5/30/2023 0 Comments Lords of magic mapsOrder: Order is based on Arthurian legend and Camelot. In addition, you can use your seagulls to capture Death's unprotected mines and breweries. The body of water separates Water from Death - however, I have never seen Balkoth send any flying units to attack Water's capital. They start north-eastish of Life's starting location and a bit north-west of Order's, two factions that get along pretty well with Water. On the world map, Water is surrounded by.you guessed it.water. Their only air unit is the Seagull, which is primarily used to scouting. They also suffer from lacking a strong legendary creature that can succeed on land. However, their lizardmen are average foot soldiers at best - their slingers are just lousy. Water Elementals can be used on both land and sea. On top of their ships, they have two aquatic units - the Sea Serpent (Water's legendary creature) and the Kraken. As you would expect, water boasts the strongest navy in the game. Water: Water consists of Amazons and lizard-men. On the world map, Fire's starting location is east of Order's and Earth's and north-east's of Chaos's. With the exception of the legendary creature, Fire has no other flying units to call upon. Their legendary creature is a Fire Dragon. however, the movement of Fire units is slow. Their mages and magical units are pretty strong. Fire units start off with very high attack but very low defense. Their opposite faith is Earth.įire: Fire consists of Fire Giants and Fire Dwarves. On the world map, Air's starting location is north of Order's and south of Chaos's. Air's legendary creatures are the Ice Drake and Storm Dragon. As a result, however, their units tend to be weaker in terms of health and attack. Despite having giants in their armies, Air's power mainly comes from the fact that most of their units are fast and flying. Do not let that fool you, however sooner or later, Death will try and take you down.Īir: Air consists of Storm Giants and Faeries. For some reason, Earth actually starts off with good relations with Death. On the world map, Earth's starting location is south of Order's, and north of Chaos's. Their ranged units have average attack range and the mages tend to lose mana quickly. On the negative side, Earth units are slow, and have low movement points. Earth can construct a "world gate" that can be used to teleport units to any other great temple you already control. They have VERY strong barracks units, and their legendary creature, a giant earthworm, is no pushover. Life's relations with these two factions is okay, so you will not likely have to deal with an early attack.Įarth: Earth consists of dwarves, gnomes, and hobbits. On the world map, Life's starting location is south of Water's starting location, north of Fire's and east of Air's. Their "opposite" faith is Death - I've always found this to be a bit odd, since Death is everyone's enemy in the game. However, their melee units are pretty weak. Life has, arguably, the best archers in the game, with strong magical flying units. They are aided by woodland creatures such as Dryads and Unicorns. For example, if you start at your capital and start travelling north, you will eventually end up back at your capital. Note: The world map is literally shaped like a globe. Since Lords of Magic has only one map, the starting locations of each faith will always be the same, unless you use the map editor. Each one has its own unique units, strengths, and weaknesses. There are eight faiths (factions) that are playable in Lords of Magic. It is up to you to defeat Balkoth and bring peace back to Urak. As a result of the carnage, monsters have taken up residence in the Great Temples of each faith. The story of Lords of Magic: Balkoth, the Lord of Death, has gone on a rampage throughout the land, ravaging the kingdoms of the other seven faiths: Life, Order, Chaos, Water, Fire, Earth, and Air. Your units can level up, and your lords/heroes can find items such as weapons, armor, potions and scrolls to help in their battles. Battles take place on a small, separate maps where you can pause the game to cast spells and order units around. You control armies that explore the world of Urak, which is full of wandering monsters and fixed structures and dungeons. In terms of gameplay, Lords of Magic is a mix of RTS and RPG. Back in the day, this game was completely overshadowed by bigger titles such as Heroes of Might and Magic, King's Quest, Baldur's Gate and Quest for Glory, to name a few. "Lords of Magic" is a classic 90's computer game developed by Impression Games and published by Sierra Entertainment.
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