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Age of Wonders: Shadow Magic

Age of Wonders: Shadow Magic
Cover art of Age of Wonders: Shadow Magic
Developer(s) Triumph Studios
Publisher(s) Gathering of Developers
Producer(s) Chris Lacey
Designer(s) Lennart Sas
Composer(s) Mason B. Fisher
Platform(s) Microsoft Windows
Release date(s)
  • NA: July 25, 2003
  • EU: August 29, 2003
Genre(s) Turn-based strategy
Mode(s) Single-player, multiplayer

Age of Wonders: Shadow Magic is a turn-based strategy video game in a fantasy setting. Shadow Magic is the third incarnation of the Age of Wonders series, and is a direct sequel to Age of Wonders II: The Wizard's Throne. All three games were developed by Triumph Studios. The series is the spiritual successor to Master of Magic.

The game features a world on three different levels, the Surface, the Underground and the Shadow World. Scenarios may take place on one or more of these levels. The game can either be played in a simultaneous mode, wherein players move their units at the same time during a turn, and in a traditional turnbased mode. Note that both modes are still turnbased. The game is played both in an overworld mode, on which parties are moved and raised, structures are built and heroes are contracted, as well as a battle mode.

The key element of the game are the Wizards. Wizards are very powerful at magic, but rather weak at close combat. Every player has one Wizard, each with a sphere of magic (Life, Death, Fire, Water, Air, Earth, Cosmos and finally Chaos/Secret), which decides which spells the Wizard can research. Some Wizards have multiple spheres, but can only learn less advanced spells. Spells range from passive spells (for instance, blessing a unit with additional strengths), to direct spells (i.e. healing spells or attack spells), to summoning spells. Wizards are the only units in the game who can't level up or gain medals. Instead, they improve by researching new spells and skills.

Wizards have a domain, which is the area in which the Wizard can cast his spells. When a wizard is inside a wizard's tower, the radius of his domain is increased by several hexagons, and in addition a small domain is radiated around each hero, so it is usually best to keep wizards inside a tower at all times. Every village, town and city can build a Wizard Tower, and the Wizard only has to be inside one Wizard Tower, the other towers will also increase his domain.


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