






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

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Good 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. ArchonsThe "perfect" race, Archons have it all: mid-level unit prices, multiple abilities per unit, tough and resilient; probably the best defensive race overall. Add to that an average offense plus holy strike on all units, and you get an above average offense to boot. Why is holy strike so great? It isn't as effective as poison attack, but then, no race has poison attack on every unit. Goblins come close with 5 units, but then their units are not very tough. The only other race that compares is the Undead, who have death strike on every unit -- also very nice. It is important to note that holy strike must overcome the target's resistance, but few evil units have high resistance. The two level 2 units are very nice, with both having true sight and turn undead, and one even having death immunity. Their level 4 unit is arguably the most powerful unit in the game, even though it doesn't have flight. Granted titans are not as versatile as red dragons, but red dragons need to watch out as titans are immune to fire. Basic strategy: Slow starters, Archons make an excellent mid to late game race, with excellent scouting, excellent movement, and ranged units. Go immediately to level 2 units -- they do not quickly lose their usefulness. Build higher level units to dominate the surface map with their speed, or to make powerful armies to take on the underworld. Strengths: Fierce vs. Undead; very nice level 2 units; fast units; ranged units which also have strike; true sight x2; vision bonuses. All units have holy strike and holy immunity. Weaknesses: No underground advantages; lack of variety in immunities; no movement bonuses. Universal Unit Abilities: Holy strike; holy protection. Unit costs: Mid-range to expensive. Average ranged units; more costly mounted units; expensive flying units. Most expensive level 4 unit. Summary: Perhaps the most "perfect" surface race, Archons
have a lot packed into their level 2 units, plus all have holy strike. Higher level units
are among the strongest units in the game. While not a strong underground race, you won't
find them lacking when clearing out dark tunnels. (A perfect race does not mean it is the
strongest; it just means the race has everything covered.) ElvesElves are tough yet fragile creatures. They are not particularly powerful fighters, but verses magic they are unmatched in resistance. Elven units make excellent scouts. Having the highest overall movement rates of all races, plus vision bonuses and true sight on several units, most every Elven unit does well at scouting.. Best of all, each unit has forestry (move cost 4 instead of 8 in forest terrain of all types). Not only does this make them even better scouts in the forest, but they can easily control any forested lands. The Elves start out with one of the best level 1 units -- an excellent scout (Glade Runner: forestry, move 36, forest concealment). They also have the lowest cost swimmer unit, greatly increasing their scouting ability. As for other significant skills, the Druid's "entangle" skill is priceless. To a lesser extent, Elves have a good archer, and several units have magic strike (ignores physical protection). Basic strategy: Scout out the enemy early and use the Elven superior mobility and early alert abilities to apply superior force where needed. Make good use of the low cost swimmer who can bedazzle the enemy (nymph). The early advantage of capturing resources can ensure victory in the end. Strengths: Scouting; surface mobility, true sight, vision. All units have forestry. Weaknesses: Limited ranged units; fragile (need superior numbers and easily lose units in battle); no immunities/protections (except level 4 unit); limited special abilities. Universal Unit Abilities: Forestry. Unit costs: Mid to high. Average cost ranged and mounted units; expensive level 3 units; very expensive flying units. Very low cost swimmer. Summary: Elves have just enough variety in unit abilities to face most
any foe well, but suffer from limited ranged attacks and fragile units. Build more archers
and machines to compensate, and always attack with superior numbers. Priests (heal) are
important in maintaining what troops have already been built. DwarvesBy far, one of the toughest races in the land, the Dwarves have the best overall offense (above and below ground) being the most mobile of all races. They are able to easily pass through lands that slow down or stop other races. Dwarves are an excellent race above or below ground. Dwarves are one of the few races that have a unit that can tunnel underground. They also have a unit with magic protection. The poison protection on every unit makes them even more powerful verses the already-weak Goblin race and any other poison-using race. Basic strategy: Build machines and keep them repaired with engineers - use machines instead of crossbowmen. Dwarven units are expensive but good units for the gold; choose units carefully and limit losses. Build up gold over mana income -- Dwarves are not much for magic. Watch out for enemy flying units and fast armies; Dwarven armies can be out-maneuvered in the open plains and forest lands. Strengths: Best (but not strongest) offensive race; advantages with machines; most mobile race; good above and below ground. Each unit has poison protection, mountaineering, and cave crawl. Weaknesses: The most-expensive units. Level 4 is a defensive unit, generic units such as priests cant run with the pack (no mountaineering). Slow moving ranged units and no flying units - dont do well in the open plains. Universal Unit Abilities: Poison protection; mountaineering; cave crawl. Unit costs: One of the most expensive races; average ranged units; expensive mounted units. Also have an expensive tunneling and one of the cheapest level 4 units. Summary: Dwarves are a powerful race on maps with extra gold that are
either small or have lots of mountains and caves; on other maps they are more easily
out-maneuvered. They need lots of gold to be developed, but are well worth the cost.
Players should take advantage of their expertise with machines. HalflingsBorn on gentle rolling hills and in soft mossy caves, the Halflings are not truly one of the warring races of the Valley of Wonders. Their units lack an attack above 10, and have no more than 14 hit points (other than the sheriff). Even the sheriff's leadership skill is a necessity rather than a bonus. With such weak units, it is a wonder that the Halfling race can stand against the upper level units of any other race. It isn't that they can't hit the more powerful enemy units, but that the odds are against them. It wouldn't be any more serious than it is for the Goblins, except that the Halfling units are also very slow. They thus have to deal with powerful armies that can easily out-maneuver them. Oddly enough, a Halfling is faster than any other race -- except the Elves -- in the forest, making the forest a more ideal domain than gentile rolling hills or soft mossy caves. The Halflings have a most awesome level 4 unit. The leprechaun has almost every skill you would expect to find on low level units, plus invisibility. While not enough to make up for the weakness of the other Halfling units, the leprechaun's 17 defense and 18 resistance makes it is one of the toughest units in the game. The 17 defense is misleading; since the "blurred" skill gives the leprechaun an additional 25% chance to avoid each attack! Basic strategy: Of all the races, the Halflings are best served in finding another race to help them out. Beyond that, the race must focus on finding cities for production and minimizing losses in battle. They are a defensive race. Their short legs make it very hard for them to get their share of the spoils early in the game, so they must either have a map tailored to their needs or hold tightly on what they do manage to grab. If they have a choice, it is better for them to explore and build a base of operations in the forestlands. Despite its phenomenal defense, the leprechaun should avoid attacking powerful creatures, using its magic bolt to avoid retaliation attacks. Halflings do better under the guidance of a survivalist wizard (reduced maintenance costs), and to a lesser extent, with a constructor (increased production). In contrast, if recruited by another race, the sheriff is a very nice unit indeed. Halfling slingers are one of the best level 1 "archers," and rogues are very useful with their concealment, forestry, wall-climbing, and dart-throwing abilities. Strengths: Defensive race; strongly defensive level 4 unit; all units have forestry; ranged units are among the more powerful of all races for level 1 and 2 units. Weaknesses: Low attack ratings; highly dependent upon production and maintenance costs to offset battle loss; need superior numbers in battle; slow units outside forests; few immunities and protections. Universal unit abilities: Forestry. Unit Costs: Among the lowest of all races. Low priced ranged, mounted, and flying units. Lowest priced level 4 unit. Summary: Not a race to be played on just any map, the Halflings are dependent upon other races for best success. Forestlands serve them well to offset their slow movement. They should chose cities over income sites so as to increase production. They must try to use superior numbers in exploration and war. Maintenance costs can be a problem. Strategy Main | Introduction | Good Races | Neutral Races | Evil Races
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