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Orcs Must Die! 3 - (PC) Steam EUROPE | NORTH AMERICA Digital Key

Orcs Must Die! 3 - (PC) Steam EUROPE | NORTH AMERICA Digital Key

Orcs Must Die! 3 for PC is an action game heavily involving tower defence. The game is the fourth in the Orcs Must Die! Series and is the direct sequel to Orcs Must Die! 2, picking up the action 20 years after Orcs Must Die! 2 ends. The full series is: Orcs Must Die!; Orcs Must Die! 2, Orcs Must Die: Unchained (perhaps the least successful of the series), and now this one, which aims to return the game to its heyday. And in that it succeeds nicely. ABOUT THE GAME You play the character of one of several apprentice mages, who are part of The Order. The Order is a group of wizards and warriors who must use all the weapons and special skills and traps they can to defeat the hordes of orcs that endlessly try to access Rifts. Rifts are openings or portals between this (the human) world and Dead World which is a source of magical energy upon which wizards (and the general population ultimately) rely. You must lay out a series of traps in your newly purchased dungeon (or a field, if your fancy takes you that way), aiming to take out as many orcs as you can with the traps. You are aided in this by the flow of ‘ghost orcs’ which show you which way the real orcs will go when they arrive. This helps you to position the traps, so you can aim them to an area where they will do the most damage. But don’t make your traps too lethal! Not straight away at least. Getting the orcs to trigger the whole series of traps boosts your combo points nicely and the more traps they trigger, the better for your score card in the long run. There is also a level of slapstick hilarity to the orcs triggering of the traps – including overkill types like the brightly coloured acid geyser trap and the saw blade launcher (which can be aimed once you learn the way the bouncing saw blades will ricochet) – they are flung high in the air in a cartoonish way that is quite blood-thirstily satisfying. There is some good banter to be overheard between the war mages (of which one tends to be obliviously daft, while the other one is sassy)! Consideration must be given to the way you want to play as your trap inventory and weapons inventory use up the same slots, so you have to choose what to take with you and find the right balance between in person firepower and passive trap setting. THE NITTY GRITTY Work through the original 18 levels of story mode, play in endless mode to see how long you can last, or amuse yourself with the Weekly Challenges. In this game, there is an oversized arena, where everything is scaled up to war-like proportions – appropriately, it is called War Scenarios. You will face up to 1,000 orcs advancing on you, use and fear immense siege weapons and oversized traps (called War Machines) and generally see if you can cope with everything being supersized! There are five maps set aside for War Scenarios. Scramble is a new (semi rogue-like/ lite mode), which was released after the main game’s release. It is a great way to challenge yourself as you must beat five levels of increasing difficulty. As if that wasn’t hard enough, in between levels, you will find yourself under attack, will lose random buffs and may even find yourself being chased rather than needing to defend a Rift! However, as much as you are dealt random active penalties, there are also new and exciting buffs that boost your existing powers (aka random active bonuses). Scramble only unlocks along with the second story campaign, after you have progressed some way into the main game, so you will have to at least start the main game. Firing into the crowd is great fun, especially if you set yourself specific targets, or you can use freeze bombs and knockbacks to take out swathes of orcs. There is no real skill needed, just adrenaline boosting button mashing which is really satisfying when you are in the mood for it. Most orcs are green, and come in a range of sizes, but watch out for purple orcs – these are Fire Fiends who are impervious to freezing and to flames. Another nasty creature to look out for are gnoll hunters who would rather get hold of you than get to the Rift. As you play, aim for the perfect five-skull score on each map. Mix up your play between traps and combat, letting the traps take out most orcs and then you take care of the rest. The best way to play is with 2 players in co-operative mode, as this allows you to tag team each other, and gives you two pairs of eyes and hands – which can result in double the chance of success! TRAPS, TRAPS, TRAPS Types of traps to lay out follow. Remember, you get more points for more damage, so avoid the high intensity quick kills in favour of lengthy drawn-out low damage series of traps, boosting the yield for when you do dispatch them. Arrow attacks – when the trap is triggered a flight of arrows fly out from the walls Spike pits – open up under the orcs’ feet Shock traps – blitz the orcs with lightning/ electricity from above, this has the cool effect of showing the orc’s skeleton while the blast

EUR 4.21
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Total War: WARHAMMER II - The Hunter & The Beast DLC - (PC) Steam EUROPE Digital Key

Total War: WARHAMMER II - The Hunter & The Beast DLC - (PC) Steam EUROPE Digital Key

The Hunter & The Beast is the latest Lords Pack for Total War: WARHAMMER II. Introducing two rival Legendary Lords from the world of Warhammer Fantasy Battles, each with their own objectives, mechanics, units and playstyle, for use in both the Eye of the Vortex and Mortal Empires campaigns, and custom/multiplayer battles. * Two richly themed new Legendary Lords lead their own factions: Markus Wulfhart leads the Huntsmarshal’s Expedition (Empire), and Nakai The Wanderer leads the Spirit of the Jungle * Each Legendary Lord brings their own unique faction mechanics, quest-chains, legendary items, skill-trees and campaign narrative * Devastating new ranged units, mobile gunpowder batteries and fabled Hunter Heroes for the Huntsmarshal’s Expedition * Towering new Dread Saurians, the largest beasts to walk the world of Total War: WARHAMMER, plus new Kroxigors, Razordons and Rites for Spirit of the Jungle * New Regiments of Renown to unlock, recruit and field BACKGROUND Fearless, charismatic, daring: these are but a few of the epithets bestowed upon Markus Wulfhart, the Huntsmarshal of Emperor Karl Franz. With his band of ruthless trackers, scouts, hunters and sharpshooters, who better to dispatch to the steaming jungles of Lustria, in order to plant the flag and further Imperial interests? And if some Big Game should wander into the crosshairs, why, all the better… But the jungle does not sleep. Nakai The Wanderer, revered Kroxigor of the first-spawning, is a living legend among the Lizardmen. Wandering the jungles of Lustria since the destruction of his home-city of Tlanxla during the Great Catastrophe, he follows where the Great Plan wills him. Now Lustria is at threat from usurpers once more. Nakai will rally the Sacred Kroxigors, and rouse the Dread Saurians from their ageless slumber – the Old Ones demand it! MARKUS WULFHART (THE HUNTSMARSHAL’S EXPEDITION) UNIQUE FACTION MECHANICS: Emperor’s Mandate As Markus Wulfhart expands Imperial interests in Lustria, his stature in the eyes of the Emperor grows. As a result, he receives a broadening range of increasingly advanced Empire units to aid in his expedition. As new territory is captured, his building options also diversify. In the Eye of the Vortex campaign, Markus will ultimately face the Spirit of the Jungle himself, Nakai the Wanderer, to decide who holds dominion over the jungles of Lustria. Wulfhart’s campaign progress is measured by how effectively he fulfils the Emperor’s Mandate. Expansion, successful military operations and other campaign activities increase his acclaim, which is tracked on the Emperor’s Mandate bar. The Emperor’s Mandate also dictates the quality of units available to Wulfhart via the Imperial Supplies system, which dispatches better units for him to recruit from time to time. As the Mandate bar fills, he will also unlock bonuses to further improve these units, plus new recruitment buildings. In the Eye of the Vortex campaign, filling the Emperor’s Mandate bar will cause Nakai the Wanderer to issue a final, do-or-die challenge to Markus Wulfhart – a call to battle that will become the stuff of legend! Hostility The lands beyond the Empire are inimical to man, and Wulfhart’s actions will not go unnoticed. While defeating the local inhabitants improves Wulfhart’s Imperial standing and increases his supply of fresh troops, it also enrages Lustria’s native denizens… Wulfhart’s Hostility rating reflects the current level of Lustria’s retaliation against his military activities. Aggressive activities, such as military actions and raiding, can raise Hostility through five levels. Conversely, a more passive approach to the campaign will cause Hostility to fall. Each Hostility level has a negative effect on Wulfhart’s campaign, but is also a measure of his aggression against the Lizardmen. As he ascends through the Hostility levels, reinforcements are dispatched more frequently via the Imperial Supplies system. The strength of these reinforcements is still dictated by the Emperor’s Mandate bar. When peak Hostility is reached, a Lizardmen task-force is dispatched with the aim of defeating Wulfhart. He will instantly receive an Imperial Supplies drop and will need to survive sustained assault for a number of turns before the hostility bar resets. Wulfhart’s Hunters Scattered throughout Lustria are four of the finest Hunters that ever lived. Wulfhart may attempt to track them down and acquire their services to aid in the expedition’s success, and subsequently developing each Hunter’s unique attributes and learning the tales of their past deeds. Wulfhart can search for the four Hunters in the Jungles of Lustria by completing special missions. The Hunters each have bespoke stories which are uncovered through unique missions. Completing these missions will reward them with new traits and powerful abilities. The Hunters are not required to complete Wulfhart's narrative Vortex campaign, but bring major b

EUR 4.68
1

Total War: Three Kingdoms- Mandate of Heaven DLC DLC - (PC) Steam EUROPE Digital Key

Total War: Three Kingdoms- Mandate of Heaven DLC DLC - (PC) Steam EUROPE Digital Key

* The largest and most detailed Total War: THREE KINGDOMS DLC to date * Begin a campaign in 182 CE just before the Yellow Turban rebellion… * …Then play through the conflict and deep into the Three Kingdoms period * New characters and six new playable warlords including the Zhang brothers and Emperor Ling * Unique new campaign mechanics, events and objectives * 40 new battlefield units and new unit abilities * Play the origin stories of legendary characters such as Cao Cao and Liu Bei The year is 182CE. The Han Empire is in turmoil, and China is slipping towards chaos. The Emperor’s court is paralysed by corruption, and a great famine has ravaged the north. In the eyes of the people, Emperor Ling has lost the Mandate of Heaven – and with it, the right to rule. Across the land, the people band together in opposition. Led by the three Taoist brothers Zhang Jue, Zhang Liang and Zhang Bao, they don yellow turbans and take up arms. Their aim: to tear down the unjust Han and replace it with their own dynasty of harmony and peace. They are thousands strong, with more flocking to their cause by the day. Warlords sworn to the emperor rally to his banner; warriors of great influence and fierce ability. Yet the wiser, more ambitious of them harbour their own desires… if the Han becomes too weak, who then will take the reins of power? The Total War: THREE KINGDOMS – Mandate of Heaven Chapter Pack depicts the events of the Yellow Turban Rebellion, enabling players to engage in the conflict from either rebel or loyalist perspectives. Introducing a number of new characters and playable faction leaders, the campaign begins in 182CE, but players can choose to continue well into the Three Kingdoms period, with familiar characters entering the campaign as the timeline progresses. THE HAN DYNASTY As part of the free Total War: THREE KINGDOMS game update for all players which activates when Mandate of Heaven launches, Han Chinese factions may adopt the new Empire government style (Emperor Ling of course has this from the outset of the campaign). The Emperor and his allies are in an alliance where the Emperor holds total power. The Emperor has mandated powers to prevent his allies from voting on diplomatic deals such as war and peace. However, as this is effectively an abuse of power, such actions may cause schisms in the alliance… In Mandate of Heaven, Liu Hong (Emperor Ling) has a unique form of this Empire government style, in that he must request these mandated powers from his imperial allies in order to battle the Yellow Turban threat. In addition, he may also construct the Imperial Palace, a grand undertaking in both time and resources, which delivers powerful factionwide bonuses to the Emperor, and houses the single most powerful garrison in the game! Victory Conditions The victory conditions of all Han factions match those of the 190CE campaign. Timing in this period is crucial however, given the power-blocs in play. It’s very much about picking your moment to start your race for the throne and finding rebel-held commanderies to attack opportunistically. The only exception is Liu Hong (Emperor Ling), whose victory conditions will change depending on how he reforms his government. HAN FACTIONS LIU HONG (EMPEROR LING) Liu Hong is Emperor of the Han Empire, and presides over a swiftly deteriorating situation. Rebellions are rising and there is discontent amongst his own vassal warlords. His court is controlled by corrupt and self-serving eunuchs who are quick to silence any who question them. The formidable Empress, his wife, fights tooth-and-nail against the eunuchs’ power-grab, but her efforts are hindered by the Emperor's inaction. The vast Han vassal lands are Liu Hong’s to maintain, but the situation is rapidly falling apart, and controlling all of them may be impossible as discontent and open warfare erupt… Unique Faction Mechanic: The Imperial Court Within the Imperial Court, three factions vie for supremacy. * The Bureaucrats: Led by the eunuchs, their supporters seek to centralise power into the hands of the politicians. * The Warlords: Supporters of this group seek a decentralised government where each local leader controls their own lands, answering only to the emperor. * The Dynasts: This group seeks all power to come from the imperial family itself. The Emperor sits in the middle, trying to balance these power blocks. He can wield his Political Influence to enact changes within a court that has been all but crippled by the eunuchs’ power-grab… * Political influence grows over time and is generated by administrative court buildings within the player’s major settlements * Political influence can be used to remove corrupt ministers from the court * Very high levels of political influence can be expended to annex entire factions within the Empire. LIU CHONG Liu Chong is the Emperor's kin, but not heir to the throne. Unl

EUR 3.74
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