Wizards and Warlords is a turn-based strategy game in Early Access, where you play as a wizard in a randomly generated fantasy world, filled with rival wizards, warlords and hidden ancient evils. Create a customized sovereign or choose from one of many predefined templates.
All Reviews:
Positive (23) - 95% of the 23 user reviews for this game are positive.
Release Date:
Mar 16, 2017
Developer:
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early Access is a great opportunity to get players involved in shaping the game and giving key feedback. Waiting until the game is almost complete makes it very difficult to integrate player feedback beyond bug reports and balance tweaks. Wizards and Warlords is meant to offer a deep and engaging experience, more than just a game of conquest and warfare, but an engine to explore fantasy worlds and watch their stories unfold. Joining the Early Access is for those players who want to get involved in the iterative development and support this, admittedly, ambitious endeavor. It is not (yet) for players who expect a classic beta experience.”

Approximately how long will this game be in Early Access?

“The goal is to release in the first months of 2018, but as with all software development, there is a (significant) risk of delays. When doing iterative development it can be difficult to draw a line in the sand as to when the required level of polish is there, but a release will not happen until there is the requisite quality and polish.”

How is the full version planned to differ from the Early Access version?

“Graphics will be improved. There will be additional content, features and game mechanics in order to deliver a Grand Strategy experience where the game world feels truly dynamic and interesting. This is an iterative process. The game is playable and every patch adds something new. There will be an effort to keep compatibility with old save games and scenarios.

As development progresses some features may end up being greatly reworked, or even completely replaced or removed. Focus is on delivering a great game, not on completing a check list and leaving early access as soon as possible. This does not mean the game will be abandoned after "release". On the contrary, there will be additional content updates, and long-term support of the game.”

What is the current state of the Early Access version?

“The game is playable from start to finish as a Wizard, with Warlords being AI-only at the moment. Many aspects of the game are raw - graphics, user interface and mechanics are continually being improved. As mentioned above, do not purchase Early Access expecting a classic beta experience.

If you are in doubt if this is of interest to you, I recommend taking a look at the game play videos on YouTube, the game forums or the community on Steam. The upside from being involved at this stage is that feedback and ideas can very quickly result in functional game code, and there are already examples of this in the game.”

Will the game be priced differently during and after Early Access?

“The price is expected to remain the same during Early Access. It is very likely that the game will have a higher price tag at the actual release.”

How are you planning on involving the Community in your development process?

“By engaging with the players and actively integrating the feedback, ideas and criticism. This game is to be a vehicle for creating a great diversity of stories, worlds, and mods. In order to have the required breadth and depth to support this, the thoughts of players of various play styles is important. While there is a guiding design behind the game design - it is essential that the ideas and feedback of players are integrated into this vision, and that it is subjected to the reality of actual play. Rapid iteration and pushing out regular updates is a guiding principle.”
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Recent updates View all (55)

January 28

Game Update (0.9.124)

Very sorry for the delay on the update. I'll add some additional info to the notes later, but need a bit of rest now.

User Interface
  • Filter option added to the "Action" section allowing hiding/showing actions not related to the current selection. For example, if an army is selected this will hide the various Explore and Build actions that may be valid for the hex selection.
  • Handled/dismissed notifications (for the current turn) can now be re-shown. They cannot be re-opened at the moment, but this will be added in a future update (as a read-only mode in cases with irrevocable choices).
  • Improved tooltips and hint text for Tribal Destiny related UI.

Misc
  • Improved the selection of character portraits for several races and cultures.
  • Optimized several aspects of world generation.
  • Added additional logic to prevent adjacent/very close starting positions for major factions (warlords, wizards). It can still happen but should be much less likely to occur.
  • Improved the impact on character generation from cultural traits and attributes. Additional factors are now considered when resolving/choosing from variables during generation.
  • Some unit types now have immunity to Terror and/or Unsettling.
  • New Unit Type: Deep Ones. Eldritch aquatic fish people.
  • New Unit Type: Zoanthralgea. Eldritch aquatic unit with poison attack and strong armor/toughness.
  • New Unit Type: Psychopolyps. Eldritch aquatic unit with psychic attack and ability to cause terror.
  • New Unit Type: Feral Ogres. Undisciplined and unarmored, but tough and with strong melee damage.
  • New Unit Type: Jotnar. Giant-type unit that is slightly larger than Ogres. Limited regeneration and light infantry/scout abilities. Also capable of moderately damaging magic ranged attack.
  • New Unit Type: Rime Trolls. Frost-themed trolls with slightly less physical power than "regular" trolls, but having a Cold damage breath attack.
  • Various "generic" Ogre units can be generated independently from a specific culture for various events and factions.
  • Fixed bug related to equipment bonuses being applied multiple times during some specific sequences of events.
  • Fixed an issue where scrolling the Outliner would also scroll the world map.
  • Fixed a number of crash and hang bugs.

Tribal Destiny
  • Protective Talismans (Tradition): All Tribal units gain +1 Magic Resistance and an additional +1 Dark and Arcane Resistance.
  • Slayer Legacy (Tradition): All Tribal units gain Monster Slayer and +50% damage against units which have the Monster ability or one of these tags: Abomination, Magic, Spirit. (Tier 2).
  • Ancient Allies (Tradition): Allows the recruitment of one special unit. A choice between 3 different unit types is offered when this is unlocked. (Tier 2).
  • Guerilla Tactics (Valor): Allows armies to avoid battle with a numerically superior foe (at least 25% more). The chance to succeed at this is 5% x Scouting (highest among all units in army), +15% if a Scout Captain is present, +5% if a General is present, +5% if at least one unit has Pathfinder, -5% if the opposing army has Relentless Pursuit. If the opposing army is 200%+ larger: +10%, 100%+ larger: +5%. Cavalry/flyer superiority -20% to +20%. If this succeeds the army is allowed to resolve 25% of ranged attacks and 10% of melee attacks. The casualties inflicted by this cannot exceed 25% of the opposing army. (Tier 2)
  • Large Families (Vitality): +15% population growth for camps.
  • Auto-resolve now uses the same mechanics and phase rules as manual resolution rather than a greatly modified variation.

Spells
  • Photosynthesis: Research requires (Light 2, Life 2) OR (Light 1, Enchanted Garden). Battle Spell. Can only target units which have the Plant tag, and also do not have any of: Undead, Non-Living, Darkness. Heals all wounded members for damage equal to a percentage of the base hit point value of the unit. The percentage is (25% + 5% per level of Light Mastery). If the caster has Water Mastery Level 3+, the unit gains also gains Limited Regeneration for a duration equal to (Water Mastery - 1). If the caster has Air Mastery Level 3+, the unit also gains +1 Movement, +1 Melee Shock and +1 Melee Damage for a duration equal to (Air Mastery - 1). If the caster has Earth Mastery Level 3+, the unit also gains +1 Toughness, +1 Armor for a duration equal to (Earth Mastery - 1).\r\n";
  • Solar Blast: Research requires (Celestial 4, Fire 3). Battle Spell. Deals 8 Fire damage to up to 8 targets in the target unit and 6 Radiant damage to up to 16 targets.
  • Shatter (Destruction 1): Battle spell. Deals 4 Arcane damage to up to 10 targets in the target unit. +50% damage and target count against units with at least one of: Frost, Crystal, Bone, Skeleton, Chariot, Machine. Cannot target units with at least one of: Spectral, Slime, Water. For each kill inflicted by this spell an additional 0-3 hits for 4 Physical damage are dealt. If the target has any of: (Elemental, Magic, Demonic, Celestial, Fae) - the additional hits will be Arcane damage instead.
  • Lesser Vulnerability (Destruction 4): Battle Spell. -2 Armor, Resistances: -1 Arcane, -2 Corrosive, -2 Fire. Duration 3 rounds.
  • Greater Vulnerability (Destruction 6): Battle Spell. -4 Armor, Resistances: -2 Arcane, -3 Corrosive, -3 Fire, -1 Physical. Temporarily nullifies Hardy (Special Ability). Duration 3 rounds. Overrides Lesser Vulnerability.
  • Power Word Unmake (Destruction 7): Battle Spell. Deals a number of hits equal to 25% of the Unit size (minimum 5 hits) for damage equal to (3 plus 75% of the Armor attribute of the unit). Deals double damage against Construct, Chariot and Machine targets. Deals half damage against Spectral targets. Deals True damage against targets which are at least one of: Magic, Elemental, Spectral; Otherwise deals Physical damage against targets with less than 4 Armor and Arcane damage against other targets.
  • Coldsnap (Frost 2): Battle Spell. Deals 5 Cold damage to up to 18 targets in the target unit.
  • Frost Armor (Frost 3): Cannot target units with any of tag/ability: Fire, Spectral, Semi-Corporeal. +1 Armor, Resistances: +1 Cold, +1 Corrosive, +1 Disease. Duration: 12 Turns. Battle Duration: 4 Rounds.
  • Animate Weapons (War 5): Battle Spell. Target unit is attacked by animated weapons and ammunition littering the battlefield. These are chosen at random from those used by the casualties which have occured during the battle. These will be resolved at Skill 7 and with +1 Physical and +1 Arcane damage. The number of attacks is 20-40% of the casualty count, but not exceeding 10 x (War Mastery). Additionally 5-12 attacks will be made at 4 Physical. Successive casts of this spell during a battle will reduce the number of attacks by 5% (cumulative per cast, capped at -95%, applied to the numerical values, not the percentage).
  • Wall of Swords (War 7): Battle Spell. Target unit suffers a number of hits dealing 7 Physical and 2 Arcane Damage. The base of number hits is 2 + (unit size (up to 25) x (1 to 4)), reduced by 3% per point of Melee Skill and 4% per point of Discipline. Cavalry and Chariots are dealt twice the number of attacks. If target unit is retreating or pursuing it suffers double the number of attacks. If the target unit is pursuing, the pursuit has 80% to be prevented for 2 turns. Units with Blink and/or Leap have 50% to suffer no damage, and suffer half the number of hits if affected.
  • Demonbane (Celestial 2): Target must be at least one of: Demonic, Demon-Tainted. Deals 5 hits for 7 True damage. If at least one friendly Celestial unit is present on the battlefield, an additional hit is caused for each 14 individuals in the target unit.
  • Celestial Choir (Celestial 3): Reduce the cost to recruit or summon Celestial units by 25% for 4 turns.
  • Gotterdammerung (Celestial 6): Battlefield Enchantment, which must be cast pre-battle. Can only be cast if at least the equivalent of two default-size enemy units have at least one of: Darkness, Evil, Demonic, Eldritch. Effect on Both Sides: (Retreat is prevented. All units gain Immune to Terror. All units suffer one level of Vulnerability: Radiant and Vulnerability: Dark). Effect on Own Side: (All units gain +1 Melee Shock, +1 Toughness. Units with Flight or Limited Flight gain Inspire, +1 Melee Shock. Non-Celestial, living units with at least one of: (Radiant, Good), gain Frenzy, +1 Melee Skill). Effect on Other Side: (All units gain +1 Courage, +1 Discipline. Units with Flight or Limited Flight suffer -2 Melee Skill. Living units with at least one of: (Darkness, Evil, Demonic, Demonic-Taint, Eldritch), gain Frenzy, +1 Melee Skill).
  • Aquatic Boon (Water 5): Cannot affect targets with the Fire tag. Gain Aquatic ability. Duration: 4 turns.
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January 8

January Status

I don't have the game update ready just yet, but here's a belated New Year's status update on the game. Hopefully needless to say, I am still here and working hard to get an update ready. My apologies for another period of relative silence and the delay on the update. This does not mean work isn't progressing on a daily basis (apart from a short break for the holidays), but that there's been more challenges than expected. As I've mentioned before, I am exploring ways to remedy this problem by getting more resources, through various partnerships and initiatives. These are taking longer to pursue than expected.

An actual game update should be released within a week or so. Meanwhile, I will try to be active and responsive here and on the other forums, but if I periodically fail to do so, and you have any issues - please do not hesitate to contact the support email. That brings it to my attention immediately, and I will always try to fix any serious issues with a hotfix.

Thanks to everyone for your support - I give you my sincere promise to do my utmost to continually improve the game in 2019, hopefully with various initiatives and opportunities resulting in a more satisfactory pace of development, but either way, still working towards a finished and fun game.
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About This Game

Please note that the game is currently in Early Access. Please familiarize yourself with the current state of development, and make sure it matches your expectations, before making a purchase.

Wizards and Warlords is a turn-based strategy game, where you play as a wizard in a randomly generated fantasy world, filled with rival wizards and warlords. Create a customized sovereign or choose from one of many predefined templates.

Blending grand strategy with aspects of the 4X genre, the game offers a plethora of settings and randomly generated cultures and races. It is up to you if you want to fight great wars, crushing powerful rivals in the pursuit of world conquest - the challenge of survival in a grim and dangerous world, perhaps even beset by planar invaders and ancient evils - or a balanced game, where you control but one of many realms in the world, immersing yourself in an emergent story driven by random events and the interactions of AI personalities.

Manage your cities and fortresses, increase your power through research and industry, design arcane constructs, recruit armies and heroes, explore and exploit dungeons and ruins, and experience random events and event chains. You can mod several aspects of the game and create your own world maps.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP SP2, Windows 7, Windows 8.1, Windows 10
    • Processor: SSE2 instruction set support
    • Memory: 1024 MB RAM
    • Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • DirectX: Version 9.0
    • Storage: 512 MB available space
    Recommended:
    • OS: Windows 7, Windows 8.1, Windows 10
    • Processor: SSE2 instruction set support
    • Memory: 2048 MB RAM
    • Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • DirectX: Version 9.0
    • Storage: 512 MB available space
    Minimum:
    • OS: Mac OS X 10.8+
    • Processor: SSE2 instruction set support
    • Memory: 1024 MB RAM
    • Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Storage: 512 MB available space
    Minimum:
    • OS: Ubuntu 12.04+ or SteamOS+
    • Processor: SSE2 instruction set support
    • Memory: 1024 MB RAM
    • Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Storage: 512 MB available space

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