![]() Each of the playable races –three in the campaign, five in skirmish– has a handful of units but, although their rosters aren’t particularly numerous, they’re enough to set the factions apart. Once you place down a building, workers are automatically assigned to it, performing their duty as long as you’ve enough of them, or resources, in each sector. Although clearly drawing inspiration from classics, the RTS component is somewhat streamlined. Soul Harvest alternates between party-based missions, where your party explores dungeons and crypts, and those in which you lead armies to clash against each other. Prefer being a traditional frost-and-fire mage? Stick to the elementalist tree. Fancy a necromancer druid? Spread your point distribution across both trees. While, once chosen, the specializations are set in stone, you’ve free hand regarding how you spend your points. ![]() Our Aerev was a paladin-type hero, focusing on defensive talents with a bit of light magic for healing and buffing allies. There’s plenty of potential for all manner of combinations. Armies are split into regular units, elite units and powerful heroes that can specialize in up to two of nine disciplines.
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