Age of Wonders: Shadow Magic Guide
2003 · Fantasy turn-based strategyGame guides
| Guide | What you will find |
|---|---|
Wizard & magic | Separate spell research, mana and casting capacity before attempting a major spell. |
Cities & income | Support armies without starving the next city or spell of income. |
Shadow World | Prepare the units that will cross into the Shadow World. |
Tactical combat | Read the unit card instead of relying only on a high attack value. |
Races | Identify the people, factions or battlefield roles used throughout this guide. |
At a glance
| Focus | What to know |
|---|---|
| Protect the wizard and tower | Your domain determines where many strategic spells can act. |
| Budget gold and mana upkeep | Units and enchantments can consume the income needed for the next spell or army. |
| Prepare for the Shadow World | Shadow Sickness weakens unprotected visitors; inspect Shadow Walking before crossing. |
Races View guide →
| Race | Roster context | At a glance |
|---|---|---|
| Nomads | New Shadow Magic race | A mobile civilization whose cities can be moved. |
| Syrons | New Shadow Magic race | Otherworldly people connected to the Shadow World. |
| Shadow Demons | New Shadow Magic race | The invading race central to the game's conflict. |
| Elves | Returning race | Forest-linked civilization with the Treeman racial unit. |
| Humans | Returning race | Flexible cities with the Chapter House racial structure. |
| Dwarves | Returning race | Production-oriented civilization with the Stone Menders structure. |
Quick answers
| Topic | Go straight to |
|---|---|
| Wizard & magic | Keep the wizard in a useful tower → |
Pictures All pictures →




References
| Reference | Website |
|---|---|
| Age of Wonders: Shadow Magic: game and edition overview | store.steampowered.com |
