Wizard Duel 2 AoWH 2003 Mapmaking Competition FINAL
Posted on 04/29/03 @ 01:53 AM
AoW2: TWT - TS Standard Rules
Co-Op vs. AI?:
# of Wizards:
# of players:
The final battle is at hand.
Six wizards, one from each sphere, meet to determine who shall rule the inner circle of the wizards of the Valley of Wonders. The competition is located at the nexus of all magic, where each sphere meets. Strong forces vie and crackle against each other, and power nodes are quite common at this site, but few living things dare to venture near.
No hero can fight this battle for them. No race can be their pawn. This is a battle of wizard vs. wizard, to determine who is truly master of magic!
Let the competition begin!
NOTES: Spheres are fixed. Recommended startup wizard skills: channeler, casting specialist, summoner, explorer. Choose two plus most any disadvantage.
Note: Game has no heros and no race-based units, no cities (only summoned units). Each player starts out with only his wizard, a summoned unit, and a special magic item. Domain spells do work, but combat, enchantment, summoning, and (some) global spells are far more useful.
Hint: It is relatively easy to kill a wizard with combat spells, even if he has a superior army. Be careful about entering an enemy wizard's domain, especially when your wizard has been wounded and an enemy party is nearby!
Send comments to : firstname.lastname@example.org
Version 2.0 - new map with more room and more nodes; no storms. Final version. Released May 31, 2003.