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Age of Wonders: Shadow Magic

From Wikipedia, the free encyclopedia

Age of Wonders: Shadow Magic
Cover art of Age of Wonders: Shadow Magic
Developer(s) Triumph Studios
Publisher(s) Take 2
Designer(s) Lennart Sas
Release date(s) 2003
Genre(s) Turn-based strategy
Mode(s) Single player, Multiplayer
Rating(s) ESRB: Teen (T)
Platform(s) Windows
Media CD
System requirements Pentium II 300 CPU, 64MB RAM, 500MB hard disk, 4MB DirectX compatible graphic card, 8x CD-ROM drive
Input Keyboard, mouse
Age of Wonders: Shadow Magic screenshot
Age of Wonders: Shadow Magic screenshot

Age of Wonders: Shadow Magic or AOW:SM is a turn-based, strategy PC-game in a fantasy setting.

Shadow Magic is the third incarnation of the Age of Wonders series, and is a direct sequel to Age of Wonders 2: The Wizard's Throne. All of the three games were developed by Triumph Studios, a Dutch game developer.

Probably planned as an expansion pack for Age of Wonders 2: The Wizard's Throne, Age of Wonders: Shadow Magic was published as a stand-alone game.

Like both its predecessors the game was designed for singleplayer as well as multiplayer, and while the graphic engine is the same as in Age of Wonders 2: The Wizard's Throne, gameplay is improved and some important features are added. While every existing race in the game got at least one new recruitable unit and new buildings, 3 races are completely new. Much needed from the fans (and referred to in the forums as the "random map cult"), the game now offers a "Create Random Scenario" option. Together with a city building that allows the forging of magic items for heroes, the game comes closer to the Master of Magic "feel" than any other game.

Contents

[edit] Gameplay

The game features a world on three different levels, the Surface, the Underground and the Shadow World. Some scenario's only include the Surface world, because the Underground and the Shadow World is optional. The game can either be played in a simultaneous mode, wherein players move their units at the same time, and in a traditional turnbased mode. Note that both modes are still turnbased.

The key element of the game are the Wizards. Wizards are very powerfull at magic, but rather weak at close combat. Every player has one Wizard, each with a sphere of magic (Life, Death, Fire, Water, Air, Earth, Cosmos), which decides which spells the Wizard can research. Some Wizards have multiple spheres, but can only learn less advanced spells. Spells range from passive spell, like blessing a unit with additional strengths, to direct spells, like healing spells or attack spells, to summoning spells. Wizards are the only units in the game who can't level up. Instead, they improve by researching new spells and skills.

Wizards have a domain, which is the area in which the Wizard can cast his spells. The domain of a Wizard who wanders the world in the middle of nowhere is very small, only a circle with the radius of one hex. Also, a Wizards who wanders and attacks in person is a very easy target. Therefore, Wizards should always be inside their Wizard Tower. A Wizard Tower is the seat of a Wizard. It greatly increases the Wizard's domain, if the Wizard is inside a Wizard Tower. Every city can build a Wizard Tower, and if the Wizard is inside one Wizard Tower, the others also increase his domain.

Wizards can also attract heroes. Heroes are the men and women who (preferably) lead your troops into battle. Heroes, unlike Wizards, can level up. When they level up, the player can choose between three abilities for the hero to make them stronger. For example they can fire at range or improve the morale in his party.

[edit] Races

[edit] Units

Units with Pure Good Aligment


Archon Units

  1. Militia
  2. Legionary
  3. Archer
  4. Paladin
  5. Avenger
  6. Pegasus Rider
  7. Charioteer
  8. Saint
  9. Titan

Units with Good Aligment


Elf Units

  1. Glade Runner
  2. Swordsman
  3. Longbowman
  4. Nymph
  5. Scout
  6. Druid
  7. Iron Maiden
  8. Treeman
  9. Fairy Dragon

Dwarf Units

  1. Axeman
  2. Berserker
  3. Crossbowman
  4. Boar Rider
  5. Engineer
  6. Mole
  7. Runemaster
  8. Gargoyle
  9. Steam Tank

Halfling Units

  1. Peasant
  2. Swordsman
  3. Slinger
  4. Rogue
  5. Pony Rider
  6. Sheriff
  7. Eagle Rider
  8. Centaur
  9. Leprechaun

Syron Units

  1. Prospector
  2. Lightning Catcher
  3. Spellbinder
  4. Rider
  5. Shadow Runner
  6. Giant Warrior
  7. Changeling
  8. Astral Sprite
  9. Forceship

Units with Neutral Aligment


Human Units

  1. Halberdier
  2. Infantry
  3. Crossbowman
  4. Cavalry
  5. Swashbuckler
  6. Knight
  7. Herbalist
  8. Chaplain
  9. Air Galley

Tigran Units

  1. Shredder
  2. Hunter
  3. Fire Cat
  4. Cat Master
  5. Prowler
  6. Mystic
  7. Manticore
  8. Beholder
  9. Sphinx

Draconian Units

  1. Hatchling
  2. Charger
  3. Flamer
  4. Crusher
  5. Slither
  6. Elder
  7. Flyer
  8. Hydra
  9. Red Dragon

Frostling Units

  1. Snowscaper
  2. Raider
  3. Shard Thrower
  4. Wolf Raider
  5. Frost Witch
  6. Icedrake Rider
  7. Mammoth Rider
  8. Yeti
  9. Doom Wolf

Nomad Units

  1. Caravan
  2. Spearman
  3. Barbarian
  4. Horse Archer
  5. Djinn
  6. Elephant Rider
  7. Slaver
  8. Chieftain
  9. Pit Guard
  10. Roc

Units with Evil Aligment


Goblin Units

  1. Grunt
  2. Swordsman
  3. Darter
  4. Bomber
  5. Wolf Rider
  6. Butcher
  7. Big Beetle
  8. Wyvern Rider
  9. Troll
  10. Kharagh

Orc Units

  1. Impaler
  2. Axeman
  3. Archer
  4. Heavy Cavalry
  5. Abomination
  6. Shaman
  7. Warlord
  8. Doom Bats
  9. Glutton

Dark Elf Units

  1. Night Guard
  2. Warrior
  3. Archer
  4. Executioner
  5. Bladedancer
  6. Shade
  7. Spider Queen
  8. Succubus
  9. Incarnate


Shadow Demon Units

  1. Larva
  2. Spawn
  3. Bombard
  4. Stag Mount
  5. Skimmer
  6. Brain
  7. Harvester
  8. Spirit
  9. Lord

Units with Pure Evil Aligment



Undead Units

  1. Zombie
  2. Swordsman
  3. Archer
  4. Death Knight
  5. Vampire
  6. Spectre
  7. Bone Horror
  8. Necromancer
  9. Dread Reaper

Various aligments


The aligments of the units in this category vary from Pure Good, Good, Neutral, Evil and Pure Evil to None.

Priests

  1. Black Priest
  2. High Priest
  3. Monk

Other Monsters and Animals (Mostly summons)

  1. Black Spider
  2. Dire Boar
  3. Hell Hound
  4. Lurker
  5. Parasite
  6. Unicorn
  7. Wolf
  8. Zephyr Bird
  9. Chaos Spawn
  10. Dire Penguin
  11. Dragon Hatchling
  12. Efreet
  13. Fairy
  14. Magic Servant
  15. Minotaur
  16. Northern Glow
  17. Water Dancer
  18. Air Elemental
  19. Bone Dragon
  20. Earth Elemental
  21. Fire Elemental
  22. Water Elemental
  23. Angel
  24. Basilisk
  25. Black Angel
  26. Black Dragon
  27. Chaos Lord
  28. Golden Dragon
  29. Great Wyrm
  30. Ice Dragon
  31. Phoenix

Machines

  1. Pioneer
  2. Ballista
  3. Catapult
  4. Transport Ship
  5. Cannon
  6. Flame Cannon
  7. Frost Cannon
  8. Reapeater Ballista
  9. Galley
  10. Balloon

[edit] See also

  • HeavenGames

[edit] External links

In other languages
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