They are always at odds with Dwarves of the region in a fight for temperate, fertile lands. No Campaign for the Wicked: Despite having a central role in the story in the original game, humans don't show up until the last levels and are never playable as a race in the campaign.Ī race of small humanoids that live in the cold lands north.Magikarp Power: Their Cavalry are rather generic compared to other Cavalry units, but they can evolve into Knights, whcih are the Human's strongest units.Their flavor text also shows them as paragons of justice, protecting their people from evil. In addition, reaching Elite rank grants them Mind Control Immunity through Strong Will. Several of their notable traits include high defense, Devastating Charge, and Dragon and Monster Slayer. Knight in Shining Armor: In III, the Knight is the strongest Human unit in their roster.In addition, several class units, like Hunters, Scoundrels, and Engineers, have the Throw Net ability. Inescapable Net: One of the Patron-level Racial Governance upgrades allows Civic Guards to throw nets to immobilize enemies.I Shall Taunt You: Human Swashbucklers can taunt enemy units, forcing them to attack the Swashbuckler, ideally wasting their turn trying to reach him and collecting attacks of opportunity from units they must pass by.The truth is, unsurprisingly, more complicated. In the third game, they appear to be this from the Elven Court's perspective, leading the Commonwealth.On the other hand, in the Wizard's Throne, Merlin, the player character, is human and the one who brings balance to the world. Their respective leaders are both allied with the Shadow Demons. In Age of Wonders: Shadow Magic, while a neutral faction, regular humans and nomads are the main enemies of the expansion.The flavour text on War Galley and Fire Thrower units states that they started out as benign Dwarven inventions before humans refitted them for war.However the angelic Highmen (lead by Gabriel) claim that humans are just the first True Neutral race who can choose good or evil. Most Undead leaders and Doom Priests are ex-humans. Well, humans are very expansionist, ambitious, and refuse to let anything like, say, the elven empire stand in their way.Subverted in Ao W III by many class units built by humans having special abilities, such as enhanced spirit damage for Theocrats or powerful cavalry charges for Warlords. Straight in that most races have special characteristics, but human units set the baseline for unit statistics, with no innate bonuses or weaknesses. Humans Are Average: Both played straight and subverted.Hunter of Monsters: Human Knights in Age of Wonders 2 and 3 deal more damage to dragons, while the latter also are effective against monster units.Upon reaching Elite rank, their attacks can inflict Daze, preventing the enemy from attacking. Combat Medic: Their Priests in 3 focus on healing allies with Bestowed Iron Heart, which also grants Strong Will and extra defense and resistance, and targeting enemies with ranged spirit damage.They can embark on water without any of its penalties and has three more movement during embarking. Born Under the Sail: Human units have the Mariner ability in Age of Wonders 3.However, they are mighty and manage to expel all other races from the Valley of Wonders. Their actions also upset the balance between Good and Evil. They were welcomed, but they betrayed the trust and slew the Elven Court, creating a rift among the Elves. Banished from their Garden, a new race called Humans entered the Valley of Wonders.
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