Lords of Magic Hints and Tips


Be warned:  There are large amounts of bad humor and puns (if I feel like
it), all personal injuries are your fault because most of them are stupid.


Table Of contents (not very long)
1.1 Edition History
1.2 About Me
1.3 Disclaimer
2.1 The Faiths, pro vs con
   2.11 Fire
   2.12 Life
   2.13 Earth
   2.14 Order
   2.15 Water
   2.16 Air
   2.17 Chaos
   2.18 Death
2.2 Early Game Tips
2.3 Middle Game Tips
2.4 Late Game Tips


**************************Edition History(big whoop)*******************

1.0 December 9, 1999
First edition


**************************About me ************************************
     I'm Joseph Sul, I'm a Freshmen in North High School (GPN sex scandal
anybody?).  I'm hoping to get into U of M, and major in Computer Engineering,
or Computer Programming (see the pattern).
E-mail me at [email protected] for more tips or just questions.

**************************Disclaimer***********************************

   You can put this on any page you want, just ALWAYS KEEP THIS DISCLAIMER
WITH IT!! If you change anything (which includes taking away the disclaimer),
I can get you in great trouble for I have a GREAT lawyer.

OK well onto the game









The order of Fire:
  Pros:
     High attack (highest in game!)
     Great damage spells
     Great ultimate unit (Demon and Dragon?)
     Great range unit (if only you get 3 fire giant rock hurlers)
  Cons:
     Low armor (actually kind of common)
     Low HP


When Playing as Fire Remember:
  Don't rely on your rock hurlers, a mistake I see too many times
  Rush the enemy, Use your great attack to your advantage
  Have your mages at a high level, they will do Great damage

Note: I don't have much to say because I personally don't play as fire that
much



The order of Life
  Pros:
     Great archery range, can reach across half of the battlefield
     Great spells, you can resurrect completely dead sets of units
     Cheap Barracks units
  Cons:
     Barracks units stink!
     Have no good strategy against Balkoth Alone

When Playing as Life:
  Use your Barracks units to defend the archers, that's all their good
  for
  At the end of battle cast resurrection on all completely dead units
  Capture a few other towns, N=Water, S=Fire, E=Earth, W=Air
  Get plenty of archers in all of your armies.

Note: Life alone stinks, but is the BEST supporting Faith, if your not life
get it, either by temple or force.



The order of Earth
  Pros:
     Great Barracks units
     Decent Archers
     Good Spells
     The 2nd Best Cavalry
  Cons:
     Slow
     Burglars are THE worst thief in the game

When Playing as Earth
  Slow doesn't seem that bad right, Wrong, try fighting a large Life
  army, that's instant death for most earth armies
  Don't try stealing for the above
  Dwarves are really good
  You have dark Elven Cavalry the best in the game

Note: Earth is a Good supporting Faith, and a good starter


The Faith of Order
  Pros:
     2nd Best Barracks units
     Most balanced
     Great spells for those who like the might in games
  Cons:
     Bad Ultimate unit
     Need large armies to be affective

When Playing as Order:
  Develop a 12 unit army ASAP of units (not including dogs or stags or
mercenaries), this helps you a lot especially if you have a good mage with
some good spells.  Take advantage of the army strength and get a knight
champion or mage.  If you get a level 12 Paladin Lord, and sit him in the
level 3 barracks for a lot of turns, then you get level 5 units and level 10
champions.

Notes:
Try and get an order mage and a lot of his spells in the final Battle against
Balkoth, it helps kill his army.


The Faith of water
  Pros:
     Complete Water Superiority, ship is the best and Serpents can
     sink anything and even attack shoreline enemies
     Good units, Cavalry same as orders.
     Decent Shooters, not so hot in my opinion
  Cons:
     Ultimate unit is water-dwelling, doesn't help the attack scene
     Some spells useless (rust, RUST)
     If Balkoth Gets this order, all your ships are sunk

When Playing as Water:
  Water has great cavalry use them instead of infantry
  Water can create healing potions

Note: I don't like boats so I don't use Water that well


The faith of Air

  Pros:
     Fast units
     Calvary costs no people (fixed in newer versions I think)
     Great spells (well balanced)
     Good summon units (dragons)
     BEST thieves.
  Cons:
     All recruit units are weak

When Playing as Air
  To get the Great temple is an insurmountable (look it up) task with just
your normal army unless you can use the pot shot trick.

Notes: Air is really good if you start as it and can get its Temple


The faith of Chaos

  Pros:
     2nd strongest attack in game
     Most hit points
     Powerful spells (the power to polymorph)
  Cons:
     Archers suck (stick throwers)
     Spells usually backfire
     Expensive units
     NO ARMOR.

When Playing as Chaos remember:
  Wait and gain levels before you risk casting a lot of spells in
  combat
  You should rush with your berserkers
  Stick throwers are stupid and pointless and cost too much for their
  role

Notes:
  A large Chaos army led by a really good Chaos mage can wreak havok
  on anything


The Faith of Death

  Pros:
  Cons:
When Playing as Death remember:
Notes:
I haven't beaten the game yet on my new computer.


Early Game strategy:
  Near your town are 2 level 1 dwellings, kill them
  Typically fight around, killing everything
  Recruit mercs before fighting hard dwellings or the great temple
  The Early Game is over when you conquer the great temple

Middle Game Strategy:
  This is where it gets important.  Only put people on gold, ale, and fame.
When you need gold sell fame.  Recruit a 12-unit army (no matter how horrible
or weak) and conquer.  Typically I grab another temple on day 12 or 13.
Upgrade your city when you get the chance.  Upgrade the outlying buildings.
Keep a small garrison (about 4 units) to kill anything that enters the other
buildings.  Share units between cities (elven archers in the earth, dwarves
in the life, etc.).

Late Game Strategy:
  Create a couple 12-unit armies having your lord(s) in the last one.  Use
the great temple summoned units (Fire, Air, Earth, Chaos); also use
recruitable units that are level 5.  Use level 9-10 Champions and use their
special abilities.  Avoid using thieves.  Get mages to blast Balkoth
especially Fire mages.  Use life Mages to heal in battle.  Use the best of
the best, what ever you please (chaos, order, earth, fire are the best). USE
elven archers in all armies, they will weaken all of the troops.


That's it, that's all the help I can offer for now (I don't play this that
much).  If you have information that I can put in then E-mail me at again
[email protected].  I would love to hear from other lords of magic players.