![]() ![]() ![]() The new specializations add a lot of possibilities! I haven't made a leader without Wild Magic since getting this gem - not because Wild Magic is OP or anything (though the mini elementals can get pretty strong if you take good care of them) but it adds a slew of interesting, chaotic spells, useful for most everyone. The Halflings have some very interesting dynamics, with their racial unit lineup (The Halfling 'archer' unit - Jesters shooting fireworks!) and the Luck mechanic. The new specializations add a lot of possibilities! I haven't made a leader without Wild Magic since getting this gem - not because Wild Magic is OP or anything (though the mini elementals can get Great, well-priced expansion. Well, hello, deadly High Elven Mounted Archers! It would be a perfect 10 if GR also introduces a new class, but Triumph had declared that they will introduce Necromancer class in the next expansion. That Vault of Knowledge is very useful now, since players can build a Focus Chamber in cities with Vault of Knowledge, and any archery units produced in the city will have increased power. It also addresses the problem of "blandness" in cities by introducing buildings that only can be built with certain world improvements. It adds a new race, Halfling, which is very fun to play because of its unique Luck mechanic and a Wild Magic specialisation (well, two specialisations of Adept and Master) that very interesting to play. ![]() ![]() That Vault Golden Realm is an excellent expansion. Besides there are even more elements that contribute to differences between every game: - Structures on the strategic map can increase the value of specific unit types or grant additional building options - Research is full of variety: You never research the same spells in the same order and have to adapt - Settings about the amount of independent towns and the strength of spawned creatures can change the game completely … Expand This provides easily variation for more than 500 hours. With the 6 classes and 7 races there are 42 possibilities for a combination. After 500 hours I can definitely say the replayability is huge! This might not be obvious at the beginning because the main differences don’t depend on the race (for example every race has an archer, a cavalry unit and some supporters as basic units) - but on the combination of race and class: So far there are 6 classes (Archdruid, Dreadnought, Theocrat, Rogue, Sorcerer, Warlord) and After 500 hours I can definitely say the replayability is huge! This might not be obvious at the beginning because the main differences don’t depend on the race (for example every race has an archer, a cavalry unit and some supporters as basic units) - but on the combination of race and class: So far there are 6 classes (Archdruid, Dreadnought, Theocrat, Rogue, Sorcerer, Warlord) and every class provides lots of specific units and spells that harmonize differently with every race - the Mounted Archer of the Warlord is extremly impressive if you play Elves but on the other hand the Warlord Monster Hunter has great bonuses with Goblins for draconian Theocrats Evangelists are very important units as they get additonal fire damage, however Orc Crusaders benefit from the ability tireless. ![]()
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