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* XMeetsY: Age of Wonders is often considered to be ''VideoGame/{{Civilization}}'' meets ''VideoGame/HeroesOfMightAndMagic''.
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* 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.

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* BeneathTheEarth: Caves allow you access to the underground map layer. Taken UpToEleven Exaggerated in that maps can have ''two'' underground layers in the Caverns and the Depths.

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cleaning misuse


* MeaninglessVillainVictory: If the evil Dark Elves win, their king Meandor vanishes in the last battle, and the player (the DragonAscendant and immediate successor) is unable to prevent the civil war that will destroy him.



* PyrrhicVillainy: If the evil Dark Elves win, their king Meandor vanishes in the last battle, and the player (the DragonAscendant and immediate successor) is unable to prevent the civil war that will destroy him.
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* DamageTyping: set of flags for an attack (may stick StandardStatusEffects): Fire (Burning), Cold (Frozen), Lightning (Stunned), Magic, Poison (Poisoned), Death (Cursed), Holy (Vertigo), Physical, Wall-crushing (2x for machines and gates, affects walls and other map objects)

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* DamageTyping: set of flags for an attack (may stick StandardStatusEffects): StatusEffects): Fire (Burning), Cold (Frozen), Lightning (Stunned), Magic, Poison (Poisoned), Death (Cursed), Holy (Vertigo), Physical, Wall-crushing (2x for machines and gates, affects walls and other map objects)



* StaticStunGun: [[DamageTyping Lightning damage]] may leave the target [[StandardStatusEffects stunned]] for a round.

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* StaticStunGun: [[DamageTyping Lightning damage]] may leave the target [[StandardStatusEffects [[StatusEffects stunned]] for a round.

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''VideoGame/AgeOfWonders3'' was released 11 years after ''Shadow Magic'' on March 31, 2014, and has its own TV Tropes page. In 2018, news was released that ''VideoGame/AgeOfWondersPlanetfall'' (a sci-fi setting for the ''Age of Wonders system'') has been planned.

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''VideoGame/AgeOfWonders3'' was released 11 years after ''Shadow Magic'' on March 31, 2014, and has its own TV Tropes page. In 2018, news was released that page, as does the sci-fi installment ''VideoGame/AgeOfWondersPlanetfall'' (a sci-fi setting for the ''Age of Wonders system'') has been planned.
which was released on August 6, 2019.
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* RecycledInSpace: ''VideoGame/AgeOfWondersPlanetfall''

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%%* FiveRaces:%%ZCE -- how do these races fit?
%%** Mundane: Humans
%%** Stout: Dwarfs
%%** High men: High Men (Archons in the sequel)
%%** Fairy: Elves
%%** Cute: Halflings


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* StandardFantasyRaces: The series features a large selection of races divided among Good, Neutral and Evil ones. The Good races include elves, dwarves and halflings, the Neutral ones two human cultures and tiger-like CatFolk, and the Evil ones dark elves, orcs, goblins, demons and the undead.
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* OurElvesAreBetter: The regular good-aligned 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.

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* OurElvesAreBetter: OurElvesAreDifferent: The regular good-aligned 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.
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* RandomlyGifted: When you first make your character, you can give them powers that are well out of the norm for any being in the game. It could be as simple as your character starting off with a musket to your characters [[EyeBeam shooting powerful energy beams out of their eyes]]. There's no origin, or rhyme or reason that your 1st level character has these powers - they simply just start being able to do that.


%%* FantasyAxisOfEvil:%%ZCE -- how do these races fit?
%%** Savage: Orcs
%%** Eldritch: Undead
%%** Fallen: Dark Elves
%%** Crafty: Goblins
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* EyeBeams: The Death Gaze is a powerful energy beam that comes from the eye of a Beholder, and that same power can also be purchase as a starting natuaral ability for a hero during hero creation for the campaign in the first game.
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* OurHydrasAreDifferent: Hydras are giant, six-headed quadrupedal reptiles that can be recruited as high-end monsters by the Draconians. They have regeneration and immunity to poison in addition to the dragon descriptor, which they share with other dragons but which drakes and wyverns do ''not'' have, making hydras true dragons where these other creatures are not.
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''VideoGame/AgeOfWonders3'' was released 11 years after ''Shadow Magic'' on March 31, 2014, and has its own TV Tropes page. In 2018, news were released that ''VideoGame/AgeOfWondersPlanetfall'' (a sci-fi setting for the ''Age of Wonders system'') has been planned.

to:

''VideoGame/AgeOfWonders3'' was released 11 years after ''Shadow Magic'' on March 31, 2014, and has its own TV Tropes page. In 2018, news were was released that ''VideoGame/AgeOfWondersPlanetfall'' (a sci-fi setting for the ''Age of Wonders system'') has been planned.

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* DownerEnding: If the Undead win, an evil player will [[JumpingOffTheSlipperySlope become one of them]], but a good player will [[MyGodWhatHaveIDone realize their error]] and try to run, only to be hunted down by roving demons.



* HeelFaceTurn: 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 (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]] than even he is. On the other hand, if he picks the Undead, it's because they offer [[EvilerThanThou lots of power]] or [[AppealToForce seem to be unstoppable]]. There are more than two sides in the campaign.

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* HeelFaceTurn: 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 (the [[spoiler:High Men or the Undead]]), although the ending will show either switch in sides to be a temporary state of affairs.
**
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]] than even he is. On the other hand, if he picks the Undead, it's because they offer [[EvilerThanThou lots of power]] or [[AppealToForce seem to be unstoppable]]. There are more than two sides in the campaign.



* TheMagicGoesAway: If the High Men 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).



* MultipleEndings: Six of them depending on whether the player began on the good or evil faction, and which of the final four factions he ends up supporting (you can end up leading any faction except the one you started out opposing):
** StatusQuoIsGod: If the good elves win, everything stays much the same. This is the ending that leads to the sequel games.
** TheMagicGoesAway: If the High Men 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 Dark Elves win, their king Meandor vanishes in the last battle, and the player (the 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]], but a good player will [[MyGodWhatHaveIDone realize their error]] and try to run, only to be hunted down by roving demons.

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* MultipleEndings: Six of them depending on whether the player began on the good or evil faction, faction and which of the final four factions he ends up supporting (you can end up leading any faction except the one you started out opposing):
** StatusQuoIsGod: If the good elves win, everything stays much the same. This is the ending that leads to the sequel games.
** TheMagicGoesAway: If the High Men 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 Dark Elves win, their king Meandor vanishes in the last battle, and the player (the 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]], but a good player will [[MyGodWhatHaveIDone realize their error]] and try to run, only to be hunted down by roving demons.
opposing).



* OneManParty: A properly customized hero is [[GameBreaker basically invincible]]. It's possible to beat the entire single player campaign, as well as most AI skirmishes, using only a single unit.
** Equip any Hero unit with one item that offers physical immunity (there is one) and one item that offers magical immunity (there is one) [[GameBreaker at the same time]]. [[AIBreaker That sound is the AI crying]].

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* OneManParty: A properly customized hero is [[GameBreaker basically invincible]]. It's possible to beat the entire single player campaign, as well as most AI skirmishes, using only a single unit.
**
unit. Equip any Hero unit with one item that offers physical immunity (there is one) and one item that offers magical immunity (there is one) [[GameBreaker at the same time]]. [[AIBreaker That sound is the AI crying]].



* OurWyvernsAreDifferent: Wyvern riders appear as mounted units in the [[OurGoblinsAreDifferent goblin]] roster, as well as individual flying units for the [[LizardFolk Lizard Men]]. Neither has the dragon descriptor, unlike true dragons and hydras, and both have poisonous attacks while being immune to poison themselves.



* PyrrhicVillainy: If the evil Dark Elves win, their king Meandor vanishes in the last battle, and the player (the DragonAscendant and immediate successor) is unable to prevent the civil war that will destroy him.
* SandWorm: Enormous, funnel-mouth sand worms appear as units in the Azrac army.



* StandardFantasySetting: Take a wild guess.

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* %%* StandardFantasySetting: Take a wild guess.guess.
* StatusQuoIsGod: If the good elves win, everything stays much the same. This is the ending that leads to the sequel games.



* YouRequireMoreVespeneGas: Gold and Mana.

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* %%* YouRequireMoreVespeneGas: Gold and Mana.
Mana.%%How?



* AwesomeButImpractical: The Spirit of War may reward quests with some useful spells like Hellfire and Fireball but his quests are often StupidEvil [[ViolationOfCommonSense Violations of Common Sense]] and he'll put you at odds with the far more practical Spirit of Order.

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* AwesomeButImpractical: AwesomeButImpractical:
**
The Spirit of War may reward quests with some useful spells like Hellfire and Fireball but his quests are often StupidEvil [[ViolationOfCommonSense Violations of Common Sense]] and he'll put you at odds with the far more practical Spirit of Order.



* OurWyvernsAreDifferent: Wyvern riders appear as mounted units in the [[OurGoblinsAreDifferent goblin]] roster, as well as individual flying units for the [[LizardFolk Lizard Men]]. Neither has the dragon descriptor, unlike true dragons and hydras, and both have poisonous attacks while being immune to poison themselves.



* SandWorm: Enormous, funnel-mouth sand worms appear as units in the Azrac army.



* WreathedInFlames: [[http://aow2.heavengames.com/aowsm/gameinfo/unitabilities/general.shtml#Ignition Ignition]] ability and Fire Halo enchantment. Anyone who isn't immune to fire is set aflame upon striking such an unit.

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* WreathedInFlames: [[http://aow2.heavengames.com/aowsm/gameinfo/unitabilities/general.shtml#Ignition Ignition]] ability and Fire Halo enchantment. Anyone who isn't immune to fire is set aflame upon striking such an unit.unit.
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* BasiliskAndCockatrice: Basilisks appear in the Lizard Man army in ''Age of Wonders'' and as unaligned, summonable monster units in ''Age of Wonders 2''. In both cases they're gigantic lizards (four-legged in the first game, six-legged in the second) with poisonous attacks, poison immunity and the Doom Gaze attack.



* BeastOfBattle: A mainstay throughout the games, as almost every race can field some sort of large monster as a high-end unit and several get other sorts of war beasts earlier in their unit progression. Dragons of various sorts are common, the tigrans have sphinxes, manticores and beholders, the Lizard Men can field giant turtles with catapults or ballisats mounted on their backs and several more beasts are present as unaligned summons.



* DragonRider: One goblin unit is mounted on a wyvern, while a frostling unit rides a frost drake.



* ElementalEmbodiment:
** Air, earth, fire and water elementals appear as summonable units. In original game only the earth and air elementals are humanoid, while the fire elemental is a living, skull-like {{Fireball|s}} and the water elemental is a living wave with a simple face, but in ''2'' each elemental resembles a humanoid being made out of its respective element. ''Age of Wonders'' also has fire sprites, implike creatures with small flames for heads.
** Nature elementals, resembling women made out of wood and vines, are available as elf units in the original game.



* FantasyAxisOfEvil:
** Savage: Orcs
** Eldritch: Undead
** Fallen: Dark Elves
** Crafty: Goblins

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* FantasyAxisOfEvil:
**
%%* FantasyAxisOfEvil:%%ZCE -- how do these races fit?
%%**
Savage: Orcs
** %%** Eldritch: Undead
** %%** Fallen: Dark Elves
** %%** Crafty: Goblins



* FiveRaces:
** Mundane: Humans
** Stout: Dwarfs
** High men: High Men (Archons in the sequel)
** Fairy: Elves
** Cute: Halflings

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* FiveRaces:
**
%%* FiveRaces:%%ZCE -- how do these races fit?
%%**
Mundane: Humans
** %%** Stout: Dwarfs
** %%** High men: High Men (Archons in the sequel)
** %%** Fairy: Elves
** %%** Cute: Halflings



* 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 (the [[spoiler:High Men or the Undead]]), although the ending will show either switch in sides to be a temporary state of affairs.

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* HeelFaceTurn[=/=]FaceHeelTurn: HeelFaceTurn: 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 (the [[spoiler:High Men or the Undead]]), although the ending will show either switch in sides to be a temporary state of affairs.



* HellHound: Red-skinned, lizard-tailed, fire-breathing Hell Hounds appear as units in the Undead roster in the first game. They return as unaligned summonable creatures in ''Age of Wonders 2''.



* HorseOfADifferentColor: Most mounted units ride horses or wolves, but the Lizardmen are the most unusual, riding giant frogs and mounting catapults and ballistae on turtles. There are also specialized units which ride giant eagles, wyverns, giant moles, and giant beetles.

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* HorseOfADifferentColor: Most mounted units ride horses or wolves, horses, but several units throughout the Lizardmen games ride rather unorthodox mounts:
** Goblins and Frostlings
are both in the most unusual, habit of riding wolves; goblins also ride [[DragonRider wyverns]] and [[BigCreepyCrawlies giant frogs beetles]]. In ''Age of Wonders 2'', the frostlings trade in their wolves for mammoth and mounting catapults and ballistae on turtles. There are also specialized units which ride [[DragonRider ice drake]] riders.
** One Lizard Folk unit rides a
giant eagles, wyverns, giant moles, frog.
** Dwarves ride boars
and giant beetles. moles.
** One syron unit rides an unnamed, {{armless|Biped}}, vaguely dinosaurian creature with a large fin along its tail.
** One halfling unit rides giant eagles; similarly, nomads can come mounted on RocBirds.
** Some [[CatFolk tigrans]] ride saber-toothed cats.



* DarkWorld: The Shadow World.

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* %%* DarkWorld: The Shadow World.



* 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.]]

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* DeathWorld: [[spoiler: According to the archons in the final scenario of the Shadow Magic ''Shadow Magic'' campaign, the [[spoiler:the world started out as this until they found it and made it habitable.]]habitable]].



* JavelinThrower: "Throw Spear" ability allows a single rather strong ranged attack.

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* JavelinThrower: The "Throw Spear" ability allows a single rather strong ranged attack.attack.
* OurDragonsAreDifferent: Dragons are powerful reptilian creatures that, in the backstory, once inhabited the Valley of Wonders and were hunted into near extinction once humanity moved in. Several dragons appear as units in the game:
** In the original ''Age of Wonders'', red dragons are units in the Orc army and frost-breathing ice drakes are part of the Frostling roster. In ''Age of Wonders 2'', fairy dragons with four insect-like wings are present as powerful units in the elven army.
** The draconians, in ''Age of Wonders 2'', are a faction of Neutral-aligned {{Draconic Humanoid}}s that came into being when several clutches of dragon eggs were enchanted to protect the dragons from extinction, transforming the hatchlings into a new humanoid species. They are physically very variable -- several draconians have vestigial wings, which in some cases are well-developed enough to allow them to fly; further, while most have typical humanoid proportions, some are hulking and heavily muscled and others are still quadrupedal. The draconian army roster includes two types of true dragons as high-end monster units: the multi-headed hydras and the large, powerful red dragons.
** Several true dragons are present among the factionless summonable units, including dragon hatchlings, [[{{Dracolich}} undead bone dragons]], Evil-aligned black dragons, Good-aligned golden dragons, and [[AnIcePerson ice dragons with frigid breath]].
** In addition to true dragons, a few draconic creatures appear without the "dragon" descriptor, including wyverns, frost drakes (ice-blue {{Palette Swap}}s of the wyvern model), sea serpents and great wyrms (''very big'' snakes).



* OurManticoresAreSpinier: Manticores are monster units in the [[CatFolk tigran]] army roster; they resemble lions with batlike wings and scorpion tails, and deal poisonous attacks.
* OurWyvernsAreDifferent: Wyvern riders appear as mounted units in the [[OurGoblinsAreDifferent goblin]] roster, as well as individual flying units for the [[LizardFolk Lizard Men]]. Neither has the dragon descriptor, unlike true dragons and hydras, and both have poisonous attacks while being immune to poison themselves.



* RougeAnglesOfSatin / WantonCrueltyToTheCommonComma: Shadow Magic's campaign messages and unit descriptions have a few proofreading slips. Nothing bizarre or [[{{Narm}} hilarious]], but they made it to release just the same.

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* RougeAnglesOfSatin / WantonCrueltyToTheCommonComma: Shadow Magic's RocBirds: A high-tier Nomad unit rides a roc, depicted as an eagle-like bird that, while gigantic compared to any regular avian, is much smaller than traditional rocs.
* RougeAnglesOfSatin: ''Shadow Magic''[='=]s
campaign messages and unit descriptions have a few proofreading slips. Nothing bizarre or [[{{Narm}} hilarious]], but they made it to release just the same.same.
* SandWorm: Enormous, funnel-mouth sand worms appear as units in the Azrac army.
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''VideoGame/AgeOfWonders3'' was released 11 years after ''Shadow Magic'' on March 31, 2014, and has its own TV Tropes page. In 2018, news were released that ''Age of Wonders: Planetfall'' (a sci-fi setting for the ''Age of Wonders system'') has been planned.

to:

''VideoGame/AgeOfWonders3'' was released 11 years after ''Shadow Magic'' on March 31, 2014, and has its own TV Tropes page. In 2018, news were released that ''Age of Wonders: Planetfall'' ''VideoGame/AgeOfWondersPlanetfall'' (a sci-fi setting for the ''Age of Wonders system'') has been planned.
Is there an issue? Send a MessageReason:
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''VideoGame/AgeOfWonders3'' was released 11 years after ''Shadow Magic'' on March 31, 2014, and has its own TV Tropes page. And in 2018, there's news that Age of Wonders: Planetfall (a sci-fi setting for the Age of Wonders system) has been planned.

to:

''VideoGame/AgeOfWonders3'' was released 11 years after ''Shadow Magic'' on March 31, 2014, and has its own TV Tropes page. And in In 2018, there's news were released that Age ''Age of Wonders: Planetfall Planetfall'' (a sci-fi setting for the Age ''Age of Wonders system) system'') has been planned.



[[AC: Age of Wonders 1]]:

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[[AC: Age [[AC:''Age of Wonders 1]]:1'']]:
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''VideoGame/AgeOfWonders3'' was released 11 years after ''Shadow Magic'' on March 31, 2014, and has its own TV Tropes page.

to:

''VideoGame/AgeOfWonders3'' was released 11 years after ''Shadow Magic'' on March 31, 2014, and has its own TV Tropes page.
page. And in 2018, there's news that Age of Wonders: Planetfall (a sci-fi setting for the Age of Wonders system) has been planned.

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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]].

to:

* 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

to:

* 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

to:

* 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".

to:

* 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''


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* 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.
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* 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.
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None


''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''.

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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.

to:

* 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.
Is there an issue? Send a MessageReason:
No circular wicks, please


* 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.
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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".
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* 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.

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Added a trope.


* 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.]]
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* BreastPlate: Julia's form-fitting armor, seen in the page image, is basically her trademark at this point.
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Link in spoiler text.


* 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".

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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]]]] morality]] High Men.Goblin Rush".

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Took most character/unit/race tropes to the Character Page. Added reference to it. Please help with completing this transition.


The setting is a classical HighFantasy one, there were initially twelve races divided by alignment, the follow-ups replaced some and added three more:
* '''Good''': Elves, dwarves, halflings, high men (renamed archons in [=AoW2=]), and syrons ([=AoW:SM=]).
* '''Neutral''': Azracs (replaced by tigrans), humans, frostlings, lizardmen (replaced by draconians [=AoW2=]), and nomads ([=AoW:SM=]).
* '''Evil''': Dark elves, goblins, orcs, shadow demons ([=AoW:SM=]), and undead.



A list of races, characters and their tropes can be found at the [[Characters/AgeOfWonders character sheet]].



* ActionBomb: Goblin Bombers.



* AllTrollsAreDifferent: Like in many other settings and games, the trolls in this series have allied with the goblins. They are very strong and can regenerate.
* AlwaysLawfulGood: The high men/archons.



* BodySurf: Dark Elf [[http://aow.heavengames.com/units/unitstats_dark_elf_ts.shtml#Incarnate Incarnate]] unit.
* ButtMonkey: The Goblins. Every other race disses them.



* CameBackWrong: [[spoiler: Inioch, thanks to Meandor's fumbling with black magic he didn't understand.]]
* ChainmailBikini: Julia's armor covers most of her body, but it's shape is rather fitting. It's most likely meant to be comfortable though. This is lampshaded twice during her storyline in ''Shadow Magic'', once by TheBigGuy and then by TheVamp.



* DungeonBypass: Lizardfolk's innate swimming ability give them a powerful advantage on some maps, which is why they didn't appear in the sequels.
** Particularly since there's a water spell that flooded the map, giving them even more water to have an advantage with.
** 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.

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* DungeonBypass: Lizardfolk's innate swimming ability give them a powerful advantage on some maps, which is why they didn't appear in the sequels.
** Particularly since there's a water spell that flooded the map, giving them even more water to have an advantage with.
**
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.



* EverythingsBetterWithPenguins: One of the units of the Frostlings are ''Dire'' [[http://aow.heavengames.com/units/unitstats_frostling_ts.shtml#Dire-Penguin Penguins]].



* FantasyCounterpartCulture: Azracs are basically a mix of Arabic and Ancient Egyptian themes.



* ForHappiness: The FlavorText for the halfling cleric says that this is at the core of the halfling's faith, noting that halfling clerics have been known to travel hundreds of miles just to learn a really good joke that they can bring back to their friends.
* FrogsAndToads: [[http://aow.heavengames.com/units/unitstats_other_neutral_ts.shtml#Giant-Frog Giant Frog]] unit.



* GrimReaper: [[http://aow.heavengames.com/units/unitstats_undead_ts.shtml#Undead-Reaper One of the undead units]].



* HiveCasteSystem: The differences between units of the same species sometimes is obviously biological, at least for Draconians and Shadow Demons.



* HumansAreAverage: Most races have special characteristics, but human units are [[JackOfAllStats Jacks of All Stats]].
* HumansAreTheRealMonsters: Well, humans are very expansionist, ambitious, and refuse to let anything like, say, the elven empire stand in their way. Most Undead leaders and Doom Priests are ex-humans. However the angelic Highmen (lead by Gabriel) claim that humans are just the first TrueNeutral race who can choose good or evil.



* 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.
* {{Leprechaun}}: The most powerful unit of the Halflings, which are actually rate the status-they're naturally invisible on the world map, have respectable melee abilities and a ranged attack, and are exceedingly frustrating to attack due to their superior defensive abilities. Oh, and they do magical damage, which is the hardest damage type to get protection against.
* LizardFolk

to:

* 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. \n* {{Leprechaun}}: The most powerful unit of the Halflings, which are actually rate the status-they're naturally invisible on the world map, have respectable melee abilities and a ranged attack, and are exceedingly frustrating to attack due to their superior defensive abilities. Oh, and they do magical damage, which is the hardest damage type to get protection against. \n* LizardFolk



* OurAngelsAreDifferent: The astra is High Men' fourth tier unit - a winged female with a flaming sword.
* OurDwarvesAreAllTheSame: Vanilla Tolkien-style dwarves.
* 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.
* OurGeniesAreDifferent: Azrak can employ [[http://aow.heavengames.com/units/unitstats_azrac_ts.shtml#Djinn Djinn]] as an unit.
* OurGiantsAreBigger: Boulder-thrusting good giants.
* OurGoblinsAreDifferent: They're good underground and favor ZergRush tactics. The latter gets lampshaded in the name of of the first Keepers scenario, "Goblin Rush".
* OurOrcsAreDifferent: They have strong melee attacks and make excellent {{mooks}} for any aspiring EvilOverlord. The sequels make them AffablyEvil.
* PaletteSwap: Very few fabric units (Larva-Maggot, Gold-Black Dragon) and [[http://wiki.heavengames.com/aow/ReColoring_Units most modded units]].
* PlaceOfPower: The magic nodes. A given node might not provide you any benefit if it's not a school of magic you control.
* ReptilesAreAbhorrent: Both the Lizard Men and the Draconians are portrayed as savage and believing in survival of the fittest, though their alignment is [[NatureIsNotNice neutral rather than evil]].
* {{Sandworm}}: An Azrac third-tier unit.

to:

* OurAngelsAreDifferent: The astra is High Men' fourth tier unit - a winged female with a flaming sword.
* OurDwarvesAreAllTheSame: Vanilla Tolkien-style dwarves.
* 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.
* OurGeniesAreDifferent: Azrak can employ [[http://aow.heavengames.com/units/unitstats_azrac_ts.shtml#Djinn Djinn]] as an unit.
* OurGiantsAreBigger: Boulder-thrusting good giants.
* OurGoblinsAreDifferent: They're good underground and favor ZergRush tactics. The latter gets lampshaded in the name of of the first Keepers scenario, "Goblin
Men.Goblin Rush".
* OurOrcsAreDifferent: They have strong melee attacks and make excellent {{mooks}} for any aspiring EvilOverlord. The sequels make them AffablyEvil.
* PaletteSwap: Very few fabric units (Larva-Maggot, Gold-Black Dragon) and [[http://wiki.heavengames.com/aow/ReColoring_Units most modded units]].
* PlaceOfPower: The magic nodes. A given node might not provide you any benefit if it's not a school of magic you control.
* ReptilesAreAbhorrent: Both the Lizard Men and the Draconians are portrayed as savage and believing in survival of the fittest, though their alignment is [[NatureIsNotNice neutral rather than evil]].
* {{Sandworm}}: An Azrac third-tier unit.
control.



* TheUndead
* TheVamp: [[http://aow.heavengames.com/units/unitstats_dark_elf_ts.shtml#Lady-of-Pain the Lady of Pain]] can seduce enemy units. [[http://aow.heavengames.com/units/unitstats_elf_ts.shtml#Nymph The Nymph]] can also seduce enemies, but since she is Good, this is thanks to ThePowerOfLove.



* {{Valkyries}}: Work for the High Men. In-story it is said that they used to perform their standard function, but with the mass appearance of the Undead, so many souls of fallen warriors became trapped that they took to direct action to set them free. In game they're mounted on flying horses and have a Holy Strike ability.
* WalkingWasteland: The Reaper, an avatar of death (also present in the successor).
** Inverted by the Nature Elemental who turns terrain around her into green fields and forests (FertileFeet); the Ice Queen also changed everything to snow and ice.



* AlienInvasion: Shadow Demons are this, Legions of Hell and a Bug War at the same time. It is unknown where the Shadow Demons came from, and for how much time they have been invading worlds, but they are hinted to be doing it for a long time.



* BugWar: ''Shadow Magic'' combines with with LegionsOfHell to produce the shadow demons.
* CatFolk: Tigrans.



* DeadAllAlong: [[spoiler: Merlin realizes that he can master the death sphere of magic without Gabriel's guidance because he had drowned before Gabriel "rescued" him in the beginning of the campaign.]]



* DiscOneNuke: Courtesy of the DesignItYourselfEquipment. In a campaign game you can bring equipment and heroes across scenarioes. Lingering on the first level to build superior equipment for later scenarios.
* EverythingsBetterWithPenguins: Now Frostlings don't have Dire Penguins. They became [[http://aow2.heavengames.com/aowsm/gameinfo/units/summoned.shtml#dire_penguin summonable unit]].
* {{Expy}}: The Orc Glutton has a strong resemblance to [[Film/ReturnOfTheJedi Jabba the Hut]]. Also, the Nomad Pit Guard is basically [[MortalKombat Goro]] with a whip.
* FaceHeelTurn: Meandor, the leader of the Dark Elves, is now dead, but his ghost has reconciled with his sister Queen Julia, leader of the ''good'' elves. Technically still evil, but the goal is now restoring the BalanceBetweenGoodAndEvil and simple survival, not Good vs. Evil.

to:

* DiscOneNuke: Courtesy of the DesignItYourselfEquipment. In a campaign game you can bring equipment and heroes across scenarioes.scenarios. Lingering on the first level to build superior equipment for later scenarios. \n* EverythingsBetterWithPenguins: Now Frostlings don't have Dire Penguins. They became [[http://aow2.heavengames.com/aowsm/gameinfo/units/summoned.shtml#dire_penguin summonable unit]].\n* {{Expy}}: The Orc Glutton has a strong resemblance to [[Film/ReturnOfTheJedi Jabba the Hut]]. Also, the Nomad Pit Guard is basically [[MortalKombat Goro]] with a whip.\n* FaceHeelTurn: Meandor, the leader of the Dark Elves, is now dead, but his ghost has reconciled with his sister Queen Julia, leader of the ''good'' elves. Technically still evil, but the goal is now restoring the BalanceBetweenGoodAndEvil and simple survival, not Good vs. Evil.



* FrogsAndToads: [[http://aow2.heavengames.com/aowsm/gameinfo/units/summoned.shtml#lurker Lurker]]. The same [[GlassCannon squishy]] frog, but now with poison spitting and SilentRunningMode.



* IShallTauntYou: Human Swashbucklers can taunt enemy units, forcing them to attack the Swashbuckler, ideally wasting their turn trying to reach him and collecting attacks of opportunity from units they must pass by. Heroes can get the skill as well. In ''Shadow Magic'' Bomber (Goblins), Glutton (Orcs) and Leprechaun (Halflings) got this ability as well.

to:

* IShallTauntYou: Human Swashbucklers can taunt enemy units, forcing them to attack the Swashbuckler, ideally wasting their turn trying to reach him and collecting attacks of opportunity from units they must pass by. Heroes can get the skill as well. In ''Shadow Magic'' Bomber (Goblins), Glutton (Orcs) and Leprechaun (Halflings) got this ability as well. a skill.



* Ice Queen: Artica, one of the wizards in the circle of Evermore. She is the leader of frostlings and she masters the sphere of air.
* JavelinThrower: "Throw Spear" ability allows a single rather strong ranged attack. Nomad basic infantry unit [[http://aow2.heavengames.com/aowsm/gameinfo/units/nomads.shtml#spearman Spearman]], has this.
* OurGeniesAreDifferent: Nomads (scions of Azrak) has [[http://aow2.heavengames.com/aowsm/gameinfo/units/nomads.shtml#djinn Djinn]] unit. Fire Wizards can summon an [[http://aow2.heavengames.com/aowsm/gameinfo/units/summoned.shtml#efreet Efreet]].
* HumansAreTheRealMonsters: while a neutral faction, they are the main enemies of the expansion, both regular and nomads. Their respective leaders are both allied with the Shadow Demons. On the other hand, in the Wizard's Throne, Merlin, the player Character, is human and the one who brings balance to the world.
* LoveAtFirstSight: [[spoiler: Merlin spent maybe half a day with Julia before she was kidnapped, and there's no indication that she showed any interest in him, but Merlin repeatedly states that he can't stop thinking about her and tries his best to rescue her.]]

to:

* Ice Queen: Artica, one of the wizards in the circle of Evermore. She is the leader of frostlings and she masters the sphere of air.
* JavelinThrower: "Throw Spear" ability allows a single rather strong ranged attack. Nomad basic infantry unit [[http://aow2.heavengames.com/aowsm/gameinfo/units/nomads.shtml#spearman Spearman]], has this.
attack.
* OurGeniesAreDifferent: Nomads (scions of Azrak) has [[http://aow2.heavengames.com/aowsm/gameinfo/units/nomads.shtml#djinn Djinn]] unit. Fire Wizards can summon an [[http://aow2.heavengames.com/aowsm/gameinfo/units/summoned.shtml#efreet Efreet]].
* HumansAreTheRealMonsters: while a neutral faction, they are the main enemies of the expansion, both regular and nomads. Their respective leaders are both allied with the Shadow Demons. On the other hand, in the Wizard's Throne, Merlin, the player Character, is human and the one who brings balance to the world.
* LoveAtFirstSight: [[spoiler: Merlin spent maybe half a day with Julia before she was kidnapped, and there's no indication that she showed any interest in him, but Merlin repeatedly states that he can't stop thinking about her and tries his best to rescue her.]]
Efreet]].



* ProudMerchantRace: Halflings and Tigrans are skilled traders and their cities contribute more gold.



* SanitySlippage: Vorsar, right-hand of Phobius, slowly but surely become more and more agressive and desperate as he loses battles. When he is sent on a suicide mission by Phobius, he convinced himself that he is still in the good graces of the emperor and continue to belittle the huge menace that the shadow demons represent. He is still sane enough to realize that it would be in his best interests to [[CombatPragmatist agree to an uneasy alliance with Ke-han in order to repel the shadow demons]] - only to [[YouHaveOutlivedYourUsefulness turn his back on him]] as soon as this enemy has been dealt with. [[ReliableTraitor Not that you couldn't guess his intentions from the start]]. After his defeat, he disappears from the radar, with Merlin commenting that he has been taken by the shadow creatures. The next time you see him, he's... not quite himself anymore, and has gone completly ''cuckoo'', spouting gibberish, [[LaughingMad laughing like a maniac]] and calling out for his mother.
* ShoutOut: Arthurian myth - Merlin, who finds a Sword in the Stone in an optional quest "that may be of use to me in some future age", and Nimue the Lady of the Lake.
** To Shakespeare: Mab, the Queen of the Goblins. And more tenuously, Tempest, the air wizard.
** 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".
* ShovelStrike: Frostling basic unit [[http://aow2.heavengames.com/gameinfo/units/frostlings.shtml#snowscaper Snowscaper]].

to:

* SanitySlippage: Vorsar, right-hand of Phobius, slowly but surely become more and more agressive and desperate as he loses battles. When he is sent on a suicide mission by Phobius, he convinced himself that he is still in the good graces of the emperor and continue to belittle the huge menace that the shadow demons represent. He is still sane enough to realize that it would be in his best interests to [[CombatPragmatist agree to an uneasy alliance with Ke-han in order to repel the shadow demons]] - only to [[YouHaveOutlivedYourUsefulness turn his back on him]] as soon as this enemy has been dealt with. [[ReliableTraitor Not that you couldn't guess his intentions from the start]]. After his defeat, he disappears from the radar, with Merlin commenting that he has been taken by the shadow creatures. The next time you see him, he's... not quite himself anymore, and has gone completly ''cuckoo'', spouting gibberish, [[LaughingMad laughing like a maniac]] and calling out for his mother.
* ShoutOut: Arthurian myth - Merlin, who finds a Sword in the Stone in an optional quest "that may be of use to me in some future age", and Nimue the Lady of the Lake.
** To Shakespeare: Mab, the Queen of the Goblins. And more tenuously, Tempest, the air wizard.
**
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".
* ShovelStrike: Frostling basic unit [[http://aow2.heavengames.com/gameinfo/units/frostlings.shtml#snowscaper Snowscaper]].
"halfling".



* WarElephants: A buildable unit in both games. Frostlings get [[http://aow2.heavengames.com/gameinfo/units/frostlings.shtml#mammoth_rider Mammoth Riders]] in the sequel.
* WhenTreesAttack: Elves got a [[http://aow2.heavengames.com/aowsm/gameinfo/units/elves.shtml#treeman Treeman]]. "Concealment" means that if this wall-crushing behemoth stands in a forest, foes will not see it until it's one step away.

Removed: 29

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* WreathedInFlames: [[http://aow2.heavengames.com/aowsm/gameinfo/unitabilities/general.shtml#Ignition Ignition]] ability and Fire Halo enchantment. Anyone who isn't immune to fire is set aflame upon striking such an unit.
[[AC: Age of Wonders 3]]:
----

to:

* WreathedInFlames: [[http://aow2.heavengames.com/aowsm/gameinfo/unitabilities/general.shtml#Ignition Ignition]] ability and Fire Halo enchantment. Anyone who isn't immune to fire is set aflame upon striking such an unit.
[[AC: Age of Wonders 3]]:
----
unit.

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