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Re: Let's talk expansions.
[quote name="Mischief Maker"]The Golden Realms expansion adds: <UL> <LI>Halflings. They take extra physical damage but also have a "luck" ability that adds a random chance to avoid damage entirely (depending on their current morale) <LI>Wild Magic. Powerful combat spells with random effects <LI>The Naga independent race. (like fairies, archon revenants, giants, and dragons) <LI>The "Seals of Power" victory condition. Basically fantasy king-of-the-hill. <LI>Several small additions, including race-specific defensive towers for settlements (not as powerful as HOMM towers) </UL> Eternal Lords adds: <UL> <LI>Necromancer class. Troops don't heal naturally, but you're constantly zombifying enemy troops. Morale is also a non-issue. <LI>The Frostling race. Ice goblins with lots of freezing attacks (natch) <LI>The Tigran race. Fast-moving cat furries. <LI>The "Unifier" victory condition. A combination scientific and cultural victory. <LI>I believe a merfolk independent race, or maybe that's Golden Realms. <LI>Several small additions. </UL> You don't need Golden Realms to use Eternal Lords. Note that several of the expansion mechanics are nullified when you play the regular campaign.[/quote]