![]() Spaces for that turn and take no other actions. ForĮxample, an archer could use up all its MP to move forward its maximum distance of 6 hex Move and fire in the same turn, rather than having to choose one or the other. One hex, swinging a sword, firing a crossbow or casting a spell. ![]() Original AoW1 game, every action a unit takes uses up part of its MP, be it moving forward In green, yellow and red the further away it is from its starting position. Or innate abilities (like the 'Forestry' ability). A unit's MP can also be increased or decreased with spells (like 'Haste') Each unit has a set amount of MP it is allowed to Game, is always played out in Classic turns style, not Simultaneous turns, and theĭefender always moves her units first. Check our Magic Spells section for a complete listing ofĪll the spells that can be cast during combat. The units in the game, their stats and special abilities. Check our Units section and Unit Abilities for a complete listing of all (represented by a silver or gold medal) from killing other units. Physical stats and occassionaly gain additional abilities by gaining experience Some units have additional special powers or innateĪbilities, such as fiery breath or ability to throw frost bolts. ![]() Resistance, Damage) represented by number between 1-20, hit points ("HP") and The outcome of the battle (called "Fast Combat" or FC).Įach unit on the battle field has a unique set of physical statistics (Attack, Defense, "Tactical Combat" or TC), or allowing the computer to automatically determine Player is given a choice between directly control of his or her units in battle (called Overland map, when two opposing military units come into contact, a battle will ensue. Age of Wonders II is a turn-based strategy game and combat is no different.
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