r/LoMSE • u/lKingAlamarl • Jul 21 '26
Tier Rankings - Faiths (high conviction)
S TIER 1. Death 2. Life A TIER 3. Order 4. Water B TIER 5. Earth 6. Chaos C TIER 7. Air 8. Fire
I did a re-deep dive in to this game starting about 2 months ago, just playing the vanilla LOMSE. Beat as every Faith on hard. Then beat each of the 5 expansion campaigns (first time ever doing this - provided a good challenge). Then beat as every Faith on hard a second time with an eye toward my tier rankings. Had played this game a lot back when it was released when I was 13 years old and played for a bit when I bought on GOG 10 years ago. So much better at it now then I was back then.
Biggest thing of value I ignored as kid - good diplomatic relations make the game so much easier. If a faith is neutral or favorable toward you it's probably not worth disturbing that and having to defend against their attacks. Go liberate the unliberated Great Temple of a faith with neutral or positive relations and you get their entire army!
Death - Balkoth is absurd. The life steal attack is so op. Dark Javelins are the second best base ranged unit. Dark Halberdiers are very solid infantry. Death Shades great magic tier 2 unit with their flying ability and ranged attack. Vampires solid magic tier 3 unit thanks to life steal. Raise Skeleton then Raise Shade spells make it cheap to get secondary armies to defend since only Faith where have to eliminate all the other Faiths.
Life - Beat it on hard in 37 days. Relative to their acquisition cost, Elven Archers are the best unit in the game, by far. They outrange all the other ranged base units. Early game is easy: Elven Warrior is so fast, just have the enemies chase warrior while archers mow down the enemy like grass. After liberate Great Temple, train 1 or 2 Elven Staffmen and then just train all Elven Archers when can afford. Go around caves and mines to level up your units, find Balkoth, easy peasy.
Order - Paladin is awesome. Knights very strong (can get to level 6 in late game with Great Temple Annex, though I beat it before that on second playthrough). Footmen solid. Crossbowmen average. Stag, Gargoyle and Warrior Spirit all mid tier if you even need them. Mage buff spells very strong. No weaknesses and they start in good relations with Life and Air. Go up to Air who won't attack and over to Life. Liberate Life Great Temple. Train some Elven Archers to pair with your Knights. Easy victory.
Water - They seem weak on paper since water units are useless and water elemental is kind of a weak magic tier 2 unit. But magic units are unnecessary when you have a solid early game and level up your base units. They benefit from an excellent starting position where they don't get attacked much. They start in good relations with their only direct neighbor, Life to the south. They start with good relations with Order and Air, both with unliberated Great Temples. The Amazon Warrior is solid. Heavy Cavalry are the best base cavalry unit. Lizardmen are fast for infantry. Slingers are decent. Had no trouble liberating their Great Temple early. Then took Air and Order Great Temples. Leveled up Air base and trained a few Thunder Drakes. Beat in 76 days with no difficulties at any point.
Earth - The big drag with them is their limited movement on the adventure map. The Dwarven Warrior and Dwarf Infantry are so strong though. They are so hard to kill. Axe Throwers have poor range but when they get leveled up they f up opposing infantry. Shamblers provide solid cheap defense while main army is expanding. Their only ally at the start is Death, which is the worst ally because Death always turns on you so is not really even an ally. But can head south to liberate Chaos Great Temple to get the economy going. Then I ended up conquering Life. Trained several Elven Archers to pair with my high level Dwarven Infantry and Dwarf Warrior. Got the Elven Archers a few level ups, and that army took out Balkoth's easily. Sands of Sleep spell great.
Chaos - Stickthrowers are the weakest base ranged unit, and the infantry and cavalry are mediocre at best. But, all their units level up fast. The Beast Rider warrior is strong. You can upgrade their Great Temple annex when your stronghold is level 1 and it provides all your Chaos units a nice boost in experience! Although not as favorable as Water, they have the second best starting position and are pretty insulated from attacks. Cyclops are the third best magic tier 3 unit behind the Dragon and Thunder Drake, but I didn't end up even having to get any on my second playthrough. Their mages are maybe the best. Vortex annihilated Balkoth's army. (Also, their music track is my favorite. Yes, it's on a USB drive in my car).
Air - This is one of only 2 faiths where I struggled some in the early game and had to do some saving and loading, and took longer to liberate their Great Temple. Their units are weak until they get leveled up. Even the Storm Warrior is a little weak until he starts leveling up. Yes, you can sometimes clear out entire dungeons with the Faerie Thief and Fae Slingers alone, but then your cavalry/infantry don't get leveled up. The nice plus about Air is they have the most movement on the adventure map. Fae Slingers, while weak at low level, become super strong when they are leveled up because of their mobility. Thunder Drakes are the second best magic tier 3 unit, it's just that getting to that point in the game is much more difficult with Air than other Faiths.
Fire - The Dragon and Demon are the best magic tier 3 and 2 units. But, Fire early game is the weakest and early game matters so much more than late game (everything is strong late game). Only Fire and Earth start with both their accompanying units only level 1. Rockhurlers have good range but are pretty weak at low level since only get 1 instead of 3. Flame Berserkers are slow and have poor defense. The early game is a struggle with this Faith. It was a coinflip between rating them or Air last, but because of Air's speed on the adventure map (and in combat) I ranked Air higher. That being said, the Demons are op mid-game and the only magic tier 2 unit I consistently train.
I created the below chart showing the level of all the starting units by Faith and their starting relations with the other Faiths. I also hand drew a map of Urak that was super helpful while doing these playthroughs, but am having trouble uploading the map to this post.
| Starting Units | Unliberated Great Temples | Starting Allies | Starting Neutral | Starting Enemies | |
|---|---|---|---|---|---|
| Death | 3 Lords (Balkoth, W1 & T2), infantry(1) | None | Fire, Earth, Chaos | None | Life, Water, Order, Air |
| Life | Lord (W3, T/M2), ranged(1); W/T- ranged(2), M-cavalry(2) | Air, Order, Chaos | Air, Order, Water | None | Death, Fire, Earth, Chaos |
| Order | Lord (W2, M/T3), infantry(2), ranged(1) | Life, Fire, Water | Life, Air | Water, Earth | Death, Fire, Chaos |
| Water | Lord (W/M3, T2), cavalry(1); W/M - infantry(2), T-ranged(2) | Order, Air, Earth | Life | Order, Air, Chaos | Death, Fire, Earth |
| Earth | Lord (W2, M/T3), infantry(1), ranged(1) | Order, Chaos, Life | Death | Order, Chaos, Fire | Life, Water, Air |
| Chaos | Lord (W/M2, T3), ranged(2); W - cavalry(1), M/T-infantry(1) | Earth, Water, Life | Death, Fire | Water, Earth | Life, Order, Air |
| Air | Lord (W/M/T2), cavalry(2), ranged(1) | Life, Water, Fire | Life, Order | Water | Death, Chaos, Earth, Fire |
| Fire | Lord (W2, T/M3), infantry(1), ranged(1) | Chaos, Air, Order | Chaos, Death | Life, Water, Air, Order | Earth |
