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• 'Nemesis' Released: 2005 • 'My Apocalypse' Released: 2005 • 'Taking Back My Soul' Released: 2005 Professional ratings Review scores Source Rating 7.0/10 Rock Hard (de) 8.5/10 Doomsday Machine is the sixth by band, produced by Rickard Bengtsson and mixed. It is the third album to feature the vocals of. The album had some commercial success reaching number 87 on the selling 12,000 copies. Left the band shortly after recording the album in July 2005 but rejoined 2 years later for the songwriting sessions for.

Arch Enemy My Apocalypse Video Download

The Battle for Wesnoth is a free, open-source computer game,. It boasts heavy community development, being almost entirely developed by people who are essentially just dedicated fans. Wesnoth has a large and active multiplayer community, including a competitive ladder, with skirmishes or custom-made scenarios being the main multiplayer game types.

Apart from that, there are lots of single player campaigns, both 'mainline' (i.e. Shipped with the version available for download) and user-made, available from the add-on server, giving it impressive replay value for a freeware game. It was designed to feel a lot like a console-style (such as and ), but while taking advantage of the PC's inherent user interface advantages. It differs from them notably by having a large luck-based component, and by being extremely well balanced.

The game's setting is, heavily Tolkien-inspired, by the admission of the dev team. Wesnoth's main multiplayer 'era' features the following major playable factions: • Loyalists: Composed of soldiers from the, and.

• Rebels: Composed of,,, and (walking trees). • Northerners: Composed of,,, and. • Undead: Composed of entities, such as,,, and, along with bats and. • Knalgan Alliance: Composed of, human outlaws, and. • Drakes: Composed of, a race of, and, a race of lizardmen. A few of the game's more major mainline campaigns are the following: • Heir To The Throne, the original campaign around which the game was first designed.

An exiled prince joins with a group of rebels to overthrow his corrupt aunt, the queen. It turns out that, in fact, he isn't the prince at all, but someone groomed as his replacement, after the original died as a baby. By the time the player wins, the princess, who they have, assumes the throne instead, eventually marrying him after being told they're. • The South Guard, a campaign that serves as an 'introduction' to Wesnoth.

You play as a young knight appointed to lead the South Guard and eventually fight bandits, ally with elves and fight undead (and necromancers). You also have a choice in scenario 5, whether to ally with the elves or the bandits. • Northern Rebirth, in which a group of former slaves form, and overthrow their former masters, creating a new power in the world, the Northern Alliance. • Descent into Darkness, in which you play a junior, who gradually ruins his entire life through the course of the campaign through his own arrogance. An example of, at least near the middle. • The Rise of Wesnoth, a prequel campaign detailing how the titular country was formed. • Under the Burning Suns, in which you must lead a group of from their desert home to a new island, slaying evil undead, orcs, dwarves or trolls (pick one), and eventually aliens along the way.

Notable for introducing enforcement on far-future Wesnoth via an. The game's community is constantly expanding upon it, by improving its mainline spec, and by developing user-made content.

Numerous well-used add-ons exist, including additional campaigns and additional multiplayer eras which add new races, factions and species to the game. As with much open-source software, the game is in continual development in many aspects, including artwork and music, user interface, adding campaigns to mainline and many others. So, welcome to Wesnoth. The game features, among others, the following tropes: •: The Sewers of Southbay in The Rise of Wesnoth. •: The guidelines for suggesting changes include 'WINR' which stands for Wesnoth Is Not Realistic. •: The community has a lot of this. HttT, TSG, AoI, SoF, THoT, DA, HI, WM, ZoC, CtH, HAPMA.

Almost all campaigns, units and gameplay elements are abbreviated;. • /: Under the Burning Suns takes place long after the fall of men and elves.

'Send to them in my name and the Arch-Mage Leollyn's; nay, tell them that in this matter I speak with the King's voice!' 'I am Delfador, Delfador the Great, Arch Mage to King Garard, and Protector of his heir.' Of the, guardian of the., to the Crown. And and my, Garard the Second, who you most. •: Tallin, of the campaign Northern Rebirth.

Just a young slave-turned-rebel leader who throws off his orcish masters, forges an alliance with dwarves, elves, and a pair of (un)dead mages, and forges the Northern Alliance, one of the dominant powers in the Wesnoth world. His personality fits the role of perfectly. •: The undead arrows' shafts are bones, not wood. •: The Dwarvish call to arms, ' Up axes!' •: The Dwarvish Ulfserker and. Well, Berserker. •: Several melee units, enhanced by the disproportional nature of the sprite artwork.

•: Another very powerful but rarely-seen Level 4 campaign monster. Good thing is that Yetis usually attack your enemies too.

Best engaged by mobbing one with ranged units and/or Slowing it. If you do kill one, they are worth a ton of XP. •: Coupled with for various portraits, particularly the dwarves, for whom the artists often include little messages and jokes in Futhark runes. Other real-world scripts are also used, though not so blatantly, including cuneiform.

Indeed, a variety of fonts and scripts have been created for many of the races and species. • The runes on the armour of Karrag, The Hammer of Thursagan's, spell 'hot'.

•: Dark Adepts. •: Used straight by Drake Flares/Flamehearts. Drake Fighters/Warriors use a cross between this and - they have a single blade, but it's mounted perpendicular to the wrist like a claw. •: Multiple units use these; the most obvious example is the Loyalists' Spearman, and one of its advancement lines (Spearman—>Pikeman—>Halberdier). •: The chasm terrains. •: Most Elvish units, the Orcish Ruler line and the Orcish Warlord.

Some Loyalist units, like the Duelist, Dragoon and Lieutenant, also use swords and crossbows. And almost every archer in the game has a short sword or dagger for retaliating against melee attacks. • This is a popular combination for leader units, including Konrad in Heir to the Throne, Haldric in Rise of Wesnoth, and Tallin in Northern Rebirth. All of them can breathe fire, though the Clashers can't do when wearing full armor, and hence, the Clasher-line units have no fire attack in-game. •: Skeletons are weak against fire and ghosts have lower resistance to them compared to other types of attack except for arcane. •: Level-1 units hired in campaign missions to draw enemy flak away from your veterans, with any lucky survivors possibly leveling up to become veterans. Also, every unit in multiplayer with the exception of your leader, leveled or near-leveled units, and certain expensive and/or hard-hitting units like Mages or Gryphon Riders whose survival is critical to the success of your attack.

Played straightest by the Orc Grunt, Spearman, and Elvish Fighter, all of which are cheap and efficient units that appear in practically any battle which their factions are involved in, taking heavy losses, and frequently being replaced. Netterm 5 4 6 1 Keygen Photoshop. •: • This happens in Northern Rebirth, when the player is fighting through the above-mentioned. Smooth Jazz Hits For Lovers RARE more. Krash, after having flown off unexpectedly at the start of the mission with Tallin & co. Thinking that he had had enough of them, reappears with a horde of Drakes a few days later, ready to break the siege. • Another Cavalry-moment occurs, literally, in the Legend of Wesmere scenario, 'Human Alliance'. The elves and Wenothian humans have been duking it out non-stop against endless hordes of Orcs for nearly three days in the Battle of Tath, when suddenly, King Haldric II arrives with a Paladin, several Knights and a squadron of Horsemen.

The Orcs retreat simply out of fear(and have still not managed to break the defenses of Tath), and the scenario ends there and then with victory for the player. • Yet another very similar Cavalry-moment occurs in the Son of the Black Eye scenario, 'Clash of Armies'.

And his elvish and dwarvish allies Thelarion and Durstang have been besieging the Orcish city of Prestim for four days when the Shamans of the Orcish Great Council show up, with the Great Horde behind them ready to steamroll the opposition. Lanbec'h retreats immediately, and the player wins the mission by simply having held out that long. •: Not only main characters, but pretty much every unit, can go through a few level-ups.

In each level-up, units get changed to a more powerful or specialized evolution with new abilities. Eventually, they reach their maximum level, after which they cannot gain any more levels and instead get small HP bonuses and heals upon collecting more XP. •: If you get the upper hand on an enemy, you can have great fun slowly picking them to death with low-power units like Elvish Shamans. This has strategic benefits as well - it lets you milk more experience out of them before they die and helps level up your weak units. •: Kalenz from Legend of Wesmere has a habit of doing this. • • •: Units have parts of their armor or weapons color-coded to match their faction's livery - which doesn't mean anything except for being able to make out who's who on the minimap.

• In To Lands Unknown is actually pointed out that •: The Wesnoth factions follow the trope to an extent, but most of them are hybrids of the various categories: • Loyalists - Mario faction - completely lawful, terrain independent, highly versatile, but with limited mobility. Stronger than anyone else at daytime, but weaker than everyone else at night, the Loyalist play-style is often characterized by a time-of-day based cycle of attacking and retreating. • Rebels - Mario/Ranger faction - slightly lawful, Forest-preferring, with extensive ranged combat abilities, also fairly versatile. Among the Rebel units, the elves are neutral, while Woses, mermen and magi are lawful. All Rebel units except for the Wose have ranged attacks. • Drakes - Elitist/Ranger faction - mixed lawful/chaotic, terrain independent, excellent mobility, follows a hit-and-run style of combat utilizing the day-night cycle, with great attack strength but poor defensive ability.

Heavily immersed in. The Drakes all have some aspect of and are lawful, while the Saurians all have some degree of and are chaotic. • Knalgans - Brute Force/Elitist faction - somewhat chaotic, with terrain independent Outlaws and Hill/Mountain-preferring dwarves. Has a duality between the chaotic outlaws and the neutral dwarves.

Possesses no elemental weaponry, no poison and no magic, but does have units possessing unique abilities, like the and the relentless attack of the. Except the Ulf, all of the dwarves have some aspect of, while the Outlaws are faster and cheaper, and are sometimes played as an independent sub-faction in themselves, called 'Hodor'.

• Northerners - Spammers/Brute Force faction - highly chaotic, somewhat hill-preferring, melee-oriented, utilizes cheap yet tough units to overrun the enemy force with sheer numbers. Except for the Archer and Assassin, all Northerner units are melee-focused, and are thus easily attacked by enemy ranged units. The Northerners have a time-of-day based attack-retreat cycle, but are not as heavily dependent on it as Loyalists and Undead, and can often use their numbers to simultaneously put pressure on different fronts and wear down the enemy.

• Undead - Technical faction - completely chaotic, terrain independent, slow-moving, and highly resistant to some attacks, while being very weak against others. Very deeply immersed in, with a complex system of weaknesses and strengths and a variety of special abilities. All units except for the Bat and Adept have the 'undead' trait, which means they are immune to poison, draining attacks, and zombie-plague.

The Undead are, like the Loyalists, heavily time-of-day dependent, very strong at night and correspondingly weak at daytime. • Of course, this all is at best a generalization, with many individual units and different match-ups altering a faction's play-style.

The Loyalists certainly have Brute Force units, the Rebels can be quite Technical (using Slow, Ambush, etc.), and so on. •: Several, though Delfador is easily the most famous. •: Largely averted by most melee-only units, which tend to make up for what they lose in ability to return ranged attacks in kind with an edge in toughness and raw damage potential over their 'mixed' counterparts once their turn comes up. Played rather more straight with the ranged-only Dark Adept (which thus instead has no ability to strike back at attackers in melee) and the Horseman and Dwarvish Ulfserker (plus their higher-level Lancer/Berserker counterparts) with their respective exclusive death-or-glory type attacks, however. •: • In Heir to the Throne, it's best to just avoid giving Delfador experience ever. Easier said than done in the beginning where he kills most things in one turn.

• Units with the 'leadership' ability, such as Elvish Captains, tend to be this in general. They give a damage bonus to nearby units of lower level, which is valuable when most of your army is still inexperienced. However, they're not as good in combat as other units of the same level, and as a campaign goes on, more and more of your troops will out-level them and make their leadership useless. •, however, in the later parts of Legend of Wesmere, where your army, save for the loyal units and units from the Shaman line, abandons you; because of that, units with leadership are still very much useful. More generally, they're also handy for boosting the effectiveness of the raw recruits you'll inevitably have to bring in to replace your casualties. •: The Pebbles In The Flood mission in The South Guard, where you're just trying to hold off an unbeatable infinite swarm of undead for as long as possible.

•: Helicrom, one of the allies you find in Liberty, is a firm believer in this, and helps you out against necromancers despite being a dark magician himself. His unit description, however, says that few mages manage to remain in the dark arts without.

•: There are quite a few across the various mainline campaigns, and most Lich Lords would probably qualify, especially Mal Ravanal of The Eastern Invasion. Even vital game-loss units cannot be brought back to life, let alone generic units. Two White Mages in the Northern Rebirth campaign play this one straight, though, resurrecting one another if they're killed. •: Killing the leader(s) of an enemy force usually automatically wins the game, though on some occasions mission-specific conditions still need to be fulfilled. • In games with more than two players, killing any of the leaders doesn't stop their forces from harassing you.

It is only when you kill the final enemy leader that you instantly win. •: Standard-fare Undead in this case, wielding axes and bows and completely under control of the necromancer who raised them. Largely immune to piercing weapons (spears, arrows) and cold elemental attacks, and highly resistant to bladed weapons, but are vulnerable to fire and arcane elemental attacks and impact weapons. •: As an open-source project, development is decentralized, and so pretty much all the campaigns are user-created by a fairly wide variety of people who may not be directly collaborating.

Although campaigns that blatantly contradict established facts are generally not admitted into the canon, there are still several things within the canonical campaigns that vary depending on the writer, such as the portrayal of Orcs and Trolls, and the extent to which they are or aren't. •: Delfador, for a few missions, in Heir to the Throne. •: In the final scenario of Under The Burning Suns Kaleh, Nym and Zuhl take on Eloh/Yechnagoth and kill her. •: Drakes, and Undead, if played well in multiplayer, generally for the very same reasons that lead to them being otherwise. All the factions have potential for awesome, but some are more straightforward and generally easier to get used to than others. •: The drakes, as previously described, are a race of anthropomorphic quasi-dragons. •: Several melee units use this.

•: Northern Rebirth's code, as of the time of writing, contains an incomplete, branching 'evil' storyline, where the main character is forced to become a necromancer, fight his friends, and eventually find redemption by killing a dragon. •: In certain campaigns, accomplishing particular challenges or exploring unusual areas will reward you with extra units or special equipment.

•: Yechnagoth • Downloadable Nightmares of Meloen faction has monsters of truly Lovecraftian looks. However, they are quite easy to kill. •: With certain units being extremely weak to or strong against various of the six damage types. •: Some unit level-ups, instead of just improving the unit's existing stats & abilities, dramatically change the role and function of that unit, and are often priorities to level-up in campaigns.

For example, the Level 1 Mage can level-up into the, going from being a magical to an. Or the Ghost upgrading into the Shadow, going from a low-damage draining support unit to a skirmishing, nightstalking, backstabbing killer. •: Usually played straight, as elves are a common enemy in campaigns where you play dwarves and vice versa. However, Heir to the Throne, Legend of Wesmere and Under the Burning Suns subvert this by allowing the player's elven forces to form reasonably strong alliances with the dwarves they meet.

•: Descent Into Darkness ends in an infinite loop of the last scenario, appropriately titled 'Endless Night'. The player character even after this scenario is finished a few times. Mal Keshar: •: Various campaigns, including Northern Rebirth(where you exploit one) and Legend of Wesmere(where you cause one). •: Three base-level units and (in the last case some of) their advanced versions are capable of inflicting cold damage — the Dark Adept, the Saurian Augur, and the Ghost. In other words, two practicioners of 'dark' magic and one type of undead, all of chaotic alignment. •: Even color-coded for how much experience a unit needs to level, and whether it can level further or not.

If it cannot go further, collecting experience will result in an After Maximum Level Advancement (AMLA), which is nothing but a small HP gain and an - significantly less powerful than a true level-up. •: Landar, and most of your army in Legend of Wesmere. •: Orcish Grunts/Warriors/Warlords. •: Six factions, all of them very different from one another. •: The Drakes. The Glider caste are hunters, the Fighter caste are warriors, the Clasher caste are law-keepers, and the Burner caste are leaders. Sometimes the distinctions are blurred, though - the highest-ranking members of the Glider caste, the Hurricanes, fulfill military roles instead of hunting, and the Thrashers and Enforcers, while still technically part of the Clasher caste, prefer to act as shock-troopers on the battlefield instead of being law-keepers.

•: The Masked dwarves in The Hammer of Thursagan. •: Averted by the dwarves, who, in this instance, are mostly technologically-oriented and possess very little and very rare magic in form of runecrafting. They have mastered steel-making and gunpowder technology, and the Thunderer unit line wields a hand-cannon similar to the early gunpowder weapons from real-world history. Realistically, it does more damage per shot than any bow or crossbow unit of the same level, but due to the long time it takes to reload and prepare, it can only fire once per turn. It is never actually confirmed whether the 'Thundersticks' are guns - the in-game descriptions vaguely make them out to be some kind of magical device - but it can be assumed that said in-game descriptions are made from the point of view of an in-world Wesnothian scholar who wouldn't know what guns are.

•: The hints and tips on the main game page are attributed to in-world tactical manuals and character journals, though some of them which the writer shouldn't have known about. •: lawful units fight better at day, and chaotic units fight better at night (and both fight worse at the opposite daytime). As well, the Mage of Light unit can illuminate an area with their presence, being a for lawful and a for chaotic units at the same time. •: Lady Jessene. •: Rogue necromancers are often thrown into campaigns for or to give the player some extra gold or XP.

They rarely have any effect on the overarching plot and you usually only fight them because you stumbled upon their army by accident. •: Most of the campaigns end in a big, climactic, which usually involve and killing the. Exceptions include: • Descent Into Darkness, in which the last scenario keeps going on and on in an infinite loop until the player loses.

• Sceptre Of Fire, in which in a protecting the Sceptre, by triggering a volcanic eruption. • One possible ending of The South Guard, in which you just have to bring your Elf ally to a certain location to convince your opponent to stop wantonly attacking you.

• The last mission of Liberty, in which you storm the fortress of Halsted and topple it. • The last mission of To Lands Unknown has you invading the holiest temple of your former allies and steal the that you need to join your people into the Abyss.

•: There's one hidden in one of the branching maps in Heir to the Throne. Unlike the Scepter of Fire, it's not the, but is arguably the in that campaign. •: Within the Drakes' Clasher caste, Thrashers and Enforcers embrace Force, while Arbiters and Wardens embrace Discipline. The former are who arm themselves with all manner of melee weaponry and spend their time fighting or training for war, while the latter act as strict and pious keepers of the law, training exclusively with a single weapon, the halberd.