![]() ![]() And not surprisingly Tigrans are anthropomorphic cat people. As you might expect, the Draconians are Dragon Men, while the Archons are a weird mix of the Roman Empire and Angelic Seraphim. The Lizard Men and Azracs from the first game have vanished, replaced by Draconians, Archons, and Tigrans. Next you choose a race to play: elves, dwarves, men or whatever - there are twelve races in all. The Cosmos Sphere works a little differently, but the details are too dull to get into here. Each Sphere (except Cosmos) has its own kind of attack, summon, and other spells, and you also choose a couple of Master of Magic-type special abilities or disadvantages, such as +20% population growth in all your towns, or an extra ten casting points per round (probably one of the better ones). You choose one of seven magical Spheres to specialize in - Life, Death, Air, Water, Fire, Earth and Carl Sagan's favorite, the Cosmos Sphere. Getting Started Anyway for those of you unfamiliar with the basic premise of the game, here's the gist of it. That's not necessarily a bad thing, but it's not the way to win awards, either. Almost everything you do here is something you've already done before, be it in Master of Magic, HOMM, or even Age of Wonders I. There are some major new features - and we'll get to those - but for the most part AoW II is just more of the same. So what's new? Is this a vast leap forward, the next thing in strategy gaming? Not really. Well as the title of this article would suggest, the folks over at Triumph Studios have completed a sequel, Age of Wonders II: The Wizard's Throne, and done a pretty good job with it too. ![]()
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