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* StraightForTheCommander: The only way to eliminate other factions is to hunt down and kill their leader, a powerful wizard. The moment he drops dead, all of his remaining units and towns flip neutral, even in the middle of a combat encounter.


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* StraightForTheCommander: Like the previous game, factions exist until the death of their leader, whereupon every unit and town flips to neutral. This time, however, leaders can respawn at any friendly town with a wizard tower, giving them much more staying power and protection from snipes or accidents. This change would become the standard for the rest of the series.

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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.

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* DownerEnding: If the Undead win, an evil player they'll begin systematically killing all life in the world with no-one powerful enough to stop them. The Cult of Storms protagonist will [[JumpingOffTheSlipperySlope become one of them]], but a good player be resigned to their fate, while the Keeper protagonist will [[MyGodWhatHaveIDone realize their error]] and try to run, only to be hunted down by roving demons.FlingALightIntoTheFuture.


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* TheQuisling: The Cult of Storms protagonist tries to play this role for the Undead in their route, hoping against hope that the {{Omnicidal Maniac}}s will still have a use for living subjects in the long term. [[spoiler:The reality sinks in after the final battle concludes, but by then there's nothing anybody can do, and the Cult protagonist is resigned to their eventual execution.]]

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* WizardsWar: The story focuses on powerful Wizard Kings that serve as both prominent characters in the plot and leaders of their faction; as such, the game's conflicts take the form of magical wars between these kings and their armies of summons and monsters. In the story, Merlin wages war against conspirators within the Wizard's Circle.
* WordSequel: ''Age of Wonders, Age of Wonders II, Age of Wonders: Shadow Magic''. In this case, Shadow Magic is a corrected and expanded version of II they were too decent to present as a fully new generation.

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* WizardsWar: The story focuses on powerful Wizard Kings that who serve as both prominent characters in the plot and leaders of their faction; factions; as such, the game's series' conflicts take the form of magical wars between these kings and their armies of summons and monsters. In monsters.
** The original Age of Wonders enables some spectacular (and cruel) acts of magical warfare as your wizardly leader grows in power, such as raising or levelling mountains and volcanoes, raising
the story, sea level to slowly flood the map, and blighting the earth to poison armies and kill crops.
** In ''The Wizard's Throne'', the newly-realized wizard
Merlin wages war against conspirators within the Wizard's Circle.
Circle, who betrayed and murdered the leader of the Circle because he had sought to curtail their tendency towards self-declared godhood and magical war-crimes.
* WordSequel: ''Age of Wonders, Age of Wonders II, Age of Wonders: Shadow Magic''. In this case, Shadow Magic as ''Shadow Magic'' is essentially a corrected and expanded version of II they were too decent to present ''II'', it was not presented as a fully new generation.

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* WeaksauceWeakness: Almost all siege engines have weakness toward fire. Which is absolutely dreadful when facing tigrans, as they focus on fire magic and their range unit is dealing fire damage - you can end up with your precious cannon destroyed before it can even fire, or set ablaze, so it will die next turn anyway.

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* WeaksauceWeakness: Almost all siege engines have weakness toward fire. Which is absolutely dreadful when facing tigrans, as they focus on fire magic and their range unit is dealing fire damage - -- you can end up with your precious cannon destroyed before it can even fire, or set ablaze, so it will die next turn anyway.anyway.
* WizardsWar: The story focuses on powerful Wizard Kings that serve as both prominent characters in the plot and leaders of their faction; as such, the game's conflicts take the form of magical wars between these kings and their armies of summons and monsters. In the story, Merlin wages war against conspirators within the Wizard's Circle.
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''VideoGame/AgeOfWonders3'' was released 11 years after ''Shadow Magic'' on March 31, 2014, and has its own TV Tropes page, as does the sci-fi installment ''VideoGame/AgeOfWondersPlanetfall'' which was released on August 6, 2019.

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''VideoGame/AgeOfWonders3'' was released 11 years after ''Shadow Magic'' on March 31, 2014, and has its own TV Tropes page, as does the sci-fi installment ''VideoGame/AgeOfWondersPlanetfall'' which was released on August 6, 2019.
2019. ''VideoGame/AgeOfWonders4'' would continue the original series when it was released on May 2, 2023.
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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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* 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 natural ability for a hero during hero creation for the campaign in the first game.
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* BowsVersusCrossbows: The game keeps track of two separate stats for attacks: Attack (how good it is at hitting) and Damage (how much damage it deals). A particularly weak attack will be further compensated with multiple attacks with at least 70% of movement points. Which in practice means bows are half-decent against low-tier fodder (offering 3 shots that, if all land, will kill the unit), but crossbows are both far more likely to hit at all ''and'' deal higher damage - but there is just a single bolt. There are also guns, which are just plain superior to either of those, dealing even more damage and having the highest Attack of the three. Eventually, bows will become completely obsolete, since mid-tier units can shrug them off entirely.

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* BowsVersusCrossbows: The game keeps track Inverted. Bows are used by a whole variety of two separate stats for attacks: Attack (how good it races of different alignments, but the largest share is at hitting) of... evil races, like Dark Elves, Orcs and Damage (how much damage it deals). A particularly weak attack will be further compensated with multiple attacks with at least 70% of movement points. Which in practice means bows are half-decent against low-tier fodder (offering 3 shots that, if all land, will kill the unit), but Undead. Meanwhile, crossbows are both far more likely to hit at all ''and'' deal higher damage - but there is just a single bolt. There are also guns, which are just plain superior to either of those, dealing even more damage and having the highest Attack of the three. Eventually, bows will become completely obsolete, since mid-tier units can shrug them off entirely.absent from the arsenal of the evil races, while Good-aligned Dwarves and Neutral Humans are the races excelling in crossbow usage.

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* LethalJokeCharacter: Halflings hat as a whole, as their units gain a variety of extra bonuses [[DavidVersusGoliath against facing stronger opponents]], while still being a race of chill, {{Cowardly Lion}}s with easily the silliest roster of militia- or even posse-like units.



* WeaksauceWeakness: Almost all siege engines have weakness toward fire. Which is absolutely dreadful when facing tigrans, as they focus on fire magic and their range unit is dealing fire damage - you cen end up with your precious cannon destroyed before it can even fire, or set ablaze, so it will die next turn anyway.

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* WeaksauceWeakness: Almost all siege engines have weakness toward fire. Which is absolutely dreadful when facing tigrans, as they focus on fire magic and their range unit is dealing fire damage - you cen can end up with your precious cannon destroyed before it can even fire, or set ablaze, so it will die next turn anyway.

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[[AC:''Age of Wonders 1'']]

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\n[[AC:''Age [[foldercontrol]]
[[folder:''Age
of Wonders 1'']]



* BreastPlate: Julia's form-fitting armor, seen in the page image, is basically her visual trademark.
* CainAndAbel: Meandor and his half-sister Julia.

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* BreastPlate: Julia's form-fitting armor, seen in the page image, armor is basically her visual trademark.
* %%* CainAndAbel: Meandor and his half-sister Julia.




!!''Age of Wonders 2: The Wizard's Throne'' and ''Age of Wonders: Shadow Magic''
* Most of the above tropes apply again, of course.

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\n!!''Age [[/folder]]

[[folder:''Age
of Wonders 2: The Wizard's Throne'' and ''Age of Wonders: Shadow Magic''
* Most of the above tropes apply again, of course.
Magic'']]


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[[/folder]]
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* ChokepointGeography: PPlayed with. Both campaign and randomly-generated maps often have chokepoints that are particularly tough to overcome or require roundabout paths... but you can always use units capable of things like walking over mountain tiles or even outright ''flying'', offering handy shortcuts.

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* ChokepointGeography: PPlayed Played with. Both campaign and randomly-generated maps often have chokepoints that are particularly tough to overcome or require roundabout paths... but you can always use units capable of things like walking over mountain tiles or even outright ''flying'', offering handy shortcuts.

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* SummonMagic: You can get a variety of magical units summoned by your wizard, ranging from familiars and weaklings to absurdly powerful creatures.



* ArmorPiercingAttack: Any unit with a high Attack (or at least using an attack ability that has a high Attack rating) will overcome Defense of their target. A particularly good example is Throw Javelin attack of a balista, which is capable of hitting various NoSell units and dealing significant damage in the process.



* BoringButPractical: Balista is an excellent siege defence unit, and great early power multiplier for your armies, despite being the most basic siege engine. That's due to Throw Javelin having a very high Attack rating (you won't be able to get anything better until you build cannons) that also comes with a big Damage roll. If your faction is stuck with bows for ranged units, Balistas will be better than your archers, especially in the long run.

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* BoringButPractical: BeastOfBattle: Various races apply animals and fantastic beasts directly as their units, without the presence of any rider or handler.
* BoringButPractical:
**
Balista is an excellent siege defence unit, and great early power multiplier for your armies, despite being the most basic siege engine. That's due to Throw Javelin having a very high Attack rating (you won't be able to get anything better until you build cannons) that also comes with a big Damage roll. If your faction is stuck with bows for ranged units, Balistas will be better than your archers, especially in the long run.run.
** Crossbowmen of various races. They are all tier 1 units, so nothing fancy, but Shoot Crossbow attack ability has a high Attack rating, allowing them to reliably hit even high-tier units with high Defense, keeping them useful even late into any given map.



* BreathWeapon: With fire and ice variants. Draconian units often have this ability, along with true dragons and there are even artefacts that can grant it to heroes.
* ChokepointGeography: PPlayed with. Both campaign and randomly-generated maps often have chokepoints that are particularly tough to overcome or require roundabout paths... but you can always use units capable of things like walking over mountain tiles or even outright ''flying'', offering handy shortcuts.



* DamageTyping: Set of flags for an attack (may stick 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)

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* DamageTyping: Set of flags for an attack (may stick 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)objects).
* DarkIsEvil: Dark elves are explicitly an evil race. So are the undead.



* DeathFromAbove: Beware any flying unit, especially one that can attack with ranged attacks. There is no way to attack them other than with your ranged units, and fliers tend to have high Defense, [[AnnoyingArrows shrugging off things like arrows]], on top of already being impossible to hit by melee troops.



* DemBones: Basic undead units are animated skeletons.



* EasyLogistics: Even easier than in the first game. As long as you can pay for unit upkeep, there is nothing to worry about. Pioneers make moving around even easier, as they can build roads, nullifying hard terrain movement penalties, too. And once you have two sufficiently advanced {{Mage Tower}}s, you can simply build teleporters and freely move units instantly across the map.
* EliteArmy: Other than the steep upkeep, there is nothing preventing you from forming an entire army out of top-tier units - or even high-level {{Hero Unit}}s.
* EliteMooks: Tier 2 units are cheap and fast to produce and maintain, while the vast majority of them are a massive upgrade over the tier 1 chaff, often coming with powerful abilities on top of already strong stats.



* GrimUpNorth: Frostlings come from the land of EndlessWinter, and all their units are rugged, goblin-like creatures.
* HumansAreAverage: Humans come with a well-rounded unit roster, with nothing special, but also no particular weakness, and being a Neutral race. They are quite literally the baseline from which all other races are adjusted.



* JackOfAllStats: [[HumansAreAverage Humans]], Dwarves and Halflings don't rely on any sort of gimmick, don't have particular weaknesses and their units never become obsolete due to tier progression.



* KnightlyLance: Various cavalry units are armed with lances or at least spears. Lances are also among the potential artifacts, granting First Strike and general attack bonuses. Including, of course, one with a bonus against dragons.
* LightningBruiser: Cavalry of any kind or form, along with {{Giant Flyer}}s, BeastOfBattle and the [[TankGoodness Steam Tank]], combine high mobility with good overall stats. Probably the only exception to this trope is the Human's Flying Ship, which has rather lackluster combat capabilities and works as an all-terrain transport unit instead.
* MageTower: A critical mechanic and serving a dual purpose. Wizards who sit in a tower will have their domain (spell range) extended, and can cast adjacent to allied heroes. Even more importantly, if a wizard dies, he or she will be resurrected at a tower on their next turn. And if there's no tower to resurrect at...
* MagikarpPower: ''Shadow Magic'' allows you to buy dragon hatchlings. They start off rather weak and are often targeted by the enemy, but if you can build their experience to gold medal rank they will grow into full size dragons.
* MasterOfNone: When making a custom wizard, one can spread the points to their liking. However, it takes at least 3 points (out of 6) into any given school to be able to unlock all its spells, so not focusing is a great way to be stuck with a wide range of tier 1 spells, that are for the most part useless ''and'' will take forever to research due to their sheer amount.
* MasterSwordsman: Dark elves have Blade Dancer, which is an exceptionally good swordsman unit, focusing first and foremost on attack.
* MechanicallyUnusualClass: Rogue and, to a lesser extent, Ranger as a hero class. They have access to a variety of utility skills from other classes, ''without'' suffering from MasterOfNone and, more importantly, have strong fighting abilities and bonuses along with decent magic ones. Fine-tuning them with the right racial bonuses can further increase their usefulness or simply allow them to start with certain skills.
* MoraleMechanic:
** Races are aligned as Good, Neutral or Evil. Mix races from different alignments or simply throw too many units from different races and the morale of the whole army will tank, which will cause desertion. There is a wizard skill that can be picked either as a starting one or researched during the game to decrease the penalty to morale.
** One of the main advantages of siege weapons is that they do not take part in the morale evaluation, working exactly the same for everyone - including the dwarven Steam Tank.



* MageTower: A critical mechanic and serving a dual purpose. Wizards who sit in a tower will have their domain (spell range) extended, and can cast adjacent to allied heroes. Even more importantly, if a wizard dies, he or she will be resurrected at a tower on their next turn. And if there's no tower to resurrect at...
* MagikarpPower: ''Shadow Magic'' allows you to buy dragon hatchlings. They start off rather weak and are often targeted by the enemy, but if you can build their experience to gold medal rank they will grow into full size dragons.
* MasterOfNone: When making a custom wizard, one can spread the points to their liking. However, it takes at least 3 points (out of 6) into any given school to be able to unlock all its spells, so not focusing is a great way to be stuck with a wide range of tier 1 spells, that are for the most part useless ''and'' will take forever to research due to their sheer amount.
* MechanicallyUnusualClass: Rogue and, to a lesser extent, Ranger as a hero class. They have access to a variety of utility skills from other classes, ''without'' suffering from MasterOfNone and, more importantly, have strong fighting abilities and bonuses along with decent magic ones. Fine-tuning them with the right racial bonuses can further increase their usefulness or simply allow them to start with certain skills.
* MoraleMechanic:
** Races are aligned as Good, Neutral or Evil. Mix races from different alignments or simply throw too many units from different races and the morale of the whole army will tank, which will cause desertion. There is a wizard skill that can be picked either as a starting one or researched during the game to decrease the penalty to morale.
** One of the main advantages of siege weapons is that they do not take part into the morale evaluation, working exactly the same for everyone - including the dwarven Steam Tank.


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* SiegeEngines: As an unit class, which removes morale effects from them, but makes them vulnerable to fire. By default they include balistas, catapults and cannons. ''Shadow Magic'' expanded the roster further, offering [[BreathWeapon Fire Throwers]] and Repetitive Balista, which are giant AutomaticCrossbows. There are also dwarven Steam Tanks, which remove the fire weakness.


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* SuicidalOverconfidence: The non-aligned units will simply attack whoever gets close to them, no matter if they are facing a lone tier 1 scout, or an EliteArmy that will pound them to the ground in a single round. Often, this includes units that are outside your view, so they run half the screen toward the army they are attacking.
* SwordAndGun: Human Swashbuckler is a pirate-like unit armed with a pistol and a cutlass - and he's great at using ''both''. There is no need to switch between them and both are equipped at the same time, but if engaged in melee, the Swashbuckler will counter-attack with the cutlass.
* TacticalWithdrawal: You can always retreat from any given battle without any ill effects, by simply reaching the edge of the map (the retreat points are even marked by arrows, but you don't have to reach them, just the edge of the map). It's particularly useful when besieging an enemy settlement and realising there is no way to win it - you can simply leave, without even being chased.


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* WalkingWasteland: Certain units spread around their race-friendly terrain. Except those include undead and their dead wasteland and frostlings spreading EndlessWinter, both of which are serious terrain obstacles for other races.

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%%* StandardFantasySetting: Take a wild guess.

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%%* * StandardFantasySetting: Take a wild guess.You have all the Tolkien classics, right down to difference between Men and High Men.



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

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%%* * YouRequireMoreVespeneGas: Gold and Mana.%%How?
Mana are two resources you need to do everything in the game. In fact, running out of gold will ''stop construction and recruitment'' if they were quequed.



* ArabianNightsDays: Nomads, who were introduced in the ''Shadow Magic'' expansion, are fully under this trope, with camels, djinnis, rocs, flying carpets and, well, desert nomads. There are also elephant riders in their ranks, for extra exotic flair.



* BowsVersusCrossbows: The game keeps track of two separate stats for attacks: Attack (how good it is at hitting) and Damage (how much damage it deals). A particularly weak attack will be further compensated with multiple attacks with at least 70% of movement points. Which in practice means bows are half-decent against low-tier fodder (offering 3 shots that, if all land, will kill the unit), but crossbows are both far more likely to hit at all ''and'' deal higher damage. There are also guns, which are just plain superior to either of those, dealing even more damage and having the highest Attack of the three. Eventually, bows will become completely obsolete, since mid-tier units can shrug them off entirely.

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* BowsVersusCrossbows: The game keeps track of two separate stats for attacks: Attack (how good it is at hitting) and Damage (how much damage it deals). A particularly weak attack will be further compensated with multiple attacks with at least 70% of movement points. Which in practice means bows are half-decent against low-tier fodder (offering 3 shots that, if all land, will kill the unit), but crossbows are both far more likely to hit at all ''and'' deal higher damage.damage - but there is just a single bolt. There are also guns, which are just plain superior to either of those, dealing even more damage and having the highest Attack of the three. Eventually, bows will become completely obsolete, since mid-tier units can shrug them off entirely.



* DamageTyping: set of flags for an attack (may stick 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)
* DarkWorld: The Shadow World from the expansion, a separate plane of existence. Not to be confused with the simple Underground.

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* DamageTyping: set Set of flags for an attack (may stick 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)
* DarkWorld: The Shadow World from the expansion, a separate plane of existence.existence, further applying a "Shadow sickness" to non-Shadow units even getting there. Not to be confused with the simple Underground.



* FirewoodResources: Small wood bundles were terrain items that gave your closest city an instant structure building bonus

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* ExplosiveBreeder: Goblins. While other races get extra production, money, mana and what not, goblins get extra population growth. It's not that important for AI, but in the hands of the player, it is easily the best bonus possible, making goblins prime candidates for pioneers.
* FantasyCounterpartCulture: [[CatFolk Tigrans]] are heavily styled after Ancient Egypt, right down to having a Sphinx as their top-tier unit.
* FirewoodResources: Small wood bundles were terrain items that gave your closest city an instant structure building bonus bonus. Or just build something out of a scratch if nothing was in the construction queque.



* OurGeniesAreDifferent: Fire Wizards can summon an [[http://aow2.heavengames.com/aowsm/gameinfo/units/summoned.shtml#efreet Efreet]].

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* OurGeniesAreDifferent: Fire Wizards can summon an [[http://aow2.heavengames.com/aowsm/gameinfo/units/summoned.shtml#efreet Efreet]]. Meanwhile, Nomads from ''Shadow Magic'' expansion have djinnies as one of their units.



* MasterOfNone: When making a custom wizard, one can spread the points to their liking. However, it takes at least 3 points into any given school to be able to unlock all its spells, so not focusing is a great way to be stuck with a wide range of tier 1 spells, that are for the most part useless ''and'' will take forever to research due to their sheer amount.

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* MasterOfNone: When making a custom wizard, one can spread the points to their liking. However, it takes at least 3 points (out of 6) into any given school to be able to unlock all its spells, so not focusing is a great way to be stuck with a wide range of tier 1 spells, that are for the most part useless ''and'' will take forever to research due to their sheer amount.amount.
* MechanicallyUnusualClass: Rogue and, to a lesser extent, Ranger as a hero class. They have access to a variety of utility skills from other classes, ''without'' suffering from MasterOfNone and, more importantly, have strong fighting abilities and bonuses along with decent magic ones. Fine-tuning them with the right racial bonuses can further increase their usefulness or simply allow them to start with certain skills.
* MoraleMechanic:
** Races are aligned as Good, Neutral or Evil. Mix races from different alignments or simply throw too many units from different races and the morale of the whole army will tank, which will cause desertion. There is a wizard skill that can be picked either as a starting one or researched during the game to decrease the penalty to morale.
** One of the main advantages of siege weapons is that they do not take part into the morale evaluation, working exactly the same for everyone - including the dwarven Steam Tank.



* RandomlyGeneratedLevels: One of the main selling points of ''Shadow Magic'' was a map generator, which allowed the [=AoW=] series to gain [[VideoGame/HeroesOfMightAndMagic HoMM-like]] replayability.



* SimpleYetAwesome: Variety of tier 1 spells that provide StatusEffects, particularly Haste and Enchant Weapon. They are nothing fancy, but come with great utility, especially in city-defense battles, where they are cast automatically on all defending units.



* 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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* 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. There are also ''other'' races, but they break from the "standard" mold.


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* TankGoodness: The ultimate dwarven unit is a Steam Tank. It's a highly mobile cannon with NoSell capabilities and, if that wasn't enough, the ability to harm all units surrounding it by releasing steam.
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* WeaksauceWeakness: Almost all siege engines have weakness toward fire. Which is absolutely dreadful when facing tigrans, as they focus on fire magic and their range unit is dealing fire damage.

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* WeaksauceWeakness: Almost all siege engines have weakness toward fire. Which is absolutely dreadful when facing tigrans, as they focus on fire magic and their range unit is dealing fire damage.damage - you cen end up with your precious cannon destroyed before it can even fire, or set ablaze, so it will die next turn anyway.
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* MasterOfNone: When making a custom wizard, one can spread the points to their liking. However, it takes at least 3 points into any given school to be able to unlock all its spells, so not focusing is a great way to be stuck with a wide range of tier 1 spells, that are for the most part useless ''and'' will take forever to research due to their sheer amount.

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* AnnoyingArrows: Any unit with sufficiently high Defense will completely shrug off arrows, throwing darts and similar weapons, as they will deal zero damage. Bolts from crossbows, and bullets, meanwhile, will at least deal ''some'' damage, even to a high-tier unit.



* BoringButPractical: Balista is an excellent siege defence unit, and great early power multiplier for your armies, despite being the most basic siege engine. That's due to Throw Javelin having a very high Attack rating (you won't be able to get anything better until you build cannons) that also comes with a big Damage roll. If your faction is stuck with bows for ranged units, Balistas will be better than your archers, especially in the long run.
* BowsVersusCrossbows: The game keeps track of two separate stats for attacks: Attack (how good it is at hitting) and Damage (how much damage it deals). A particularly weak attack will be further compensated with multiple attacks with at least 70% of movement points. Which in practice means bows are half-decent against low-tier fodder (offering 3 shots that, if all land, will kill the unit), but crossbows are both far more likely to hit at all ''and'' deal higher damage. There are also guns, which are just plain superior to either of those, dealing even more damage and having the highest Attack of the three. Eventually, bows will become completely obsolete, since mid-tier units can shrug them off entirely.
* CoolButInefficient: Getting a dragon hatchling is undeniably a cool thing and it's a decent unit on its own (or better than any of your units, if you play as a particularly weak faction). But reaching gold medal veterancy with it, so it will turn into an adult dragon? That's probably the worst sort of hell when it comes to micromanagement, because you will need to finish off an insane amount of units. And ''then'' there is grinding up the adult dragon to full potency - usually the current map is already over before you get all the exp needed.



%%* DarkWorld: The Shadow World.

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%%* * DarkWorld: The Shadow World.World from the expansion, a separate plane of existence. Not to be confused with the simple Underground.



* DesignItYourselfEquipment: As in the first game, items can be created in the MapEditor, but ''Shadow Magic'' enables the player to make them within the game, subject to some limitations that prevent overpowered equipment being made - no Physical Immunity, only one level of bonus Wizardry, no more than 3 enchantments per item, and some enchantments can only occur on a particular body slot, limiting what powers can stack.

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* DesignItYourselfEquipment: As in the first game, items can be created in the MapEditor, but ''Shadow Magic'' enables the player to make them within the game, subject to some limitations that prevent overpowered equipment being made - no Physical Immunity, only one level of bonus Wizardry, no more than 3 enchantments per item, and some enchantments can only occur on a particular body slot, limiting what powers can stack. Said all that, it's ''incredibly'' broken feature and the only real limit is how long it takes to set up the required buildings.



* GiantSpider: They can be summoned into your armies. Not that great in combat, but come with a very useful ability to [[AllWebbedUp web-up any unit they attack]].



* IShallTauntYou: Heroes can get this as a skill.

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* HolyBurnsEvil: Holy Attack is a StatusEffects that deals extra damage and decreases Defense of targets that have a weakness toward holy (like the undead). All archon units, even their peasant militia, come with Holy Attack
* IShallTauntYou: Heroes can get this as a skill.skill, and certain units get it by default.



* JavelinThrower: The "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. While at first glance it might not look like anything special, it has enough Attack rating to reliably hit high Defense units, including top-tier ones.


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* PowerUpLetdown: A whole host of units receive just a simple +1 to some of their stats with veterancy levels. This can even include a particularly unlucky roll for a hero, where you will get the choice to improve specific stats, but not gain any sort of useful extra ability.


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* WeaksauceWeakness: Almost all siege engines have weakness toward fire. Which is absolutely dreadful when facing tigrans, as they focus on fire magic and their range unit is dealing fire damage.


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* ZeppelinsFromAnotherWorld: Humans can build Flying Ships as their final unit. Rather than being a great combatant, it allows the rest of the army to pack inside and cross whatever terrain there is to cross, then ''unload'' and continue on foot, offering ''excellent'' mobility. In combat, though, it's just a flying balista.
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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 ''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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''Age of Wonders'' is a turn-based strategy TurnBasedStrategy 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 ''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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[[AC:''Age of Wonders 1'']]:

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[[AC:''Age of Wonders 1'']]:1'']]
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* XMeetsY: Age of Wonders is often considered to be ''VideoGame/{{Civilization}}'' meets ''VideoGame/HeroesOfMightAndMagic''.

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