History VideoGame / AgeOfWonders

21st Mar '18 6:35:09 PM TheFellMind
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The elves once ruled a peaceful empire over the other civilized races in the Valley of Wonders. This golden age ended when hordes of humans arrived from across the sea, conquering everything in their path, killing the elven king and his court, and claiming the Valley for themselves. Years passed; the evil races began to spread unchecked by the elves, warfare became constant, and the undead were awakened in a desperate attempt to win a war. During this time, two organizations came to power led by the heirs of the elven kingdom and sibling rivalry. Julia becomes leader of the Keepers, an organization attempting to foster cooperation, diplomacy, and contain the belligerent races. Meandor founds the Cult of Storms, dedicated to reclaiming his throne and exterminating humanity.

The game features kingdom-building similar to ''VideoGame/{{Civilization}}''; establishing cities, constructing infrastructure, and creating armies. In addition there neutral structures around the map such as gold mines or watch towers, often guarded by independent forces, providing ongoing income or one-time benefits like new spells. Tactical combat involves stacks of units performing basic movement/combat and special abilities like spells or fire breath. Any forces in adjacent hexes to the defender will be included, allowing for multiple stacks to fight a battle.

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The elves once ruled a peaceful empire over the other civilized races in the Valley of Wonders. This golden age GoldenAge ended when hordes of humans arrived from across the sea, conquering everything in their path, [[HumansAreBastards killing the elven king Elven King Inioch and his court, court]], and claiming the Valley for themselves. Years passed; the evil races began to spread unchecked by the elves, Elves, warfare became constant, and the undead Undead were awakened in a [[GoneHorriblyRight desperate attempt attempt]] to win a war. war.

During this time, two organizations came to power power, led by the heirs [[CainAndAbel half-sibling heirs]] of the elven kingdom and sibling rivalry. Elven kingdom. Inioch's daughter Julia becomes the leader of the The Keepers, an organization attempting to foster cooperation, diplomacy, cooperation and contain diplomacy while containing the belligerent races. Meandor Her half-brother Meandor, Inioch's firstborn son, founds the Cult of Storms, dedicated to reclaiming his throne by force and exterminating humanity.

The game features kingdom-building similar to ''VideoGame/{{Civilization}}''; establishing ''VideoGame/{{Civilization}}'': developing cities, constructing infrastructure, and creating armies. In addition addition, there exist neutral structures around the map such as gold mines or watch towers, often guarded by independent forces, providing ongoing income or one-time benefits like new spells. Tactical combat involves stacks of units performing basic movement/combat movements, attacks, and special abilities like spells or fire breath. Any forces in overworld map hexes that are adjacent hexes to the defender defending units will be included, allowing for multiple stacks to fight a single battle.



* ActuallyFourMooks: A stack is composed of one to eight creatures. On the game map the current strongest creature in the squad or a hero unit if that's the case, is the only member visible and represented the whole.
* AgeOfTitles
* AnalogyBackfire: In one of the short stories, one human notes that another fights worse than a nymph does. He then gets a story about what nymphs can do to people.
* BatteringRam: Rams are the most basic way to get past enemy walls and even small villages can build them. However, their slowness makes them difficult to use.
* BeneathTheEarth: Caves allow you access to the underground map layer.
* BreastPlate: Julia's form-fitting armor, seen in the page image, is basically her trademark at this point.

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* ActuallyFourMooks: A stack is composed of one to eight creatures. On the game map map, the current strongest creature in the squad or (or a hero unit unit, if that's the case, case) is the only member visible and represented represents the whole.
* AgeOfTitles
AgeOfTitles: Naturally.
* AnalogyBackfire: In one of the short stories, one human notes that another man fights worse than a nymph does. He then gets a story about what nymphs can do to people.
* BatteringRam: Rams are the most basic way to get past enemy walls and even small villages can build them. However, their slowness makes them difficult to use.
use, and they suffer from a form of CripplingOverspecialization in that they can only attack walls and not other units.
* BeneathTheEarth: Caves allow you access to the underground map layer. Taken UpToEleven in that maps can have ''two'' underground layers in the Caverns and the Depths.
* BreastPlate: Julia's form-fitting armor, seen in the page image, is basically her trademark at this point.visual trademark.



* CantArgueWithElves: Inverted. The Humans kicked the elves out of the Valley of Wonders and killed their king.
** ScrewYouElves
* CharacterCustomization
* CombatMedic: The cleric and other races' equivalents thereof is a capable combat unit in addition to their healing abilities, to the point that it's debatable whether they're medics who can fight, or mystical warriors with healing on the side. While their actual attack and defense values are usually low, they have a useful magical ranged attack, and infuse their melee strikes with magical (or elemental, depending on the race) energy to strike hard. They're especially useful against pesky units with high defense or are flat-out resistant or immune to physical damage.
* DualWorldGameplay: Two to three levels. The Surface world has varied terrain and mimics the real world (albeit with PatchworkMap tendencies). The (one or two-levelled) Underground is a vast warren of caves that restricts movement and visibility for most races (giving an edge to natural burrower factions). ''Shadow Magic'' adds the Shadow world, a bizarre astral plane that allows rapid movement, but inflicts a debilitating shadow sickness on most races (giving a huge combat advantage to units immune to this effect).
* DungeonBypass: Subverted in the mission which requires you to go through an underground tunnel under some mountains. If you try to go over the mountains instead, you'll run into a very aggressive red dragon. Also, even if you somehow managed to defeat the dragon, it actually takes longer then going the normal way because mountains give you a movement penalty.
* EasyLogistics: Each unit costs a small amount of gold (or mana for summoned creatures) each turn. If you cannot pay their morale will suffer and they may desert you (summons will disappear immediately). However, it only matters that you have the resources at all. Supply lines are not addressed.
* ElvesVersusDwarves: Averted. The dwarves and elves are ancient and steadfast allies, especially against the human invasion. The default relation between the two races is "Polite" (standard for races of the same alignment), one step below the best ("Friendly", default only for your own race.)
* EnemyExchangeProgram: You can mix units of any faction once you capture a city of theirs, but it generally causes issues due to morale penalties if you try to mix different alignments. Units might abandon your cause, and cities might rebel unless a sufficent force is garrisoned in it. However, the game also gives you the option to convert cities to allied races or just pillage and burn them.
* EnemyToAllLivingThings: A unit with the "Path of Decay" ability will kill tiles in its path, turning them to wasteland, while the spell "Darkland" will gradually produce the same effect on all tiles within your spellcasting range. This can have in-game impact, as certain races get economic and morale bonuses or penalties on certain terrain types.
* FallenAngel: The High Men, called Archons in later games, are (or believe they are) descended from angels who lost their wings and divinity due to some past crime, and now serve the gods in hopes of redemption.
* FantasticNuke: The [Something] Storm spells play pretty much like this, having an impact on a geographical scale.
* FantasticRacism: It's possible to be friendly with both good and evil races, but put them in the same party and you may end up with [[ScrewThisImOuttaHere deserters]].

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* CantArgueWithElves: Inverted. The Humans kicked decided to say ScrewYouElves, killing the elves Elven King Inioch and kicking the elder race out of the Valley of Wonders and killed to claim the fertile lands as the heart of their king.
** ScrewYouElves
new empire.
* CharacterCustomization
CharacterCustomization: Occurs as the players' leaders and heroes level up, and depending on the options, can be done when the scenario or campaign begins
* CombatMedic: The cleric Cleric, and other races' equivalents thereof (Shamans, Saints, Storm Priests, Doom Priests, etc.) is a capable combat unit in addition to their healing abilities, to the point that it's debatable whether they're [[WhiteMage medics who can fight, fight]], or [[RedMage mystical warriors with healing on the side.side]]. While their actual attack and defense values are usually low, they have a useful magical ranged attack, and infuse their melee strikes with magical (or elemental, depending on the race) energy to strike hard. They're especially useful against pesky units with high defense or against those which are flat-out resistant or immune to physical damage.damage (like Undead Wraiths).
* DualWorldGameplay: Two to three levels. The Surface world has varied terrain and mimics the real world (albeit world, albeit with PatchworkMap tendencies). tendencies. The (one (one- or two-levelled) Underground is a vast warren of caves that restricts movement and visibility for most races (giving races, giving an edge to natural burrower factions). factions like the Dwarves or Goblins. ''Shadow Magic'' adds the Shadow world, a bizarre astral plane that allows rapid movement, but inflicts a debilitating shadow sickness on most races (giving races, giving a huge combat advantage to units that are immune to this effect).effect.
* DungeonBypass: Subverted in the early campaign mission which requires you the player to go through an underground tunnel under some mountains. a broad mountain range. If you try to go over the mountains instead, you'll run into a several very aggressive red dragon. dragons, which at this point are ''much'' stronger than the best units the player can field. Also, even if you somehow managed to defeat the dragon, dragon(s), it actually takes longer then going through the normal way cave system, because mountains give you a movement penalty.
* EasyLogistics: Each unit costs a small amount of gold (or each turn, or mana for in the case of summoned creatures) each turn. creatures. If you cannot pay pay, their morale will suffer and they may desert you (summons will disappear immediately). to wander the map, with summoned creatures disappearing immediately. However, it only matters that you have the resources at all. Supply all, while supply lines are not addressed.
* ElvesVersusDwarves: Averted. The dwarves Dwarves and elves Elves are ancient and steadfast allies, especially against the human Human invasion. The default relation between the two races is "Polite" (standard "Polite", which is standard for races of the same alignment), alignment, one step below the best ("Friendly", best, "Friendly" (which is generally the default only for your own race.)
* EnemyExchangeProgram: You can mix units of any faction once you capture a city of theirs, but it generally causes issues due to morale penalties if you try to mix different alignments. Units might abandon your cause, and cities might rebel unless a sufficent force is garrisoned in it. However, the game also gives you the option to convert cities to allied races or just pillage and burn them.
race).
* EnemyExchangeProgram: You can mix units of any faction in a single stack, but it generally causes issues due to morale penalties if you try to mix units of different alignments. Units might abandon your cause, and cities might rebel unless a sufficient force is garrisoned in it to keep them "Oppressed" or "Enslaved". However, the game also gives you the option to convert cities to allied races, or just RapePillageAndBurn them to the ground.
* EnemyToAllLivingThings: A unit with the "Path of Decay" ability will kill degrade tiles in its path, turning them to wasteland, while the spell "Darkland" will gradually produce the same effect on all tiles within your spellcasting range. This can have in-game impact, as certain races get economic and morale bonuses or penalties on certain terrain types. \n Most cities' income will be affected, as only the Undead can place outlying fields (graveyards, in their case) on wasteland tiles.
* FallenAngel: The High Men, called Archons in later games, are (or believe they are) allegedly descended from angels who lost their wings and divinity due to some past crime, and now serve the gods in hopes of redemption.
* FantasticNuke: The [Something] various Storm spells play pretty much like this, having an impact on a geographical scale.
* FantasticRacism: It's possible to be friendly with both good and evil races, but put them in the same party and you may end up with [[ScrewThisImOuttaHere deserters]].deserters]] in short order.



* TheFarmerAndTheViper: The Keepers attempt to raise some goblins to be good. The Cult of Storms has no trouble convincing the goblins to riot and help kill the Keepers' leader.
* FertileFeet: The elven Nature Elemental. While no unit in the sequel has the ability, it's still available as an item property. Wizards with at least one Life Sphere can have a similar magic effect active in their domain that slowly restores terrain. All of the elemental wizards can turn their domains into an embodiment of their element: for example, air wizards can turn verdant grasslands into frost bitten tundras, and freeze over rivers and even the ocean.
* FieldPowerEffect

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* TheFarmerAndTheViper: The Keepers attempt to raise some goblins to be good. good in a small, isolated village on the Keepers' home island. The Cult of Storms has no trouble convincing the goblins to riot and help kill the Keepers' leader.
leader, kicking off the evil side of the campaign.
* FertileFeet: The elven Elven Nature Elemental.Elemental possesses the Path of Life ability, which acts opposite to the Path of Death in that it regenerates the hex tiles in the Elemental's path to fertile grasslands. While no unit in the sequel has the ability, it's still available as an item property. Wizards with at least one Life Sphere can have a similar magic effect active in their domain that slowly restores terrain.terrain, or can cast a spell to rejuvenate an area immediately. All of the elemental wizards can turn their domains into an embodiment of their element: for example, air wizards can turn verdant grasslands into frost bitten tundras, and freeze over rivers and even the ocean.
* FieldPowerEffectFieldPowerEffect: Several, depending on the spell being cast.



* FlavorText: quite serious in the first games, much more snarky in the second and its standalone expansion.
* GarrisonableStructures: This primarily comes from walled cities and watch tower structures whose only purpose is monitoring a wider range of the map. Terrain such as encampments and old temples (usually evil) and even resource structures can be considered "garrisonable" due to providing cover, the high ground, chokepoints, or beneficial magic effects.
* GeoEffects: Certain races get bonuses on certain types of terrain, e.g. Frostlings morale is better on icy land.
* HealingSpring: The healing springs can also become dangerous poison springs if the land around is changed into wasteland.
* HeelFaceTurn[=/=]FaceHeelTurn: A player on the good or evil starting factions can join either of the good or evil new factions that spring up halfway through the game, although the ending will show either switch in sides to be a temporary state of affairs.
** In any case, the change is often opportunistic and/or situation-based. An evil character who chooses to side with the High Men, for example, is just doing it because he thinks only they can stop the undead, who are presumably way more evil than even he is. On the other hand, if he picks the undead, it's because they offer lots of power/seem to be unstoppable. There are more than two sides in the campaign.
* HeroMustSurvive: The death of the leader means the defeat of their whole empire. No matter how badly you're losing, you can make it all better with one assassination. Conversely, one stupid mistake with your own leader can avert what would be a winning game.
* HeroUnit

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* FlavorText: Generally included for every unit, and quite serious in the first games, while much more snarky in the second sequel and its standalone expansion.
* GarrisonableStructures: This primarily comes from walled cities and watch tower cities, as well as watchtower structures whose only purpose is monitoring a wider range of the map. Terrain such as encampments and encampments, old temples (usually evil) temples, and even resource structures can be considered "garrisonable" due to providing cover, the high ground, chokepoints, or beneficial magic effects.
* GeoEffects: Certain races get bonuses on certain types of terrain, e.g. Frostlings such as Frostlings' morale is being better on icy land.
land (and correspondingly worse in deserts).
* HealingSpring: The healing springs on the map can also become dangerous poison springs if the land around is changed into wasteland.
* HeelFaceTurn[=/=]FaceHeelTurn: A player on the good or evil starting factions (The Keepers or the Cult of Storms) can join either of the good or evil new factions that spring up halfway through the game, game (the [[spoiler:High Men or the Undead]]), although the ending will show either switch in sides to be a temporary state of affairs.
** In any case, the change is often opportunistic and/or situation-based. An evil character who chooses to side with the High Men, for example, is just doing it because he thinks only they can stop the undead, who are presumably [[EvenEvilHasStandards way more evil evil]] than even he is. On the other hand, if he picks the undead, Undead, it's because they offer [[EvilerThanThou lots of power/seem power]] or [[AppealToForce seem to be unstoppable.unstoppable]]. There are more than two sides in the campaign.
* HeroMustSurvive: The death of the a race's leader means the defeat of their whole empire. No matter how badly you're losing, you can make it all better with one assassination. Conversely, one stupid mistake with your own leader can avert what would be a winning game.
* HeroUnitHeroUnit: Leaders and their subordinate heroes.



* HorseOfADifferentColor: Most mounted units ride horses or wolves, but the Lizardmen are the most unusual and ride giant frogs. There are also specialized units which ride giant eagles, wyverns, giant moles, and giant beetles.
* InstantWinCondition: If you can take out the enemy's leader, you win instantly, even if they controlled 90% of the map and were about to crush you next turn. Semi-averted in the sequel and standalone expansion, in which you need to raze or conquer all enemy cities containing a wizard tower before destroying said leader unit becomes possible.

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* HorseOfADifferentColor: Most mounted units ride horses or wolves, but the Lizardmen are the most unusual and ride unusual, riding giant frogs.frogs and mounting catapults and ballistae on turtles. There are also specialized units which ride giant eagles, wyverns, giant moles, and giant beetles.
* InstantWinCondition: InstantWinCondition:
**
If you can take out the enemy's leader, you win instantly, even if they controlled 90% of the map and were about to crush you next turn. Semi-averted in the sequel and standalone expansion, in which you need to raze or conquer all enemy cities containing a wizard tower before destroying said leader unit becomes possible.



* KillItWithFire: Used quite a bit. Numerous units enjoy the Fire Strike ability, letting them deal fire damage to foes, while the fire school of magic does exactly what you'd expect. The first game also featured flamethrower siege engines, originally invented by the dwarves but buildable by anyone.

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* KillItWithFire: Used quite a bit. Numerous units enjoy the Fire Strike ability, letting them deal fire damage to foes, while the fire Fire school of magic does exactly what you'd expect. The first game also featured flamethrower siege engines, originally invented by the dwarves Dwarves but buildable by anyone.accessible to anyone in possession of a Builders' Guild.



** TheMagicGoesAway: If the (good) Highmen win, humans inherit the earth and only the player remains of the magical races (revered as an oracle if good, outcast as [[Literature/TheBible Cain]] if evil).
** PyrrhicVillainy: If the evil elves win, their king falls in the last battle, and the player (the obvious successor) is unable to prevent the civil war that will destroy him.
** DownerEnding: If the Undead win, an evil player will become one of them, but a good player will realize his error and try to run only to be hunted down by the demons.
* NoExperiencePointsForMedic: Averted as healers have a ranged attack.
* OneManParty: A properly customized hero is basically invincible (see GameBreaker). It's possible to beat the entire single player campaign, as well as most AI skirmishes, using only a single unit.

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** TheMagicGoesAway: If the (good) Highmen High Men win, humans Humans inherit the earth and only the player remains of the magical races (revered as an oracle if good, outcast as [[Literature/TheBible Cain]] if evil).
** PyrrhicVillainy: If the evil elves Dark Elves win, their king falls Meandor vanishes in the last battle, and the player (the obvious DragonAscendant and immediate successor) is unable to prevent the civil war that will destroy him.
** DownerEnding: If the Undead win, an evil player will [[JumpingOffTheSlipperySlope become one of them, them]], but a good player will [[MyGodWhatHaveIDone realize his error their error]] and try to run run, only to be hunted down by the roving demons.
* NoExperiencePointsForMedic: Averted Averted, as healers have a ranged attack.
* OneManParty: A properly customized hero is [[GameBreaker basically invincible (see GameBreaker).invincible]]. It's possible to beat the entire single player campaign, as well as most AI skirmishes, using only a single unit.



* OurElvesAreBetter: The regular (good) elves are Wood Elves and their subterranean, green-skinned evil cousins are Dark Elves both in name and in fitting the trope to the tee. The role of High Elves is (somewhat) filled by the "Pure Good" [[spoiler: but ultimately creepy and of questionable morality]] High Men.Goblin Rush".

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* OurElvesAreBetter: The regular (good) elves good-aligned Elves are Wood Elves and their subterranean, green-skinned evil cousins are Dark Elves Elves, both in name and in fitting the trope to the tee. The role of High Elves is (somewhat) filled by the "Pure Good" [[spoiler: but [[spoiler:but ultimately creepy and of questionable morality]] High Men.Goblin Rush".



* ShootTheMedicFirst: Averted. Cleric-type units, which boast the Healing ability, can only do so once per strategic game turn and thus only once per tactical battle, or not at all if they already used it. They tend to be targeted anyhow because they boast a reasonably powerful ranged magical attack. More advanced units with Healing also tend to be targeted quickly because they usually possess other, more dangerous, abilities. Finally, Leaders are ''always'' targeted first as they tend to be the most dangerous units on the field, regardless if the leader can/can't cast multiple healing spells.
* ShortCutsMakeLongDelays: A major aversion occurs in the Keeper campaign. If you can remember the way through the Underground Path, you can literally walk straight past an entire map of enemies. If you have the haste spell and click fast, you can complete the entire mission in under 30 seconds.
* ShoutOut: Literature/TheBible; humans expelled from "their garden", the angelic Gabriel, the mark of Cain in one ending.
* StandardFantasySetting
* StormOfBlades: One of the most powerful spells in the series features a volley of sharp projectiles raining on the entire field. The spell appears in the second game, but this time, it rains actual swords, that only hit enemies. It is also the most powerful spell that can be used by heroes, which means you can actually use this spell several times in a single fight.
* SuperDrowningSkills: You can use transports and certain enchantments to move troops across water. If the transport is destroyed or the magic dispelled before they reach land, any of them lacking an innate ability to swim will drown.
* SuspiciouslySmallArmy: There is a maximum of eight units per hex, and each unit on the battle screen is merely 1 person. This leads to battles over large cities being fought between armies of around 20-30 people.
* TakeCover: Objects in the way of a ranged attack have a chance to block it.
* {{Technophobia}}: Technophobia is a negative trait that be attached to Wizards at creation. It lowers that Wizard's production points in all cities.
* TokenSuper: The character you created can be made to start with super powers that no other hero has. This includes giving your character [[EyeBeams Doom Gaze (an ability otherwise unique to the Beholder unit)]] and other very unique powers.
* TurnUndead: An ability every cleric unit has by default.
* UniversalPoison: Poison is both a damage type and stats-weakening (but not life-sapping) Status Effect. A unit can be hit by Poison-only type attack and suffer Hit Points damage, but then becomes "Poisoned" only if it's also hit on second resistance check.
* YouRequireMoreVespeneGas : Gold and Mana.

[[AC: Age of Wonders 2: The Wizard's Throne]] and [[AC: Age of Wonders: Shadow Magic]]:

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* ShootTheMedicFirst: Averted. Cleric-type units, which boast the Healing ability, can only do so once per strategic game turn and thus only once per tactical battle, or not at all if they already used it. it that day. They tend to be targeted anyhow anyhow, because they boast a reasonably powerful ranged magical attack. More advanced units with Healing also tend to be targeted quickly because they usually possess other, more dangerous, abilities. Finally, Leaders are ''always'' targeted first as they tend to be the most dangerous units on the field, regardless if of whether the leader can/can't can or can't cast multiple healing spells.
* ShortCutsMakeLongDelays: A major aversion occurs in the Keeper campaign. If you can remember the way through the Underground Path, you can literally walk straight past an entire map of enemies. If you have the haste Haste spell and click fast, you can complete the entire mission in under 30 seconds.
* ShoutOut: To Literature/TheBible; humans Humans were expelled from "their garden", their "garden", while the angelic Gabriel, Gabriel shows up in the campaign, and the mark of Cain is alluded to in one ending.
* StandardFantasySetting
* StormOfBlades: One of the most powerful spells in the series features
StandardFantasySetting: Take a volley of sharp projectiles raining on the entire field. The spell appears in the second game, but this time, it rains actual swords, that only hit enemies. It is also the most powerful spell that can be used by heroes, which means you can actually use this spell several times in a single fight.
wild guess.
* SuperDrowningSkills: You can use transports and certain enchantments to move troops across water. If the transport is destroyed or the magic is dispelled before they reach land, any of them lacking an innate ability to swim will immediately drown.
* SuspiciouslySmallArmy: There is a maximum of eight units per hex, and each unit on the battle screen is merely 1 person. one person, creature or siege engine. This leads to battles over large cities being fought between armies of around 20-30 20 to 30 people.
* TakeCover: Objects or buildings in the way of a ranged attack have a chance to block it.
* {{Technophobia}}: Technophobia is a negative trait that be attached to Wizards at creation. It lowers that Wizard's production points in all cities.
* TokenSuper: The character you created can be made to start with super powers that no other hero has. This includes giving your character [[EyeBeams Doom Gaze (an Gaze]], an ability otherwise unique to the Beholder unit)]] and Basilisk units, the [[MindControl Dominate]] ability, and other very unique powers.
* TurnUndead: An ability that every cleric Cleric-type unit has by default.
* UniversalPoison: Poison is both a damage type and stats-weakening (but not life-sapping) Status Effect. A unit can be hit by Poison-only type a Poison-type attack and suffer Hit Points damage, but then becomes "Poisoned" only if it's also hit on second resistance check.
* YouRequireMoreVespeneGas : YouRequireMoreVespeneGas: Gold and Mana.

[[AC: Age !!''Age of Wonders 2: The Wizard's Throne]] Throne'' and [[AC: Age ''Age of Wonders: Shadow Magic]]:Magic''


Added DiffLines:

* StormOfBlades: One of the most powerful spells in the series features a volley of sharp projectiles raining on the entire field. The spell appears in the second game, but this time, it rains actual swords, that only hit enemies. It is also the most powerful spell that can be used by heroes, which means you can actually use this spell several times in a single fight.
* {{Technophobia}}: Technophobia is a negative trait that be attached to Wizards at creation. It lowers that Wizard's production points in all cities.
20th Oct '17 10:40:45 PM kikiandlala
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Added DiffLines:

* TokenSuper: The character you created can be made to start with super powers that no other hero has. This includes giving your character [[EyeBeams Doom Gaze (an ability otherwise unique to the Beholder unit)]] and other very unique powers.
28th Jul '17 4:34:39 AM SeptimusHeap
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''Age of Wonders'' is a turn-based strategy PC-game released by Triumph Studios in 1999. Originally titled ''World of Wonders'', the game incorporates elements of a fantasy RPG with FourX strategy. It has often been compared to ''VideoGame/HeroesOfMightAndMagic'' and considered the SpiritualSuccessor to ''MasterOfMagic''. ''Age of Wonders'' was followed by sequel ''Age of Wonders 2: The Wizard's Throne'' and a stand-alone expansion ''[=AoW=]: Shadow Magic''.

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''Age of Wonders'' is a turn-based strategy PC-game released by Triumph Studios in 1999. Originally titled ''World of Wonders'', the game incorporates elements of a fantasy RPG with FourX strategy. It has often been compared to ''VideoGame/HeroesOfMightAndMagic'' and considered the SpiritualSuccessor to ''MasterOfMagic''.''VideoGame/MasterOfMagic''. ''Age of Wonders'' was followed by sequel ''Age of Wonders 2: The Wizard's Throne'' and a stand-alone expansion ''[=AoW=]: Shadow Magic''.
9th Feb '17 2:00:42 PM morenohijazo
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* TheFarmerAndTheViper: The Keepers attempt to raise some goblins to be good. The Cult of Storms has no trouble convincing the goblins to riot and help kill the Keepers' leader.



* TheFarmerAndTheViper: The Keepers attempt to raise some goblins to be good. The Cult of Storms has no trouble convincing the goblins to riot and help kill the Keepers' leader.

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* TheFarmerAndTheViper: The Keepers attempt {{Technophobia}}: Technophobia is a negative trait that be attached to raise some goblins to be good. The Cult of Storms has no trouble convincing the goblins to riot and help kill the Keepers' leader.Wizards at creation. It lowers that Wizard's production points in all cities.
15th Jan '17 11:29:13 AM nombretomado
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* DamageIncreasingDebuff: [[http://aow2.heavengames.com/aowsm/gameinfo/unitabilities/handicap.shtml Handicaps]] inflicted by attacks include Cursed (from attacks with Death damage), Poisoned (Poison damage) and Vertigo (Holy damage); these are defense reduction overlapping with elemental weakness. And of course, there are many debuff spells. ''AgeOfWonders: Shadow Magic'' adds Shadow Sickness, forced on most normal units visiting Shadow World without protection.

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* DamageIncreasingDebuff: [[http://aow2.heavengames.com/aowsm/gameinfo/unitabilities/handicap.shtml Handicaps]] inflicted by attacks include Cursed (from attacks with Death damage), Poisoned (Poison damage) and Vertigo (Holy damage); these are defense reduction overlapping with elemental weakness. And of course, there are many debuff spells. ''AgeOfWonders: ''Age of Wonders: Shadow Magic'' adds Shadow Sickness, forced on most normal units visiting Shadow World without protection.
14th Jun '16 11:26:08 PM Doug86
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* ArtificialStupidity: You can negotiate with rival wizards and trade them spells, resources or locations - and they will trade for a watchtower in your territory ''right next to a stack of dragons that can retake it at a moment's notice''. Even better, you can give them a magic item with a serious drawback (like [[Literature/LordOfTheRings The Halfling's Ring]] which gives invisibility (which many high-level units can see through) but increases physical damage by 50%) and the wizard will always equip it.

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* ArtificialStupidity: You can negotiate with rival wizards and trade them spells, resources or locations - and they will trade for a watchtower in your territory ''right next to a stack of dragons that can retake it at a moment's notice''. Even better, you can give them a magic item with a serious drawback (like [[Literature/LordOfTheRings [[Literature/TheLordOfTheRings The Halfling's Ring]] which gives invisibility (which many high-level units can see through) but increases physical damage by 50%) and the wizard will always equip it.



* ShoutOut: There's an artifact giving the wearer invisibility for the cost of raised vulnerability to attacks. [[DoesThisRemindYouOfAnything Does This Remind You Of]] [[Literature/LordOfTheRings anything?]] Hint: its name includes the words "ring" and "halfling".

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* ShoutOut: There's an artifact giving the wearer invisibility for the cost of raised vulnerability to attacks. [[DoesThisRemindYouOfAnything Does This Remind You Of]] [[Literature/LordOfTheRings [[Literature/TheLordOfTheRings anything?]] Hint: its name includes the words "ring" and "halfling".
31st Oct '15 4:14:51 PM wrm5
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Added DiffLines:

* FallenAngel: The High Men, called Archons in later games, are (or believe they are) descended from angels who lost their wings and divinity due to some past crime, and now serve the gods in hopes of redemption.
29th Jun '15 6:52:37 AM BigLenny
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* DeadlyUpgrade: The Martyr enchantment doubles one unit's HP, but this unit dies once the battle ends.

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* DeadlyUpgrade: The Martyr enchantment doubles one unit's HP, but this unit dies once the battle ends. ends.
* DeathWorld: [[spoiler: According to the archons in the final scenario of the Shadow Magic campaign, the world started out as this until they found it and made it habitable.]]
17th Dec '14 12:01:57 PM wrm5
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Added DiffLines:

* BreastPlate: Julia's form-fitting armor, seen in the page image, is basically her trademark at this point.
7th Nov '14 3:29:28 PM CaptainCrawdad
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* OurElvesAreBetter: The regular (good) elves are Wood Elves and their subterranean, green-skinned evil cousins are Dark Elves both in name and in fitting the trope to the tee. The role of High Elves is (somewhat) filled by the "Pure Good" [[spoiler: but ultimately creepy and of [[BlueAndOrangeMorality questionable morality]]]] High Men.Goblin Rush".

to:

* OurElvesAreBetter: The regular (good) elves are Wood Elves and their subterranean, green-skinned evil cousins are Dark Elves both in name and in fitting the trope to the tee. The role of High Elves is (somewhat) filled by the "Pure Good" [[spoiler: but ultimately creepy and of [[BlueAndOrangeMorality questionable morality]]]] morality]] High Men.Goblin Rush".
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.AgeOfWonders