Age of Wonders: Shadow Magic
From Wikipedia, the free encyclopedia
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 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
- Pure Good Races: Archons
- Good Races: Elves, Halflings, Syrons, and Dwarves
- Neutral Races: Humans, Draconians, Nomads, Frostlings, and Tigrans
- Evil Races: Dark Elves, Shadow Demons, Orcs, and Goblins
- Pure Evil Races:Undead
[edit] Units
Units with Pure Good Aligment
Archon Units
Units with Good Aligment
Elf Units
Dwarf Units
Halfling Units
Syron Units
- Prospector
- Lightning Catcher
- Spellbinder
- Rider
- Shadow Runner
- Giant Warrior
- Changeling
- Astral Sprite
- Forceship
Units with Neutral Aligment
Human Units
- Halberdier
- Infantry
- Crossbowman
- Cavalry
- Swashbuckler
- Knight
- Herbalist
- Chaplain
- Air Galley
Tigran Units
Draconian Units
Frostling Units
Nomad Units
Units with Evil Aligment
Goblin Units
Orc Units
- Impaler
- Axeman
- Archer
- Heavy Cavalry
- Abomination
- Shaman
- Warlord
- Doom Bats
- Glutton
Dark Elf Units
- Night Guard
- Warrior
- Archer
- Executioner
- Bladedancer
- Shade
- Spider Queen
- Succubus
- Incarnate
Shadow Demon Units
- Larva
- Spawn
- Bombard
- Stag Mount
- Skimmer
- Brain
- Harvester
- Spirit
- Lord
Units with Pure Evil Aligment
Undead Units
- Zombie
- Swordsman
- Archer
- Death Knight
- Vampire
- Spectre
- Bone Horror
- Necromancer
- Dread Reaper
Various aligments
The aligments of the units in this category vary from Pure Good, Good, Neutral, Evil and Pure Evil to None.
- Black Priest
- High Priest
- Monk
Other Monsters and Animals (Mostly summons)
- Black Spider
- Dire Boar
- Hell Hound
- Lurker
- Parasite
- Unicorn
- Wolf
- Zephyr Bird
- Chaos Spawn
- Dire Penguin
- Dragon Hatchling
- Efreet
- Fairy
- Magic Servant
- Minotaur
- Northern Glow
- Water Dancer
- Air Elemental
- Bone Dragon
- Earth Elemental
- Fire Elemental
- Water Elemental
- Angel
- Basilisk
- Black Angel
- Black Dragon
- Chaos Lord
- Golden Dragon
- Great Wyrm
- Ice Dragon
- Phoenix
- Pioneer
- Ballista
- Catapult
- Transport Ship
- Cannon
- Flame Cannon
- Frost Cannon
- Reapeater Ballista
- Galley
- Balloon
[edit] See also
- HeavenGames