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Shenmue I & II - (PC) Steam EUROPE Digital Key

Shenmue I & II - (PC) Steam EUROPE Digital Key

Originally released for the Dreamcast in 2000 and 2001, Shenmue I & II is an open world action adventure combining jujitsu combat, investigative sleuthing, RPG elements, and memorable mini-games. It pioneered many aspects of modern gaming, including open world city exploration, and was the game that coined the Quick Time Event (QTE). It was one of the first games with a persistent open world, where day cycles to night, weather changes, shops open and close and NPCs go about their business all on their own schedules. Its engrossing epic story and living world created a generation of passionate fans, and the game consistently makes the list of “greatest games of all time”. STORY A tale of revenge. In 1986, teenage jujitsu artist Ryo Hazuki returns to the dojo of his father, Iwao Hazuki, only to witness his murder by a Chinese man, Lan Di. Lan Di steals a mysterious artifact known as the Dragon Mirror. Ryo vows to avenge his father’s death and sets out tracing Lan Di’s path. The first game in the series, Shenmue begins the tale as Ryo travels around Yokosuka, Japan, gathering clues about his father’s murder and dealing with nefarious gangsters along the way. The sequel Shenmue II continues Ryo’s quest, this time crossing the sea to Hong Kong, China. Ryo ventures deeper into the criminal underworld, meeting martial arts masters who aid him on his journey and offer insight into his father’s death, and unravels the mysteries of the Dragon Mirror that his father kept hidden. GAMEPLAY * Take the role of Ryo Hazuki. * Explore a 3D open world searching for clues, examining objects, and talking to NPCs. * Battle enemies and bosses making full use of the moves of Hazuki-style jujitsu. * Beat quick-time events (QTEs) and mini-games. KEY FEATURES The best Shenmue experience Pioneering Dreamcast classics available for the first time on PC Updated user interface Choice of modern or classic controls Japanese audio available for the first time for a global audience Fully scalable screen resolutions An epic legend A tale of revenge on a grand scale Solve the mystery of your father’s murder An experience never to be forgotten The world feels alive Talk to anyone, scour the world for clues NPCs live independent lives on their own schedule Faithful recreations of 1980s Japan and Hong Kong, China Distract yourself with arcade games, collectibles, duck racing, and more

EUR 2.60
1

Deadlight Director's Cut - (PC) Steam EUROPE Digital Key

Deadlight Director's Cut - (PC) Steam EUROPE Digital Key

STORY Set in an apocalyptic 1986, the survivors of a zombie outbreak live on among the remains of human civilization, trying to survive this hell on earth by any means necessary. You play Randall Wayne, an introverted and slightly paranoid survivor searching the destroyed streets of Seattle for his loved ones. Through tense platforming and life-threatening zombie encounters you must decide whether to use scarce ammunition and weapons to decimate the horde, or navigate the environment to sneak past them and hide. There’s more than one way to survive against the walking undead remains of the human race, now known only as ‘shadows’. Deadlight: Director’s Cut enhances the original Deadlight in every way. Improved visuals and textures bring even more detail to the remnants of Seattle, plus enhanced controls and new animations make Randall even more agile. Now you must fight for your life and put your survival skills to the test in Deadlight: Director’s Cut new game mode, the ‘Survival Arena’. FEATURES * Solve puzzles and overcome environmental hazards in tense 2D platforming * Decimate zombies with melee combat and weapons, or sneak past using the environment. Combat isn’t always the answer, especially when ammunition, weapons, and resources are scarce * Separated from his family, search the ruins of a ‘1986’ Seattle and uncover the fate of Randall’s loved ones * Survive endless waves of zombies in the new ‘Survival Arena’ mode! Use Interactive defences to block zombies and access new areas, or fightback using new weapons like the Machine Gun, Molotov Cocktail and Sniper Rifle to rank above the rest in online-leader boards * Running at 1080p, with superior controls and new animations, this is how survival was meant to look. * Watch through the original Developer Diaries and learn more about the Deadlight series! * Explore the gorgeous art of Deadlight in the Deadlight: Director’s Cut digital art book accessed in-game!

EUR 1.87
1

HUMANKIND - Together We Rule DLC - (PC) Steam EUROPE Digital Key

HUMANKIND - Together We Rule DLC - (PC) Steam EUROPE Digital Key

Unite HUMANKIND with the Together We Rule Expansion Pack! The HUMANKIND Together We Rule Expansion Pack includes: New feature: Inter-empire Forum: Congress of Humankind New Currency: Leverage New Quarter: Embassy (unlocking new interactions with other empires) New Unit Family: Agent 6 New Cultures with a New Affinity: Diplomatic 6 New Wonders 15 New Narrative Events (including 4 inter-empire events) Congress of Humankind Get involved in an inter-empire forum with the Congress of Humankind. The congress will allow players to vote and decide on global doctrines and arbitrate international conflicts together. No matter how big or small the Empire, all have their say in the world order, but the weight of their words will depend on the new Leverage currency. Together you will rule the world! Embassy This new Quarter will bring your negotiation tactics to a higher level! Deepen ties and sign agreements beneficial for both your empires. Or use the new currency, Leverage, to force an empire to take specific actions to your benefit. Agents Use this new unit family to gather Leverage! They will also allow you to infiltrate, sabotage and disinform other empires. There are three units in the Agent family: The Envoy, or diplomat, will move freely on the map without diplomatic restrictions, collect Leverage and influence Independent People. The Spy, to focus on infiltration. The Spymaster, for two additional sabotage actions. 6 Diplomatic Affinity Cultures The new Diplomatic Affinity allows its cultures to have a more active role in the world’s diplomacy. Their Active Ability allows them to demilitarize a territory for 10 turns, while their Passive Ability allows all their units, beyond just agents, to collect Leverage. This Affinity also introduces a new way to gain Fame, Diplomatic Stars, earned by collecting Leverage during each era. Era 1 – Sumerians Era 2 – Han Chinese Era 3 – Bulgarians Era 4 – Swiss Era 5 – Scots Era 6 – Singaporeans PLUS 6 NEW WONDERS, 7 INDEPENDENT PEOPLES, 15 NEW NARRATIVE EVENTS (WITH 4 INTER-EMPIRE EVENTS) & NEW IN-GAME THEMED MUSIC TRACKS COMPOSED BY ARNAUD ROY

EUR 4.84
1

HUMANKIND - Cultures of Africa Pack DLC - (PC) Steam EUROPE Digital Key

HUMANKIND - Cultures of Africa Pack DLC - (PC) Steam EUROPE Digital Key

Expand your HUMANKIND experience with the Cultures of Africa DLC! Features 6 new cultures spanning all eras, new natural and built wonders, 7 new independent people, and 15 new narrative events.SIX NEW CULTURES Era 1 – Bantu (Expansionist) The first Bantu speaking peoples began their migration across Central Africa 6,000 years ago, creating many population centers. This phenomenon, referred to as the Bantu Expansion, made their language family one of the most spoken on the continent. Era 2 – Garamantes (Agrarian) Between the 17th and 14th centuries BCE, a major ecological mutation changed the environment of the Sahara. True farmers of the desert, the Garamantes fully adapted to this hostile environment thanks to their mastery of underground waters, ensuring a thriving culture between the 4th century BCE and the 3rd century. Era 3 – Swahili (Merchant) Scattered all along the East African coastline, the Swahili settlements were deeply connected to the trade routes running across the Indian Ocean. These lasting contacts with the world made their cities and culture flourish between the 10th and 15th centuries. Era 4 – Maasai (Agrarian) Between the 16th and 17th centuries, the Maasai established themselves as one of the main groups among the pastoral societies that dominated the land between the Great Lakes, the Great Rift and the coasts adjoining the Indian Ocean. This is where they led their herds on the vast plains of present-day Kenya and Tanzania. Era 5 – Ethiopians (Militarist) From the 19th century onwards, Ethiopia benefited from the reigns of great rulers which allowed a significant territorial expansion. The increase in its military capacities were the basis of the Empire's resounding military successes which guaranteed its independence. Era 6 – Nigerians (Agrarian) Nigeria has the peculiarity of bringing together in the same State an immense diversity of peoples and cultures. Since its independence it has been Africa's largest oil producer, but also one of the biggest agricultural producers, thanks to its diverse and fertile lands. 5 NEW WONDERS Mount Kilimanjaro Victoria Falls Zuma Rock Lake Natron Great Mosque of Djenné PLUS 7 INDEPENDENT PEOPLE & 15 NEW NARRATIVE EVENTS

EUR 2.34
1

HUMANKIND - Cultures of Oceania Pack DLC - (PC) Steam EUROPE Digital Key

HUMANKIND - Cultures of Oceania Pack DLC - (PC) Steam EUROPE Digital Key

Set sail for new horizons with the HUMANKIND Cultures of Oceania DLC!The HUMANKIND Cultures of Oceania DLC includes:- 6 New Cultures - 6 New Wonders - 7 Independent Peoples - 15 Narrative Events - New in-game themed music tracks composed by Arnaud Roy6 NEW CULTURES Era 1 – Pama-Nyungan (Aesthete) Pama-Nyungan languages were spoken by groups who spread across most of Australia’s territory from the mid-Holocene era onward. Pama-Nyungan speakers brought not only their languages and social organization, but also new cultural and artistic practices as they set down roots. Era 2 – Polynesians (Expansionist) During the first millennium BCE’s final centuries, the triangle formed by the islands of Tonga, Samoa, and Uvea was the birthplace of Polynesian culture. In this vast expanse of ocean, the Polynesians developed innovative navigation techniques—with which they set out to conquer the Pacific. Era 3 – Rapa Nui (Builder) The Rapa Nui colonized Easter Island around the 1100s. On this isolated territory, they managed to overcome difficult conditions to survive, make use of the land’s mineral resources, and cover their ground with monumental statues and ceremonial structures. Era 4 – Māori (Militarist) Māori populations mainly settled on Te Ika-a-Māui, the North Island. Here, they built a thriving and complex society, structured into clans and extended families, whose bonds of solidarity were maintained through conflicts and wars. Era 5 – Hawaiians (Agrarian) Starting in the late 1700s, Hawaiian society entered a period of deep changes. Political unification and increased contact with foreign cultures transformed their highly stratified systems, even as Hawaiians continued to steward the bounty of both land and sea. Era 6 – New Zealanders (Scientist) In the 1940s and 1950s, New Zealand accelerated its movement away from the British imperial framework. Over the following decades, its leaders widened the social model inherited from the Seddon and Savage governments, while also investing in technologies to ensure the country’s energy independence.6 NEW WONDERS - Uluṟu - Aitutaki Lagoon - Bungle Bungle Range - Whakaari Volcano - The Royal Palace of Papeʻete - Mauna Kea Observatory PLUS 7 INDEPENDENT PEOPLES, 15 NEW NARRATIVE EVENTS & NEW IN-GAME THEMED MUSIC TRACKS COMPOSED BY ARNAUD ROY.

EUR 3.28
1

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

Two Point Hospital: A Stitch in Time DLC - (PC) Steam EUROPE Digital Key

Two Point Hospital: A Stitch in Time DLC - (PC) Steam EUROPE Digital Key

* 3 TIME-TWISTING, EPOCH-SPANNING HOSPITALS * NEW YESTERIZATION AND TIME PORTAL GAMEPLAY * 13 NEW VISUAL ILLNESSES * 34 NEW ILLNESSES IN TOTAL * NEW MUSIC, DJ AND TANNOY LINES MEDIEVAL LEVEL - CLOCKWISE A MEDIEVAL TOWN PLAGUED BY RUPTURES IN SPACE AND TIME. WELCOME TO CLOCKWISE AND THE DAYS OF YORE. THIS QUAINT LITTLE TOWN HAS BECOME A POPULAR SPOT SINCE THE ADVENT OF DOMESTIC TIME TRAVEL. WHO WOULD HAVE THOUGHT THAT THERE WOULD BE SERIOUS MEDICAL IMPLICATIONS INVOLVED? NOT ME! BUT WHAT'RE YOU GOING TO DO? OH RIGHT... HOSPITALS. RIFTS IN TIME, WE'RE CALLING THEM TIME PORTALS, HAVE STARTED APPEARING ALL OVER TOWN 'RECENTLY'. AS YOU EXPAND YOUR HOSPITAL AND FIND MORE TIME PORTALS YOU'LL NOTICE THAT THEY GET BUSIER AND BUSIER AS WE FURTHER DILATE LOCAL SPACETIME. SCIENCE, EH? PREHISTORIC LEVEL – CLOCKWISE-BEFORE-THYME THIS PREHISTORIC SETTLEMENT PREDATES MOST THINGS, INCLUDING THE RIVER THYME. WELCOME TO CLOCKWISE-BEFORE-THYME AND THE DAWN OF CIVILISATION IN TWO POINT COUNTY. CAPTAIN YESTERDAY HAS BEEN GETTING COMPLAINTS ABOUT MISSING CUSTOMERS. THEY ENTER THEIR YESTERIZER AND... GONE, NO TRACE. WE'VE COME BACK TO THE EARLIEST TIME THAT THE YESTERIZER CAN MUSTER TO SEE IF THERE'S ANYTHING TO BE DONE ABOUT IT. WE'VE BEEN GIVEN SOME OF CAPTAIN YESTERDAY'S BLUEPRINTS - MOSTLY DRAWN ON NAPKINS - SO WE CAN DESIGN OUR OWN TIME PORTALS IN THE RESEARCH ROOM. ONCE WE'VE DEVELOPED OUR TIME PORTALS WE CAN USE THEM TO MANAGE PATIENT FLOW, SAVE PATIENTS FROM THE TIME VOID AND BETTER UNDERSTAND THE UNIVERSE. ALL IN A DAY'S WORK, I SUPPOSE. FUTURE LEVEL – CLOCKWISE-ABOVE-THYME A FUTURISTIC CITY BUILT HIGH ABOVE THE UNINHABITABLE EARTH BELOW. WELCOME TO CLOCKWISE-ABOVE-THYME, FUTURISTIC SAFE-HAVEN FOR THE PEOPLE OF TOMORROW, DANGLING PRECARIOUSLY OVER THE UNINHABITABLE EARTH BELOW... AND HOME TO A SNAZZY NEW HOSPITAL, NICE. TURNS OUT YOU'VE BEEN INADVERTENTLY RIPPING APART THE FABRIC OF TIME WITH ALL YOUR TECHNOLOGY. MAYBE TIME TRAVEL IS ACTUALLY A PRETTY SENSITIVE BUSINESS. THE FUTURE HAS BEEN FLOODED WITH PEOPLE FROM ALL OVER TWO POINT'S PAST, BUT CAPTAIN YESTERDAY IS CONFIDENT WE CAN RIGHT THE SHIP IF WE SEND THEM - MOST OF THEM - HOME IN ONE PIECE. HE'S HANDING OVER THE KEYS TO THE YESTERIZER (PATENT PENDING... STILL). YOU'LL FIND THEM IN SPEED DATING IN THE ROOMS LIST. HE'S VERY GENEROUSLY TAKEN 5% OFF THE RETAIL PRICE. WHAT A GUY. HELP CAPTAIN YESTERDAY TREAT A RANGE OF TIME-TWISTING NEW ILLNESSES LIKE: * JESTER INFECTION * BEHEADEDNESS * WOOLY MAN-MOUTH * FOSSIL EYES * DINO SORES … AND MANY MORE! A STITCH IN TIME INCLUDES A CORNUCOPIA OF NEW ITEMS FROM ACROSS THE AGES TO SPRUCE UP YOUR HOSPITALS. INCLUDING: * WORMHOLE BIN * BONE BENCH * NON-LINEAR WALL CLOCK * MAP OF TIME * PRIMORDIAL SOUP …AND, MANY MANY MORE, INCLUDING THE FAMOUS YESTERIZER. OH, AND REMEMBER… NO QUESTIONS ASKED!

EUR 4.47
1

HUMANKIND - Cultures of Latin America Pack DLC - (PC) Steam EUROPE Digital Key

HUMANKIND - Cultures of Latin America Pack DLC - (PC) Steam EUROPE Digital Key

Push HUMANKIND even further with the Cultures of Latin America DLC! The HUMANKIND Cultures of Latin America DLC includes: - 6 New Cultures - 6 New Wonders - 9 Independent Peoples - 15 Narrative Events - 30+ New in-game themed music tracks composed by Arnaud Roy6 NEW CULTURES Era 1 – Caralans (Builder) The Caralan culture developed on the arid lands of the South American pacific shores at the beginning of the third millennium BCE. Here, they built a complex urban society where complementary communities of farmers and fishermen participated in the production of food surpluses that ensured Caralan prosperity. Era 2 – Nazca (Aesthete) The Nazca took advantage of the farming possibilities offered by their environment to build a perennial culture at the beginning of the second century CE. Experts in ceramics and weaving, they left incredible tokens of their craft and mythology in their numerous tombs and on the desert soil itself. Era 3 – Taíno (Agrarian) The Taíno were affiliated to the Arawak speaking peoples and were dominant in the Greater Antilles between the 7th and 13th centuries. Endowed with great adaptation capacities, they took advantage of a wide variety of biomes, thriving through agriculture on lands relatively poor in animal and vegetal diversities. Era 4 – Inca (Expansionist) According to their mythology, the Inca were the heirs of Manco Capac who founded the city of Cuzco for his people. From the 15th century onward, they launched a successful series of conquests and integrated most of the Andean world in the Tawantinsuyu, the “Realm of the four parts”. Era 5 – Argentinians (Merchant) After the proclamation of its independence in 1816, San Martin’s homeland played a decisive role in the destruction of Spanish authority in South America. After decades of political construction and conflicts, Argentina benefited from its integration into the globalized market to become a major exporter of agricultural products. Era 6 – Cubans (Aesthete) The final capture of La Havana by Fidel Castro’s guerrilleros in January 1959 sanctioned the end of both Batista and the United States’ domination in Cuba. From this date onward, the combative resistance offered by the island to its neighboring superpower gave its people and leaders a tremendous international aura. 6 NEW WONDERS Pyramid of the Sun - Teotihuacan Maracana Stadium Salar de Uyuni Salto Angel Lençóis Maranhenses Atacama Desert PLUS 9 INDEPENDENT PEOPLE, 15 NEW NARRATIVE EVENTS & 30+ NEW IN-GAME THEMED MUSIC TRACKS COMPOSED BY ARNAUD ROY

EUR 2.50
1

Total War: Warhammer II - The Warden & The Paunch DLC - (PC) Steam EUROPE Digital Key

Total War: Warhammer II - The Warden & The Paunch DLC - (PC) Steam EUROPE Digital Key

The Warden & the Paunch 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 factions, objectives, mechanics, units and playstyle, for use in both the Eye of the Vortex and Mortal Empires campaigns, and custom/multiplayer battles. Eltharion the Grim commands Yvresse (High Elves) while Grom the Paunch leads the Broken Axe Tribe (Greenskins). Neither Yvresse nor the Broken Axe tribe are involved in the Vortex race, but are pitted against one another as eternal nemeses, on a collision course to a final climactic encounter where only one can emerge the victor. Long has Eltharion the Warden of Tor Yvresse stood sentinel, ever-watchful for signs of Greenskin incursion. While he campaigned overseas against the Druchii of Naggarond in ages past, Tor Yvresse nearly fell as the green tsunami of Grom the Paunch’s legendary Waaagh! roared through Ulthuan. After defeating Grom and scattering his hordes, Eltharion swore that no Orc or Goblin filth would ever set foot in his lands again. But Grom has other designs. His cavernous belly aches for a rematch, and his hunger for vengeance is matched only by his titanic appetite. As his gobbos tend to the bubbling cauldron, delighting him with each tasty new morsel, his plans begin to set. He’ll gather them all, the bosses and the boys, wind them up to a fever pitch, and lead them on a Waaagh! the likes of which the world has never seen. This time, Tor Yvresse will fall, and its snooty Warden will kneel before the mighty Paunch! HIGH ELVES - ELTHARION THE GRIM (YVRESSE) Unique faction mechanics: Athel Tamarha In a secluded Yvresse mountainside lies Athel Tamarha, Eltharion’s base of operations. It lies in ruins, untouched since Grom’s previous Waaagh!, but Eltharion seeks to rebuild it in Tor Yvresse’s defence. In Eltharion's campaign, Athel Tamarha is represented by a new panel where the player rebuilds structures to gain numerous unique benefits. In addition, Eltharion can use his unique Warden’s Cage ability against enemy Heroes and Lords in battle. Should they fall while under its influence, they will be imprisoned in Athel Tamarha for interrogation… Athel Tamarha has a number of structures across two unique chains which can be rebuilt. Each enhances Tor Yvresse’s defence rating and grants the following: * The Silent Sentinels chain can increase Tor Yvresse’s defence rating and enable the recruitment and upgrading of elite Mistwalker units, plus increasing recruitment capacities for several unique elite unit types available to Eltharion. * The Watchers of Yvresse chain enable the interrogation of captured Heroes and Lords, improvements to the Mist of Yvresse, and bonuses to Eltharion’s Influence. * Through the questioning, vanquishing and indoctrination of captives, Eltharion can gain useful information and other benefits. Mist of Yvresse Tor Yvresse will become progressively shrouded by an enchanted mist, enhancing all of Eltharion's troops and disrupting enemies caught within it. * Provides the unique Army Ability ‘Envelop in Mist’ which enhances your troops’ performance when fighting within its influence * Athel Tamarha upgrades grant additional effects as the Mist become stronger. * Increasing the strength of the Mist of Yvresse will eventually cause it to cover all of Ulthuan as a protective aid. Defence of Yvresse Eltharion will gradually build up defensive power at Tor Yvresse, as Eltharion's homeland becomes increasingly fortified against invasion. * At the campaign outset, the city of Tor Yvresse will begin in a damaged state until upgrades are completed, progressing the city into rebuilt then fortified states. This is reflected in any battles fought over Tor Yvresse, affording increasingly stronger defensive abilities and options for Eltharion. * The Yvresse defence level also expands the Mist of Yvresse to cover further regions of Ulthuan, enhancing Eltharion’s forces and weakening interlopers. Rite: Invocation of Ladrielle For Eltharion, the Invocation of Isha is replaced by the Invocation of Ladrielle, which empowers the Mists of Yvresse. NEW UNITS AND CHARACTERS: Eltharion (Legendary Lord) Eltharion the Grim is the unflinching warden of Tor Yvresse. Atop his mighty Griffon, Stormwing, he swoops into battle with peerless conviction. Eltharion wields a spear and a sword, as well as being a caster of High Magic. This offers him the flexibility to alter his role in battle based on the circumstances at hand. His defence-focused abilities also make him excellent at holding firm battle lines. Archmage (Lord) The High Elven Archmages are amongst the greatest practitioners of Magic within the mortal realms. With the introduction of the Archmage, High Elf players now have access to all 8 core Winds of Magic and the Lore of High Magic to choose from, ideal for those who pref

EUR 4.78
1

Rising Storm 2: Vietnam - (PC) Steam EUROPE Digital Key

Rising Storm 2: Vietnam - (PC) Steam EUROPE Digital Key

Rising Storm 2: Vietnam is the next in the series that has twice been PC Gamer’s ‘Multiplayer Game of the Year’, bringing the franchise into the era of automatic rifles, man-portable grenade launchers and more modern weapons systems. Still with the authentic look and feel and realistic weapon handling that the series is known for. Continuing the Tripwire tradition of providing strong support for games post-launch, Vietnam has already been updated multiple times, providing the player with: * 64-player battles * 6 different armies to play, each with their own weapons and abilities: * United States Army and Marine Corps * North Vietnamese Army (PAVN) and National Liberation Front (Viet Cong) * Australian Army * Army of the Republic of Vietnam (ARVN) * Over 50 weapons, covering everything from rifles and pistols to flamethrowers and rocket launchers * 4 flyable helicopters - Huey, Cobra, Loach and Bushranger * Asymmetric warfare - VC traps and tunnels vs. US napalm and choppers * More than 20 maps * 3 distinct game-modes * Proximity VOIP * And hundreds of character customization options. Rising Storm 2: Vietnam offers intense action for up to 64 players in battles between the forces of South Vietnam (the US and their Allies) and those of the North - the regular, main-force units of North Vietnamese Army, plus the guerilla fighters of the National Liberation Front (or Viet Cong). SOUTHERN FORCES - US, AUSTRALIAN AND ARVN The Southern forces have firepower and mobility on their side, with each army having its own unique supporting arms: * US Army/Marine Corps - airburst artillery, the Spooky gunship and napalm strikes * Australian Army - Pair of Canberra bombers and heavy artillery * ARVN - medium mortar barrage and napalm strikes from older A-1 Skyraiders For mobility, they have access to full helicopter support: * UH-1 “Huey”: provides rapid transport for a squad across the map * OH-6 “Loach”: acts as both a spotter and airborne command post, as well as a fast gunship, with its miniguns * AH-1G “Cobra”: heavily-armed gunship with massive firepower for a pilot and weapons officer * Australian “Bushranger”: a Huey, with dual M60 machine guns, minigun and rockets Tactically, the Southern squad leaders become important - so long as the squad leader is alive and in a smart location, the rest of his squad can spawn in on his location. So keep your squad leaders alive at critical moments! As for weapons, the Southern forces had a wide range of the best weaponry of Western nations, ranging from older, WWII-era leftovers, through to the latest technology of the time: * M1 Garand, M2 Carbine, M3 “grease gun”, BAR and M1919 .30-cal LMG * M14 Battle Rifle, M40 and XM21 sniper rifles * M60 LMG and M16 automatic rifle * For heavier support - the M79 grenade launcher and M9A1-7 flamethrower * Explosives - M61 frag grenade, M8 smoke, C4 explosives and M18 Claymore NORTHERN FORCES - NVA AND VC The Northern forces offer a broader mix, with the People’s Army of Vietnam (PAVN - or NVA) as the regular, disciplined and better-equipped main fighting force, in comparison to the National Liberation Front (NLF) guerrilla fighters, equipped with whatever weaponry was passed down the chain to them from Russia and China - known as the Viet Cong. For supporting weapons each has: * PAVN/NVA - heavy artillery, surface-to-air missile defenses and rapid reinforcement from the Ho Chi Minh trail * NLF/VC - a mix of ordnances (mortars, rockets, white phosphorous) used in a heavy barrage To compete with the Southern forces’ mobility, the Northern forces have their own mobility - and stealth: * NVA and VC squad leaders can place spawn tunnels widely across the maps, allowing themselves and their squads to spawn much closer to the action - or even behind the lines * Given their “home field advantage”, any NVA or VC crouching or prone in cover can’t be spotted by Southern helicopters or aircraft * SA-2 Missiles - the quick way to counter Southern air assets is by calling on surface-to-air missiles, if the commander can time it right * “Ho Chi Minh Trail” ability - the NVA/VC commander can activate this ability to accelerate his team’s spawning rate, when times get desperate * “Ambush Spawn” ability - the NVA/VC commander can also cause anyone on his team who is waiting, to spawn on his location for potentially devastating ambushes. The weaponry for the Northern forces is wide-ranging - the PAVN well-equipped with modern weapons delivered from Russia and China, while the VC have to work with a wide variety of weapons: * AK-47 and Type 56 Assault rifles * Russian SKS-45 and US M1 Carbines and Mosin Nagant 91/30 rifle * MN 91/30 and SVD sniper rifles * PPSh-41 and French MAT-49 SMGs * IZh-58 double-barrelled shotgun * DP-28 and RPD LMGs * RPG-7 rocket launcher * MD-82 toe-popper mines, Tripwires and Punji traps

EUR 2.60
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