Age
of Wonders II: The Wizard’s Throne
BETA DEMO V0.92 – README
April 17, 2002
Thank you
for checking out the Beta Demo of Age of Wonders II. This demo is beta
(unpolished) code, and we would like to hear your feedback. You can send
comments to aow2beta@godgames.com.
Please remember this is a free beta demo, so this version is not supported by
Technical Support.
To use
this document along side the game, you can either leave it open on the
background and press <ALT-TAB*> to task-switch between the game and the
document, or press F1 in the game to run the game in windowed mode, or you can
print it.
Please note that task-switching causes problems with
some video drivers.
Contents
3.1. Starting
the Demo Scenario
3.2. Magic
3.3. The
Starting Town
3.4. Exploration
3.6. Combat
3.8. Trade-offs
3.9. Confronting
Yaka
4.
Mini Manual
4.1.
Interface
4.2.
Cities
4.3.
Parties
4.4.
Other Objects
4.5.
Combat
4.6.
Units
4.7. Magic
6.
Tables
6.1.
City Productions
6.2.
City Sizes
6.3.
Race Modifiers
6.4. Wizard Fame
6.5. Spells
7.
Web Links
8.
Legal
OS:
Windows(R) 98/ME/2000/XP
CPU:
300MHz
RAM: 64
MB (128 Recommended)
Free Hard
Disk Space: 250 MB
Video:
DirectX8 Compatible 4MB 3D Video Card
Sound:
DirectX8 Compatible Sound Card
Age of
Wonders 2 starts in Hardware Rendering Mode. On machines that do not have
DirectX 8 or higher, or the latest video drivers installed, the program may have trouble running. Either
download the latest drivers, or set AoW2 to start in Software Rendering with
AoW2Setup.
Problem: The Game does
not Start Properly
The game starts with a black screen, has redraw
problems, instantly crashes or crashes after scenario setup.
A) Make
sure DirectX 8.0 or higher is installed.
B) Download
the latest Drivers for your video card from the manufacturer’s site. Here are
some popular video card manufactures:
C) Close
all background Applications before running the game. Some programs can
interfere with Age of Wonders 2.
D) Disable
the option “Allow Resolution Changes”.
E) Make
sure your monitor can display the required resolution.
Problem: Slow Performance:
When the game runs slowly on your computer, you
can try the following options to make the game run faster:
A) Close
all background Applications before running the game. Programs like Virus
Scanners, Security Programs and Internet Applications can be memory and
performance hogs.
B) Run
the game at a low resolution, using the AoW2Setup program
C) Set
the Game to ‘Medium’ or ‘Low’ detail, using AoW2Setup. This will reduce some of
the more demanding graphical effects.
Problem: Crash when using <alt-tab> for
task-switching or when resolution-switching.
Game can crash or displays a black screen. This
usually happens in hardware-accelerated mode on some graphics cards.
A) Download the latest Drivers for your
video card from the manufacturer’s site.
B) Disable the option “Allow Resolution
Changes” for in-game crashes.
C) Run the game in “Software rendering
mode”, using the AoW2Setup program.
This Beta
Demo includes the scenario 'Inioch's Legacy' where siblings Julia and Meandor,
the offspring of the ancient Elven King Inioch, meet while investigating the
secret research of their father. A powerful wizard Yaka, wants to keep them
from learning the 'Path of the Wizard'. Can Inioch's siblings work together to
oppose this danger, or will their old grievances turn them against each other?
To start
the scenario, run the game, choose the ‘Scenario’ option from the main menu,
and select ‘Single’.
In the
scenario setup you will see the 3 wizards present in the scenario. The villain
Yaka is always controlled by the computer, while Julia and Meandor can both be
played. In this demo guide we’ll take Julia, so leave her on the ‘Human’
setting.
The AI
levels for the opponents can be set lower or higher CPU levels if the game is
too difficult or too easy respectively.
Under the
"Turns" setting, you have two options: Classic and Simultaneous. In
Classic Turns, the game plays like many other turn-based games, with one player
moving at a time. Classic Turns supports “Hot Seat”, which allows multi-player
on a single computer.
In
Simultaneous Turns, all players take their turns at the same time, making quick
decisions vital, and removing the need to wait for other players to move. Which
mode you play in is entirely up to your personal preference, but new players
may be better up using the ‘Classic’ option.
Press the
‘Start’ button to begin the game!
In Age of
Wonder’s II: The Wizard’s Throne it’s all about magic. When the game starts,
the middle panel will show your wizard’s portrait, flanked by buttons for your
Spell Book and Research.
Spell
Book
The
Left one shows the spell you are currently casting. Beneath it is a button
labeled Spells. If you click on this button the spellbook will pop up. Here you
can see all the spells you have researched and can cast. If you have enough
mana, you can try to summon a Unicorn to fight for you. Just click on the
Unicorn spell in the first bookmark. The other tabs list Unit and Combat
spells.
Research
The right one displays the spell you are
currently researching and also shows the number of turns it will take before
the spell is researched and can be cast. Beneath it is a button labeled
Research. If you click on this button the Research book will pop up. Here you
can see all the spells you can currently research. To research Heal, which is a
useful spell, just click on it and it will be researched. Also, set the slider
to the far right so you will research faster.
Before we
start exploring the land, we want to visit our starting city. Cities are the most important map structures
in the land. Click on the city graphic to select it. The bottom panel displays
the production queue and information about the city’s income.
The panel
on the left of the screen displays the city’s options spread over 3 tabs (Units,
Structures, and Miscellaneous). The panel on the right shows city information,
including the town’s built structures, city enchantments and racial bonuses.
As a town
grows, it will have more options to build advanced units and defenses . See the
city production table for more details.
For now,
lets set a couple of productions for the coming turns, with the first being a
Gladerunner (a quick cheap scout unit), and an Archer. This is done by clicking
on their icons in the left panel.
The amount
of turns a production takes to build depends on it’s cost, and the Production
Points of a town. If a structure costs 100 gold for example, and the town has
20 Production Points, it will take 5 turns to build.
In the
direct area of your starting city you will see an unguarded mine and an
unguarded watch tower. Split the party that is garrisoned
in the town. Leave your Wizard and the Ballista in the town, and move the party
of elves to capture the unguarded mine.
The mine
will generate gold every turn that flows into your treasury.
You can
split to party multiple times in the first turns to pick up gold, capture the
watch tower and explore the area further. But remember to regroup your units as
it won’t be long before the enemy approaches.
After you've finished moving your Units and managing your Cities and Structures, you're ready to end this turn, and begin the next. The "check mark" button in the lower right is the End Turn button. In Classic Turns, pressing it will let the other players take their turns, with the lights next to the button showing you whose turn it is. In Simultaneous Turns, these lights show which players have finished their turn, and when all are full, the next turn will begin.
Go ahead and press the End Turn button now.
Moving up
along the road, you will see a Water Mill guarded by some Goblin Units. Move on
to the Mill to attack the Goblins. You will be asked whether you want to command
the battle or let the game simulate it. Select “Yes” to command the battle, and
the combat will begin. The Defenders get to move first, so the first thing you
will see is the Goblin Units attacking your Units. When that is over, your turn
will start.
Your turn
begins with a unit selected by default. You may move this unit, or select
another unit to move. When a unit is selected, you can see it’s stats and
abilities in the bottom panel. The abilities tell you what you can do with the
unit. Highlighted abilities can be used by clicking on them. Ranged attacks
like Shoot Javelin can be fired on a target by clicking on them, once to see
information on the attack, and a second time to fire. Touch and Melee attacks
can be used by moving on to the Target. A Unit can Melee an enemy only if they
have the Strike ability. When you move a Unit, you will see different colored
icons in the movement path as it gets longer. These indicate how many attacks
the Unit can make after moving, whether melee or ranged. Green indicates 3
attacks, yellow indicates 2, and red indicates one attack can still be made.
In
addition to the skills of your Units, your Wizard can help turn the tide of a
battle by casting Spells into it. Selecting the spell icon on the right, will
open your Spellbook to the Combat Spells, which (in addition to your Unit
Spells) you can use as long as the combat occurs within your Magical Domain.
Some spells can be cast on enemies, some on your own Units, and some affect the
entire combat. Hold the mouse over a spell to get information on it, and click
on it to begin casting it.
When
you’ve moved all your Units, press the End Turn button to move to the next
round of the battle. Experiment with your Units and Spells, and do your best to
defeat the opposing Goblin forces!
When you
move your units north, across the bridge, you’ll see a black border. This is
the start of your rival Wizard, Meandor’s domain. When
you move far enough into his Domain, you’ll receive a welcome message.
Now that
you are in contact with your troubled brother you can engage in diplomacy.
Despite the fact that your brother is evil, he may be willing to work with you
to fight your common enemy, the powerful Yaka. You can offer a peace treaty, as
well as trade resources like spells.
Whether
or not Meandor will accept your proposal depends on a number of things:
·
The
balance of power – A rival Wizard is more likely to make a peace treaty with a
third party when faced with a powerful enemy.
·
Fame –
Wizards are likely to make a treaty with a Wizard that is trustworthy and
powerful.
Your
reputation and relative power are represented with a single Fame
Value on the diplomacy screen
Meandor
will be willing to accept a Peace Treaty if he is has 'weak' might, and he will
need some extra motivation in the form of mana, gold or spells when he has
'average' might.
However, Yaka will not accept any pleas
for peace, as he is set to destroy both Julia and Meandor.
When you
move into Meandor’s Domain, you will see a small human settlement, which is
independent. As Julia has the Peacekeeper Wizard’s skill, you are able to take
over this neutral race’s City with a bribe.
The bribe
is a hefty sum of gold which can also be used for production or the recruitment
of a Hero, which should emerge in the first few turns of the game.
After the
first couple of turns you will encounter Yaka the Fire Wizard, who is the
dominant force in this scenarios. Here are some tips:
·
Explore
the map – Using Gladerunners and Scouts, look for pickup objects like gold,
mana and magical items. The most powerful pickups are Production Resources and
Magic Catalysts that instantly produce a structure in the nearest town or boost
spell casting and/or research respectively.
·
Keep
units together – Yaka has a number of flying manticores which will take out
stray units.
·
Fortify
your Wizard’s home and other important towns. Stone walls and Tower Guard
productions are vital for protecting your Wizard.
·
Be
careful with Heroes. A high level Hero is one of your Wizard’s most prized
possession. Don’t take too many risks with them. Extra considerations are that
a fallen hero’s artifacts may fall into the enemy’s hands, causing your Fame to
drop.
Good luck! And remember that if Yaka or
Meandor are giving you a hard time, you can always tone down their difficulty
by changing the CPU level of the wizards in Scenario Setup.
Welcome
to Age of Wonders II: The Wizards’ Throne.
First of all, start up Age of Wonders II: The Wizard’s Throne,
(abbreviated AoW2 from here on out) and select the second option, labeled Scenario, from the main menu.
To play a
game by yourself, or to play a hotseat game with friends on one computer,
select the Single scenario option,
the only option available in this demo.
The
default Wizard you will control is always the Wizard listed in the upper
left. If you wish to change which
Wizard you will control, click on any of the boxes listed next to any of the
Wizards and then click on the Human
option. You can also change the
difficulty of the computer opponents by changing their options from CPU Squire to something harder, like CPU Lord.
Now that
you’ve got your Wizard chosen and the difficulty of the computer opponents set,
you can play with the other options on the Scenario screen. The box under the label Turns allows you to change the turn structure from AoW2’s special Simultaneous turn system into a more Classic turn-based system, like those
found in many other strategy games.
With the bars listed in the Duration
box, you can change the time limit per turn, or limit the game to specific
number of total turns. There are also
four selectable options in the Miscellaneous
box, but for now, just leave them at the default settings; you can experiment
with them later.
Now, hit
the Start! Button to begin your AoW2
game.
Once a
scenario has loaded and you’ve clicked in to start the game, the first thing
you’ll get to watch is your Wizard teleporting down to his or her starting
position. The default interface in
AoW2 is broken down into the Main
Window, where all the action takes place, and three ‘sub’ windows that feed
you information. Before you go playing
with the main window, take a look at the three windows across the bottom of
your screen, starting with the far left.
Events Window
The Events Window is a simple sequential
text list of all the important events that are occurring within your range of
sight. If you click on one of the
events listed in the window, it will center your Main Window on the place where the event occurred. For events that occur off-screen (like
Messages from other Wizards), clicking on their listing will bring up an
entirely new window for you to examine.
IMPORTANT: When you receive
messages from other Wizards and from Spirits, you must click on their entry in
the Events Window to bring them
up! For now, just remember that you can
click on the events listed here to center your view on them.
Below the
listing of events are three icons with some numbers next to each. The first icon, a pile of gold, should be
followed by a number plus (or minus) another number (for example, 250+17). This represents your total amount of stored
gold, follow by how much gold you will either earn or lose at the end of the
current turn. Gold is used to pay for
city upgrades, building new combat units, hiring heroes, and paying the upkeep
for your armies. The next icon, a deep
blue crystal, is followed by a number plus (or minus) another number. This number represents your total stored
Mana and your Mana income (or loss) at the end of the current turn. Mana is used for casting spells, paying upkeep
on magically summoned creatures, and for some miscellaneous other minor tasks. The last icon, a bright blue and white star,
is followed by a number/number (like 20/20).
This represents your current / total number of magic Casting Points. Every time you cast a spell, it consumes
Casting Points equal to the spell’s Mana Cost.
You can only cast your total number of Casting Points of spells each
turn. Each new turn will automatically
replenish your Casting Points up to, but never exceeding, your total Casting
Points.
Middle Window and Options
The
middle window is used for many different functions. When nothing else is selected, this window defaults to your Magic Options. IMPORTANT:
To get rid of any other options window and bring up the Magic Options window, simply right- click on any space in the Main Window. You can cast spells by clicking on the Spell button, you can center your Main Window view on your Wizard by clicking the Center button, and you can change what
spell or skill you are researching by clicking the Research button. The tab at
the top of the Magic Options window
labeled Active can be clicked to
show what spells you, and what global/domain spells the enemy Wizards currently
have active. The Active tab is important because it is where you go to cancel
enchantment spells that you want to turn off.
The Power tab in the upper
right will show you a list of everything that is generating Mana for your
empire. If you right-click on one of
the listings in the Power tab, it
will center your view on the source of power.
Clicking
the Wizard tab simply takes you back
to the default window if you were on the Active
or Power tab. If you click on the Research button, you can change which spell or skill you are
researching. You can switch between
researching spells or skills by clicking either the Spells or Skills button
in the research book. There is also a
sliding bar on the left that shows how much of your Power is going to
generating Mana and how much is
generating Research. More Mana means you can cast and maintain
more spells, more Research means you get new spells more quickly. Simply click the Close button to remove this window.
The Spells button from the Magic Options window is what lets you
cast new spells. If you want to see
what types of spells you can cast, click on the bookmarks named Global, Unit Enchantment, and Combat
on the bottom-right page of the book.
Any spell you can’t cast will be grayed out. To exit this book, click on the bookmark shaped like an X attached to the bottom-right
page. IMPORTANT: You cannot cast your spells anywhere on the map; you
can only cast them within your domain.
Put your Wizard in a city with a Wizard’s Tower to increase his
domain. You can upgrade the city’s
Wizard Tower several times to increase your domain even further. Domains appear as colored borders
surrounding your Wizards and Heroes in the Main
Window.
You’ve
probably noticed the five big icons to the right of where your Magic Options appear. These icons, from top to bottom, represent
the Magic Options, Object Options, Realm
Options, Diplomatic Options, and Game
Options. The Magic Options will automatically come up whenever you don’t have
anything else selected, as well as whenever you right-click on a space in the Main Window. The Object Options
will automatically pop-up every time you click on a unit, city, or other object
in the Main Window.
The Realm Options is mainly just an
informational tool. It has several
choices that will give you information on your Treasury, Cities, Heroes, and Quests. For now, just
remember: like other lists, you can right-click on most things in the lists to
center your view on them. Using the Cities tab and the right-click method,
you can quickly manage all of your cities.
Don’t
worry too much about the Diplomatic
Options for now. Until you meet
another Wizard, all you can do here is just see how your Race Relations are
faring. When you meet new Wizards,
their portraits will start to appear in the empty boxes and you can click on
them and try to Negotiate. When you have your Wizard selected, you can
see your personal info and Race Relations.
Race Relations are important; they determine how much the 12 races in
AoW2 like you. Happy faces mean they
like you and are probably willing to help you.
Neutral faces mean the race doesn’t care for you one way or the
other. Angry faces mean the race
doesn’t like you and will go out of its way to make you miserable. IMPORTANT: You can click on each race
for a more in-depth description of why that race hates or likes you.
The last
of the options list is the Game Options. From here, you can change some of the
graphic, audio, and gameplay settings of AoW2.
Also, this is the menu for saving, loading, and exiting the game. You can get rid of window in the same
fashion as the other option windows: right-click on a space in the Main Window.
Minimap
Lastly,
we have the Minimap Window. The Minimap is simply a tiny representation
of the entire scenario map. You can
click on any part of the Minimap to center your Main Window on that part of the map. If the map supports both Surface and Cavern levels, there will be
a tab at the top of the Minimap.
Clicking on either Surface or
Caverns tab will change the Main Window to show that level.
Beneath
the Minimap are four very important features.
The first button is the Next
Active Party button. This button
can be used to quickly cycle through all of your parties that still active for
that turn. Next, there is the Unread Events icon. This icon will flash whenever you have an
unread event (check the Events Window)
and you can click on it to automatically center on the next event. The next icon is just a series of colored
bars called the Turn Indicator. This nifty bar is there to show you either
who has not clicked in during Simultaneous turn scenarios, or to show which
player is currently active in Classic turn scenarios. The last button at the bottom right is the End Turn button. When you
click this button, you are irrevocably entering your desire to end your turn in
Classic turn scenarios. In Simultaneous
turn scenarios, once everyone has clicked this button, the next turn will
proceed. IMPORTANT: In Classic turns, once this button is clicked, it
proceeds to the next player’s turn.
Remember, do not click this button until you have finished managing all
of your cities and armies for that turn!
The Main Window
This is
where all the important stuff in AoW2 is carried out. You can left-click on almost anything in the Main Window (from units to cities to windmills to magic nodes) to
bring up a more information on the object.
Most of the time, this new information will appear in a box that
replaces your Magic Options
window. You’ll notice that you can only
see a small portion of the map; the rest of it is blackened or grayed out. The black areas represent areas of the map
that you have never explored. The gray
areas represent parts of the map that you have explored, but you have no units
or cities there currently within visual range of that spot.
IMPORTANT: If you wish to
increase the viewable area of the map in the Main Window, you can use the + and – keys, or your mouse wheel, to
zoom your view in and out.
For now,
let’s just worry about the two most important things in AoW2: cities and
parties.
Cities
are the most important strategic resource in AoW2. To bring up more information on a city, click on one of the hexes
of the city. If all of the city hexes
are occupied by units, you can simply click twice on that same square to
alternate between selecting the Party
Options or the City Options. The City
Box will appear on the bottom middle of your screen, giving you some basic
info about the city. The current
production queue is listed on the left; from here you can either Hurry productions by spending extra
gold or Cancel productions
entirely. (Note: Hurrying productions
costs 10 gold for each gold coin remaining).
To the left of the production queue, the race that inhabits the city and
their Race Relation towards you will be shown (Note: See Diplomatic Options for
more info on Race Relations).
Underneath the racial info, how much production, gold, mana, and
research the city is producing is shown.
If you
want to bring up the detailed city information, you can either click on the
button marked Enter in the City Options window, or you can simply
double-click on one of the city hexes.
Doing so brings up two new windows, a Production Options window on the left and an Information window on the right.
The Production Options window
has three tabs, the first for Units,
the second for Structures, and the
last for Other production options. If you click on anything listed in the Unit or Structure production lists, the Information window on the right will change to give you more
information on that unit or structure.
It takes both gold and turns to produce structures and units. The gold cost will be immediately deducted
from your treasury if you double-click on a unit/structure, or if you click the
Produce button. If you do not have any unit or structure
selected, the Information window
will show you more information on the city.
In the top right, underneath the name of the city, the number of turns
remaining until the city grows to the next largest size will be show. The larger the city, the more it contributes
to your empire. Underneath the city
growth indicator are two tabs; one for City
Structures, the other for City
Information. The City Structures tab will list all the
current structures and what they contribute to your city. You can click on a structure and click the Sell button to sell structures back for
gold. If you click on the City Information tab, a list of
everything the city naturally contributes, as well as all modifiers for things
like Terrain bonuses, will be shown.
Remember
to leave at least some units to guard your cities, especially the city in which
your Wizard resides. An undefended
Wizard is an easy target for your enemies.
Produce a few defensive units and consider building some walls around
your cities to protect them from enemies.
Next,
there is the Party Options
window. Whenever you click on a unit in
the Main Window, a little box of
information about that unit will appear in a box where the Magic Options window usually rests. AoW2 uses a ‘party’-based system where each spot (called a hex)
on the map can contain anywhere between 1 and 8 units. When multiple of your units enter the same
hex, they combine to form one large party.
Each hex, however, can never contain more than 8 units, nor can it ever
contain more than one ‘Transport’ unit (like a ship). Each party of units has a little number listed next to it on the Main Window; this represents the number
of units stacked in that hex. When you select a party, your icon will change to
show a little foot. If you then click
on a spot on the map, a little trail of yellow and gray dots will appear,
leading from your party to that spot on the map. The yellow dots represent how far the party can move that turn;
the gray dots represent distances too far for them to move that turn. Whenever you click on a spot on the map that
is too far for the party to move to that turn, a little flag with a number will
appear at the end of the gray dots. The
number in this flag represents, at maximum speed each turn, how many more turns
it will take for the party to reach that spot on the map. To move the party, click on the spot on the
map again, or simply hit the ‘M’ button on your keyboard.
There is
some additional information in the Party
Options window presented for you to inspect. In the bottom-left corner of the window is the Movement Indicator. The current / total
(shown as something like 20/32) number of movement points that the party has is
listed in the bottom left of the window.
On average, it takes 4 movement points to cross one piece of terrain,
but things like forests and hills will slow you down. Next to the Movement
Indicator, there is a Party Status
icon that shows you how the party’s morale is doing. As long as this isn’t an unhappy face, your party isn’t in danger
of rebelling against you or running away.
There are three buttons in the Party
Options window. Clicking the first button, Guard, will remove a party from the active party list. Put units who are defending cities on Guard so you won’t have to pan through
them as you move your non-defending armies around the map. The Done
button simply marks that party as finished for the current turn. Next simply
selects the next active party. You can
also hit the ‘N’ key on your keyboard to select the next active party.
Left-clicking
on a unit shown in the Party Options
window will bring up the statistics for that unit. This is also where you can Disband
units that you no longer need, usually to save on upkeep. The little red bar underneath the unit’s
icon shows you how much of their current health they have; a full red bar means
full health. This little button
underneath the unit icon, called a Movement
Switch, usually shows a foot with a number underneath. This foot icon represents the type of
movement (Foot = Walking, Wing = Flying, Wave = Swimming) that the unit uses
and the current number of movement points that it has left for that turn. If you wish to split up a party (including
leaving a ship or other transport) simply click on this Movement Switch. The switch
will grow dark, indicating that the unit will not move with the party from that
spot.
To split up your parties, you must use the Movement Switches in the Party
Options window. Simply click on the
switch for every unit you do not wish to move from that spot. Remember, to move off of boats, simply click
the switch for the boat and move the rest of the units onto land. If you right-click on a switch, all other
units will have their switches darkened.
This allows you to quickly separate one unit from a party. If you again right-click on that same unit’s
switch, his will grow darkened while every other unit’s switch will
brighten. Play around with the Movement Switches a bit until you are
comfortable using them; they are a big part of AoW2.
In
addition to Cities and Parties, there is a variety of other interesting
structures on the Main Window. Structures like Gold Mines and Nodes can be
‘captured’ to provide extra gold or mana.
Some objects on the maps, like Magic Vaults, are not capturable but will
give you some kind of special effect for visiting them.
When your
parties come into contact with an enemy party, a battle will ensue. If you are the attacking party, you will be
given the option of controlling the battle, letting the computer automatically
calculating the combat results, or retreating from the battle before it
starts. When the window pops up asking:
“Do you wish to command this battle?”
Answer
“Yes” if you want to resolve the battle in tactical combat. Answer “No” to have the results quickly
calculated by the computer. Answer
“Retreat” to cancel the combat. If you
select “No”, the computer will tell you the results of the combat in an Event Window and allow you to watch a
brief replay if you so choose.
In
Tactical Combat, you get to directly control your units in battle. Battle, unlike the overland game, is always
played out in Classic turns style, not Simultaneous turns. The defender always moves his units
first. The interface for tactical
combat is nearly identical in form and functionality to the Main Window and its three sub-windows. There is an Events Window on the right that keeps track of everything going on
in the battle. Underneath the event
list is your Mana Indicator and Casting Point Indicator.
There is a battle Minimap on
the right, complete with Next Unit, Turn Indicator, and End Turn buttons. If you have a unit selected, instead of the Party Options window in the center, you
will get the Unit Options
window. You can then move the unit,
just like you do on the regular Main
Window by clicking somewhere on the tactical combat map. Unlike on the Main Window however, instead of just yellow and gray dots, you will
see green, yellow, red, and gray dots.
The number of times a unit can attack is determined by how many movement
points they have left. A unit who
hasn’t moved at all can generally make 3 attacks. A unit that has moved ‘into the red’ before attacking will
generally only get to make 1 attack. If
the unit also has usable abilities, like the skill Archery, they are
highlighted and selectable on the list to the right of the unit’s icon. When you select an ability to use, the Event Window will fill up with
information on that ability.
The
middle window can be changed to display several different options by using the
option buttons, exactly like the ones when you’re not in tactical combat. The Magic
Options button automatically brings up your spellbook. The Object
Options window will automatically bring up the Unit Options window. Realm
Options will bring up a portrait of your Wizard with two self-explanatory
options: Surrender and Auto.
If you Surrender, the battle
is over and you automatically lose. If
you select Auto, the computer will
take control of your units until you click the button again. Lastly, you can still bring up the Game Options if you need to tweak your
in-game options.
At any
time, if you right-click on a spot on the combat map, it will bring up the Realm Options window.
Unit Stats
Each unit
in AoW2 has a unique mix of six basic statistics, several special
characteristics, and several abilities.
Each of the six basic statistics represents something fundamental to the
unit. Excluding Hits and Movement, the
statistics are capped whenever they reach 20.
Attack
The
Attack statistic describes how effective the unit’s attacks are in slipping
past the enemy’s defenses. Average
attacks in AoW2 have around a 7-9 Attack value. Units that don’t have an Attack value listed, such as most
ranged-only units, rely upon the Attack value of their ranged ability. For example, all attacks made with the skill
Archery have an Attack value of 8.
Ranged attack information will appear in the Events Window in combat when you select the ability.
Damage
Damage is
the potential amount of damage that the unit can do when it strikes its
target. The higher the Damage value,
the more hurt the unit can inflict.
Again, like Attack, units without a listed Damage stat will use the
Damage value of their ranged attacks.
For example, all attacks made with the skill Archery have a Damage value
of 5. Ranged attack information will appear in the Events Window in combat when you select the ability. The average Damage value in AoW2 is around
5-7.
Defense
The
higher the Defense value, the easier it is for a unit to dodge incoming
attacks. Average Defense values in AoW2
range from 5-8.
Resistance
When
trying to damage a target with spells or other magical abilities, Resistance is
compared to the Attack of the spell/ability instead of Defense. The average Resistance value in AoW2 is 4-6.
Hits
Hits is
simply a representation of how much damage the unit can take before dying. Each Hit (often called hit points, HP, or
health) represents one point of Damage the unit can absorb. When all of a unit’s Hits are gone, it dies
(or in the case of the Undead, collapses).
The average Hits value in AoW2 is 10-16.
Moves
Moves
describe the amount of distance the unit can travel per turn, both on the
overland map and in combat. Traveling
across a square on the overland map consumes about 4 Moves (often called
Movement Points), but Forests and Swamps can slow progress down, while Roads
can speed it up. Average Moves values
in AoW2 are 24-32.
Combat Resolution
When
comparing Attack vs. Defense or Attack vs. Resistance values to see if an
attack is successful, the base chance for success is 50% if the values are
equal. Each difference in Attack and
Defense (or Resistance) increases or decreases the odds by 5%. If the attack is successful, a simple damage
roll is made using 1 as the minimum and the Damage value as the max.
Thus, a
unit with Attack 8 and Damage 5, against a target with Defense 6, has a 60%
chance of successfully hitting his target.
If he hits, he does 1-5 damage against his target.
Ranged
attacks suffer from accuracy penalties, or bonuses, based on distance and
height. The farther away the target,
the less likely you are to hit it.
Standing on elevated terrain, while your target is on lowered terrain,
will improve your chances of hitting the target (and will hamper them if you’re
on the low ground).
Special
damage types, like Holy damage, have their own hidden Attack values that will
compare against target’s Resistance to see if they cause their side effects,
such as Vertigo.
Other Unit Characteristics
Units
also have a few inherent properties, like sex, race, and alignment. Sex (male, female, or none) affects whether
or not the unit can be targeted by abilities like Seduce. Race is mainly important only for checking on
Race Relations, and a party of many races doesn’t get along as well as a party
of one race. Alignment affects how well
the units get along with you and other units; Evil units like Evil wizards and
hate Good Wizards and Good units. Units
also earn experience from slaying other units.
Higher level units require more experience than lower level units to
gain a level, but the effects of leveling up are the generally the same. Each unit can level up twice; at the first
level up (Silver Medal) they gain:
Attack
+1, Defense +1, Hits +1. Ranged units
gain a level in Marksmanship ability instead of Attack +1.
At the
second level up (Gold Medal), units gain:
Damage
+1, Resistance +2, Hits +1. Ranged
units gain an additional level in Marksmanship instead of the Damage +1.
A few
rare units gain entirely new abilities when they level up, but the effects are
dependant upon the individual unit.
The mystical energies
wielded by the great Wizards fall under the broad term “Magic.” Magic contains the powers necessary to shape
and manipulate the very laws of nature to a Wizard’s wishes. Magic is subdivided into six specific
spheres and one general sphere. Each of
these spheres represents a certain aspect of the universe, ranging from the
powers of death and life to raw elemental fury.
Spheres
Each Wizard can
specialize in one sphere of magic. Each
sphere possesses a unique style; the sphere a Wizard specializes in often
reflects their personality and alignment.
Air
The power to control
the skies and winds falls within the sphere of Air. Spells of the Air sphere typically revolve around the
manipulation of wind, lightning, and cold.
Earth
In contrast to the
forces of Air, the sphere of Earth deals with all things bound to the
ground. The Earth sphere possesses the
power to manipulate rocks, metals, and the very tectonic plates of the planet.
Fire
Tied to the sphere of
Fire are all things burning and chaotic.
The powers of intense flames, molten lava, and chaos bow to the masters
of the Fire sphere.
Water
Sitting opposite that
of Fire is the sphere of all things wet, Water. Wizards of the Water sphere can turn liquids into toxins, freeze
the water in the skies, or even evaporate the water in all living things.
Life
For all things of
holy and pure, Wizards of the Life sphere exist. Life magic typically pertains to the protection, restoration, and
salvation of the living.
Death
In the absence of
Life there is the dark and unholy strength of Death. The Magic of Death allows a Wizard to control the forces of evil,
darkness, and decay.
Cosmos
What the six specific
spheres do not cover, the broad Cosmos sphere encompasses. While not as specifically directed as any of
the other six spheres, the Cosmos sphere can cast some spells of each sphere
and many of its own useful spells of enchantment, alteration, and cancellation.
Casting Spells
The casting of great
magical spells is no easy feat, even for a Wizard. The three most important things required to cast a spell are
domain, Mana, and casting points.
In AoW2, your Wizard
can cast spells on the overland map, and any combat that takes place within a
hex on the overland map, as long as the spot lies within his ‘domain.’ A colored border encircling your Wizard
represents your domain. To expand your
domain, you can move your Wizard into a city that possesses a Wizard’s Tower. Wizard’s Towers are easily recognizable in
cities by the huge spiraling tower protruding from the city’s center. As long as your Wizard remains in the city,
his domain will be greatly expanded.
You can build expansions to a Wizard’s Tower to further increase your
domain. If you find that your Domain is
too withdrawn from the front line of combat, you may need to construct new
Wizard’s Towers in cities closer to battle.
Heroes
also expand your Wizard’s domain. To be
exact, they allow your Wizard to cast spells within a one hex radius of the
Hero on the overland map. This includes
both combat and overland spells. For
this purpose, Heroes are invaluable for leading offensives into enemy
territory, especially into another Wizard’s domain.
Mana
If you wish to cast a
spell within your domain, you must also have sufficient Mana stored to do
so. Mana can be collected from crystals
lying on the ground, but more often, it is produced from converted Power. Power is the term that represents the raw
magical energy customarily produced by your Wizard, magical Nodes, and
Heroes. Any of your Power that is not
used for researching new spells is automatically converted into Mana. If you have sufficient Mana, you can cast
the spell. Remember that some spells
require an upkeep of Mana each turn even after they are cast; if you run out of
Mana, the spell will automatically end.
If you need to turn off a spell, do so from the Active tab of the Magic
Options.
Casting Points
In addition to Mana,
your Wizard must expend Casting Points (abbreviated CPs) every time he casts a
spell. The Mana cost of a spell must be
equally matched with an expenditure of CPs.
CPs are consumed in two different fashions, one for overland spells and
the other for combat spells.
Overland spells, such
as summoning spells and enchantments, often take massive amounts of Mana to
cast. For a spell that costs 100 Mana
to cast, a Wizard with 20 CPs per turn must spend all 20 CPs for five turns to
cast the spell. So long as he does not
engage in any other CPs consuming activities, the spell will be available five
turns in the future to be cast anywhere in the Wizard’s domain. A Wizard with 20 CPs could cast two spells
costing 10 CPs each turn.
Combat spells
function slightly differently than overland spells. In order to cast a Combat spell that requires 25 CPs, a Wizard
must be able to immediately expend all 25 CPs.
If your Wizard only has a maximum of 20 CPs per turn, he will not be
able to cast that spell in combat. If
you use your CPs in combat, they will not be available to use for overland
spells after combat. If you were
already casting an overland spell and used up 18 of your 20 CPs for a turn in
combat, the overland spell would only be advanced by the remaining 2 CPs (essentially
making it take an additional turn to cast).
If you wish to cast expensive overland spells quickly, you must refrain
from using your CPs in combat. If you
expect multiple battles within your domain on the same turn, be careful not to
use all your CPs in the first fight, or there will be none left over for
additional battles.
You can increase your
CPs by building a Casting Chamber at your Wizard’s Tower or by researching the
Casting Specialist skill.
Power and Researching
Apart from the meager
amounts of Power generated by your Wizard and your Heroes, your main sources of
Power are Nodes. Nodes appears in one
of seven forms; one node for each sphere of magic. Nodes typically generate 10 Power, but a Node of your specific
sphere will generate 20 Power. You can
examine your sources of Power from the Power
tab of the Magic Options.
Along with generating
the Mana for use in casting spells, Power
is used to research new spells and skills.
The Research button (on the Wizard tab of the Magic Options) will bring up a list of spells/skills you can
research and the Power Slider. The Power
Slider, in the lower left hand side of the book, determines how much of
your Power goes to Mana and how much of your Power goes to Research. As you move the slider between Mana and
Research, you can see how it affects how long it takes to research new
spells/skills. To switch between
researchable spells or skills, just hit the button marked Spells or Skills. IMPORTANT:
To increase your Wizard’s CPs, the easiest way is to research the Casting Specialist skill, which is
available on the skill list.
The list of spells to
research is chosen in mostly an arbitrary fashion. Unless you are of the Cosmos sphere, the spells you can research
will be randomized. The easiest way to
increase the odds that a powerful, higher-level spell will appear in your
spellbook is to simply research the inexpensive, low-level spells first. The Cosmos sphere can only research the
high-level spells of a sphere if it already has at least two of the lower-level
spells researched.
Arrows Scroll
PgUp Map
Level Up
PgDown Map Level Down
A Toggles
Magic Domain View On/Off
N Next
object
P Previous
object
F1 Windowed
Mode
F2 800*600
Screen Resolution
F3 1024*786
Screen Resolution
F4 1280*1024
Screen Resolution
+ Zoom
in (Hardware Only)
0
Zoom
out (Hardware Only)
0
Reset
Zoom Level (Hardware Only)
Ctrl-E Ends
Turn
Ctrl-R Toggle
Render Mode
Ctrl-F Toggle
Binlinear Filtering (Hardware Only)
Esc Quits
A selection
of the most important tables in the game.
Production |
Requires |
Allows/Bonus |
|
|
|
Outpost |
Pioneer |
Wooden
Wall Basic
race unit |
Barracks |
Village
Size |
Infantry
type unit Archer
type unit |
War Hall |
Barracks |
2
intermediate units of race Champions
Guild |
Champions
Guild |
War Hal |
2
advanced units of race Requirement
for special production |
Builders
hall |
Village
Size |
+10
Production Pioneer Ballista |
Siege
Works |
Buiders
Hall |
+10
Production Stone
Walls |
Master’s
Guild |
Siege
Works |
+10
Production Cannon
(Bomber at Goblins) |
|
|
|
Temple |
Village
Size |
+5 Mana +20
Happiness |
Monastery |
Temple |
+5 Mana Priests |
Sanctuary |
Monastery |
+5 Mana Heals all
garrisoned units at the start of a turn. |
|
|
|
Special
Unit |
Champion’s
Guild Master’s
Guild Sanctuary |
The most
powerful production of a race. |
|
|
|
Wizards
Tower |
Village
Size |
Wizard's
Tower expands magical domain with 15 hex radius, when wizard is present in a
Tower. -Hall of
Enchantment -Tower
Guard -Wizards
Tower Level 2 |
Wizard’s
Tower II |
Wizards
Tower |
Extra level
increases domain radius around tower with 5 hexes. -Casting
Chamber -Far
Caster -Enchanted
Walls |
Wizard’s
Tower III |
Wizard’s
Tower II |
Extra
level increases domain radius around tower with 5 hexes. -Teleportation
Gate -Force
Field |
Size |
Base Gold
Income |
Base
Production |
Outpost |
10 |
10 |
Village |
20 |
20 |
Town |
30 |
30 |
City |
40 |
40 |
(Demo
includes the Humans, Tigrans, Elves, Dark Elves)
Humans |
+5
production bonus per city size |
Tigrans |
+5 gold
bonus per city size |
Draconians |
+5 research
bonus per city size |
Frostlings |
+5 mana
bonus per city size |
Elves |
+5 mana
bonus per city size |
Halflings |
+5 gold
bonus per city size |
Dwarves |
+5
production bonus per city size |
Archons |
+5
research bonus per city size |
Dark
elves |
+5 mana
bonus per city size |
Orcs |
+5
production bonus per city size |
Goblins |
+5 growth
bonus per city size |
Undead |
+5
research bonus per city size |
|
Very Low (0..19) |
Low (20..39) |
Normal (40..59) |
High (60..79) |
Very High (80..99) |
Weak Might |
Pathetic |
Unpopular |
Weak |
Popular |
Promising |
Average Might |
Infamous |
Irresponsible |
Average |
Renowned |
Famous |
Strong Might |
Terrible |
Ruthless |
Strong |
Great |
Magnificent |
Might
Strong |
>1.25
Average Wizard Strength |
Average |
1.25>x>0.75
Average Wizard Strength |
Weak |
<0.75
Average Wizard Strength |
Fame Modifiers
Make
Alliance |
+20 |
(Re-)build
city |
+5 |
Make
Peace |
+10 |
Recruit
Hero |
+10 |
Defeat
Wizard |
+20 |
Complete
Medium Quest |
+5 |
Complete
Hard Quest |
+10 |
Break
Alliance |
-25 |
Break
Peace |
-25 |
Raze/Loot
City |
-25 |
Loose
Hero |
-10 |
Loose Wizard |
-20 |
Defeat
Hero |
-10 |
Charismatic
Ability |
+20 |
Wizard Fame Implications
·
Low
Fame attracts less heroes
·
Low
Fame makes peace offers and alliances less likely
·
Low
Fame leads to a lower score
Wizard Alignment Implications
·
Less
likely to make alliances and treaties with units of opposite alignments
·
Less
likely to attract units, heroes from opposite alignments
·
Units
and Cities of opposite alignments have a higher chance on rebellion.
(Demo
includes a preliminary set of 3 of 7 Spheres)
Cosmos Domain: |
|
|
|
|
|
|
Dispel Magic |
1 |
Global |
50 |
10 |
0 |
Attempts to removes all Magical Enchantments from the Target Unit. |
City spy |
1 |
dom |
100 |
40 |
5 |
Allows you to see inside all Cities within your Domain. |
Enchant Weapon |
1 |
Unit |
50 |
10 |
3 |
Gives the Unit +2 ATT, +1 DAM and Magic Strike.. |
Disjunction |
2 |
Global |
200 |
50 |
0 |
Attemps to remove an enemy enchantment. |
Alter Node |
2 |
Global |
220 |
60 |
|
Converts a Node to your Sphere of Magic. |
Magic Servant |
2 |
Sum |
70 |
40 |
4 |
Summons a small and obedient spirit. |
Banish |
3 |
Global |
200 |
50 |
0 |
Attempts to banish an emeny summoned creature. |
Cosmic Spray |
3 |
combat |
180 |
20 |
0 |
Blasts an Area with bolts of random elemental energy. |
Call Hero |
3 |
Global |
100 |
90 |
0 |
Attempts to summon a Hero to your cause. |
Power Leak |
4 |
World |
400 |
200 |
20 |
Drains the Power Income of Enemy Wizards. |
Spell Ward |
4 |
World |
300 |
130 |
15 |
Blocks the Casting of any Global Spells until it is removed. |
Cosmos Mastery |
4 |
Global |
500 |
300 |
50 |
Turns all Nodes to Cosmos, and increases your Domain around them. |
Life Domain: |
|
|
|
|
|
|
Bless |
1 |
Unit |
30 |
7 |
2 |
Gives the Unit +2 RES, +1 DEF and Death Protection. |
Unicorn |
1 |
Sum |
90 |
50 |
4 |
Summons a magical horned equine. |
Healing |
1 |
Unit |
50 |
10 |
0 |
Restores 10 HP to the Target. |
Starfires |
1 |
Comb |
50 |
8 |
0 |
Calls down Holy starfire onto the Taget. |
Holy Champion |
2 |
Unit |
120 |
25 |
8 |
Gives a Unit Willpower, and +2 ATT, +2 DAM vs Evil
Units. |
Sacred Woods |
2 |
Global |
80 |
40 |
|
Creates a Holy growth that attacks anything moving. |
Turn Undead |
2 |
Comb |
150 |
10 |
|
Attempts to harm and Panic an Undead Enemy Target. |
Fairy |
2 |
Sum |
110 |
50 |
8 |
Summons a mischevious sprite. |
High Prayer |
3 |
Comb |
240 |
40 |
|
Blesses all Friendly Units, and Heals 1-5 HP each. |
Rejuvenate |
3 |
domain |
100 |
20 |
5 |
Causes the Terrain within your Domain to slowly turn
to grassland. |
Resurrect Hero |
3 |
Global |
100 |
50 |
|
Brings a Hero back from the dead. |
Sacred Wrath |
3 |
Comb |
170 |
20 |
|
Blasts the Battlefield with Holy light. |
Angel |
4 |
Sum |
400 |
300 |
20 |
Summons a being of holy might. |
Divine Storm |
4 |
Global |
300 |
200 |
0 |
The Storm turns terrain to lush grassland and harms
Units caught within it. |
Life Domain |
4 |
Dom |
400 |
300 |
20 |
Bathes your Domain in a glow of life, Healing your
Units each Turn. |
Resurgence |
4 |
Unit |
350 |
50 |
15 |
Allows a Unit to rise from the dead and fight again. |
Life Mastery |
4 |
Global |
500 |
300 |
50 |
Turns all Nodes to Life, and increases your Domain
around them. |
Death Domain: |
|
|
|
|
|
|
Black Spider |
1 |
Sum |
50 |
50 |
4 |
Summons a giant web-spinning arachnid. |
Weaken |
1 |
Comb |
90 |
10 |
|
Inflicts upon a Unit -2 DEF and -4 RES. |
Dark Gift |
1 |
Unit |
60 |
8 |
3 |
Gives a Unit +2 DAM and Death Strike. |
Death Ray |
1 |
Comb |
80 |
8 |
|
Beams Death magic at an Enemy Unit. |
Unholy Champion |
2 |
Unit |
120 |
25 |
8 |
Gives the Unit Willpower, and +2 ATT, +2 DAM vs Evil Units. |
Corpus Furia |
2 |
Comb |
100 |
20 |
|
Detonates the Corpses of the dead to damage Units. |
Domain of Darkn. |
2 |
Dom |
200 |
120 |
20 |
Clouds your Domain hiding it from Enemies. |
Evil Woods |
2 |
Global |
80 |
40 |
|
Creates an unholy growth that attacks anything moving. |
Animate Ruins |
3 |
City |
200 |
100 |
|
Instantly rebuilds the Razed Target City. |
Bone Dragon |
3 |
Sum |
300 |
250 |
12 |
Summons the most evil of the dragonkind. |
City Plague |
3 |
city |
100 |
30 |
|
Reduces the Target City's Population and Production. |
Damnation |
3 |
Dom |
100 |
150 |
20 |
Holds your Domain in the grip of decay, Cursing all Enemies within. |
Domain of Darkn. |
3 |
Dom |
200 |
120 |
20 |
Clouds your Domain hiding it from Enemies. |
Black Angel |
4 |
Sum |
400 |
300 |
20 |
Summons a being of dark powers. |
Darkland |
4 |
Dom |
100 |
100 |
20 |
Death seeps from your towers and cities, leaving
them healthy but killing the lands. |
Animate Dead |
4 |
Comb |
180 |
50 |
|
Raises the Corpses of the dead to do your bidding. |
Death Storm |
4 |
Global |
300 |
50 |
|
The Storm turns terrain to wasteland and harms Units caught within it. |
Death Mastery |
4 |
Global |
500 |
300 |
50 |
Turns all Nodes to Death, and increases your Domain around them. |
·
http://www.ageofwonders.com/ - the
official Age of Wonders II site, for news and updates on the game.
·
http://aow.heavengames.com/ - the
central AoW community site, includes forum frequented by the developers
·
http://www.triumphstudios.com/ -
official site of the developers
·
http://www.poptop.com/ - provided development
assistance on AoW2
·
http://www.godgames.com/ - site of the publisher
·
http://www.stratosgroup.com - site of
manual writers
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MATERIALS; or to display the SOFTWARE or ACCOMPANYING MATERIALS publicly. You
are expressly prohibited from
transmitting
the SOFTWARE or ACCOMPANYING MATERIALS electronically or otherwise over the
Internet or through any other media or to any other party. You are expressly
prohibited from selling or using any characters or other components of the game
for any purpose. You are expressly prohibited from selling or otherwise
profiting from any levels, add-on packs, sequels or other items based upon or
related to the SOFTWARE and ACCOMPANYING MATERIALS or created by utilization of
the SOFTWARE's level editor. If you create levels, add-on packs, sequels or
other items to the Software using the SOFTWARE's level editor, including the
construction of new levels (collectively, the "Modifications"), you
are subject to the following restrictions: (i) the SOFTWARE's level editor and
associated development tools and documentation (collectively "SDK")
are considered separate from the SOFTWARE in the sense that they are not
guaranteed or supported by the OWNER. However, Triumph Studios retains all
copyrights and intellectual rights to the SDK, as stated in this license. (ii)
your Modifications must require a full, registered copy of the Software to run;
(iii) you may not distribute a Modification that contains an executable file
which has been changed or modified in any way; (iv) your Modifications must not
contain any libelous, defamatory or other illegal material, material that is
scandalous or invades the rights of privacy or publicity of any third party, or
contain any trademarks, copyright-protected work or other property of third
parties; (v) your Modifications must be distributed solely for free. Neither
you nor any other person or party may sell them to anyone, commercially exploit
them in any way, or charge anyone for using them without a license from the
OWNER. OWNER encourages noncommercial distribution of quality Modifications. If
you desire to commercially distribute your Modifications, please contact OWNER
at the address below for the terms and conditions under which the Modifications
may be commercially distributed; (vi) your Modifications shall not be supported
by the OWNER. The prohibitions and restrictions in this Section apply to anyone
in possession of the Software or any of your Modifications. YOU ARE NOT
PERMITTED TO REVERSE ENGINEER, DECOMPILE OR DISASSEMBLE THE SOFTWARE IN ANY WAY.
Any copying of the SOFTWARE or ACCOMPANYING MATERIALS not specifically allowed
in this Agreement is a violation of this Agreement.
LIMITED
WARRANTY AND WARRANTY DISCLAIMERS.
LIMITED
WARRANTY. Owner warrants that the original Storage Media holding the SOFTWARE
is free from defects in materials and workmanship under normal use and service
for a period of ninety (90) days from the date of purchase as evidenced by Your
receipt. If for any reason You find defects in the Storage Media, or if you are
unable to install the SOFTWARE on your home or portable computer, You may
return the SOFTWARE and all ACCOMPANYING MATERIALS to the place You obtained it
for a full refund. This limited warranty does not apply if You have damaged the
SOFTWARE by accident or abuse. CUSTOMER'S REMEDY. Your exclusive remedies, and
the entire liability of Owner, shall be (i) replacement of any original Storage
Media with the SOFTWARE or (ii) full refund of the price paid for this
SOFTWARE. By opening the sealed software packaging, installing and/or otherwise
using the SOFTWARE or ACCOMPANYING MATERIALS, you hereby agree to waive any and
all other remedies you may have at law or in equity. Any such remedies you
may not waive as a matter of public policy,
you hereby assign, or shall assign as they become available, over to Owner.
WARRANTY DISCLAIMERS. EXCEPT FOR THE EXPRESS LIMITED WARRANTY SET FORTH ABOVE,
OWNER MAKES NO WARRANTIES, EXPRESS OR IMPLIED, ORAL OR WRITTEN, CONCERNING THE
PRODUCTS OR ANY COMPONENT PART THEREOF. ANY IMPLIED WARRANTIES THAT MAY BE
IMPOSED BY APPLICABLE LAW ARE LIMITED IN ALL RESPECTS TO THE FULLEST EXTENT
ALLOWED AND TO THE DURATION OF THE LIMITED WARRANTY. OWNER DOES NOT REPRESENT,
WARRANT OR GUARANTEE THE QUALITY OR THE PERFORMANCE OF THE SOFTWARE OR ACCOMPANYING
MATERIALS OTHER THAN AS SET FORTH IN THE ABOVE LIMITED WARRANTY. OWNER ALSO
DOES NOT REPRESENT, WARRANT OR GUARANTEE THAT THE SOFTWARE OR ACCOMPANYING
MATERIALS' CAPABILITIES WILL MEET YOUR NEEDS OR THAT THE SOFTWARE
WILL
CONTINUOUSLY OPERATE, BE ERROR FREE, OR THAT PROBLEMS WILL BE CORRECTED. OWNER
DOES NOT REPRESENT THAT THE SOFTWARE WILL OPERATE IN A MULTI-USER ENVIRONMENT.
NO ORAL OR WRITTEN INFORMATION OR ADVICE GIVEN BY OWNER, ITS DEALERS,
DISTRIBUTORS, DIRECTORS, OFFICERS, EMPLOYEES, AGENTS, CONTRACTORS OR AFFILIATES
SHALL CREATE ANY OTHER WARRANTY OR EXTEND OR EXPAND THE SCOPE OF THIS WARRANTY.
YOU MAY NOT RELY ON ANY SUCH INFORMATION OR ADVICE. SOME STATES DO NOT ALLOW
LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS, SO THE ABOVE LIMITATION MAY
NOT APPLY TO YOU. THIS LIMITED WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS AND YOU
MAY ALSO HAVE OTHER RIGHTS WHICH MAY VARY FROM STATE TO STATE. LIABILITY
LIMITATION. To the maximum extent permitted by applicable law, and regardless
of whether any remedy set forth herein fails of its essential purpose, IN NO
EVENT WILL OWNER, ITS DIRECTORS, OFFICERS, EMPLOYEES, AGENTS OR AFFILIATES NOR
ANYONE ELSE INVOLVED IN THE DEVELOPMENT, MANUFACTURE OR DISTRIBUTION OF THE
SOFTWARE OR
THE ACCOMPANYING MATERIALS BE LIABLE FOR ANY
DAMAGES WHATSOEVER, INCLUDING
WITHOUT LIMITATION, DIRECT OR
INDIRECT; INCIDENTAL; OR CONSEQUENTIAL DAMAGES FOR PERSONAL INJURY, PERSONAL
PROPERTY, LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS
INFORMATION, LOSS OF TEXT OR DATA STORED IN OR USED WITH THE SOFTWARE INCLUDING
THE COST OF RECOVERING OR REPRODUCING THE TEXT OR DATA, OR ANY OTHER PECUNIARY
LOSS, ARISING FROM OR OUT OF THE USE OR INABILITY TO USE THIS SOFTWARE. THIS
LIABILITY LIMITATION APPLIES EVEN IF YOU OR ANYONE ELSE HAS ADVISED OWNER OR
ANY OF ITS AUTHORIZED REPRESENTATIVES OF THE POSSIBILITY OF SUCH DAMAGES. EVEN
IF SUCH IS CAUSED BY, ARISES OUT OF OR RESULTS FROM THE ORDINARY, STRICT, SOLE
OR CONTRIBUTORY NEGLIGENCE OF OWNER OR ITS DIRECTORS, OFFICERS, EMPLOYEES,
AGENTS, CONTRACTORS OR AFFILIATES. SOME STATES DO NOT ALLOW THE EXCLUSION OR
LIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR
EXCLUSION MAY NOT APPLY TO YOU. Product Support and Updates. This SOFTWARE is
intended to be user-friendly and limited product support is provided by Owner
as specified in the ACCOMPANYING MATERIALS. Jurisdiction. NEW YORK
LAW GOVERNS THIS AGREEMENT, WITH A FORUM AND VENUE OF NEW YORK
CITY, NY. This Agreement may be modified only by a written instrument specifying
the modification and executed by both parties. In the event that any provision
of this Agreement shall be held to be unenforceable, such provision shall be
enforced to the greatest possible extent, with the other provisions of this
Agreement to remain in full force and effect. Entire Agreement. This Agreement
represents the entire agreement between the parties, and supersedes any oral or
written communications, proposals or prior agreements between the parties or
any dealers, distributors, agents or employees. U.S. Government Restricted
Rights. The SOFTWARE and the ACCOMPANYING MATERIALS is provided with RESTRICTED
RIGHTS (as found in 48 C.F.R. §52.227-7013). This provision only applies if the
U.S. Government or any of its entities obtains this SOFTWARE either directly or
indirectly. Owner created this SOFTWARE and the ACCOMPANYING MATERIALS
exclusively with private funds. Additionally, information contained in this
SOFTWARE and the ACCOMPANYING MATERIALS is a trade secret of Owner for all purposes
of the Freedom of Information Act or otherwise. Furthermore, this SOFTWARE is
"commercial computer software" subject to limited use as set forth in
any contract that may be entered into between the seller and the governmental
entity. Owner owns, in all respects, the proprietary information and
proprietary data found in the SOFTWARE and the ACCOMPANYING MATERIALS. U.S.
DEPARTMENT OF DEFENSE PERSONNEL. Owner only sells this SOFTWARE and the
ACCOMPANYING MATERIALS with "Restricted Rights" as defined in DFARS
52.227-7013 (also found at 48 C.F.R. §252.227-7013). Any U.S. Government use,
duplication, or disclosure is subject to the restrictions including, but not
limited to those found in the Rights in Technological Data clause at DFARS
52.227-7013 (48 C.F.R. §252.227-7013) that may be amended from time to time.
NON-DEPARTMENT OF DEFENSE PERSONNEL. Other governmental personnel are on notice
through this Agreement that any use of this SOFTWARE and the ACCOMPANYING
MATERIALS is subject to similar limitations as those stated above, including
but not limited to, those stated in Commercial Computer SOFTWARE - Restricted
Rights found in 48 C.F.R. §52.227-19, that may also be amended from time to
time. Manufacturer is Owner at the location listed below. U.S. Export Laws
Prohibitions. By opening the sealed software packaging and/or installing or
otherwise using the SOFTWARE and ACCOMPANYING MATERIALS, You also agree and
confirm that the SOFTWARE or ACCOMPANYING MATERIALS and any of the SOFTWARE's
direct products are not being and will not be transported, exported or
re-exported (directly or indirectly through the Internet or otherwise) into (or
to a national or resident of) any country forbidden to receive such SOFTWARE or
ACCOMPANYING MATERIALS by any U.S. export laws or accompanying regulations or
otherwise violate such laws or regulations, that may be amended from time to
time. You also agree and confirm that the SOFTWARE and ACCOMPANYING MATERIALS
will not be used for any purpose that may be restricted by the same laws and
regulations. Termination. This Agreement is valid until terminated.
This
Agreement ceases automatically (without any form of notice) if You do not
comply with any Agreement provision. You can also end this Agreement by
destroying the SOFTWARE and ACCOMPANYING MATERIALS and all copies and
reproductions of the SOFTWARE and ACCOMPANYING MATERIALS and deleting and
permanently purging the SOFTWARE from any client server or computer on which it
has been installed. Program Transfer. You may permanently transfer all of your
rights under this Agreement, provided that the recipient agrees to all of the
terms of this Agreement, and You agree to transfer all ACCOMPANYING MATERIALS
and related documents and components and remove the SOFTWARE from Your computer
prior. Transferring the SOFTWARE automatically terminates Your license under
this Agreement. Equitable Remedies You hereby agree that if the terms of this
Agreement are not specifically enforced, Owner will be irreparably damaged, and
therefore you agree that Owner shall be entitled, without bond, other security,
proof of damages, to appropriate equitable remedies with respect any of this
Agreement, in addition to any other available remedies. If You have any
questions regarding this Agreement, the enclosed materials, or otherwise,
please contact in writing:
Take Two
Interactive
575
Broadway Third Floor
New York,
NY 10012
Attn:
Customer Service
Age of
Wonders 2, the Age of Wonders 2 logo, Triumph Studios, and the Triumph Studios
Logo are trademarks of Triumph Studios. Copyright 2002 Triumph Studios.
Gathering of Developers, the Gathering of Developers Logo and godgames are
trademarks of Gathering of Developers, Inc. All other trademarks and trade
names are properties of their respective owners. Copyright 2002 Gathering of Developers, Inc. All Rights Reserved.