






Age of Wonders II
is a turn-based strategy game developed by
Triumph Studios

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Evil Races EvaluationClick on a race's name below to view its details. You can view detailed stats for the units of each race in AoW2 Heaven's Units section. Dark ElvesOverall, Dark Elves are fragile and weak. They have relatively poor defense and offense, and have the most expensive units other than their level 4 unit. This puts a rather dark cloud over the race. However, Dark Elves have a few tough units for the right situations. They are most at home below ground, where they can see much better and blend into their surroundings. All Dark Elves have night vision, poison protection (one has immunity), and magic strike. Dark Elves have a distinct advantage versus poison-using races, as otherwise poison attacks can be very effective. Like their lighter cousins, Dark Elves have a good archer but have no other race-based ranged units. For the Dark Elf, the incarnate can be an ace in the hole, though it does have limitations. Though it can float, it can not intercept flying units without aid. It can not possess units that have willpower, but it can possess heroes as well as units. Basic Strategy: Dark Elves are difficult to play, due to cost and weak units, and their dependence upon specialized units. Build specialized armies for each task. Be aware of and make good use of special abilities in combat (web, poison strike, physical protection). Expand above and below ground, but try to limit losses. Always attack with superior numbers unless the special abilities give the party an advantage. Scouting, while not natural to the Dark Elves, is very important to them. Strengths: Many, many special abilities: web, possess, life steal x2, physical protection x2, poison strike, poison strike with double strike (blade dancer), and concealment. All units have night vision, magic strike, and poison protection (one has immunity). Weaknesses: Poor offense and defense; must specialize forces for each task. No flying units (floating units can't attack flying units); limited ranged units; poor scouts above ground. Universal Unit Abilities: Night vision; poison protection (one with immunity); magic strike. Unit Costs: Most expensive except for level 4 unit. Average cost ranged unit; expensive mounted unit and level 4 units; no flying units (have float instead). Low cost level 4 unit. Summary: Dark Elves will require some practice to play well. Some of
their level 2 units cost the same as other races' level 3 units! However, these expensive
units are comparatively weak and must depend on numbers and their special abilities to win
while limiting losses. Priests are very important, as are machines and building lots of
archers. Ranged units are particularly needed to compensate for lack of any flying units. GoblinsA weak-looking race -- don't be fooled! Poison attacks, tough high level units, and probably the toughest, most resilient level 4 unit make Goblins a race to be feared -- above or below ground. This race can dominate the underworld, but is not a race to be played strictly above ground since many of its advantages will be wasted. Poison attacks are better than holy attack, giving the same -2 attack/defense, but also -2 resistance/damage, and lasting for three days! This is the life-blood of Goblins, who die easily, but are easily replaced. Goblins are the lowest prices units just after Halflings. Of all the races, Goblins are the only ones with an extra level 1 unit. Bombers, seemingly the "extra" unit, are nice, but only in battles vs. many enemy units with few ranged attacks or with many bombers to allow for losses. Basic Strategy: Don't play Goblins like they are disposable units, but don't hesitate to waste a few of them to gain an advantage either. Priests can only sometimes make a difference in battle since Goblins are easily killed. Sieges (attack or defense) are difficult for Goblins without large numbers, supported by magic or the stronger units. Perhaps the Goblin's greatest weakness is upkeep costs, which are only offset by the large number of units lost in battle. Goblins need a broad production base to be most effective -- cities are worth much more than income sites. Expand always underground, even with single-unit scouting parties. Above ground, use more caution and try to explore only in larger groups. Goblins benefit much from survivalist wizards (reduced maintenance costs), but not as much from constructors (production bonus). Strengths: Low level units have good resistances; can dominate the underworld. Most all units have cave crawl, night vision, poison immunity (or protection), and poison attack. Units are low priced. Weaknesses: Low hit points; dependence on multiple production sites; several slow units. Upkeep can be high due to need for superior numbers in battle. Limited variety in immunities and protections; no advantages above ground. Universal Unit Abilities: Cave crawl; night vision; poison immunity (wolf rider has protection); 5 units with poison attacks. Unit Costs: Cheap, cheap, and very cheap! Low cost ranged, mounted, and flying units. Expensive level 4 unit. Summary: Goblins can be a different race to play. They are weak but if
they gain an early advantage they can win by sheer numbers. They need many cities to do
well but have trouble in siege warfare. OrcsIf I said Orcs are the second best offensive race, no one would agree. Just lacking in certain strengths to make them unstoppable, they have the equivalent of two level 4 units (though warlords have no bonus special abilities). Despite their advantage in offense, they are a relatively slow race, and have no movement bonuses to counter this. Basic Strategy: Make use of abominations (entangle) and ranged units to ward off flying invaders and scouts. Scouting is important; abominations also make good scouts in the right circumstances. Determine where the battlefield is by attacking before the enemy does, and you will not have to worry so much about being outmaneuvered. One advantage Orcs have is their units tend to live longer and can attack in disadvantaged numbers and still win. Strengths: Entangle; powerful level 3 units; strongest offensive race; every unit has night vision. Weaknesses: No flying units (not even any floating units!); somewhat slow moving with little scouting ability to compensate; most units have no immunities, protections, or movement bonuses. Universal Unit Abilities: Night vision. Unit Costs: Average priced ranged units, mounted units and level 4 unit; no flying/floating units; above average level 3 units. Does have a mid-priced swimmer. Summary: Though focusing primarily on offensive strength, Orcs do have
a good variety of unit abilities to deal with all other races. They can be outmaneuvered,
so they do better on maps with natural barriers and may particularly have trouble with the
Dwarves and "flying" races. UndeadThe basic stats of the Undead do not strike fear into the hearts of men. Based on it's stats, the Undead is a rather weak race with low defenses and an average offense -- though units do have decent hit points. If not for the race's special abilities, it would not be a source of fear at all. Is the enemy strong? He will fall more quickly with death strike. Concerned that there are too many enemy units? Fear will balance the odds. Hit points getting low? Life steal will help sustain your forces. Need more units? Resurgence is the answer! The Undead's main weapon is death strike. Death strike on almost every unit is priceless. The enemy's first failure to resist death strike weakens it so that all following hits do an extra 50% damage! And not only that, the unit can not heal. This is arguably even better than poison strike. Only the Undead archer lacks death strike. The "weak" mid-level units have powerful abilities such as drain energy, life steal, and physical protection. The vampire must be used with care having both holy weakness and fire weakness, it is useless against Archons. The level 4 dread reaper is indeed a dreaded creature, having all the best abilities of the Undead in one high-defense unit. Basic Strategy: Play a war of attrition; throw lots of low level units with a few high level units against the enemy. Pursue parties to finish them off (since they can't heal). Use machines to help defend against flying units (floaters can't hit flyers). Path of decay is especially useful against the enemy's economy -- the dread reaper can even hit-and-run with its floating ability. Though scouting is necessary for all races, I never get the feeling that Undead need to scout much. Maybe it is the "fear" factor. Strengths: Almost every unit has death strike; many powerful special abilities; path of decay. Weaknesses: Turn undead; few ranged units; no flying units; few immunities or protections; no movement bonuses. Universal Unit Abilities: Death strike. Unit Costs: Below average cost units (except vampire); low cost ranged units; average cost mounted units; no flying units (floating units cost the average "flying unit" cost but don't get "flying unit" ability). Expensive level 4 unit. Summary: Low level Undead are like Goblins cheap and expendable. Higher level units require the low level units--as cannon fodder--to succeed. Then, there are a few "special" units for the right situation. The race has many devastating abilities at a good price. Death strike is a priceless ability for this race. The Archons are the race's worst fear, and must be carefully dealt with. Strategy Main | Introduction | Good Races | Neutral Races | Evil Races
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