Blood And Magic
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Blood And Magic
''Blood & Magic'' is a real-time strategy video game released by Interplay Productions in 1996 which uses the '' Dungeons & Dragons'' license. ''Blood & Magic'' is a real-time strategy game that takes place in a previously unknown area of the Forgotten Realms, and was the first computer game from Interplay based on the ''Advanced Dungeons & Dragons'' roleplaying system by TSR. Gameplay ''Blood & Magic'' is a real-time strategy game, where the player characters are wizards that are able to create monsters with the use of blood magic. The game is set in the Forgotten Realms campaign setting in an area called the Utter East. Warfare is enhanced by the ancient magical Blood Forges that can create huge armies, as well as create Basal Golems whose mystical energy can power the forge, or they can be used to explore and fight or be transformed into a more powerful unit. The game includes five campaigns consisting of three missions each, or players have the option to run through a ...
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Larry Elmore
Larry Elmore (born August 5, 1948) is an American fantasy artist whose work includes creating illustrations for video games, comics, magazines, and fantasy books. His list of work includes illustrations for ''Dungeons & Dragons'', ''Dragonlance'', and his own comic strip series ''SnarfQuest''. He is author of the book ''Reflections of Myth''. Early life and education Elmore was born August 5, 1948, in Louisville, Kentucky, and grew up in Grayson County in midwestern Kentucky. Elmore described his school days by saying, "The rural school I attended didn't have any art program, so I spent my time drawing - and daydreaming. I was a pretty bad student ... I was always getting into trouble for drawing in class. I wish I had a quarter for every drawing of mine a teacher destroyed." He majored in art at Western Kentucky University. Career A month after graduating from college, Elmore was drafted into the U.S. Army and stationed in Germany. After leaving the service, Elmore worked as an ...
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Micromanagement (computer Gaming)
Micromanagement in gaming is the handling of detailed gameplay elements by the player. It appears in a wide range of games and genres, including strategy video games, construction and management simulations, and pet-raising simulations. Micromanagement has been perceived in different ways by game designers and players for many years: some perceive it as a useful addition to games that adds options and technique to the gameplay, something that is necessary if the game is to support top-level competitions; some enjoy opportunities to use tactical skill in strategic games; others regard it as an unwelcome distraction from higher levels of strategic thinking and dislike having to do a lot of detailed work. Some developers attempt to minimize micromanagement in a game's interface for this reason. Combat Detailed management of units in combat aims to maximize damage given to enemy units and minimize damage to the player's units. For standard combat units the most common techniques are: g ...
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Future Plc
Future plc is an international multimedia company established in the United Kingdom in 1985. The company has over 220 brands that span magazines, newsletters, websites, and events in fields such as video games, technology, films, music, photography, home, and knowledge. Zillah Byng-Thorne has been CEO since 2014. The company is listed on the London Stock Exchange and is a constituent of the FTSE 250 Index. History 1985–2012 The company was founded as Future Publishing in Somerton, Somerset, England, in 1985 by Chris Anderson with the sole magazine ''Amstrad Action''. An early innovation was the inclusion of free software on magazine covers; they were the first company to do so. It acquired GP Publications so establishing Future US in 1994. From 1995 to 1997, the company published ''Arcane'', a magazine which largely focused on tabletop games. Anderson sold Future to Pearson plc for £52.7m in 1994, but bought it back in 1998, with Future chief executive Greg Ingham and ...
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Cauldron
A cauldron (or caldron) is a large pot (kettle) for cooking or boiling over an open fire, with a lid and frequently with an arc-shaped hanger and/or integral handles or feet. There is a rich history of cauldron lore in religion, mythology, and folklore. Etymology The word cauldron is first recorded in Middle English as ''caudroun'' (13th century). It was borrowed from Norman ''caudron''T. F. Hoad, ''English Etymology'', Oxford University Press, 1993 (). p. 67. ( Picard ''caudron'', french: chaudron). It represents the phonetical evolution of Vulgar Latin ''*caldario'' for Classical Latin ''caldārium'' "hot bath", that derives from ''cal(i)dus'' "hot". The Norman-French word replaces the Old English ''ċetel'' (German ''(Koch)Kessel'' "cauldron", Dutch ''(kook)ketel'' "cauldron"), Middle English ''chetel''. The word "kettle" is a borrowing of the Old Norse variant ''ketill'' "cauldron". History Cauldrons can be found from the late Bronze Age period - vast cauldrons with ...
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Stew
A stew is a combination of solid food ingredients that have been cooked in liquid and served in the resultant gravy. A stew needs to have raw ingredients added to the gravy. Ingredients in a stew can include any combination of vegetables and may include meat, especially tougher meats suitable for slow-cooking, such as beef, pork, lamb, poultry, sausages, and seafood. While water can be used as the stew-cooking liquid, stock is also common. A small amount of red wine is sometimes added for flavour. Seasoning and flavourings may also be added. Stews are typically cooked at a relatively low temperature (simmered, not boiled), allowing flavours to mingle. Stewing is suitable for the least tender cuts of meat that become tender and juicy with the slow moist heat method. This makes it popular in low-cost cooking. Cuts having a certain amount of marbling and gelatinous connective tissue give moist, juicy stews, while lean meat may easily become dry. Stews are thickened by reduction ...
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Harvest
Harvesting is the process of gathering a ripe crop from the fields. Reaping is the cutting of grain or pulse for harvest, typically using a scythe, sickle, or reaper. On smaller farms with minimal mechanization, harvesting is the most labor-intensive activity of the growing season. On large mechanized farms, harvesting uses the most expensive and sophisticated farm machinery, such as the combine harvester. Process automation has increased the efficiency of both the seeding and harvesting processes. Specialized harvesting equipment utilizing conveyor belts to mimic gentle gripping and mass-transport replaces the manual task of removing each seedling by hand. The term "harvesting" in general usage may include immediate postharvest handling, including cleaning, sorting, packing, and cooling. The completion of harvesting marks the end of the growing season, or the growing cycle for a particular crop, and the social importance of this event makes it the focus of seasonal celebrati ...
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Comedy
Comedy is a genre of fiction that consists of discourses or works intended to be humorous or amusing by inducing laughter, especially in theatre, film, stand-up comedy, television, radio, books, or any other entertainment medium. The term originated in ancient Greece: in Athenian democracy, the public opinion of voters was influenced by political satire performed by comic poets in theaters. The theatrical genre of Greek comedy can be described as a dramatic performance pitting two groups, ages, genders, or societies against each other in an amusing '' agon'' or conflict. Northrop Frye depicted these two opposing sides as a "Society of Youth" and a "Society of the Old". A revised view characterizes the essential agon of comedy as a struggle between a relatively powerless youth and the societal conventions posing obstacles to his hopes. In this struggle, the youth then becomes constrained by his lack of social authority, and is left with little choice but to resort to ruses w ...
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Balance (metaphysics)
In metaphysics, balance is a point between two opposite forces that is desirable over purely one state or the other, such as a balance between the metaphysical law and chaos — law by itself being overly controlling, chaos being overly unmanageable, balance being the point that minimizes the negatives of both. More recently, the term "balance" has come to refer to a balance of power between multiple opposing forces. Lack of balance (of power) is generally considered to cause aggression by stronger forces towards weaker forces less capable of defending themselves. In the real world, unbalanced stronger forces tend to portray themselves as balanced, and use media controls to downplay this, as well as prevent weaker forces from coming together to achieve a new balance of power. In constructed worlds, such as in video gaming, where nearly all-powerful corporate interests strive to maintain a balance of power among players, players tend to be extremely vocal about what they see as ...
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Chaos
Chaos or CHAOS may refer to: Arts, entertainment and media Fictional elements * Chaos (''Kinnikuman'') * Chaos (''Sailor Moon'') * Chaos (''Sesame Park'') * Chaos (''Warhammer'') * Chaos, in ''Fabula Nova Crystallis Final Fantasy'' * Chaos, in ''Loom'' (video game) * Chaos, a character in the ''Sonic the Hedgehog'' series * Chaos, in ''The Power of Five'' * chaos, in ''Xenosaga'' * Chaos, in ''King of Cards'' * Chaos, in ''Nanatsu no Taizai'' Film and television * ''Chaos'' (2000 film), a Japanese mystery-thriller * ''Chaos'' (2001 film), a French comedy-drama * ''Chaos'' (2005 action film), an action thriller * ''Chaos'' (2005 horror film), an American horror film * ''Chaos'', a 2006 Polish film directed by Xawery Zulawski * ''Chaos'' (2008 film), a Hong Kong action thriller * ''Kaos'' (film) (''Chaos'' in the U.S.), a 1984 Italian film * ''Le Chaos'', a 2007 Arabic language film * ''CHAOS'' (TV series), 2011 * "Chaos", a 1986 episode of '' The Transformers'' ...
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Law (principle)
A law is a universal principle that describes the fundamental nature of something, the universal properties and the relationships between things, or a description that purports to explain these principles and relationships. Laws of nature For example, physical laws such as the law of gravity or scientific laws attempt to describe the fundamental nature of the universe itself. Laws of mathematics and logic describe the nature of rational thought and inference (Kant's transcendental idealism, and differently G. Spencer-Brown's work '' Laws of Form'', was precisely a determination of the ''a priori'' laws governing human thought before any interaction whatsoever with experience). Within most fields of study, and in science in particular, the elevation of some principle of that field to the status of law usually takes place after a very long time during which the principle is used and tested and verified; though in some fields of study such laws are simply postulated as a founda ...
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Curse
A curse (also called an imprecation, malediction, execration, malison, anathema, or commination) is any expressed wish that some form of adversity or misfortune will befall or attach to one or more persons, a place, or an object. In particular, "curse" may refer to such a wish or pronouncement made effective by a supernatural or spiritual power, such as a god or gods, a spirit, or a natural force, or else as a kind of spell by magic (usually black magic) or witchcraft; in the latter sense, a curse can also be called a hex or a jinx. In many belief systems, the curse itself (or accompanying ritual) is considered to have some causative force in the result. To reverse or eliminate a curse is sometimes called "removal" or "breaking", as the spell has to be dispelled, and often requires elaborate rituals or prayers. Types The study of the forms of curses comprises a significant proportion of the study of both folk religion and folklore. The deliberate attempt to levy curses is ...
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Fantasy
Fantasy is a genre of speculative fiction involving Magic (supernatural), magical elements, typically set in a fictional universe and sometimes inspired by mythology and folklore. Its roots are in oral traditions, which then became fantasy literature and drama. From the twentieth century, it has expanded further into various media, including film, television, graphic novels, manga, animations and video games. Fantasy is distinguished from the genres of science fiction and horror fiction, horror by the respective absence of scientific or macabre themes, although these genres overlap. In popular culture, the fantasy genre predominantly features settings that emulate Earth, but with a sense of otherness. In its broadest sense, however, fantasy consists of works by many writers, artists, filmmakers, and musicians from ancient mythology, myths and legends to many recent and popular works. Traits Most fantasy uses magic (paranormal), magic or other supernatural elements as a ma ...
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