Age of Wonders: Shadow Magic tactical combat, abilities and hero equipment
Read the unit card instead of relying only on a high attack value.
Edition covered
The standalone 2003 Age of Wonders: Shadow Magic game. Pictures show Shadow Magic, including its scenario selection and Shadow World. The original Age of Wonders, The Wizards Throne and later sequels have different rules and rosters.
Inspect defenses and abilities

Attack, damage, defense, resistance and hit points answer different questions. Immunities, movement abilities and special attacks can make a nominally weaker unit the right counter.
| Statistic | Question it answers | Use |
|---|---|---|
| Attack | How likely a physical strike is to connect | Compare against enemy defense |
| Damage | How much a successful strike can inflict | Compare with target durability |
| Defense | How hard physical attacks are to land | Supports front-line survival |
| Resistance | How well magical effects are resisted | Important against spell-heavy enemies |
| Hit points | How much damage the unit can survive | Preserve damaged veterans |
| Movement | How far the unit can act or travel | Plan the approach and remaining attacks |
Use the turn economy
Movement and attacks compete within a tactical turn. A unit that spends all its movement reaching the target may not deliver the same attacks as one that waits in a good position.
| Tool | Purpose | Counter-check |
|---|---|---|
| Ranged attack | Damage without adjacent melee | Line of sight and enemy approach |
| Flying or floating | Bypasses some terrain barriers | Enemy ranged and magical threats |
| Healing | Preserves a valuable unit | Availability and timing |
| Siege equipment | Attacks fortifications | Escort against mobile enemies |
| Hero equipment | Adds statistics and abilities | Slot restrictions and actual ability benefit |
Let heroes grow without throwing them away
Heroes gain levels and equipment, making survival valuable. Use ordinary units to screen dangerous enemies and reserve healing or support magic for the fights that threaten a developed hero.
Prepare for walls and flying units
Sieges and unusual movement abilities change the battlefield. Bring a way to damage defenses or bypass them, while protecting ranged troops from enemies that can fly over the front line.
Sieges and unusual movement abilities change the battlefield. Bring a way to damage defenses or bypass them, while protecting ranged troops from enemies that can fly over the front line.
References
| Reference | Website |
|---|---|
| Publisher game and edition listing | store.steampowered.com |
| Original publisher manual appendix | www.scribd.com |
| Shadow Magic strategy reference | gamefaqs.gamespot.com |
