
Leveling Up When a Champion earns enough experience, their XP Level will increase. Each level rewards that Champion with permanently increased stats and the potential for new combat Abilities, Ability Upgrades, and Runes.
Health Character health pools are reduced when they take damage during exploration and combat encounters. When a character’s health is depleted, they will be knocked out and no longer able to perform actions until they are revived or the combat encounter ends. Health can be replenished through Champion abilities, consuming items, and resting.
Mana Mana is consumed when performing Lane Abilities during combat encounters. Mana can be replenished by consuming items and resting.
Overcharge Performing certain instant abilities during a combat encounter will generate Overcharge. Overcharge acts like bonus mana that can be used to cast Lane abilities. Overcharge can only be used during the encounter it is earned and does not carry over.
Buffs and Debuffs Many abilities and consumed items can grant status effects to a fighter, displayed as a Buff (positive effect) or a Debuff (negative effect). The area above the Combat HUD will display any applied Buffs and Debuffs. Some effects are permanent while others are temporary and can be dispelled. Learn more about applied buffs and debuffs by entering Inspect Mode.
Ultimate Meter Performing Instant and Lane abilities during a combat encounter will build the Ultimate Meter, a shared pool that anyone in your party can use to perform Ultimate Abilities. The Ultimate Meter resets at the beginning of each battle.
Initiative Bar The Initiative Bar shows the turn order for the fighters during a combat encounter. When a fighter’s portrait reaches the front of the bar, it will be their turn. During a fighter’s turn, they can select from their available abilities. While browsing abilities, a preview will be shown of where the fighter will return after an Instant action, or where their cast time begins if performing a Lane Ability. When a casting fighter portrait reaches the front of the bar, they will perform the Lane Ability, and then return to the Initiative Bar to wait until their next turn.
Initiative Bar
Initiative Bar Regions When an active Hazard, Boon or Wildcard is present it will appear as a colored region that travels along the Initiative Bar. Any fighter portrait that falls inside of the bounds of the region will be Marked. Once the region reaches the front of the bar, it will trigger the associated Buff or Debuff and apply it to any fighters that have been Marked. Regions can be both beneficial as well as harmful to your party and the enemies. Navigate the Initiative
Source
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