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** The very tutorial teaches you that the best way to deal with unhappy populations of opposite-alignment races is to either "migrate" the population to replace it with a more friendly race, or ''burn the place to the ground'', killing the population and forcing the survivors into banditry.
--->'''Tutorial prompt:''' "These goblins are more trouble to keep happy than they're worth. Let's see how well they like living off the land, without roofs over their heads! (...) Notice the angry party of goblins that has appeared next to their former home. These are likely to be quite unfriendly creatures. If they should attack you (and since you burned down their home, they likely will), feel free to select automatic or tactical combat to resolve the battle."
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* HilariousInHindsight: At first, one might think that Anon [[https://64.media.tumblr.com/tumblr_m3vemryXFK1rv30aco1_1280.jpg bearing a resemblance to Morgan Freeman]] was inspired by the latter playing the role of God in Film/BruceAlmighty and Film/EvanAlmighty, were it not for the fact that Age of Wonders 2 actually ''predates the first of those two films by a year''.
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* ScrappyWeapon: Throw blades, which seem to exist solely so bows and poison darts don't look that terrible by comparison by mid-game. They are by far the weakest ranged attack in the game and even if somehow the attack itself lands, they deal meagre 0-2 damage per blade. At least poison darts deal damage over time from the poison and bows have good range and a half-decent damage output as long as they can pierce through armour. While they ''do'' benefit the most from Marksmanship upgrades, there are simply better weapons around.

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* ScrappyWeapon: Throw blades, which seem to exist solely so bows and poison darts don't look that terrible by comparison by mid-game. They are by far the weakest ranged attack in the game and even if somehow the attack itself lands, they deal meagre 0-2 damage per blade. At least poison darts deal damage over time from the poison and bows have good range and a half-decent damage output as long as they can pierce through armour. While they throwing blades ''do'' benefit the most from Marksmanship upgrades, there are simply better weapons around.
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* ScrappyWeapon: Throw blades, which seem to exist solely so bows and poison darts don't look that terrible by comparison by mid-game. They are by far the weakest ranged attack in the game and even if somehow the attack itself lands, they deal meagre 0-2 damage per blade. At least poison darts deal damage over time from the poison and bows have good range and a half-decent damage output as long as they can pierce through armour. While they ''do'' benefit the most from Marksmanship upgrades, there are simply better weapons around.
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** In ''Shadow Magic'', you can use Item Forge to create cutsom inventory. Despite various restrictions to what can be loaded on items and the fact only three buffs are possible per equipment piece, it's extremely broken.

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** In ''Shadow Magic'', you can use Item Forge to create cutsom custom inventory. Despite various restrictions to what can be loaded on items and the fact only three buffs are possible per equipment piece, it's extremely broken.
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** Halfling pony rider is an infamously broken unit from the first game, and spamming them is a reliable way to victory with minimal effort. Pony riders are a particularly cheap tier 1 unit that has tier 2 stats, abilities and survivability, without any real hard counters until late game. They got ''slightly'' nerfed in the sequel, making them "only" a good cavalry scout.

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** In ''Shadow Magic'', you can create an inventory item with the Drain Will and Dominate abilities. A hero equipped with this is practically guaranteed to add any enemy unit from every battle to your side, permanently. Even the ones supposedly immune to mind control. Even enemy ''heroes''. That results in many players going into the nomads' third mission with a killer stack of 7 heroes.
** Similarly, a combination of Double Strike, Drain Life and First Strike on a single item offers the ability to ''always'' hit first and do so like a train, while regenerating just absurd amounts of HP in the process. Add to it a ring or a shield with either Physical Protection or Block (or both) and you have a OneManArmy. You can just keep making those items, load them on all your heroes and simply ignore using non-hero units from that moment on.

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** In ''Shadow Magic'', you can use Item Forge to create an inventory cutsom inventory. Despite various restrictions to what can be loaded on items and the fact only three buffs are possible per equipment piece, it's extremely broken.
*** An
item with the Drain Will and Dominate abilities. A hero equipped with this is practically guaranteed to add any enemy unit from every battle to your side, permanently. Even the ones supposedly immune to mind control. Even enemy ''heroes''. That results in many players going into the nomads' third mission with a killer stack of 7 heroes.
** *** Similarly, a combination of Double Strike, Drain Life and First Strike on a single item offers the ability to ''always'' hit first and do so like a train, while regenerating just absurd amounts of HP in the process. Add to it a ring or a shield with Haste and either Physical Protection or Block (or both) and you have a OneManArmy. You can just keep making those items, load them on all your heroes and simply ignore using non-hero units from that moment on.on.
*** While it borders on ComplexityAddiction, Marksmanship stacks up infinitely and is pretty cheap item effect to add. Making two rings with +3 Marksmanship, along with a weapon that has Fire Cannon and +2 Marksmanship on it and giving it to a hero with Marksmanship levels (up to +4) offers in total +12 Attack ''and'' Damage to default 18 Attack and 16 Damage of Fire Cannon ability. This allows a guaranteed hit on just anything within the range of the attack, while dealing no less than 15 damage even with the crappiest damage roll, which is OneHitKill against vast majority of units and almost guaranteed destruction of gates and ''Stone'' Walls in sieges.
*** Alternatively, a much cheaper alternative for a "siege" hero is a humble option to Climb Walls, combined with Physical Protection, offering the option to simply charge head-on into the defenders.
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** Similarly, a combination of Double Strike, Drain Life and First Strike on a single item offers the ability to ''always'' hit first and do so like a train, while regenerating just absurd amounts of HP in the process. Add to it a ring or a shield with either Physical Protection or Block (or both) and you have a OneManArmy. You can just keep making those items, load them on all your heroes and simply ignore using non-hero units from that moment on.

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* DesignatedHero / DesignatedVillain: We're told that the Elves, Halflings and Dwarves are good, and the Orcs, Goblins and Dark Elves are evil, but they don't play any differently. While the good races are described briefly as having peaceful wholesome habits and the evil races are supposed to be violent and aggressive, we don't really see this in action either. Finally, the Elves' goal is peace while the Dark Elves want genocide of the humans, but they want the genocide because the humans did it to them first. This kind of retribution doesn't necessarily fall outside the realm of what many "good" characters do. And in gameplay the difference doesn't show up at all: both sides are equally warlike, and have the option of fighting or buying off neutral races. Furthermore, a central gameplay mechanic is the ability to repopulate captured cities with a population of a friendly race; it's plain cultural imperialism at best and the good and evil races do this with equal impunity.

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* DesignatedHero / DesignatedVillain: ComplacentGamingSyndrome: Whenever building a new settlement with a pioneer, doing it with either goblins (bonus to population growth, which will allow to transform it into a village faster) or at least any race that has a production bonus (faster construction of essential buildings). The other racial bonuses simply aren't that great for developing new settlements, while the race of the settlement can be swapped later on with ease for something more suitable for your goals.
* DesignatedHero[=/=]DesignatedVillain:
We're told that the Elves, Halflings and Dwarves are good, and the Orcs, Goblins and Dark Elves are evil, but they don't play any differently. While the good races are described briefly as having peaceful wholesome habits and the evil races are supposed to be violent and aggressive, we don't really see this in action either. Finally, the Elves' goal is peace while the Dark Elves want genocide of the humans, but they want the genocide because the humans did it to them first. This kind of retribution doesn't necessarily fall outside the realm of what many "good" characters do. And in gameplay the difference doesn't show up at all: both sides are equally warlike, and have the option of fighting or buying off neutral races. Furthermore, a central gameplay mechanic is the ability to repopulate captured cities with a population of a friendly race; it's plain cultural imperialism at best and the good and evil races do this with equal impunity.
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** The humble Pioneer. AI never uses them, while they allow to perform two equally broken actions: building roads (making it trivial to move around your domain and sending reinforcements before widespread teleportation) and, far more importantly, repairing razed and setting up new settlements. There are two sources of income in this game: on-map features, which are limited in quantity, and settlements. There is literally ''nothing'' preventing you from building one after another, eventually gaining an absurd economic edge due to the sheer amount of those.



* ThatOneLevel: The first and third Dwarven missions of the first game's campaign start you with few resources and run you through ''huge'' mazes of dark, enemy-filled tunnels to reach specific points on the map. If you don't know exactly how to get to the goal, it's easy to either spread your forces too thin or get lost, both of which give the enemy time to build up strong forces undisturbed.

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* ThatOneLevel: The first and third Dwarven missions of the first game's campaign start you with few resources and run you through ''huge'' mazes of dark, enemy-filled tunnels to reach specific points on the map. If you don't know exactly how to get to the goal, it's easy to either spread your forces too thin or get lost, both of which give the enemy time to build up strong forces undisturbed.undisturbed.
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