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SpellForce 3: Fallen God

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  • SpellForce 3: Fallen God hands you the trolls, a race SpellForce 3 had only ever shown you across the battlefield. As Akrog, young chieftain of the Moonkin, you lead a nomadic troll tribe that is being hunted for its tusks and hollowed out by disease. When an enigmatic Elven stranger offers a way out, the price is nothing less than resurrecting a fallen god. Developed by Grimlore Games and published by THQ Nordic, this standalone expansion delivers a complete campaign of around 20 hours that needs no prior knowledge of SpellForce 3 or SpellForce 3: Soul Harvest.

    The Moonkin’s Last March

    Most fantasy strategy games put you in command of a rising power. Fallen God does the opposite. The Moonkin are dwindling, driven from their home and stalked by poachers who see nothing in a troll but the value of its tusks. Every decision Akrog makes carries the weight of a tribe that cannot afford another loss, and the journey across Urgath, a continent of Eo the series had never shown before, is as much about holding your people together as it is about winning battles.

    Grimlore Games gives the trolls a voice and a culture rather than treating them as fodder, and the result is one of the more affecting stories in the SpellForce saga. The Elven stranger’s offer of salvation raises as many questions as it answers, and the campaign is built to reward players who pay attention to who is asking for what, and why.

    Where Real-Time Strategy Meets Role-Playing

    The SpellForce formula pairs two genres that rarely share a screen, and Fallen God refines both halves. Missions shift naturally between intimate hero-led exploration and full-scale warfare.

    Sector-based RTS warfare
    Claim sectors, build camps, gather resources and raise a troll army in an improved sector-based system. Each unit type has distinct strengths, and making the best use of them against the right enemies is what turns a desperate skirmish into a decisive victory.
    Hero-driven RPG exploration
    Between and during battles, your heroes explore Urgath on foot, talking to its inhabitants, uncovering its mysteries and using unique interactions with the world to open paths that an army alone could never find.
    Crafting from the fallen
    The trolls have no forges of their own, so they take what they need. Salvage legendary weapons and armor from other races and rework them into gear that gives your tribe the edge in the fights ahead.

    Heroes Shaped by Your Choices

    Fallen God introduces all-new abilities and skill trees, and the freedom to combine them is where the RPG side of the game truly opens up. Build Akrog and his companions to suit the way you like to fight, whether that means a frontline bruiser who anchors the army or a support caster who keeps the tribe standing through a long engagement.

    The character-shaping mechanic goes further than stats. The decisions you

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