Dungeons & Dragons: Dragonshardのアートワーク$4.99 (−50%)78%やや好評

Dungeons & Dragons: Dragonshard

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Originally released in 2005, Dragonshard™ returns in a respectful re‑release that quietly modernises the classic: modern‑resolution support, localisation‑friendly saves and profiles, smoother timers and physics, ASLR compatibility, and other under‑the‑hood fixes for a cleaner experience on today’s PCs.

Dragonshard™ is a real-time strategy experience based in the mystical world of Eberron, the acclaimed DUNGEONS & DRAGONS® realm. Within this wholly imaginative setting lives an inventive gameplay fusion: dramatic RTS play is affected by the risks and rewards of a thrilling RPG-styled underworld. As players direct troops over the land, they also plunge smaller, hero-led parties below ground to an RPG-modeled world of beasts, battles and bounty. Experience and items gained in this underworld result in great powers and abilities above ground. Using magic, weaponry and skilled maneuvers, players command armies from varying races to control, protect - or destroy - the powerful Heart of Siberys. Obtaining this omnipotent artifact will unleash its full forces, good or evil, upon the entire world.

The first DUNGEONS & DRAGONS® Real-Time Strategy Experience

DUNGEONS & DRAGONS® game from the Eberron campaign setting

Game design with two levels of interconnected action: RTS war above ground and critical RPG-styled battles in dungeons below

Four ranges of controllable units: powerful champions, heroic captains, trainable henchmen, and nearly unstoppable battlefield juggernauts

Unit development based on 'Experience Points', allowing players to "level up" units - an added RPG twist to the classic RTS gameplay structure

An innovative village grid system - the "Nexus System" - where choice and placement of buildings can specifically affect units' powers

Three warring factions, each with its own history, campaigns, unique strengths... and weaknesses.

Game story by Eberron creator Keith Baker

A variety of threatening environments, all with the "Hyper Terrain" feature, creating real-time terrain deformation in the wake of unit movements

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