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

                       

1.      Minimum Requirements

2.      Trouble Shooting

3.      Demo Scenario Tutorial

3.1.   Starting the Demo Scenario

3.2.   Magic

3.3.   The Starting Town

3.4.   Exploration

3.5.   Ending the first Turn

3.6.   Combat

3.7.   Meeting your Neighbors

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

5.      Keyboard Shortcuts

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

 

 

1        Minimum Requirements

 

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

 

2        Trouble Shooting

 

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:

 

·      http://www.nvidia.com

·      http://www.ati.com

·      http://www.matrox.com

·      http://www.3dfx.com

·      http://www.viaarena.com

 

 

 

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.

 

 

3        Demo Scenario Tutorial

 

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?

 

3.1    Starting the Demo Scenario

 

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!

3.2    Magic

 

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.

 

3.3    The Starting Town

 

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.

3.4    Exploration

 

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.

3.5    Ending the first Turn

 

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.

 

3.6    Combat

 

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!

 

3.7    Meeting your Neighbors

 

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.

 

3.8    Trade-offs

 

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.

 

3.9    Confronting Yaka

 

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.

4        Mini Manual

 

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.

 

 

4.1    Interface

 

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.

 

4.2    Cities

 

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.

 

4.3    Parties

 

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.

 

4.4    Other Objects

 

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.

 

4.5    Combat

 

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.


4.6    Units

 

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.

 

 

4.7    Magic

 

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.

 

Domain

 

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.

 

5        Keyboard Shortcuts

 

 

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

 

6        Tables

 

A selection of the most important tables in the game.

6.1    City Productions

 

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

 

6.2    City Sizes

 

Size

Base Gold Income

Base Production

Outpost

10

10

Village

20

20

Town

30

30

City

40

40

 

 

6.3    Race Modifiers

 

(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

 

6.4    Wizard Fame

 

 

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.

 

6.5    Spells

 

(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.

 

7        Web Links

 

·        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

8        Legal

 

LIMITED SOFTWARE WARRANTY AND LICENSE AGREEMENT.

This LIMITED SOFTWARE WARRANTY AND LICENSE AGREEMENT (this "Agreement"), including the Limited Warranty and other special

provisions, is a legal agreement between You (either an individual or an entity) and Triumph Studios and Gathering of Developers, Inc, (collectively, the "Owner") regarding this software product and the materials contained therein and related thereto. Your act of installing and/or otherwise using the software constitutes Your agreement to be bound by the terms of this Agreement. If You do not agree to the terms of this Agreement, promptly return the software packaging and the accompanying materials (including any hardware, manuals, other written materials and packaging) to the place You obtained them, along with your receipt, for a full refund. Grant of Limited Non-Exclusive License. This Agreement permits You to use one (1) copy of the software program(s) (the "SOFTWARE") included in this package for your personal use on a single home or portable computer. The SOFTWARE is in "use" on a computer when it is loaded into temporary memory (i.e., RAM) or installed into the permanent memory (e.g., hard disk, CD-ROM, or other storage device) of that computer. Installation on a network server is strictly prohibited, except under a special and separate network license obtained from Owner; this Agreement shall not serve as such necessary special network license. Installation on a network server constitutes "use" that must comply with the terms of this Agreement. This license is not a sale of the original SOFTWARE or any copy thereof.

Intellectual Property Ownership. Owner retains all right, title and interest to this SOFTWARE and the accompanying manual(s), packaging and other written materials (collectively, the "ACCOMPANYING MATERIALS"), including, but not limited to, all copyrights, trademarks, trade secrets, trade names, proprietary rights, patents, titles, computer codes, audiovisual effects, themes, characters, character names, stories, dialog, settings, artwork, sounds effects, musical works, and moral rights. The SOFTWARE and ACCOMPANYING MATERIALS are protected by United States copyright law and applicable copyright laws and treaties throughout the World. All rights are reserved. The SOFTWARE and ACCOMPANYING MATERIALS may not be copied or reproduced in any manner or medium, in whole or in part, without prior written consent from Owner. Any persons copying or reproducing all or any portion of the SOFTWARE or ACCOMPANYING MATERIALS, in any manner or medium, will be willfully violating the copyright laws and may be subject to civil or criminal penalties.

 

SOFTWARE Backup or Archiving. After You install the SOFTWARE into the permanent memory of a computer, You may keep and use the original disk(s) and/or CD-ROM (the "Storage Media") only for backup or archival purposes Restrictions. Other than as provided specifically in this Agreement, You are not permitted to copy or otherwise reproduce the SOFTWARE or ACCOMPANYING MATERIALS; modify or prepare derivative copies based on the SOFTWARE or ACCOMPANYING MATERIALS; distribute copies of the SOFTWARE or ACCOMPANYING MATERIALS by sale or other transfer of ownership; rent, lease, or lend the SOFTWARE or ACCOMPANYING 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.