Compare Lords of Magic: Special Edition prices across trusted key stores and find the best deal. Developed by Impressions Games. Published by Rebellion. Released on 12/3/2015. Available on PC. Genres: RPG, Strategy.

A late-90s cult hybrid of turn-based strategy and RPG set in a fractured fantasy world. Eight faiths, one overlord to topple, zero hand-holding.

Lords of Magic: Special Edition is a re-release of Impressions Games' 1997 fantasy hybrid that never quite got the attention it deserved, sitting in an awkward genre gap between 4X strategy and party-based RPG. You pick one of eight elemental or spiritual faiths - Fire, Air, Earth, Water, Life, Death, Chaos, Order - each with its own units, magic schools, and starting champions, then set out across the shattered land of Urak to grind down the forces of the death lord Balkoth. The core loop is a mix of overworld army management, resource capturing, and real-time battles with pause, wrapped around a light RPG layer where your named heroes level up, equip loot, and learn spells. It is old, it is janky, and if you come in expecting modern UX, you will suffer. What holds up is the faction asymmetry. Each faith genuinely plays differently. A Life faith run leans on healing, sturdy infantry, and resurrection spells. A Chaos run rewards aggressive expansion with unpredictable, high-variance units that can fold or shred depending on positioning. The Death faith is basically a skeleton-army power fantasy, which remains deeply satisfying. The decision to tie your starting hero type - Warrior, Mage, or Thief - to how your early game develops adds a layer of build planning that rewards replaying with different combinations. There is real variety here, and the 92-percent positive Steam rating from an admittedly small sample is not undeserved. The weaknesses are real and you should know them going in. The AI is erratic, oscillating between passive and suicidally aggressive with no apparent logic. The real-time battles look primitive by any modern standard and the camera control is a relic. Quest variety is thin - most objectives are variations of "capture the temple, kill the thing" - and the mid-game can drag when you are consolidating territory without meaningful narrative momentum. The writing exists mainly to justify the map objectives rather than to reward reading, which is fine for a strategy title but worth flagging if you come in expecting CRPG-depth storytelling. Balkoth himself is a functional villain backdrop rather than a character with presence. For who it is for: players with affection for late-90s PC fantasy strategy, fans of Master of Magic or Heroes of Might and Magic II who want something with a direct RPG hero layer, and anyone willing to do a little manual reading before diving in. The Special Edition includes the Legends expansion content, which adds Great Campaigns and extends the late-game meaningfully. It runs on modern Windows without much fuss, which for a title this age is not nothing. Modders have kept a small community active, and the forum resources for faith-specific strategies are genuinely useful. If you are chasing narrative depth, branching dialogue, or character-driven drama, look elsewhere. If you want a crunchy, faith-flavored strategy RPG hybrid that respects your time enough to have real mechanical variety but is honest about its age, Lords of Magic holds up better than it has any right to. Monika, Scout Team

Lords of Magic: Special Edition

Lords of Magic: Special Edition

Dec 3, 2015Impressions GamesRebellion
GamerScout Says

A late-90s cult hybrid of turn-based strategy and RPG set in a fractured fantasy world. Eight faiths, one overlord to topple, zero hand-holding.

PC
ProtonDB Gold
Best Price Available
€0.00
at N/A
Historical low: €0.97

GamerScout Verdict

Best for fans of 90s fantasy strategy hybrids who want faction asymmetry and hero building without expecting modern polish or strong writing.

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About Lords of Magic: Special Edition

Lords of Magic: Special Edition is a re-release of Impressions Games' 1997 fantasy hybrid that never quite got the attention it deserved, sitting in an awkward genre gap between 4X strategy and party-based RPG. You pick one of eight elemental or spiritual faiths - Fire, Air, Earth, Water, Life, Death, Chaos, Order - each with its own units, magic schools, and starting champions, then set out across the shattered land of Urak to grind down the forces of the death lord Balkoth. The core loop is a mix of overworld army management, resource capturing, and real-time battles with pause, wrapped around a light RPG layer where your named heroes level up, equip loot, and learn spells. It is old, it is janky, and if you come in expecting modern UX, you will suffer. What holds up is the faction asymmetry. Each faith genuinely plays differently. A Life faith run leans on healing, sturdy infantry, and resurrection spells. A Chaos run rewards aggressive expansion with unpredictable, high-variance units that can fold or shred depending on positioning. The Death faith is basically a skeleton-army power fantasy, which remains deeply satisfying. The decision to tie your starting hero type - Warrior, Mage, or Thief - to how your early game develops adds a layer of build planning that rewards replaying with different combinations. There is real variety here, and the 92-percent positive Steam rating from an admittedly small sample is not undeserved. The weaknesses are real and you should know them going in. The AI is erratic, oscillating between passive and suicidally aggressive with no apparent logic. The real-time battles look primitive by any modern standard and the camera control is a relic. Quest variety is thin - most objectives are variations of "capture the temple, kill the thing" - and the mid-game can drag when you are consolidating territory without meaningful narrative momentum. The writing exists mainly to justify the map objectives rather than to reward reading, which is fine for a strategy title but worth flagging if you come in expecting CRPG-depth storytelling. Balkoth himself is a functional villain backdrop rather than a character with presence. For who it is for: players with affection for late-90s PC fantasy strategy, fans of Master of Magic or Heroes of Might and Magic II who want something with a direct RPG hero layer, and anyone willing to do a little manual reading before diving in. The Special Edition includes the Legends expansion content, which adds Great Campaigns and extends the late-game meaningfully. It runs on modern Windows without much fuss, which for a title this age is not nothing. Modders have kept a small community active, and the forum resources for faith-specific strategies are genuinely useful. If you are chasing narrative depth, branching dialogue, or character-driven drama, look elsewhere. If you want a crunchy, faith-flavored strategy RPG hybrid that respects your time enough to have real mechanical variety but is honest about its age, Lords of Magic holds up better than it has any right to.

Monika
Monika · Scout Team

RPGs

Tags

steamFaith-Based FactionsHero ProgressionReal-Time Battles with PauseArmy ManagementOld-School StrategyExpansion IncludedReplayable FactionsSingle-Player Campaign

System Requirements

Minimum

Processor
1.8 GHz Processor
Memory
1 GB RAM
Graphics
NNVidia/ATI 3D graphics card compatible with DirectX 7 with Hardware T&L support (compatible wi…

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Reviews & Ratings

Steam
92%(546)

Game Info

Developer
Impressions Games
Publisher
Rebellion
Release Date
Dec 3, 2015

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What platforms is Lords of Magic: Special Edition available on?

Lords of Magic: Special Edition is available on PC.

When was Lords of Magic: Special Edition released?

Lords of Magic: Special Edition was released on 3 December 2015.

Who developed Lords of Magic: Special Edition?

Lords of Magic: Special Edition was developed by Impressions Games and published by Rebellion.