Lords of Magic Special Edition F.A.Q. Written By: Odin318 Table of Contents ............................................................................... 1. FAQ information a)Legal stuff b)Revision History c)Purpose 2. The good stuff a)Faith List and attributes b)Units Summary c)Faith specific units...to come d)Spell inventory....to come e)Artifact inventoryto come 3. Copywright =============================================================================== 1. FAQ Info A) Legal Disclaimer This fact is copywritten. Any copying, stealing, selling, or plagerisisng is illegal and will have action taken against it. If any questions are to be had, or if you need permission to copy, and so forth (without the intent to sell) than you may wright to me at Odin319@aol.com. You are allowed to print and distribute this to others as long as no profit is made. Please ask to use this on other websites however, and please give me the credit i deserve. Thankyou. B) Revision History Version .05.- Legal stuff, purpose, faiths, units, faith units, spell inventory, artifact inventory, and copywright. C) FAQ Purpose The purpose of this faq is to provide the reader with a basic knowledge of gameplay and content, so that they are able to play the game without confusion and will not have to take the time to learn the general knowledge, and even some of the specific knowlegde. Also, this question should answer any questions of experianced gameplayers. This FAQ does not cover the Legends of Urak Section of the game. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2. The good stuff A) Faith list and attributes Elemental -------- Fire- Fire people live in the Lava regions, which slows down Life, Death, Order, Chaos, Water, and Air--everyting besides earth, and the desert, which slows down life, air and water. Thier Thieves have the worst stealth and do a fair amount of damage, and you only get one archer per unit instead of three. They do not wear much armor. They have few defensive spells, but thier offensive spells are some of the most damaging in the game. Thier worriors have relativly high attack, but not much armor or hitpoints. Thier specail unit is the Dragon, a level 8 that is a force to be reconed with, and thier Unique unit, Fafnir, is the most powerful in the game. Thier special building is the Great Forge of Eternal Flame. When entered by fire followers it gives +2 hitpoint recovery overland, and +1 in buildings. Mages get +2 mana and 15% magic resistance. This is the hardest Faith to play as and i would recommend them only to experianced players. Faith Easiness rating (FER) 1-8 (1 being the easiest)=8. Water- Water followers live in the meadow, which slows down Death, Chaos, and Fire. They are a very well rounded faith with no major strenghts or weaknesses. Thier thieves are good and so are thier missle troops. They have average offensive and defensive spells, and thier overland spells can heal entire parties. They can heal comrads, but cannot bring them back to life. THey are realtively fast, and though they start out weak, they become worthy adversaries later in the game. Thier Unique unit is the spider, which unlike other Unique units, can be summoned as many times as possable, and they come two to a Unit. The special unit is the Sea Serpant, which is very powerful on the sea. Thier Special Building is the Holy Spring. It restores all hit points and manna for water users, and can only be used once per turn. This is a fairly easy faith to play with and a daring begginer could pick this with only slight difficulty. FER=5. Air- Air Worshippers live in the Ice areas which slows down order and fire races. Thier thieves have the best stealth in game, but since none of thier units wear armor, they are easy to kill because they have very few hitpoints. Thier attacks and defense are poor, but thier movement is legendary. The air mages have good mana, Average defensive spells, and Amazing Offensive spells. They are relativly fast, although thier air giants and mages, are not the fastest. Thier special Unit is the Thunder Drake, who rivals the fire peoples dragon in all aspects. Thier Unique unit, the Ice Drake, is the Rival of Fafnir, and is the second most powerful unit in the game. Thier special building is the Shrine of Teleportation. When entered any faith can teleport 10 tiles away, and earth mages learn the spell, army relocation. This spell takes all non-mercanary air units in the Great Temple, and transports the to the casters location. This spell costs 12 manna, and the movement points of the caster and the entire relocated army. THis faith is hard to play with due to the low hitpoints and low armor, and i would not recommended this faith for beginners. FER=7. Earth- Earth followers live in the rough, which has no effect on any faith. Thier thieves are the second worse in the game, but all thier units have alot of armor, attack, and hitpoints. Due to all this armor however, thier movement points are few, and they are rather slow.Earth mages have rather poor mana, but thier defensive spells are among the best, and they can stop enemies dead in thier tracks with offensice spells. Thier Special Unit is the Stone giant, and is a very formidable opponent. Thier Unique unit is the Giant Worm. It is the third greatest creature in the game and has amazing movement and hit points. Thier special building is the Holy Gateway. When entered, the party will be transported to any other Great Temple that they control. This is great for moving across the map for surprise attacks on opponents strongholds, or to rescue your own. Because of thier great spells, and thier awesome attack, defense, and hitpoints, i believe that the Earth faith can be played by the average begginer. FER=4. -------- Arcane --------- Life- Followers of the faith of Life live in the meadows like the water, and are personally my favorite faith. Thier thieves are the second best in stealth, and thier archery abilities are surpassed by no one. Though they have relativly low armor and hit points, thier archers do high damage with the greatest range. Thier melee units are relativly weak with low hitpoints and attack, but are fairly powerful when experianced. Because of thier low armor, they are very quick. Life Mages have legendary Mana and though thier offensive spells are pretty good, they pale in comparison to thier defensive spells, which can regenerate units during battle, and even raise them from the dead after they have fallen. Between the magic and the long ranged attacks, any General should be worried when going into battle with experianced life armies, for it is likely that they will all be dead before thier first troops even get in range to attack the life army. The Lifes special Unit is the pegasus, and is a rather good unit with Amazing movement. The unique unit is the Pheonix. The Special building of the life faith is the Shrine of Vitality. When entered, all life followers heal all hitpoints, and are fully healed after the next three battles, no matter how much they had been injured (Unless they were killed). Because of thier awesome archers, and thier spellbinding mages, the life faith is one of the easiest to play, and i suggest it to any begginer. FER=2 Death-The death people live in the Swamps, which slow down the life, earth and Air races. Thier Thieves are deadly, Javelins fatal, Warriors powerful, and thier mages have a barrage of demoralizing spells on hand, being able to kill you and then raise skeletons and death shades from your corps. They are well armored, but are still fast, and are as good at melee as they are at ranged attacks. Thier thieves are one of the best at stealth and very hard to spot, maybe even harder than life thieves. Being well rounded however, has its dissadvantages. For though they are not weak in anything, neither are they strong in anything. This is their weakeness, and an opponent who concentrates on attack or magical spells will have no problem defeating them if the opponent is a high enough level. Their Special unit is the Vampire, and thier unique unit is the Lich, both are very difficult to fight. Thier special building is the Altar of Sacrafice. When a Death mage executes a prisoner at this building, he is cured of all damage, and gains 1000 experiance points. In addition, the mage gains 1 mana for each level of the sacraficed champion. Every 7th day, that mage will lose two manna until the mage is returned to normal. The mana growth is not cumulative. Because of thier will rounded-ness, the death people are easy to play with, but thier lack of strenghts call for more strategy than usual. You cannot play this faith until you have beaten the game, but anyone who has will be ready to play as this faith. FER=3 Order-The followers of the faith of Order live in the plains, wich slows down units from the chaos and earth faiths. Thier thieves are average and so are thier archers, but thier infantry and warrior champions are the deadliest in the game, they carry more armor and attack power than the earth warriors, and are much faster. THier Mages carry an only average supply of mana, but are equipped with good defense spells, and offensive spells that can conrtol an opponent or summon a spirit warrior--thier special unit. Like Just stated, thier special Unit is the Spirit warrior. It is a fairly powerful javelin thrower, whos ranged attack is just as good as his melee attack. THier Unique Unit is Sir Lancelot, which i consider to be the weakest unique unit in the game. Thier specai building is the Cathedral of Knighthood. When Order warrior champions enter this, they can go up to the next level as long as they dont exceed thier maximum level of 10 for non-lords, and 12 for Lords. Any order cavalry that has reached the fifth level can be brought and raised to the sixth, exceeding the normal maximum level of non-champion units. THis effect can be used only once per unit, and can not be used on mercenary units. Because of thier awesome melee, good archery, and good magic capabilities, i consider this faith the easiest to play with, and therefor give them a FER of 1. Choas-Choas Units live in the mountain which slows down, death,order, and water. THey have high hitpoints and attack, but wear little armor. Thier ranged units compete with fire for the worst in the game. Thier thieves find it hard to stay in stealth mode, and thier stick throwers archery unit is pitifully weak. Perhaps the only reason to play chaos is the amazing spells that they posses. All of thier spells are based on chance and can do a great amount of damage to either the caster or the target. But they can change themselves into incredable powerful creatures, or thier opponents into cows and chickens. They cannot resurect thier own units such as life can, but can reincarnate them into a dragon or a stone giant or many other creatures. Thier specail unit is the Cyclops, an increadably powerful creature that is the rival of Earths Stone Giant, and thier Unique Unit is the Hydra, the fourth strongest in the game, and it competes with Earth's Giant Worm. Thier Special Building is the Barbarian Arena. When any chaos Melee Unit or Champions enter this building, they get 400 experiance and 20 hitpoints. THey cannot enter if they have less than 20 hitpoints, and can only do it once per unit. This experiance cannot raise them beyond the maximum level, so do it before they reach that level. Because of thier lack of armor and good archery units, and because of the chance and strategy that is involved in thier spell casting, i would only recommend this Faith to those who are fairly experianced. FER=6. ================================================================================ B) Unit Summary There are two main types of Units, Champion, and military. Champions are thoughs that are at the head of the party, and each party has three Military units and a Champion. You can have three champions, and nine units in each army, which equals three parties. You can have as many armies as you desire. Champion Units: Champions are at the head of the army and are the only people that stand a chance when fighting alone. it is very difficult to have a good army without at leat one champion. Warrior: These are the main commanding champions of most armies. They fight with melee wepons, and are usually sufficient in hitpoints, armor, or attack. They are usefull for placing ahead of weaker support units, and can do great amounts of damage to the enemy, depending on thier level. They have no long range attacks, but can rally the troops when things look bad. Thief: The head of long range units, this champion is the one that uses stealth and long ranged attacks to steal from enemies, and damage or kill them before they get to close. In large armies they should be used for backup, or the daring player without a mage, can use them to initiate the attack, and then sneak back behind your defenses using stealth. Mage: This champion is the only unit in the game that can cast spells. When built up, they become extremely powerful, but under almost no circumstances should they be sent to fight in hand to hand combat. Thier defense and life points are for the most part extremely low, and they do not do much attack. They are used just like the thief is used only they do not need to get as close. Protect your mages as well as possable, they are hard to train and are vital to any good, well balanced army. Military units: Military units are the meat of the army. They come in groups of three, and you can have nine units in each part, which equals 27+3 champions=30 people. Unlike Champions who can readch level 10, and lords who can reach level 12, Military units can only reach level 5. Cavalry Units: cavalry units are those melee units that ride on horses. They generaly have more attack and less hitpoints than the infantry units. They are faster and have more movement points also than the infantry. Infantry Units: Infantry units are those that attack on foot using melee tactics. They generaly have more attack than cavalry and less hitpoints. They are fast, but not as fast as cavalry, and they dont have as many movement points. Ranged Units: Ranged units use bows, javelins, and other tools to attack from a distance. For most Faiths, they have low hitpoints and attack, and therefor should ONLY BE USED AS SUPPORT, unless you have an entire army. Thier movement points are average. Special Units: These are units that come in groups of one, but arn't at the head of your army so there for are not champions. They are almost always support units, and usually there are just a few of them in the army if there are any. Scout: These are pathetically weak creatures that have amazing movement points. They are used to explore and spie and should not be incorporated into any army because they are usually killed in one shot. Level one mage units: These are creatures that can be summoned at the mages tower after the great temple us liberated. They are usually between levels 3 and 5. Level two mage units: These are creatures that can be summoned at the mages tower after it has been upgraded to the second level. These creatures are usually pretty powerful and are between levels 5-8. Boats: Boats can accompany a whole party in them, and can move across water. Special Unit. This is the Unit at the great temple that can be summoned as many times as you want. They are usually more powerful than any other creature except the Unique unit. They are very hard to beat without at least one party. Unique Unit: This is the unit at the great temple that can be summoned only once. They are extremely powerful and are almost impossable to beat unless you have a party that has very high level units in it. Aslo, some Unique units have special powers. 3. Copywrite January 5, 2004. Ryan Langr