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The player confronts waves of enemies by clicking on them or managing a formation of unique champions with individual abilities. Each enemy drops currency that can be spent to unlock new champions or upgrade existing ones to strengthen the formation. Equipment can drop as loot, and be attached to specific champions to further enhance their ...
After unlocking the Technological Singularity, the simulation prestiges in the form of a simulation crash, the player then unlocks the reality engine, where he or she will use a prestige currency called Metabits generated from the entropy and ideas on that run of the simulation to unlock node to increase speed, boost time or unlock and upgrade ...
Make It Rain (2014, by Space Inch) was the first major mobile idle game success, although the idle elements in the game were heavily limited, requiring check-ins to progress. [5] In 2015, the gaming press observed such games proliferating on the Steam distribution platform with titles such as Clicker Heroes (2014, by Playsaurus).
Champions: the game's hero unit. In campaign mode, the player chooses a champion before starting a map. In skirmish, and multiplayer modes, the player summons a champion from the city headquarters. Each race has four champions: [4] a fighter, a cleric, a wizard, and a rogue. Each champion offers unique abilities, and army bonuses.
Konami Code The Konami Code A fixed series of controller button presses used across numerous Konami games to unlock special cheats (such as gaining a large number of lives in Contra), and subsequently used by other developers to enable cheats or added functions in these games. The term applies to variations on this sequence but nearly all begin ...
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Champions of Krynn is role-playing video game, the first in a three-part series of Dragonlance Advanced Dungeons & Dragons Gold Box games. It was published in 1990 by Strategic Simulations. [2] The highest graphics setting supported in the MS-DOS version is EGA graphics. It also supports the Adlib sound card and either a mouse or joystick.
Dungeons & Dragons Online: Stormreach was developed by Turbine over two years. The initial prototype and concept were created by Jason Booth, Dan Ogles, Cardell Kerr, Ken Troop, and Michael Sheidow, in coordination with Wizards of the Coast, the publisher of Dungeons & Dragons.