
These automatically boost the HP and damage of bosses every subsequent time you upgrade.

Hatred increases your chance to draw a hatred card alongside your rewards. Second, every opened chest and implemented upgrade increases your hatred level. First, cards require mana to use, a resource that appears semi-randomly in chests. But two complications squat rudely on your power curve. In this manner, your character becomes stronger with every enemy camp they clear. These cards could improve your weapon or armour, or give you more specific status effects, like a 75% bonus to weapon damage, or a more resilient guard-bubble. Both lead to the same reward: the opportunity to select one of three cards from your warrior's deck. You'll collect card fragments from fallen enemies, and get to unlock that chest your foes were guarding. Your reward for clearing a Ravenbound camp is twofold. Nonetheless, it does have a certain flair, and winning a fight in Ravenbound always got my blood pumping. One of the base classes carries a roundshield they never actually use for blocking. The bubble-block also feels like a compromise deriving from budget. Fights against certain enemies, like trios of draugr, and the goblin-like tuftir, require an absurd amount of evasion.

The game relies heavily on outnumbering you to maintain the difficulty level, with the result that you spend a lot of time in encounters sliding around on your knees like Sam Gideon from Vanquish. Is the combat well designed? I'm still not sure.
