![]() This change is definitely for the better as it allows you to pick and choose your schools of magic rather than be forced to go down one specific path. The magic system is different from Age of Wonders 2 and actually reverts back to the system used in the original Age of Wonders, which was in turn borrowed from the classic Master of Magic. You can name it and pick its abilities as well as its type (ring, weapon, armor, etc.) The forge gives you complete control over your new item. In addition to the special race structures, the new Item Forge - an advanced structure available to all races - gives you the ability to create magic items from scratch. ![]() These additions may seem small at first glance, but when you consider that there are 15 races, it adds much more variety and simply makes the game feel more complete. The elves can build a special glade that hides a city from enemy units and the undead can construct the Hall of Doomed, which provides the undead army a fresh zombie each time a humanoid dies during a siege. The advanced structures also fit each race like a finely tailored glove. This was a balance issue as the dwarfs desperately needed a flying unit, but it was a surprise that it wasn't some kind of flying machine. The only odd choice is the new dwarven gargoyle. Most of the new units fit in perfectly with the theme of the race with which they belong, such as the elven treeman, the undead necromancer, and the dark elf succubus. For example, the humans no longer have the witch unit but now may recruit the healing herbalist and magic-hating chaplain. This "Shadow Sickness" makes it more difficult for units to move, attack and defend, but there are spells and items in the game that cancel its effect.Īside from the new races, each old race gets some sprucing up in the form of a new advanced unit and a new special building. The Syrons and the Shadow Demons are both denizens of the new "Shadow World," an alternate plane of reality that negatively affects every unit in the game except those that call the Shadow Realm home. The desert-dwelling Nomads are always on the move and have the ability to "caravan" a city and pack up and relocate to a more hospitable location. Each new race comes with a completely new retinue and set of rules. ![]() New to the scene are the Nomads, Syrons, and the Shadow Demons. There are three new races in the game (for a grand total of 15). Unlike the recent Disciples 2 add-ons, Shadow Magic provides a lot of bang for your buck it's loaded with additional features, tweaks, and is simply a more balanced game from top to bottom. It's also an ideal way to introduce new players to this high fantasy world of turn-based strategy. Falling somewhere between a new game and an expansion pack, Shadow Magic jams so much new stuff into the design that it gives veterans of the series a reason to download this game. Players can create their own maps and scenarios with the campaign editor, while the random map generator can create unique maps for every battle.Īge of Wonders: Shadow Magic is the ideal "quick follow-up" title. Added material includes new races, more units for the existing races, additional spells for the immortal wizards, and a sparkling new campaign. A new empire is threatening the Ancient Races with extinction and, even worse, legions of demons led by the shadowy Phobius are trying to turn the world into a living nightmare. Age of Wonders: Shadow Magic is an expansion pack for Age of Wonders II: The Wizard's Throne.
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