Entfliehen Sie dem Zombielabor in Wild Walker™, ein 3×8-Videoslot mit dynamischen Walzen und einem erschreckenden progressiven. Bright Starts Babygeher Walkin Wild Walker günstig bei ❤ babywalz ❤ kaufen ✓ Große Auswahl ✓ höchste Markenqualität ➣ Schnell bestellen & freuen. Wild Walker, halte den Atem in diesem furchterregenden Zombie-Slot an! Achte auf: 3 oder 4 Scatter-Symbole, um die Freispiele auszulösen, wobei 3 Scatters.
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You must be at least 9th level before selecting this evolution. Burrow: The companion grows thick and gnarled claws, allowing it to move through the earth.
It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface.
Frightful Presence: The companion becomes unsettling to its foes, gaining the frightful presence ability. The companion can activate this ability as part of an offensive action, such as a charge or attack.
Opponents within 30 feet of the companion must make a Wisdom saving throw or become frightened. If the companion has at least 4 more Hit Dice than an opponent, that opponent is paralyzed instead.
Foes with more HD than the companion are immune to this effect. You must be at least 11th level before selecting this evolution.
Long Tongue: The companion gains a long sticky tongue which can be retracted into its mouth when not in use. The tongue can be used to grapple enemies from a range of up to 5 feet plus 5 feet for each size category above medium you are.
The Reach evolution also adds onto this. Enemies that are grappled by the Companion's tongue may be pulled closer as if by a grappling hook.
By spending an additional 2 points the tongue gains a naturally corrosive coating which deals 1d4 points of acid damage to any enemies grappled by it each round.
Sacrifice: The companion can sacrifice its own health to heal another creature. As a standard action, the companion can sacrifice up to 2 hit points per wildwalker level and then touch the target creature, thereby healing the creature for half the amount sacrificed.
Swallow Whole: The companion gains the swallow whole ability, giving it the ability to consume its foes.
If the companion begins its turn with a creature grappled using its bite attack see the grab evolution , it can attempt to swallow the creature with a second opposed grapple check.
The creature can only be up to one size category smaller than the companion. Swallowed creatures take damage equal to the companion's bite damage each round plus 1d6 points of bludgeoning damage.
A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light slashing or piercing weapon.
If a swallowed creature cuts its way out, the companion loses this ability until it heals this damage.
Alternatively, the swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the companion's mouth, where it can attempt to escape or be swallowed again.
The companion must possess the grab evolution, tied to a bite attack, to take this evolution. Web: The companion gains a pair of spinnerets, giving it the ability to spin webs.
The companion can use these webs to support itself plus up to one creature of the same size. It can throw webbing as a ranged attack up to 8 times per day, entangling a creature up to one size larger than the companion.
The webbing has a range of 50 feet and a foot range increment, and ignores bonuses from armor or a shield. Creatures entangled by the web can escape with a Dexterity Acrobatics check or a Strength saving throw at disadvantage.
The webs have a Hardness of 0 and a number of hits points equal to the companion's total Hit Dice. The companion can climb its own webs at its climb speed and can pinpoint any creature touching its webs.
The companion must possess the climb evolution to take this evolution. Blindsight: The companion's senses sharpen even further, granting it blindsight out to a range of 30 feet.
The companion can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target.
The companion must possess the blindsense evolution to take this evolution. Breath Weapon: The companion learns to exhale a cone or line of magical energy, gaining a breath weapon.
Select either acid, cold, lightning, or fire. The companion can breathe a foot cone or foot line that deals 1d6 points of damage of the selected type per level you possess.
Those caught in the breath weapon can attempt a Dexterity saving throw for half damage. The companion can use this ability once per day. Dimension Door: The companion learns to cast dimension door as a spell-like ability once per long rest.
The caster level for this evolution is equal to your level. The companion must have a Charisma score of at least 14 to take this evolution.
You must be at least 13th level before selecting this evolution. Taking this evolution more than once adds one cast per long rest.
Fast Healing: The companion's body gains the ability to heal wounds very quickly, giving it fast healing 1. The companion heals 1 point of damage each round, just like natural healing.
Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the companion to regrow lost body parts or to reattach severed parts.
Fast healing functions as long as the companion is alive. This fast healing does not function when the companion is not on the same plane as you.
This healing can be increased by 1 per round for every 2 additional evolution points spent maximum 5. Flight: The companion grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly.
The companion gains a fly speed equal to its base speed. For 2 additional evolution points, the companion flies by means of magic.
It loses its wings, and no longer relies on physical means to fly. The companion's fly speed can be increased by spending additional evolution points, gaining a foot increase to fly speed for each additional point spent.
Spell Sense: The companion is well-versed in the effects that magic can have and gains advantage on saving throws against magical effects.
This spell sense does not apply to spells cast by you. Change Shape: The companion's body type changes from its current body type to one of the other two.
As mentioned above, there are three body types: Quadruped walks on 4 legs , Biped walks on 2 legs , and Serpentine no legs like a snake.
If the companion changes body types, it loses any evolutions that require a different body type to use. This costs 2 evolution points.
Change Size: The companion grows or shrinks by one size category to a minimum of tiny or a maximum of huge.
Refer to the table below. You cannot skip sizes and must buy each size up to the one you want. For example, if a panther a medium creature wanted to be the large size, it would cost 4 evolution points as noted on the table.
If a frog a tiny creature wanted to be the large size, it would cost 9 points as you must first purchase small 2 points , medium 3 points , and then large 4 points.
The same rule applies if you are shrinking multiple sizes. Extra Attack The companion can attack twice, instead of once, whenever they take the Attack action on their turn.
Only the companion can obtain this evolution and it can only be obtained by taking it in place of one of your companion's Ability Score Increases.
Spiritual Link: The companion and the wildwalker may become linked together, connecting the two permanently. If the companion dies, you may perform a 10 minute ritual to call upon the spirit of your late companion to help you for 24 hours.
After the 24 hour period of time is up, the companion's spirit must return back to the afterlife and you cannot summon them again for 7 days.
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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.
Level four sees the maximum of eight reels in play, with stacked wilds on the first three, and a zombie roaming across the others.
Once all eight reels are activated, any three more bonus symbols add two extra spins to the total, with no upper limit to how many times this can happen.
Game provider. Bulgarian, Chinese, Danish, English, Finnish, French, German, Indonesian, Italian, Japanese, Korean, Malaysian, Norwegian, Polish, Portuguese, Romanian, Russian, Serbian, Spanish, Swedish, Thai, Traditional Chinese, Turkish, Vietnamese.
How to Play. How to Win. How to Win The resistance set an engaging Free Spins Feature with a Progressive touch to help them win the war. The symbols pay up to 6 of a kind.
Level 3 — you will be playing with 7 reels and 2 expanded Wild Symbol locked on the first 2 reels. Level 4 — all 8 reels are active at this level and there are 3 expanded Wild Symbols locked on reels 1, 2 and 3.
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