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ABOUT THE DLC This content requires the base game. Rogue Realms is a major expansion to Hero’s Hour, focusing on the wilderness and untamed lands - and the strange creatures, cults and societies that live there. For every great empire with a shiny crown, a downtrodden rogue realm lies in wait, looking for an opportunity to stake its claim. The Rogue faction is like no other - it represents the neutral creatures, combining new and old to form 12 bands, each of which has their own heroes, unit lineups, and special skills. The 12 bands, of which 6 of them are playable as your starting faction, range from the dragon and slave-focused Tyranny, over the strange body fusions of the Experiment, to the highly specialised metalchemy mechs of Industry. Additionally, Rogue Realms revisits each of the twelve current factions, adding in new units and new mechanics to them. These changes include buildings such as the Summoning Circle, available to Pyre, Tide and Delirium players, which allows you to create units depending on what spells you know. There is also a new unique building for each of Arcane, Pyre, Horde, Tide, Earthen, Pillar and Delirium, which gives impactful passive bonuses, such as gaining elementals when picking up ore on the overworld map, or gives experience whenever you lose units. Finally, Rogue Realms adds in a lot of new hero skills. Some of these skills fit neatly within old playstyles, while others require you to think up new strategies - such as the Avatar skill, which gives you permanent elemental units whenever you cast a spell - but only if you already have other skills that make you good at casting that element of spells - such as the old Pyromancy skill, or the new Fire Heart skill. In full, Rogue Realms aims to offer a new way to play - both with the stra
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