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    Wild Walker

    Review of: Wild Walker

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    On 14.08.2020
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    Wild Walker

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    Wild Walker Destination HIMALAYAN TREKS. Destination Vasota. Powered by WordPress | Theme by TheBootstrapThemes. Wild Walker Slot Review. Take a bite out of the Wild Walker slot machine from Pragmatic Play. Hordes of blood-soaked zombies shuffle across the reels, which also feature gun-toting survivors and a mad scientist. It’s a five-reel game with 25 paylines, although this changes during a special free spins round/5(21). The Wild Walker slot is played on a dynamic 5×4 reel setup that turns into an 8×3 format during the Free Spins Feature, offering you more chances to hit winning combos. Your weaponry for fighting the zombies are 25 paylines, a super high volatility, an RTP of % and a max payout of up to 4,x your stake. Let the war begin!

    Hordes of blood-soaked zombies shuffle across the reels, which also feature gun-toting survivors and a mad scientist.

    Trigger the free spins, and extra zombies can activate up to three more reels, which can lead to a winning series of eight matching symbols.

    Play the Wild Walker slot online and wins from this high volatility game can reach x your total bet. A zombie apocalypse is in full swing, with cars burning among the ruined buildings of a storm-lashed street.

    The four human characters are just as detailed and share the reels with images of a gun, test tubes of bubbling potions, and playing card symbols.

    This gruesome game is the creation of Pragmatic Play, a popular developer of online and mobile compatible casino games. You win by matching symbols from the left side across any of the 25 paylines, helped by wild zombies that can substitute for others.

    Play for real cash wagers of between 0. However, the flip side is that the prizes tend to be quite big compared to lower variance games.

    There are five reels in the main game, and up to eight in the bonus round. Our paylines table lists how many times your line stake you win from each symbol —.

    The zombie with his innards hanging out is a wild symbol that is stacked to fill all three rows on a reel. A skull bonus symbol in three or more places at once launches the free spins feature of the Wild Walker slot machine.

    If three bonus symbols triggered the round, you begin with the standard five-reel, one-zombie setup. Four triggering bonus symbols mean you start at level two, with six reels and two stacked wild zombies.

    One is locked on the first reel, while a second zombie is a roaming wild symbol which moves from reel to reel. You move up a level by collecting three more bonus symbols.

    At level three, the Wild Walker online slot has stacked wilds on reels one and two, with another roaming zombie moving across the other five reels.

    If the beast fails this save, they become stunned for 1 round and they must wait 2d4 rounds before being able to try to attack you again.

    You can use this feature a number of times equal to your Wisdom modifier, you replenish all uses of this feature at the end of a long rest.

    At level 17, the very thought of harm coming to you fills your companion with rage. If a creature successfully damages you with an attack and the companion is within range of the attacker, the companion may use its reaction to make a single attack against that creature.

    This reaction takes place immediately after the attack and the companion must be able to see both you and the attacker.

    At level 18, you can communicate telepathically with any beast in a foot radius. This ability does not count as an action and requires no more thought than if you were talking with someone.

    At level 5, the wildwalker can always count on animals to come to their aid when in a tight spot. You always have it prepared and it does not count against the number of spells you can have prepared each day.

    At level 7, friendly creatures are strengthened while in the presence of the wildwalker. At level 10, the wildwalker gains an iron will in regards to their summoned creatures.

    At level 15, you gain the ability to cast "Dominate Beast" once per long rest without consuming a spell slot. Any beast under the effect of this spell has disadvantage on any Wisdom saving throws made to end the spell.

    At level 20, the wildwalker has become so attuned with nature's creatures that entire populations will rush to their side in times of dire need.

    You may only do this once per long rest. At level 5, you may spend evolution points to gain upgrades for yourself. You are able to spend up to 3 evolution points on yourself plus 1 additional evolution point every odd level after this one.

    Like your companion, you may change the evolutions each time you level up. You must still meet the requirements of the evolutions you seek to purchase.

    At level 7, you may attack twice when you take the attack action on your turn. However, you must have your companion forgo their attack or one of their attacks if the companion took the "Extra Attack" Special Evolution in order to attack twice.

    At level 10, you are feeling more animalistic by the second. If you bring an enemy down to 0 hit points with an evolution attack, you gain temporary hit points equal to your Wisdom modifier.

    You also gain these temporary hit points if your animal companion brings an enemy down to 0 hit points and you successfully damaged that enemy with at least one attack.

    At level 20, after you successfully attack someone, your companion may have a second turn in combat immediately after your turn. The companion must attack the enemy that you just attacked but may move any number of feet without triggering opportunity attacks in order to reach that enemy.

    After you use this ability, you must finish a long rest before you can use it again. You gain an animal companion that accompanies you on your adventures and will fight alongside you.

    Choose a beast that has a challenge rating of 1 or lower. An extensive list of these beasts can be found in the Monster Manual from page Also, if you would like to create your own animal, feel free to post it on the page you're brought to by this link [1] so others can use it too!

    You will NOT be using the ability scores in the book. You will instead be giving scores to your companion. Your companion starts with 60 Ability Score points.

    These can be allocated any way you like but no Ability Score may exceed 16 during companion creation. Any time the wildwalker gains an Ability Score Increase, the companion may also increase an Ability Score by 2 or two Ability Scores by 1.

    Just like you, any score cannot be increased past Speed: Your companion uses what is listed in the player's handbook.

    For example, a black bear has a walking speed of 40 ft and a climb speed of 30 ft. Senses: Your companion uses whatever is listed in the player's handbook.

    For example, a black bear has a passive Perception of Your companion begins with any abilities are listed in the player's handbook.

    For example, the black bear gains the "Keen Smell" ability. The companion gains all non-damaging actions listed if in the player's handbook.

    All attack actions are instead replaced with the version in the evolution list at the bottom of this class.

    If your companion has a multi-attack, it loses it. At 1st and 2nd levels, your companion is unable to attack on its own volition.

    In order to use your companion during combat, you must use your action to command the companion. The Command action allows the companion to move as well as take their action.

    Starting at level 3, your companion gains it's own turn in combat and you can no longer use the Command action. The companion makes attack rolls just like any player character would.

    Roll a d20, add proficiency bonus, and then add their Strength or Dexterity mod depending on the type of attack. Because your companion is an animal, it rolls death saving throws when its health reaches 0.

    Upon failing three, the companion dies. A slain companion can be raised from the dead just as a character can be. If your companion dies, you may spend 8 hours magically bonding with another beast with a combat rating no greater than 1 and have it become your new companion.

    You may only have one companion at a time. You start with a familiar. The creature serves as a friend and servant to you.

    It acts independently of you but will always follow your commands. Choose a beast that is no larger than tiny. Also, if you would like to create your own animal, feel free to post it on the page you're brought to by this link [2] so others can use it too!

    You will instead be giving scores to your familiar. Your familiar starts with 45 Ability Score points.

    Any time you gain an Ability Score Increase, the familiar may also increase an Ability Score by 2 or two Ability Scores by 1.

    Hits Points: Your familiar has half of your total Hit Points, rounded down. This does not include temporary hit points. Speed: Your familiar uses whatever is listed in the player's handbook.

    For example, an owl has a walking speed of 5 feet and flying speed of 60 feet. Senses: Your familiar uses whatever is listed in the player's handbook.

    For example, an owl has darkvision up to feet and a passive Perception of Your familiar loses the abilities and actions given to it in the player's handbook and instead gains the following abilities:.

    Beast Sense: Using an action, you can see through your familiar's eyes and hear what it hears as long as they are within feet of you.

    During this time, you are deaf and blind with regard to your own senses. Bonded Souls: Your familiar gains the same benefits from the Bonded Souls feature as your companion does.

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    Wild Walker
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