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Скачать или смотреть Project Ebonhold WoW reimagined with a Roguelike Vampire Survivor style Gameplay Hardcore

  • Just Breathe
  • 2026-02-03
  • 64
Project Ebonhold WoW reimagined with a Roguelike Vampire Survivor style Gameplay Hardcore
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Описание к видео Project Ebonhold WoW reimagined with a Roguelike Vampire Survivor style Gameplay Hardcore

A Rogue-Lite action experience inspired by Vampire Survivors, set in the universe of Wrath of the Lich King. You play in Runs: short-to-medium progression loops where you start at level 1, stack powerful Echoes (special abilities), and push as far as you can. When the run ends, you keep long-term progress through an account-wide Skill Tree.

What This Means in Practice
Fast combat with constant decision-making (build choices every level)
Long-term progression that carries across runs and characters on your account
A more dangerous world than standard WotLK (see Difficulty & Intensity below)
Runs
Run overview gameplay screenshot
A Run starts when you begin at level 1 and ends when you accept death (or can't continue). During a run you earn resources (including Soul Ashes) and build your character through Echoes.
Use limited revives (free pass / other player / class-resurrection). Increase the limit through the Skill Tree.
Pay Soul Ashes to revive (cost increases each time).
Or end the run and convert your Soul Ashes into permanent upgrades (spendable in the Skill Tree).
What You Keep vs Lose
Lose: your run build (Echoes) and your level (back to 1).
Keep: long-term character/account progress (gear, gold, professions, etc.) and Skill Tree upgrades.
Echoes
Echoes are run-only perks offered as you level up: each time, pick 1 out of 3. Echoes shape your build and enable different playstyles from run to run.

Echoes come in different rarities: Common → Uncommon → Rare → Epic. Higher quality is stronger and shows up less often.

Your Skill Tree contains nodes to increase your luck. It's a new statistic that increases your chances to get higher quality Echoes.

You don't like the Echoes that you get offered? You can reroll a limited number of times through each run. Specific Skill Tree nodes increase your allowed rerolls count.

Unlock additional and thematic Echoes by defeating certain dungeon/raid bosses (drop guaranteed) or on specific mobs in the open world (low drop chances).

New echoes will be added with each patch, expanding the variety of builds you can create.

The Skill Tree is account-wide, permanent progression: it boosts all characters on your account. This is where "progress through death" happens: ending a run is how you turn Soul Ashes into lasting power.
The Skill Tree has multiple branches, each focusing on different aspects of gameplay (combat, survivability, resource gain, etc.).
You can change your choices in the Skill Tree any time you are out of combat.

We use custom difficulty scaling by area and a more dangerous open world. At some point, you must end runs and invest into the Skill Tree to keep progressing otherwise the difficulty catches up.

Soul Ashes are your meta-progression currency. You earn them through normal gameplay: killing mobs, completing quests, and exploring.
Soul Ashes are calculated from the XP you earn, even at max level.
This means: leveling, questing, and exploration all feed long-term progression, not just your current run.

A simple way to think about it:
Start a run
Choose Echoes as you level and shape your build
Earn Soul Ashes from XP activities (kills, quests, exploration)
Push difficulty until you die
Decide: revive (limited) or end the run
Spend Soul Ashes in the Skill Tree
Start again, permanently stronger
Push as far as you can through the game's content
Difficulty & Intensity
Intensity system and The Reaper
We made the world more dangerous on purpose, so the run and meta progression loop actually matters. This includes a major increase in open-world pressure: 35,000+ additional creatures placed across the world.

As you earn Soul Ashes quickly, your Intensity rises. Higher Intensity can trigger:
More threats And eventually The Reaper

If you push through intensity levels, you take additional risks, but you also get additional rewards: a temporary soul ashes multiplier for each intensity level.

Intensity decreases if you get out of combat or stop accumulating soul ashes over a certain time window.

To make questing and crafting more relevant to your experience, all the gear items you can craft or obtain as quest rewards have been boosted.

As you keep your gear when you accept death and get your character reset, it becomes relevant to acquire gear for different leveling ranges.

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