No two worlds are ever quite the same, and each journey will be unique. With a large focus on exploration and encounter, mortality is the consequence of existence in human form, but even in defeat, players retain collected arcane knowledge as they jump from one parallel dimension to the next. Renown is the backbone of progression and can be used to level up party Heroes, and players can choose between a randomized set of new skills or improved attributes to balance out the combat prowess of their party to improve their chances. Players can seek out towns to improve their arms and armor, or trade with hermit artisans in the wild. Combat is inevitable and mastering the tactics of squad-based and turn-based combat is essential to survive in a world where evil never rests. In The Hand of Merlin choices are permanent depending on the decisions players make as they carve a path across the lands of Albion, Marca Hispanica and Al-Andalus. These abilities will be important as players weigh the risk and reward for the paths they choose. Additionally, players can utilise relics they purchase or are rewarded with, some of which are imbued with magical power. Utilizing squad-based and turn-based combat, players can employ tactical cunning to use cover, set up ambushes and coordinate attacks with ranged,melee and spellcasting combat to conquer both human and demonic foes looking to do them harm. Players recruit three mortal heroes on a desperate journey from Albion to Jerusalem to explore richly-imagined medieval lands on the brink of apocalypse - assaulted by an otherworldly evil. Each world that is saved is saved forever each world that is lost is lost for good. But there is only one Merlin, and his eternal burden is to stand against the horror from beyond. In each stands Camelot in each there is a Grail. There are as many worlds as there are stars in the sky.
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