I’ve been reviewing Age of Wonders 4 DLCs for as long as I can remember, and one thing that has always stood out to me is how the studio just raises the bar with each one they launch. Yes, there are some that are better than others, and some even have more features, but the quality has always been there, and most importantly, each one has expanded this 4X title in ways that I never imagined. Well, when I thought the best had already come, Age of Wonders 4: Secrets of the Archmages arrives. Besides bringing a new form and six tomes, it also brings some of the most amazing story realms in the game, alongside several mechanics that will test even the most veteran Wizard Kings out there.
Trouble in Three Realms

There are many things to unpack from Secrets of the Archmages, so I will begin with what was, in my opinion, the best of this expansion: the story realms.
You have three realms with expansive narratives in this new expansion: Burrow Downs, Azh’Ruun Pit, and Evermore. All of them focus on different stories, but also different mechanics, systems, and realm modifiers that add a lot of spice to a match.
In Burrow Downs, it is all about defending the legendary Ham Binger, while also aiding the fairies of the realm and fighting against Mistwalker infestations. Out of the three realms, I found this one to be the easiest at times, in terms of enemies and objectives. However, there is a system that changes the seasons after every turn, so you need to adapt how you traverse the realm depending on these seasonal shifts. Summer will reduce your fire resistance, while Winter will make you move more slowly. In terms of missions, I also liked how it focused on defending the aforementioned hero, while also taking the offensive against a few other Rulers, with some exploration on the side.
The second one, Azh’Ruun Pit, was a pleasant surprise as it bombards you with impactful choices right after you spawn. You need to pick a side, deal with the enemy, and then you even get the option to go on your own or side with the baddie. I went for an evil playthrough, and I think many will enjoy this realm due to the many role-playing options that it offers. On top of that, its objectives were quite original, as, at least the path I took, required me to take down five different things, which I won’t really spoil. Also, it’s a demonic realm of sorts, so traversing through lava pits is always nice.
Lastly, we have Merlin becoming the protagonist in Evermore, the last and most challenging story realm of Age of Wonders 4: Secrets of the Archmages. Now, this realm was fantastic in terms of lore, and seeing how Merlin plays a role in several things happening in the scenario. Yet, the narrative didn’t surprise me that much, compared to the other two. Still, the map takes the crown, as you play in a Pangea of sorts, where there are many ecosystems in one huge landmass, and your objective is scouring the whole realm while also completing objectives in the new Shrouded Isles.
Overall, and as someone who is always looking for the role-playing factor in games, Secrets of the Archmages is on a whole new level thanks to its strong narratives and realm modifiers. Despite my experience with the game, I had to bring the difficulty down for a while, as some of these realms were really kicking my feathery butt. But you know what? That’s exactly what I like about Age of Wonders 4. The trial-and-error type of gameplay loop that just gets better with so many new systems you can experiment with. And speaking of systems, yes, there are tomes and a new form that those who lean toward spellcaster gameplay will enjoy.
The Owlkin House

Many of you already know about the Owlkin joining the fray, and despite their size, they pack quite the magical punch. They get a passive 15% bonus to magic attacks, making them excellent for armies that focus on spellcasting or support units. My favorite, however, was their other passive that prevents them from being flanked unless they are distracted. While I did play a few matches as Owlkin, I always prefer a more close-quarter approach to combat with melee-focused armies. Still, like everything else in Age of Wonders 4, you can make all races work with whatever gameplay you want. Plus, nothing beats the joy of seeing an Owlkin ride a bear to battle.
In terms of tomes, I think they are among the most varied we’ve seen in some DLCs. There are six this time: the Tomes of Abjuration, Gluttony, Burning Passion, Sprite, Weaver, and Cosmos.
Initially, I wanted to try the more magic-oriented ones, such as Abjuration, Weaver, and Cosmos. All of these are great as they offer several different playstyles, such as Abjuration, allowing you to shield units, Weaver, turning you into a spider-mancer of sorts (assuming that’s a thing), and Cosmos, which requires you to have affinity in almost all elements before unlocking it. And while these were great for some spellcasting runs, my go-to tomes were Gluttony and Burning Passion. It was just great to strengthen my units after they defeated others, then make them go berserk or even become immune to fire. The Tome of the Sprite was fine, as it is excellent at disrupting enemies, but I prefer a more hands-on approach in combat.
Still, like always, Age of Wonders 4 looks to offer several gameplay options for different playstyles, which is something I appreciate. On top of that, I think these new tomes feel extremely balanced and will make certain armies shine more, such as those going for a full Chaos affinity run or weaving in (no pun intended) some spider magic with stealth units—there are just so many choices.
An Expansion for All Rulers

As I wrapped up some of my first runs in these story realms, I couldn’t help but feel hooked once more. I might be biased to story realms, but I do feel these are the ones that make the game shine even more, even if I do enjoy creating my custom realms once in a while. Still, what made me enjoy Age of Wonders 4: Secrets of the Archmages is the sheer volume of player choices, not only in the narrative, but in how you approach these new challenges. Overall, I do think Secrets of the Archmages is among some of the best DLCs for the game, and one I consider a must-buy regardless of how casual or hardcore you are in this 4X title.







