![]() ![]() No other game implements even 1/2 this much mechanically interesting stuff. ![]() And these are just the spells! On top of this there are tons of magic items, units, diety abilities, etc etc etc. There's no other game that comes even close. There are also all of the expected - lightning blasts, poison clouds, pillars of flame, undead legions, etc etc etc. Should the host of the Master Horror be slain, the true Horror will manifest and attack everything alive. These Parasitic Horrors sooner or later break the mind and body of their host, transforming them into full fledged Horrors. The most horrible ability of the possessing Horror is to infect living soldiers with Parasitic Horrors. The Horror hides its true self and spreads its evil ways, marking and cursing soldiers in the province. Horror Seed: A Horror is sent to possess a far away enemy. Iron Dragons are mindless, magical beings and will cease to function when left without magical leadership. Should the dragon be destroyed the magical furnace will explode and kill everyone near the iron monstrosity. In its iron belly a furnace of magic flames waits to be released upon its enemies. They are able to fly and can trample smaller beings. The iron dragon is tremendously large, almost invulnerable and unaffected by heat, cold, shock and poison. The more luck in a province, the greater chance of hostile spells failing.Ĭonstruct Iron Dragon: The caster makes a mechanical dragon covered with thick iron plates. Once the luck is positive in a province the luck of the rainbow will protect it from hostile spells. While the rainbow is in place luck will increase in all the caster's provinces. ![]() The mage can direct where he wants the rainbow to appear and by doing this huge amounts of gold can easily be collected at the base of the rainbow. The frozen seas also stop Vanheim and other seafaring nations from sailing.Ĭelestial Rainbow: This ritual creates a rainbow large enough to be seen from everywhere in the world. This makes travel between land and sea impossible, except by magical means such as teleportation. Sea of Ice: All lakes, seas and rivers in the world are frozen by this powerful enchantment. The Faery Queen is skilled in Nature and Air magic and is a master of illusions. The Queen is accompanied by a court of Sprites and can summon more if necessary. Here's a few excerpts just to show the possibilities:įairy Court: The caster summons a Faery Queen and tricks her into servitude. There are over 300 spells just in the "Conjuration" school - which is one of of many (I think there are 9 schools). No other game even comes close to this kind of variety. That's why it's a masterpiece.Īs an example, just look at the list of spells included in the game. There's so much! That's why it's a masterpiece - having all of these implemented in a satisfying way that fits with the rest of the games systems - all together - there's no other game like it. And implemented in a mechanically satisfying way. Almost anything you can imagine is there somewhere. Flying carpets, demon bodyguards, invisible assassins, flaming dragons, legendary weapons with insane effects, charging cavalry, Lord-of-the-rings fantasy stuff (elven bowmen, ents/treants, etc), insane spells (meteor swarms, weather control, etc etc), underwater mermen/merwomen/merpeople, lycanthropy, etc etc etc. There are so many incredible thematic elements that no other game implements - partially because their art style would require so much effort to do so. It hits a ton of fantasy tropes in a wargame - and implements them in a mechanically-satisfying way. The magic of this game is it's incredible breadth of mechanics and gameplay options.
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