Game highlights:
1. Racial heroes of various elemental powers:
- Nagas: Control the use of flames to ignite the enemy.
- Elf: Powerful recovery, and generate spirit grass traps to control enemies
- Water: can summon the water grid that reduces the enemy's movement
- Rock: use rocks to control the enemy's progress, and fight cattle across mountains
- Thunderclan: Summons thunderclouds that deal damage every turn
- Stay tuned
2. Unexpected reactions between elements/terrains:
- Ignite the grass, all connected grass will catch fire
- Grasslands affected by lightning will also catch fire
- Water grid can conduct electricity
3. High difficulty strategy battle:
- Victory: Destroy all enemies
- Failure: All our heroes are dead, or all earth vein are destroyed
- Enemy Intention: Each enemy will display the behavior intention of the next round, and the enemy will only perform one behavior in each round of movement/attack/skill
- Action Points: Action Points shared by all our heroes, reset and refreshed every round
- Going into battle/Going out of battle: Heroes can spend action points to go out of battle to avoid damage, and go into battle to any grid in our area
4. Mild rogue experience:
- Replay value: every round is a new experience, no outside development
- Random events: several random events
- build: Dozens of relics with different abilities can be obtained, equipped with heroes to produce various chemical reactions
- Permanent death: When a hero dies, a point of HP will be deducted from the upper limit. If the upper limit is 0, the hero will die permanently