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SpellForce 2: Shadow Wars is a blend between an RTS and an RPG developped by Phenomic Game Development and published by JoWood Production. It was released on PC in 2006. It follows [[SpellForce: The Order of Dawn]] published in 2003. | SpellForce 2: Shadow Wars is a blend between an RTS and an RPG developped by Phenomic Game Development and published by JoWood Production. It was released on PC in 2006. It follows [[SpellForce: The Order of Dawn]] published in 2003. | ||
The story of the game focuses on a [[Shaikan]] (later called [[The Soul Carrier]]) who tries to save his home, [[The Iron Fields|Shaikur]], from the threat of [[The Pact|the Pact]], as well as explaining the story | The story of the game focuses on a [[Shaikan]] (later called [[The Soul Carrier]]) who tries to save his home, [[The Iron Fields|Shaikur]], from the threat of [[The Pact|the Pact]], as well as explaining the story behind the race of the Shaikans. | ||
It has three extensions : [[SpellForce 2: Dragon Storm]], [[SpellForce 2: Faith in Destiny]] and [[SpellForce 2: Demons of the Past]]. | It has three extensions : [[SpellForce 2: Dragon Storm]], [[SpellForce 2: Faith in Destiny]] and [[SpellForce 2: Demons of the Past]]. | ||
It later was | It later was combined with SpellForce 2: Dragon Storm in an edition called [[SpellForce 2 Gold Edition]]. | ||
==Gameplay== | ==Gameplay== | ||
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===Factions=== | ===Factions=== | ||
Instead of The Order of Dawn having playable races, Shadow Wars has playable factions which are made of 3 different | Instead of The Order of Dawn having playable races, Shadow Wars has playable factions which are made of 3 different factions. Each faction has a dozen of units and its own titan. | ||
;Factions | ;Factions | ||
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*[[Kor]] | *[[Kor]] | ||
*[[Lokhar]] | *[[Lokhar]] | ||
|;[[ | |;[[Norcaine]] | ||
*[[Nightsong]] | *[[Nightsong]] | ||
*[[Sorvina]] | *[[Sorvina]] | ||
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When coming back at [[The Iron Fields]], it is already too late, as Shaikur is nearly destroyed, Ur defeated by [[Devourers| a devourer]] and brung to Shal, and townsfolk given as food for the devourer. After freeing the Iron Fields from the Pact, the Soul Carrier decides to free Ur at Shal but [[The Realm]] won't follow him. Thanks to Kor that he saved earlier, he manages to gain the help of [[The Clans]]. To go to Shal, they must first go thought the fortress of [[Dragh'Lur]], protected by shadows, making it near impossible to conquer. | When coming back at [[The Iron Fields]], it is already too late, as Shaikur is nearly destroyed, Ur defeated by [[Devourers| a devourer]] and brung to Shal, and townsfolk given as food for the devourer. After freeing the Iron Fields from the Pact, the Soul Carrier decides to free Ur at Shal but [[The Realm]] won't follow him. Thanks to Kor that he saved earlier, he manages to gain the help of [[The Clans]]. To go to Shal, they must first go thought the fortress of [[Dragh'Lur]], protected by shadows, making it near impossible to conquer. | ||
To solve this problem, the Soul Carrier forges a new [[Shadow Ring (SpellForce 2)|Shadow Ring]], a ring able to see shadows. After doing so, [The Shadow Warrior]] tells the Soul Carrier how the shadows are slaves of Sorvina and can only stop to serve her after the [[ | To solve this problem, the Soul Carrier forges a new [[Shadow Ring (SpellForce 2)|Shadow Ring]], a ring able to see shadows. After doing so, [[The Shadow Warrior]] tells the Soul Carrier how the shadows are slaves of Sorvina and can only stop to serve her after the [[Black Mirror]] will no longer be in her grasp. After retrieving the mirror, the Clans finally attack Dragh'Lur and without the shadows, it quickly falls. | ||
At Shal, the Soul Carrier is kidnapped by Sorvina. She drinks his dragon blood in order to gain eternal youth and bring back [[Nazshar]] but instead the soul of Malacay gains control of her body. He flees to his laboratory | At Shal, the Soul Carrier is kidnapped by Sorvina. She drinks his dragon blood in order to gain eternal youth and bring back [[Nazshar]] but instead the soul of Malacay gains control of her body. He flees to his laboratory in [[the Crystal Forest]] to start making a swarm of [[Malar|malars]] to take over Eo. The Soul Carrier follows him, facing him at the [[Steel Shore]] and is finally able to take down Malacay and the curse of the Shaikan. | ||
===Maps=== | ===Maps=== | ||
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*[[Lord Steward]] | *[[Lord Steward]] | ||
*[[Mardagant]] | *[[Mardagant]] | ||
|;[[Guardians]] | |;[[The Guardians]] | ||
*[[Zerbo]] | *[[Zerbo]] | ||
*[[Niethalf]] | *[[Niethalf]] | ||
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The avatar joins the [[Hand of the Dragon]], a group of shaikan mercenaries founded during the events of the campaign. As its leader, [[Tor Halicos]] gives various tasks to the avatar. After proving that they are worthy to join the Hand, Tor quickly tasks the avatar a more personal request, which is to free a "friend" at [[Dragh Lur (Free Game Mode)|Dragh Lur]]. Later, the task is to move freetraders to a safe place in [[Tuscari Wasteland (Free Game Mode)|Tuscari Wasteland]], where they are then all killed by demons. | The avatar joins the [[Hand of the Dragon]], a group of shaikan mercenaries founded during the events of the campaign. As its leader, [[Tor Halicos]] gives various tasks to the avatar. After proving that they are worthy to join the Hand, Tor quickly tasks the avatar a more personal request, which is to free a "friend" at [[Dragh Lur (Free Game Mode)|Dragh Lur]]. Later, the task is to move freetraders to a safe place in [[Tuscari Wasteland (Free Game Mode)|Tuscari Wasteland]], where they are then all killed by demons. | ||
This event make the avatar question Tor Halicos, who refuses to answer them. After doing some researches with [[Jandrim Windhammer|Jandrim]], they find that Tor Halicos helps a group called [[The Cult]]. He explains that it is because they hold hostage of [[ | This event make the avatar question Tor Halicos, who refuses to answer them. After doing some researches with [[Jandrim Windhammer|Jandrim]], they find that Tor Halicos helps a group called [[The Cult]]. He explains that it is because they hold hostage of [[Aya]], in whom he has a great affection. After saving her, Asha tells the party that the Cult controls a [[The Guardians|god]], [[Zerbo]], and plan to destroy his former self so he is reborn in a new form. After conjuring [[Niethalf]] to fight Zerbo, the avatars of the two gods are destroyed. | ||
After this event, the Cult casted [[The Bone Spell]] on Sevenkeeps, turning all the citizen into undeads. To stop them, the avatar broke the [[Power Crystal]] powering a magical barrier, but too late, as Zerbo has already reincarnated between five of his disciples, including [[The Prophet]]. After defeating several [[Incarnation of the Red God]], the avatar confronted the weaken prophet at [[The Crater (Free Game Mode)|The Crater]], defeated him and put an end to the plans of the Cult. | After this event, the Cult casted [[The Bone Spell]] on Sevenkeeps, turning all the citizen into undeads. To stop them, the avatar broke the [[Power Crystal]] powering a magical barrier, but too late, as Zerbo has already reincarnated between five of his disciples, including [[The Prophet]]. After defeating several [[Incarnation of the Red God]], the avatar confronted the weaken prophet at [[The Crater (Free Game Mode)|The Crater]], defeated him and put an end to the plans of the Cult. |
Latest revision as of 21:59, 3 April 2023
SpellForce 2: Shadow Wars is a blend between an RTS and an RPG developped by Phenomic Game Development and published by JoWood Production. It was released on PC in 2006. It follows SpellForce: The Order of Dawn published in 2003.
The story of the game focuses on a Shaikan (later called The Soul Carrier) who tries to save his home, Shaikur, from the threat of the Pact, as well as explaining the story behind the race of the Shaikans.
It has three extensions : SpellForce 2: Dragon Storm, SpellForce 2: Faith in Destiny and SpellForce 2: Demons of the Past.
It later was combined with SpellForce 2: Dragon Storm in an edition called SpellForce 2 Gold Edition.
Gameplay
Heroes
Shadow Wars introduces a new outlook of the heroes. Instead of being summoned at a hero monument, they instead join your party and stay with you for the whole game. A party is formed of the avatar, five heroes and two companions who, unlike the heroes, can't be managed by the player and may leave the party during the game.
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Factions
Instead of The Order of Dawn having playable races, Shadow Wars has playable factions which are made of 3 different factions. Each faction has a dozen of units and its own titan.
- Factions
Campaign
Main Characters
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Story
Bor joins his brother, The Soul Carrier, that just came back from his journey. On their way to their home, they quickly find out that the army of the Pact is approaching thanks to Nightsong. After having pushed back the first wave, Ur, the Patriarch asks the Soul Carrier to go with Nightsong on her way to inform the King Ulf of the arrival of the shadows and bring back an army able to confront the Pact.
At the castle of Sevenkeeps, Ulf doesn't listen to either of them. Einar suggests the Soul Carrier to gather a small army of dwarves and elves in order to attack the Bulwark, an immense fortress on the only way to go back home, as the previous one is blocked. While doing so, the Soul Carrier stops the pest epidemic at Sevenkeeps, convincing the king to help him take down the Bulwark. After taking it down, the Soul Carrier brings back to life Kor, an orc leader, thinking that it could only bring good.
When coming back at The Iron Fields, it is already too late, as Shaikur is nearly destroyed, Ur defeated by a devourer and brung to Shal, and townsfolk given as food for the devourer. After freeing the Iron Fields from the Pact, the Soul Carrier decides to free Ur at Shal but The Realm won't follow him. Thanks to Kor that he saved earlier, he manages to gain the help of The Clans. To go to Shal, they must first go thought the fortress of Dragh'Lur, protected by shadows, making it near impossible to conquer.
To solve this problem, the Soul Carrier forges a new Shadow Ring, a ring able to see shadows. After doing so, The Shadow Warrior tells the Soul Carrier how the shadows are slaves of Sorvina and can only stop to serve her after the Black Mirror will no longer be in her grasp. After retrieving the mirror, the Clans finally attack Dragh'Lur and without the shadows, it quickly falls.
At Shal, the Soul Carrier is kidnapped by Sorvina. She drinks his dragon blood in order to gain eternal youth and bring back Nazshar but instead the soul of Malacay gains control of her body. He flees to his laboratory in the Crystal Forest to start making a swarm of malars to take over Eo. The Soul Carrier follows him, facing him at the Steel Shore and is finally able to take down Malacay and the curse of the Shaikan.
Maps
- The Iron Fields
- Norimar
- Rushwater Downs
- Sevenkeeps
- Westguard
- Underhall
- Dun Mora
- The Needle
- The Gate of Swords
- Uram Gor
- The Fireforge
- The Magnet Stones
- The Crater
- Tuscari Desert
- Dragh'Lur
- Shal
- The Crystal Wastes
- The Song Glass
- The Crystal Forest
- The Steel Shore
Main Quests
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Side Quests
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Free Game Mode
Free Game Mode is one of the two mutliplayer mode in Shadow Wars. Up to 3 players can play together, or it can be played in solo. The player is given quests in Westguard and can play maps in any order and redo them any time they want, each labeled with the intended level for the avatar to play them.
Main Characters
Story
The avatar joins the Hand of the Dragon, a group of shaikan mercenaries founded during the events of the campaign. As its leader, Tor Halicos gives various tasks to the avatar. After proving that they are worthy to join the Hand, Tor quickly tasks the avatar a more personal request, which is to free a "friend" at Dragh Lur. Later, the task is to move freetraders to a safe place in Tuscari Wasteland, where they are then all killed by demons.
This event make the avatar question Tor Halicos, who refuses to answer them. After doing some researches with Jandrim, they find that Tor Halicos helps a group called The Cult. He explains that it is because they hold hostage of Aya, in whom he has a great affection. After saving her, Asha tells the party that the Cult controls a god, Zerbo, and plan to destroy his former self so he is reborn in a new form. After conjuring Niethalf to fight Zerbo, the avatars of the two gods are destroyed.
After this event, the Cult casted The Bone Spell on Sevenkeeps, turning all the citizen into undeads. To stop them, the avatar broke the Power Crystal powering a magical barrier, but too late, as Zerbo has already reincarnated between five of his disciples, including The Prophet. After defeating several Incarnation of the Red God, the avatar confronted the weaken prophet at The Crater, defeated him and put an end to the plans of the Cult.
Maps
- Westguard
- Rushwater Downs
- The Gate of Swords
- The Iron Fields
- Norimar
- Dragh'Lur
- Shal
- Gillyshire
- The Icefangs
- The Song Glass
- Tuscari Desert
- Uram Gor
- The Magnet Stones
- Howler Pass
- Sundancer Plain
- The Fireforge
- Underhall
- Ironheart Foothills
- Windtalker Gash
- Summer's End
- The Judgement Stones
- Sevenkeeps
- The Steel Shore
- Dun Mora
- The Needle
- Sunspear Ridge
- The Crystal Forest
- The Crystal Wastes
- The Sunken City
- Nine Shadows Mountain
- The Crater
Main Quests
Side Quests
Skirmish
Skirmish is the second multiplayer mode in SpellForce 2. It can be played up to 6 players (games are 1v1, 2v2, 3v3 or 1v1v1v1). This mode can also be played against the AI and you can have AI as your allies.
Before starting a game, players can choose their team, their faction and which avatar they will use. There are 9 predetermined avatars to choose from or an avatar with level 30 in Free Game Mode can also be chosen.
Player setups
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Maps
- Ironheart Foothills
- Howling Pass
- The Icefangs
- Sundancer Plain
- Gillyshire
- The Judgement Stones
- Summer's End
- The Sunken City
- Sunspear Ridge
- Nine Shadows Mountain
- Windtalker Gash
- The Cursed Shrine