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Master of Magic: Scourge of the Seas

в библиотеке

4.7/5

( 1 Review )

4.7

1 Review

English & еще 6
12.9912.99
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Master of Magic: Scourge of the Seas
Описание
Master of Magic: Scourge of the Seas is an expansion that brings new wizards, races, heroes, and challenges to the world of Arcanus. Dive into an exciting adventure filled with magic, mayhem, and conquest as you explore the depths of the mystical seas. Explore the New Race: Once fearsome orcs wh...
Отзывы пользователей

4.7/5

( 1 Review )

4.7

1 Review

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О продукте
2024, MuHa Games, Eerie Forest Studio, ...
Описание
Master of Magic: Scourge of the Seas is an expansion that brings new wizards, races, heroes, and challenges to the world of Arcanus. Dive into an exciting adventure filled with magic, mayhem, and conquest as you explore the depths of the mystical seas.

Explore the New Race:
Once fearsome orcs who refused to give up their war-like ways and became pirates, the scourgers have been cursed, becoming spectral beings driven by greed and envy. They can traverse land and sea effortlessly, and they have unique buildings and units to enhance their abilities.

New Heroes with Unique Events:
Meet three exceptional heroes, each with their own captivating stories and unique events. Ph’ym the Philomath, Big Berta, and Slithers the Sea Scourge are ready to join your cause, offering their services to the highest bidder.

Conquer New Challenges:
Embark on a journey to the depths of the sea, explore the Reef Island and the Wind Caves, and face new enemies and challenges. These unique locations provide thrilling encounters and treasures for intrepid explorers.

Face Monstrous Boss Lairs:
Challenge yourself by confronting the monstrous Kraken bosses in the Reef Island and Wind Caves, earning unique Wizard Traits that can only be gained by defeating them.

Harness New Water Resources:
Utilize three new map resources - pearls, reef, and fish - to enhance your shoreline cities. A new Arcane spell allows you to harvest sea resources that fall outside of your city's catchment area.

Features:
  • 4 New powerful Wizards
  • New, exciting Wizard Traits
  • A new race: Scourgers
  • 3 new heroes with new skills
  • 3 New Water Lairs and Maps resources
  • A new Arcane spell
  • New boss lairs

© 2024 Slitherine Ltd. All Rights Reserved. Master of Magic, Slitherine, and their Logos are all trademarks of Slitherine Ltd. Developed by MuHa Games, Eerie Forest Studio and Slitherine Ltd.

Зачем покупать на GOG.com?
БЕЗ DRM. Не требует интернет-подключения или активации.
Уверенность и надежность. Поддержка 24/7 и полный возврат средств в течение 30 дней.
Детали игры
Работает на:
Windows (10, 11)
Дата выхода:
{{'2024-02-08T00:00:00+02:00' | date: 'longDate' : ' +0200 ' }}
Размер:
232 MB

Особенности игры

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Posted on: October 29, 2024

SkjaldOfBorea

Владелец игры

Игр: 59 Отзывов: 3

Small for its Cost, but Fun Capabilities

The TLDR is that players who in other contexts appreciate naval/maritime/amphibious themes might dig up much to enjoy in this specific expansion. Others may not find it worth their money. So if you’re an aficionado of such themes, read on: The package looks modest: 1 alluring new faction, 2-4 each of new resources, heroes, units, lairs. & then some new traits - Sea Master, Sea Hunter, Pirate, Tactician - which I consider this DLC’s true engine, basic though each trait seems on its own. A warning however about the most radically alluring (but still optional) trait, Pirate. It’s a VERY different way of playing: In essence, you ditch “Xpansion” - from one of the most crudely 4X of all 4X games ever… It’s thus debatable whether it can even be played - I couldn’t. Ragequit multiple attempts, despite usually doing fine on the game’s hard difficulties - & despite finding much in these attempts refreshing & instructive. Note that, because (for the logistics sim of it) I still wanted to play men who must physically get in/out of ships, I didn’t play here as the new faction, “Scourgers”, which seems more tailored for this mode. So the devs did right to invent this trait - even if it might end up more gimmicky than truly functional. But synergy is the key. True, none of the new units, lairs, resources &c look - or even play - that great stand-alone. But together they synergise impressively. So if you resolutely opt for a *maritime* run, strongly centred on such strategies, you gain a surprisingly fresh Master of Magic. Yet 100 % recognisable as the base game (once I finally decided to avoid picking the Pirate trait). M of M was always decent on the naval/amphibious side, & now, once again, it becomes an above average such offering even within *today’s* turn-based strategy/4X domain. This alone is an accomplishment for so old-school a game, so critiqued, often justly, by us newer players. Again, if you like sea flavour, give the DLC a good chance, otherwise perhaps don’t.


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