TGDB.net - Game news, cheats, solutions, walkthroughs, trainers, saved games and much more!

Home » PC » Lords of Magic SE » Lords of Magic SE FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
Jump to page:
01 · 02

Sponsors:

Lords of Magic: Special Edition F.A.Q.
Written By: Eric Gross

Table of Contents
------------------------------------------------------
+FAQ Information+
Legal Disclaimer
Revision History
+The Beginning+
Introduction to LoM:SE
Choosing Your Lord
Choosing Your Faith
Standard or Custom???
Basic Termonolgy
Resources
Champions, Units, and Followers
Liberating Your Great Temple
+Copyright+
===============================================================
+F.A.Q. Information+

Legal Disclaimer-

This FAQ is copywritten. Any copying, stealing, selling, or similar is
strictly forbidden. If found preforming the listed, legal action can and
will be taken. You may, however, write to me at jig816@msn.com to ask
permission so you may distribute this FAQ publicly. You also may print out,
and distribute this among others as long as you do not recieve cash for
this. Please ask me before posting this on your website, and if you do make
sure you give me proper credit.

Revision History

Version 1.1 - Been a while. I guess I forgot about this, just some editing
and finetuning.
3-27-03

Version 1.0 - Filling in the Legal Stuff, and some basic game information.
Completed Legal Disclaimer, Introduction to LoM:SE, Choosing Your Lord,
Copyright, Choosing Your Faith, Standard or Custom???. Resources, Basic
Termonolgy, and Liberating Your Great Temple. Requires much work and
updating.
7-23-02
===============================================================
+Walkthrough+

Introduction to LoM:SE

First off I hope this FAQ is useful to you and will help anyone from a
newbie to a master. Ok, I would also like to add that every game is
different. I have never played a game that went by exactly the same. So I
cannot give you a step by step walkthrough because I would have to list as
many ways to win as you could if this were a chess match. So what I have
decided to do is to give you a basic outline for a random game, the
campaigns will be described in detail later. I am not going to explain every
screen, every button, or every menu. Please, this is just a guide, your
instruction manual will explain to you the various screens, not me.

Choosing Your Lord

Your Lord is the most important unit in the begining of the game. If S/he
dies, the game ends (unless you have another backup Lord which will be
descirbed later). You have three choices to choose from and each one is
different.

Warrior - A combat specialist. Usually equipped with strong armor, and never
goes anywhere without their trusty sword, axe, staff, etc. Very good for
begininers although I personally don't perfer them. Has the ability to train
units at the Barracks(more on training later).

Mage - The only one who can case magic without artifacts. Weak in the
begining but like in most RPG's powerful in the end. Can learn any spell of
his faith, and can train units at the Mage's Tower. My personal favorite

Theif - The stealthiest of the three, thieves can subdue champions,
interrogate prisoners, steal from other units, and a variety of other
things. I personnaly don't think this is a great choice for a lord
(especially for a beginner but I will explain this more later) but once the
become powerful enough they are formidle foes. Trains units at the Thieve's
Guild.

All of them have their strengths and weaknesses, and certain faiths (see
below) are more contored to one class then another (at least in my opinion).
after you choose your Lord's class, you enter the room holding the champions
of eight faiths...
===============================================================

Choosing Your Faith

Their are eight faiths to choose from (you must beat the game once before
you can choose Death) four elemental faiths, and four virtue faiths. Each
one is listed below.

Life - These elves are my personal favorite. Extremely powerful archers, and
great magic skills all these elves lack are strong armor. They are very
skilled with healing magic and have the ability to ressurect the dead (very
useful if your Lord dies) if need be. Their close combat skills lack the
strength of other faiths, but usually the archers wipe out all of the
enemies on the board before they even get near you.

Death - The dark elves are very powerful in combat, archery, and magic.
Their powerful necromancers can raise the dead, creating hordes of undead
armies. They also recieve one more spell than the other faiths. Their
javelin throwers are extremely strong, and their thief champions are
difficult to spot. Once you've played the game for a while you learn to
avoid Death as much as you can.

Order - The humans (ironically the same ones who inhabit Camelot) are strong
fighters. Their archers are mediocre, but they are very slow. Their wizards
(who all look like Merlin) have strong magic, which I'm sure if you took the
time to learn the good spells is very powerful. Their infintry is great, and
some who have achieved level 5 can be upgraded to level 6 (something which
only Order can do). A good faith for beginners.

Chaos - The anthesis of Order, the barbarians of the north have many
admirable qualities. Their magic is all based on chance, it does extrodanary
amounts of damage, but it can hurt the user or the user's army as well.
Their warriors are strong, however they wear little or no armor. Their
sitckthrowers (their non-champion range unit) is dissapointinly poor. A
difficult class for the newbie, but once mastered deadly.

Air - The faries and storm lords of the north make up the faith of Air. Some
of the fastest units belong to thiis faith, and in my opinion the second
strongest archers. Their infintry is ok, but what really makes them stand
out are their magical talents. Able to control the air and lightning, storm
lords are very powerful sorcerors. Chain Lightning, Cone of Cold, and
Poision Cloud are just a few of their offensive line-up which can be used to
decimate an army. An ok Faith meant for the new-intermediate player.

Earth - The gnomes and dwarves of the Earth faith wear strong armor and
wield owerful axes. Their magicians have the ability to completly stop some
units for a short time and can harden armor to the strength of diamonds.
Their archers aren't exactly top-notch, which makes them rely a lot on melee
combat which they are good at. When needed these small folk go above and
beyond the average lawn ornament.

Water - The amazon's army consists of almost entirerly women. This faith is
a very balanced choice. They have an ok infintry although they don't wear
much armor, and their archers are average. They have good magic, and can
whittle down tough opponents by rusting away their armor. I usually just
take over this faith for the added income but I've defeated the feared Dark
Lord with this units before.

Fire - And lastly, the lava people of the south. They have very poor archers
and thieves (the worst in the game) and you only get one stonethrower per
unit (rather than three like the other faiths have). They have fairly decent
infintry but they are slow. Their magic is ok from what I've seen (the
computer doesn't always use magic to it's full potential) but I wouldn't
reccomend choosing this faith. If you must have their magic, find a town and
build a Fire Mage Guild there.

Most of my stradegies I give are based on my extensive use of the Life
Faith, so if would like to try them you will probably want to choose Life.
However, there are an infinte amount of ways to beat this game, so try out
some of your own ideas, they might work great.
=========================================================

Standard or Custom???

In LoM: SE you have the choice between starting of with your lord, a
starting artifact, two or three spells, and usually two infintry and an
archery unit. However, in custom mode you can choose who and what you bring
with you in the beginning of the game by spending points given to you. You
can even buy your Stronghold or Great Temple. I suggest only buying things
from your faith (you have a choice of buying units and spells from the other
seven faiths) because it is too costly and in the beginning they are all
pretty alike anyway. I suggest buying two archery units and one infintry (or
vise versa) and leveling the two archery/infintry to level two. Do this buy
highlighting the unit you want to level and on the left side of the screen
click on the 2. You can also raise/lower their expierience in incriments of
1 by clicking on the + or - sign. After you have your units done take a look
at spells (only if you have a mage). You should always buy a spell if you
are a mage, otherwise he is next to useless until you can research spells
(more on researching later). Since you want to conserve points, consider
buying your cheaper damage spells (usually the arrow or bolt spells are the
cheaper ones) so you can still buy some resources. If you are not a mage, go
to the artifacts screen. Here is a list of all of the artifacts in the game.
Artifacts of your faith are cheaper than the others, and some you cannot
even use. Some artifacts goof for all of the classes are Ring of Protection,
Amulet of Protection, Potion of Healing, etc. When you are done with
everything else, go back to the screen that shows you the units you have
bought. On the lower left side of the screen are some pictures of gold
coins, ale, crystals, and a stick figure with numbers next to them. Put all
you have left into resources by using the plus and minus buttons like with
expierience, evening them all out.

+++My Opinion+++: (These will be shown throughout the walkthrough to show my
way of doing things, these are not neicerilly the best way or easiest way to
do things, but this is how I run my show.) Don't put any into Fame
(stickfigure) because it is very easy to get and is only useful when you
have a stronghold. I would worry more about gold and ale (you get 100
crystals when you liberate your great Temple).

When you are done creating your party, click the Ok button (could be submit
or enter world) and you will be moved to the World Map.
===============================================================

Basic Termonology

Just so we are both on the same page, here is a list of terms so you don't
get lost if you are new to the game.

Ale - A resource, usually required to purchase melee units.

Army - A group of 1-3 sections. Cannot have more than 3 champions and 9
units. You can have as many armies as you want, as long as you can pay for
them.

Autocalc./Autocalculate - Automatically determines the outcome of a battle
based on statistics. Only useful against weaker enemies, use sparingly.

Barracks - A building, used to recruit melee units and ships.

Champion - A military unit who can be at the head of a section. Either a
Mage, Warrior, or Theif. Similar to your Lord but can only reach Level 10
rather than 12.

City - One of eight places where you recieve tribute and recruit military
units. One for each faith.

Crystals - A resource, usually required to purchase magical supplies.

Fame - A resource, required to recieve money from begging. The more you have
the more followers you get.

Followers - People you can alcolate between working in the city buildings,
or recruiting into the Military.

Gold - A resource, usually used to purchase ranged units.

Great Temple - One for each faith, a building in which the player can summon
the legendary creatures, and perform special tasks. Needs to be liberated
early in the game.

Library - Place where mages go to research new spells. Automatically
upgraded when the Mage Tower upgrades.

Mage's Tower - Used to recruit magical units, you can also purchase potions
here.

Section - A part of an army that can contain only 1 champion and 3 units.
There are 3 available sections in every army.

Stronghold - Building required to gain followers, recieved when you liberate
your Great Temple. Also lets you sassign followers to city buildings to gain
tribute.

Thieve's Guild - Building used to recruit ranged units.

Training - A champion has the ability to train units at it's respecting
Jump to page:
01 · 02

Sponsors:

Other files from this game:
  1. Lords of Magic SE trainer by System on 14/03/2006, 06:30
  2. Lords of Magic SE cheats by System on 09/03/2006, 09:50
  3. Lords of Magic SE solution by System on 09/03/2006, 09:50
  4. Lords of Magic SE FAQ by System on 09/03/2006, 09:50