Instead of ruling your forces from your magical mead hall, your leader can take to the streets and waste fools themselves. You can choose between a ton of pre-made leaders of different races and classes, but you may also forge your own with insane complexity. The big deals here are their race, which determines your starting city’s ethnicity, and Class, which determines what spells are available to you. ![]() A city’s race dictates what units are offered, as it would be unseemly for a High Elven Archer to pop out of an Orcish settlement. The races feel different in terms of the variety of units, though there are only six total races. That’s kind of a bummer for any previous Age of Wonders fans out there, as Shadow Magic featured 15 different races which still managed to feel unique. The classes (of which there are also six) add an entirely new dynamic to the game, as the spells you’re learning as a Rogue aren’t even close to the ones the Sorcerer is learning. They keep matches fresh, and trying a new race/class combination makes it feel like an entirely new experience each time. A two hour long slog through a random map might end in an instant as your leader and your Throne City are claimed in a single, poorly-defended turn. You might spend time leveling up a hero, snagging great gear and wrecking your adversaries, only to stumble into an ambush, leaving your hero slain and all of that sweet equipment in the hands of your enemies. It’s rewarding to play smart, and devastating when you err. ![]() Though there is is a learning curve to Age of Wonders III it is genuinely satisfying when you overcome the challenges. Teaming up to destroy a much larger foe, working together to plan out cities and choke points with your ally make it worth the time investment.
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