Disciples 2 Rise of the Elves walkthrough legions of the damned. Disciples II: Dark Prophecy Guide and Walkthrough

Developer: Strategy Fist
Publisher: Strategy Fist
Localization: Russobit-M
Official website of the game: http://www.disciples2.com

System requirements


Minimum:

Windows 95/98/Me/XP/2000
Pentium II 233 MHz
32MB RAM
8 MB video card compatible with DirectX 7.0

2x CD-ROM/DVD-ROM
1.1 GB free disk space

Featured:

Windows 95/98/Me/XP/2000
Pentium II 300 MHz
64MB RAM
16 MB video card compatible with DirectX 7.0
Sound card compatible with DirectX 7.0
2x CD-ROM/DVD-ROM
1.1 GB free disk space

Introduction

Let's try to assess the situation in the world of turn-based strategies, aka Turn Based Strategy. At the same time, we immediately agree that we will discuss only really popular games. We will only touch on the classics, so to speak, although, of course, there are many very worthy projects of this genre, and, all the more pleasantly, domestic ones, for example, "Demiurges". And it immediately becomes clear that the whole history of modern turn-based fantasy strategies fits into one line. However, the adjective "fantasy" can even be omitted here. The whole universe is remembered Heroes Might& Magic", which began with King's Bounty. And it remained, existing somewhere in the depths of every player's soul - just a week ago, my friends and I played the second (!) "Heroes" with great pleasure, wondering every turn how it was possible to mutilate a magnificent series with subsequent parts ... Then someone was trying to object uncertainly... of course, there was the epic "Master of Magic" (it appeared in the ninety-fifth year almost simultaneously with the first "Heroes"), there was the unforgettable "Lords of Realms" (already in December of the ninety-sixth the second, more popular, part of the game was released). The fact that they have now decided to turn the majestic "Lords", the fourth part of which threatens to appear in the near future, causes regret and a long depression in sad thoughts about the future of the gaming industry. However, all of the above, in order to avoid unnecessary debate, ardent fans of all these games should be taken solely as my personal opinion about the status quo within this genre.

Everything would have been so wonderful and continued if the kind fellow publishers-developers (or rather, some evil higher powers) had not decided to kill the Heroes series overnight. Indeed, it so happened that with the advent of the fourth part, the Heroes series began to fade (it's amazing how this coincided with the simultaneous decline of Might & Magic, and the collapse of the entire 3DO office. Something must have happened. The game began to have full-fledged competitors . It's about, of course, about "Age of Wonders" and "Disciples". Oddly enough, the stories of both games are very similar. The birth of both did not go too smoothly, but at first uncertainly (in the first part), and then very strongly (in the second part), which, however, differed little from the first (the same "engine"), but they have won their place under the sun. Thus, it seems to me, we got three pillars on which the fantasy turn-based strategy genre is based today - the classic and honed over the years "Heroes", and two newcomers: a little slow and clumsy "Age of Wonders" and a rustic but dynamic "Disciples" . "Age of Wonders 2" and its latest addition "Shadow Magic" have already been reviewed, so today it remains for us to take a closer look at the second newcomer...

Peculiarities

Today we'll take a look at the second part of the famous turn-based strategy "Disciples: Sacred Lands", along with two of its additions. The game was released quite a long time ago, about half a year ago, so the domestic localizers even managed to release a Russian version of the game called "Disciples II: Ragnarok's Eve". However, this joyful event happened quite recently, so this can also be one of the reasons for writing an article. Another reason for the appearance of this review was the recent release of two separate additions to the second part of the game at once, and one of the additions contains a campaign for the dark forces, and the other for the light ones, they even bear the corresponding names "Guardians of Light" and "Servants of Darkness" ". Both add-ons also contain the original version of the game (it is not required to install add-ons), and when installed on the same computer, they form a single saga containing four campaigns at once (and together with the original eight) and called "Gallean's Return" ". Since there was no review of "Disciples II" on our website, it was decided not to be limited to a review of innovations in add-ons, but to make a full review of "Gallean's Return", that is, as original game, and both of its complements. Moreover, since its release, a lot of "patches" have been released, eliminating both technical errors and problems of balance and other game mechanisms that prevented you from fully enjoying the game earlier. It was also possible to set higher graphic resolutions (up to 1280x1024), because initially games only supported 800x600 in 16-bit color.


However, the ability to change permissions appears both after installing add-ons and after the last "patch". It is a pity that only the view of the global map, which has become more extensive, and all other screens of the game simply received an artistic frame and still contain a minimum of information.


But at the same time, answer one question: have you seen SUCH system requirements for a long time? Only on the last visit to the museum of paleontology along with dinosaurs. At the same time, everything looks more or less beautiful, although, of course, the higher the resolution, the slower it works.

So, what is "Disciples II: Dark Prophecy"? On the lands known to us from the first part of the kingdom of Nevendaar (Nevendaar) or "Sacred Lands" ("Sacred Lands"), four races - Empire (Empire), Mountain Clans (Mountain Clans), Legions of the Damned (Legions of the Damned) and Hordes Undead Hordes, not for life, but for death, met in a deadly battle, led forward by their gods. In addition to the four main races, there are also “neutral” races in the game - elves and greenskins (greenskins) - that is, orcs, trolls and other animals.

At the beginning of the game, you own one main castle, where you can build buildings, train your soldiers, and hire a commander to lead your soldiers into battle. Also, you will have to collect resources, create magic spells and so on, in a word, do everything that includes the concept of a fantasy turn-based strategy. In total, there are about two hundred units in the game, of course, along with upgrades for them and neutral ones (that is, not available for production in castles). Here we are offered about a hundred magic spells, divided into four magic schools and a system for gaining experience, separate for each of your units. Of course, online play in multiplayer mode is available, and there is also a Hot Seat mode ..


... that is - the game in turn on one computer.

Now, what is "Disciples II: Gallean" s Return "? These are two simultaneously released additions to the game, which occupy a total of four disks (two each) and contain one additional campaign for each race and a number of additional scenarios. In the original version of the game, each campaign contains about seven missions, plus additional scenarios and a random map generator.In the additions, the maps have greatly increased in size, as well as significantly more bonuses and places to visit.


Many minor cosmetic improvements have also been implemented (they are also made after the installation of the "patch"), such as enabling and disabling the resource panel, and so on. Everything that has to do with the graphics in the game and fits into the capacious bourgeois word "artwork" is characterized by the French word Noir (Noir), and although games with this atmosphere are not common, (of the popular ones, I immediately remember only the old "Blood Moon Chronicles "), they are also directly related to the fantasy atmosphere, but with some reservations. All of the above means that the atmosphere in the game will be as gloomy and bloody as possible, no less gloomy and grotesque faces of the characters will look at us from the screen. Despite the fact that the graphics "engine" remained the same, all the graphics in the game, compared to the first part, were redesigned (otherwise the developers would not be forgiven), all portraits, cities, and landscapes were redrawn, and so on. That's all - let's move on to the plot ...

The plot of the main game

The events of the main part of the game tell about the advent of the Chosen One into the world of Nevendaar, bringing with it inevitable changes for all things. The world of the Sacred Lands, Nevendaar is a chessboard where people and all other creatures are just toys in the hands of the gods. Huge empires are created and die, insignificant pawns in the hands of the gods build their plans, killing each other, striving for power, but they do not even suspect that the gods have their own plans, and they only use them for their own needs. The gods do not even initiate their followers into their plans, but simply use their blind faith, sometimes endowing mere mortals with the fruits of their conquests, or, conversely, arrange bloody executions for the slightest infractions. It’s not very pleasant to realize yourself as a toy in the hands of others, but such is life in this world. The pantheon of gods consists of four persons, that is, each of the four races has its own god. The inhabitants of the Empire build churches in the name of the High Father (Highfather), all the Undead and other dead personalities honor their queen Mortis (Mortis), all members of the Mountain Clans have long worshiped Wotan (Wotan - Wagner's One of the "Ring of the Nibelungs", here are the Valkyries, Ragnarok and etc.), and finally, all the inveterate heretics and other beings cursed by the Highest Father chose Bethrezen as their god,


lord of the local hell. Elves believe in their god Gallean (Gallean), which, however, all the rest do not recognize and consider an impostor.

The moment of the beginning of the action of the main part of the game - almost immediately after the end of the First Great War, the war, when the forces of good at a great cost still managed to defeat the forces of darkness, that is, the events of the first part of the game. Almost all races are in decline, trying to rehabilitate themselves after the war, and despite the fact that Bethrezen was imprisoned inside a huge mountain, the lands of Nevendaar are far from calm. The people of the empire are dying of hunger and disease, lawlessness, chaos and all things inherent in such a state of affairs reign all around, and, of course, there is a division of power. The Mountain Clans, despite their victory, don't revel too much in it either. The Dwarves are demoralized by the loss of their king, slain in the war by the treacherous Mortis while they were busy destroying Bethrezen and his army. The sages of the tribes prophesy the imminent arrival of Ragnarok and the end of all things. The death goddess Mortis, who avenged the dwarves for the death of her husband Gallean, now wants to revive him and is preparing an even more terrible revenge on the Mountain Clans who killed the elf. Toward the end of the original game, she manages to revive her husband - hence the main intrigue of both additions. And the Legions of the Damned, of course, are busy searching for a means that can free Bethrezen from captivity, who was imprisoned inside the mountain by the joint efforts of the Empire and the Mountain Clans in the first part of the game. Of course, they also dream of revenge. This is the state of affairs at the beginning of Disciples: Dark Prophecy.

The plot of additions

Traditionally, videos for additional campaigns of all four races are available, but they are of little content.


We have lengthy opuses like "and now the evil demons are gathering strength again to harm civilians" or "the empire is again in ruins, and greedy barons are pulling unclean hands to the remaining wealth and bullying (again) civilians." The main plot is revealed through dialogues and text inserts before and after completing missions.


So, in addition to the main game, we have two additions, the action of which takes place after the events of "Dark Prophecy", the world has not yet had time to wake up after the Great War, as tireless gods again drive their proselytes into a bloody battle, trying to win back at least a drop of power. A sort of war without a reason, and therefore without end. And then the elves raised their heads: according to the prophets who appeared recently, their god Gallean returns right from the outskirts of non-existence. Remarkably, in the expansion we have four separate campaigns (one for each race), united by a common plot. Each warring side, in its own way, ties the ball of a new conflict, and subsequently storylines intertwined and form a single, holistic plot. So, for example, by the time the campaign for the Empire begins, the treacherous Count Crowley is already in full swing with the Legions of the Damned and proclaims the Church of Bethrezen, so the role of the Inquisition is turned on its head. But, playing for the Demons, we will be only at the beginning of the intrigue, when Crowley only invites the Legions of the Damned, led by an evil god, to reign over people. On the other hand, the tragic quarrel between the goddess of death Mortis and her lover Gallean, who rejected her, remains overboard. In general, it is difficult to talk about the plot of additions without revealing all the secrets of the main game.

The first addition "Servants of the Dark"contains two campaigns that we will have to go through, playing as two "evil" or "dark" races - one dedicated to the dark path of the Legions of the Damned (Legions of the Damned), and the other - "life stories" (so to speak) Ord Undead Hordes The opening of the first story begins with the servants of Bethrezen having a brilliant idea: since you can't drag Nevendaar to hell, why not bring hell to Nevendaar?


Since the mountain does not go to Mohammed, Mohammed goes to the mountain. To do this, it was decided to spread pestilence over the continent, created according to a special recipe of Bethrezen himself, but for this the Legions would need great amount magical energy that war-depleted demons don't have. Therefore, they do not even hesitate to use the energy released during the revival of Gallean, and draw it from the revived hope and faith of the elves. But it still needs to be received. For this, the demons decide, of course, for a while, to unite with people, especially since they themselves offer them an alliance. At the same time, a reborn Gallean rejects his former lover, the goddess of the undead Mortis, after he sees that she has turned into "something", devoid of feelings and emotions. Offended by the refusal of her lover, revived by her aspirations, Mortis decides to bring down the despair and hatred accumulated over the years of waiting against the people of Gallean - the elves. She wants to wipe out even the slightest mention of this race from the face of the earth. To do this, she deceitfully enters into a temporary alliance with her seemingly main enemies of the Undead - the Mountain Clans, who once killed Gallean. A smart move, because at the same time it was the dwarves who have always been the main enemies of the elves. In the plot of this add-on, we clearly notice how the "dark" races manipulate the "light" races by deceit.

In the second expansion, "Guardians of the Light", we are given the opportunity to see part of the story through the eyes of the forces of light and goodness and play for the Empire (Empire) or the Mountain Clans (Mountain Clans).


At the beginning of the events unfolding in this add-on, the Empire is in a state of permanent decline, while, on the one hand, self-proclaimed princes are squabbling over a piece of land, people above are fighting for the vacant throne, the Inquisitors sow reasonable and good both among the infidels and among the innocent vassals of the Empire, who honor the precepts of the Supreme Father, but had the misfortune not to please the holy fathers. Meanwhile, one of the most likely contenders for the throne and the most ardent fighter against heretics, Count Crowley, seems to be playing tricks with Bethrezen himself, dooming supposedly heretics to mass executions, but in fact making sacrifices to the god of Darkness. For the dwarves, we start playing immediately after Ragnarok, which came in the main part of the game. In the second campaign, the elders of the Mountain Clans, deceived by Mortis with the help of the illusion of the Holy Wolves, are trying to perform an ancient magical ritual that allows them to make contact with their negligent god Wotan and, finally, ask him for mercy for his children. It is clear that for this they will need great strength, so they are trying to revive their former power, gather scattered tribes, as well as their leaders and legendary heroes, with whom contact was lost during the war. The insidious Mortis hopes that the dwarves, who have regained their strength, will help her take revenge on the hated elves. But do these plans coincide with the plans of the dwarves themselves?

Races

As mentioned above, the game has four races available for the player to play, plus two additional, neutral ones. Several new units appeared in the additions, but their appearance in no way made significant adjustments to the game strategy for each of the races. In this chapter I will short review the possibilities that each of them has, as well as the types of units and magic spells that will be at our disposal when choosing a particular race. Moreover, when choosing a development path for your combat units, you may be presented with up to three different class options with different capabilities. In the capital of any race, you can hire units of five groups: melee, ranged, magic, "support units" and special ones.

Empire


- the empire is mostly inhabited by people, which means that you will have at your disposal a variety of units of human origin. The melee units are represented by two types: knights and paladins of various modifications, or inquisitors. Knights possess increased strength melee damage, or the ability to inflict two hits at once per turn. The faith of the Inquisitors allows them to remain immune to many attacks from the undead or demons. The Empire also has archers at its disposal, and later Imperial Assassins, who poison the enemy with poison. The magicians of the empire have mastered the element of air and inflict lightning damage on enemies. A very important feature of the empire's troops is the presence of healing units in them. When choosing one of the development paths, clerics will heal all your fighters at once, when choosing another, they will focus all attention on one unit and even revive the dead. Special squad of people - Titans.

Mountain Clans


- here we are offered a variety of squads of gnomes. The elders are waiting for the arrival of the next Ragnarok, the Valkyries are already ready to take the most desperate fighters from the battlefield straight to Wotan's feast. Their units are very strong in close combat. Dwarves use tribal magic, which has the power to increase the combat skills of warriors. Inventors use various technical means in battle, allowing them to increase the destruction power of long-range units armed with crossbows and throwing machines, or to bring flamethrowers onto the field, spraying fire on all enemy units. The elementalist can summon elementals of various elements to the battlefield.

Legions of the Damned- magical creatures of demons - Succubi - have the power to turn other people's units into insignificant imps,


with which it will be easy to deal with even a child. Moreover, a pumped demon can turn all enemy units into imps at once, however, the spell lasts only a limited number of moves. The second type of demonic magicians specializes in fiery rains. Demon Warriors fight with Infernal Blades and are quite immune to fire. The gargoyles are considered to be a detachment that owns throwing weapons among demons, which, at the same time, due to their stone consistency, have a very high immunity against conventional weapons, but occupy two cells on the battlefield at once. Special units - Demons, Behemoths and Overlords behave well in both melee and ranged combat, and also have magic that can reduce the amount of damage inflicted by the enemy.

Undead Hordes- the prerogative of the undead is the magic of immobilization, as well as the ability to drain life energy from enemy units and transfer it to their own. Among the units of Mortis, we can meet all kinds of vampires (Elder Vampires drink blood from all enemy units and give it to their wounded), liches and others. The main strike force of the undead in close combat can be considered the Cursed Knights. Also, in the capital, you can hire a Werewolf, who is absolutely invulnerable to conventional weapons and can only be destroyed by magic, while he himself fights very well in close combat. A variety of worms and even bone dragons, occupying two cells on the battlefield, hit all enemy units at once with acid or poisoned breath. Also, on one of the development paths, you can even choose Death itself, which is invulnerable to melee weapons and also has a large number of defenses (wards).

On the global map


Here I will try to outline the general patterns of functioning of the game mechanisms of "Disciples". However, everything is as usual. On the global map at the beginning of the game, we see the most familiar things: here is the Main Castle, that is, the Capital, here is the Hero (or Leader in the local dialect), here are the enemy units waiting for our hero to jump and show his heroic skills on the field scolding. Here are treasure chests waiting for their owner and guarded, for the time being, by evil monsters, here are places for you to visit and plunder by a valiant Hero. Everything is at your service. Now the features begin. The first thing that catches your eye is "the border of the conquered land." From the Capital, from the very beginning of the game, the borders of the conquered land, that is, the land that we own, begin to "spread", by a centimeter per turn. Moreover, if neutral land has the most common appearance, then falling under the control of one or another race, it acquires the appropriate texture: bright red color and blotches of lava for Demons,


bright green and blooming green for the Empire, white snow for the Clans, and dead, brown decay for the Undead. Everything that ends up on the occupied land goes under the control of the player. However, this only applies to resource mines. There are only five resources: gold and four types of mana, one for each race (Infernal, Runestone, Life, Death - we'll talk about mana and magic later). Very frustrating is the fact that the captured cities do not bring any income, gold can only be obtained by appropriating the mines. A mine or a source of mana cannot simply be "marked as own", as in "Heroes" or AOW. In order to receive income from it, it is necessary to make sure that it ends up on the occupied land. You can wait until your possessions themselves grow to the required limits, or you can hire a special hero in the Capital who can place special wands (rod), indicating that this small piece of land, and everything that is on it, belongs to you. Wands are usually placed near distant sources of resources, or those located in enemy territory.

What else is important in the medieval economy? Of course, the expansion of possessions, an increase in the number of subjects and cities owned by the monarch. This is where serious problems occur in the game. We have a main and a city - the Capital, the only city in which you can build various useful buildings, make improvements, but you can’t do this in any other city.


All other settlements conquered by you can only change their status along the "settlement-village-city" chain, depending on how much money you invest in it and that's it! However, in absolutely any city you can hire a Leader and other units (if there are appropriate buildings in the Capital), you can heal units and revive the dead (if a temple is built in the capital). Also, for a certain amount, you can raise the status of the city, say, in order to increase the maximum number of its defenders (a village, for example, can be defended by a maximum of two units). With everything, at the same time, all the bewitching charm of owning a large number of cities (remembering "Heroes" and "AOW", they bring income, additional armies, etc.) disappears somewhere immediately. Cities in the game rather play the role of some kind of "healing stalls", where the Leaders go exclusively "along the way" and only in order to restore wasted strength and heal. In additions - in cities it will be possible to find various valuable items and artifacts - thus, the authors tried to strengthen their role in the game. This is perhaps one of the main shortcomings of the Disciples gaming system.

But in the game, just like in the same "Heroes" or "AOW", neutral units take an active part in the overall gameplay. True, most of them are stationary, but some move around the map on their own, attack your or computer characters, and even capture cities. Sometimes, on the map, from its outskirts or even in random places, "random" neutral units will appear, so even in cities in the deep rear, small garrisons should be kept, since they, too, may well be captured. It is also worth remembering that both formations led by the leader and individual creatures can move around the map, but only in order to transfer the body of the lifeless commander to the nearest infirmary for immediate revival. Detachments leaving the city without the escort of the Leader are strictly prohibited. This, of course, is also the "Stone Age", but you must agree and understand the developers, who wants to draw thousands of additional sprites to animate each squad on the global map? Well, you can evaporate, how much work, we are better in the old fashioned way! Usually, a cluster of neutral armies can be found near chests with valuable items or in places intended for plunder, such as: destroyed fortresses / temples / monasteries / houses and so on. In this case, a battle will take place, and if you win it, you will receive treasures. Sometimes dialogues can even occur with neutral units, however, without a choice of options for action.

In general, the event triggers that appeared and the numerous dialogues are very pleasant, but it's a pity that they can't be skipped quickly, because when you load ten times before a difficult fight, they simply start to tire.


But in general - very good. Often, when finding important artifacts, or simply during robbery and looting in different places, dialogues take place between the characters, but they sound more pathetic than witty. Well, that's the general atmosphere of the game. When passing the campaign, or in the local dialect "Sagi", I was pleased that during one mission the goals can constantly change. Or you will have one, so to speak, "global" goal, which, when completing the mission, will be divided into several small ones. In general, in additions, the creators tried to focus on the adventure and exploration aspect of the game, on the side development of the plot in dialogues and other things (as in "Shadow Magic"). So, for example, there will be many sites or buildings on the map that you may not visit at all during the passage of the game. If you are given the task to bring the leader to such and such a city, you can really get two hundred of them there, and the mission will be won. But, firstly, you risk missing out on a lot of interesting game moments, secondly, skip things that make the passage easier or simply necessary for it (such as keys), and thirdly, you lose experience and valuable things that can be useful to your leader in future, more difficult tasks. Also on the global map you can find shops where you can buy artifacts or drinks, magic shops that sell spells and training grounds where you can upgrade your units for money.

In the capital

Since the construction of buildings can only be done in the Capital, and all other possibilities are identical with ordinary cities, then the actions that we can perform in any city can be considered in more detail using the example of the capital. To begin with, I will note that the four races have different Capitals, that is, a different external and internal appearance


(all the rest, ordinary cities, cities look exactly the same),


a different set of buildings intended for construction, but the essence is the same. So, there can be only one Capital and is given to you from the very beginning, all other cities in any quantity - as much as you can conquer. Further, I note that it is almost impossible to capture the enemy Capital, since the Capital of each race is guarded by a special, very highly pumped squad, which is almost impossible to kill. The question of how the capital, along with its guardian, wanders from mission to mission remains open. Or are they just local county capitals? Then why is there only one keeper? Well, it's none of our business. But from here we have the fact that the game is on not on the complete annihilation of the enemy, but on the performance of any story missions. It looks strange, but it is quite interesting.

So, in the capital of any race, you can build five types of buildings. Four of them are responsible for the development of your units, and the fifth type is additional buildings. By clicking on the Capital icon or selecting it on the global map, we get to the Capital screen. Here we see its appearance, that is, those buildings that have already been built, and also - in the lower right corner of the screen - five buttons that switch building types. By clicking on one of them, you will see the "building tree".


This is another one of the features of "Disciples". When constructing buildings, it should be remembered that there are several branches along which construction can go, which means that there are several ways to develop units. That is, say, having built the "Stable", you are faced with a choice: what to build next - the Paladin's abode and the training ground for the Imperial Knights? Having chosen one of the branches of development, it is no longer possible to return to the other, so the choice of development should be made based on your game strategy. So, for example, when playing as the Empire, you will have to decide what type of healing units you prefer: those that heal a little, but all units at once, or those that concentrate their strength on one and heal significantly. Or, playing as the Legions of the Damned, you have to choose from four types of units at once: fire mages, doppelgangers, succubi or incubi, and so on. Also remember that the construction of buildings in the game is not responsible for hiring units, but for their development. You can only hire units of the first level and the base class. I will tell you about how "combat hardening" and the development of your units will take place in the "Battles" chapter. And one more thing - the construction and hiring of units takes place only for gold, because this is the only "convertible" resource in the game. Well, everything is more or less clear with the troops. The fifth type of buildings, additional, consists of three buildings: a temple, a guild and a magic tower. The temple allows you to heal and revive dead units, the guild allows you to hire a thief, and the magic tower allows you to develop and create spells.

In addition to building buildings, in the Capital (also in other cities) you can hire a Leader and form his army. To do this, click on the helmet icon, after which we will be taken to the troops screen.


Here we see two panels. The right panel displays the garrison of the current city, and the left panel shows the army of the Leader currently in the city. If there is no Leader in the city, then by clicking on the left panel, we can hire him. A list of available leaders and their classes will open, where you can select the one we need. After that, you can start hiring an army. By clicking on one of the six cells on the left or right panel, we will open the squad recruitment menu. Here we see all the units of the four base classes available to us, plus (if the corresponding building is built) an additional, special, unit. The hired squad will take a place in the corresponding cell. Some units occupy not one, but two cells. The number of units that a leader can take into his army depends on the value of his "leadership" (Leadership), this value increases with the level of the character and varies in the range from one to six (by the number of cells). In fact, in theory, in the city you can hire an infinite number of units (or rather, as many as your financial condition allows), but no more than six units can participate in one battle, along with the Leader. Even say, when defending a city, if you fill both panels with units, then at first the attack will be reflected by the fighters left by you on the outer (left) panel, and then on the inner (right). This means that two groups of six people will take part in the battle for the city in turn. The specifics of conducting battles in the game does not allow the participation of more than six units on each side.

But more on that below. Here we can say a few words about this. There was a very unpleasant moment in Heroes, connected with the fact that if the enemy captured your city on the seventh day, then the next day he received a guaranteed replenishment of the garrison. This, in my opinion, was not logical, and at least dishonest, on both sides. It was the seventh day that was most often chosen for attacks, so that later it would be easier to hold the castle. Here, this injustice is eliminated automatically, and this system looks more logical (although, in my opinion, the most correct one, in my opinion, was still in "AOW"). On the same screen, you can perform two more actions: heal and revive your fighters (if a Temple is built in the Capital) and also manage the inventory of the Leader currently in the city. Healing and revitalization occurs using the corresponding icons at the bottom of the screen. As for the inventory, it should be borne in mind that each city has its own "inventory" in which you can leave any items for storage or, on the contrary, loot the treasuries of the newly conquered city. Please note that when a city is conquered, the items left in it will go to the enemy.


The icon with the image of a man at the bottom of the screen opens the Leader screen. We will talk about it further.

Leaders and their classes


So, the Heroes familiar to us from the "Heroes" are called "Leaders" here. They fight on the battlefield, have a more extensive role system than other squads, can carry or use various items in battle, and in general, as usual, are the "toughest guys" in your squad (though not always). Each race has only five types of heroes. They differ in appearance and their abilities.

Warrior - fights in close combat, deals high damage to one enemy unit and has an increased amount of health. Some races can fly on the global map. Has an increased leadership skill - a first-level warrior can take up to three units with him. The party is placed in the front rows.

Mage - "weak in body, but strong in spirit." A small amount of health and weak defense is compensated by the fact that this leader fights at a distance. With his spells, he is able to inflict damage on all enemy units at once. The Undead have a Vampire Hero that sucks life energy from enemies and so on. In the game, most often, he is placed in the second row behind the backs of stronger comrades.

The traveler is something like a "ranger", has an increased number of moves on the global map, that is, he can cover greater distances per turn than all other leaders. In battle, he uses a ranged weapon, with which he can hit any one enemy unit.

A hero placing wands is a character who is weak in battle, cannot take more than one defender with him, but only he can place wands near valuable resources and declare them his own or demolish enemy wands. It takes one hundred and fifty gold coins to set up one wand.

Thief - the leader of this class can spy on enemy units (that is, determine the composition of the enemy army), bribe foreign leaders, raise uprisings in cities and do other minor dirty tricks. In battle, he is weak and generally moves alone, but his actions on the global map are very difficult to follow and he will give you a lot of trouble.

Also, on the leader screen, we have a "doll" on which we can put on all kinds of items, up to seven in total. Some items increase the characteristics of leaders, some can be used in battle (I will tell you how to use items during battle in the corresponding chapter), and the possibility of using or wearing certain items depends on the leader’s set of abilities, which I will also talk about below. .

In addition to a variety of items, any leader or even an ordinary unit, regardless of their abilities, can use numerous drinks or scrolls before the battle. Some of them increase any indicators of a combat unit, some have other magical properties. The most common drinks restore the health of the squad or revive it.

The list of abilities looks much more meager than in "Heroes". Conventionally, they can be divided into three groups:

Wearing certain items (boots, talismans, artifacts, orbs, books) and using them in battle.

Protection from certain types of magic.

Other Skills: First strike in combat, field of view expansion, incorruptibility to thieves, increase in defense or attack power, increase in the amount of experience gained in battle, flight.

The hero acquires new abilities with a new level of experience. This opens a window in which you can select the ability you need. One of the leaders of your choice moves from mission to mission and will follow you through the entire game. Unless, of course, it survives... We will talk about how ordinary combat units accumulate experience in the next chapter.

battles


The battles can take on the character of the most simplistic ones found in games of this kind, and one could say that they lean more towards "Edmiurges" than towards "Heroes" or "AOW". Not without reason, the collector's edition of the game is attached card game Disciples II: Blades of War. Now, directly about how the battles take place in the game. Before the start of the battle, by opening the leader screen, you can arrange your fighters in the order you need on a field of six cells, with some particularly bulky fighters occupying two cells. Those units that will stand in the right vertical row, in battle, will cover the back row with their backs, in which physically weaker magicians and archers are usually placed. The next stage of preparation for an important and difficult battle will be the collective drinking of the drinks available and the use of scrolls. Moreover, it is better to give water not to everyone (anyone), but to those who are needed, and only with what is needed, because it is pointless to give a warrior with a sword a drink - a drink that increases the accuracy of a remote attack. Also do not forget to give your leader in the hands of those items that may be useful in battle. The leader can only take two items with him, their images can be seen during his turn next to the portrait at the bottom of the screen. Keep in mind that using items takes a turn, but using them can dramatically change the outcome of the battle. With the help of talismans or orbs, you can call various units on the battlefield, revive your own, curse the enemy and do a lot of other interesting things. You cannot use the same item repeatedly in battle. And, finally, the last procedure that you should carry out is to apply one of the available spells on your own or on an enemy squad. But more on that below.

Now you can start the fight. The battlefield is unfolding before us. On it, we see our and enemy fighters standing opposite each other, as well as their portraits located on the right side of the screen.


Are you surprised by the lack of free space? Indeed, you can only direct the attacks of units, and castling on the field is not allowed. Oh yes, in order to attack the enemy, now you can click on other people's units both in the portrait window and on the battlefield. In the first part of the game, only the first option was present. Hooray! Units gain the ability to strike according to their initiative score, which can also be increased with drinks or scrolls, and according to their position on the battlefield: those who are in the front row go first, followed by those who "in the gallery". The variety and interest in seemingly boring and too simple battles is manifested due to the fact that many fighters have different types attacks and types of protection. So, for example, the Hell Knight fights with a sword and can immobilize the enemy, the Harpy turns any enemy into an almost harmless imp, the Elder Vampire sucks the life out of the enemy and gives it to his comrades, and the Werewolf is invulnerable to conventional weapons, and so on. It is a pity that most of the monsters still have similar weapons: swords (axes, spears, clubs, etc.), magic (fire, lightning, etc.), treatment (all or one, revival), immobilization, transformation, and gain. So after the hundredth battle, you start using the automatic battle mode, first only in simple, less interesting battles, and then - in general in all in a row, since it is impossible to play a situation that has set your teeth on edge for the hundredth time. Even the battles in the city are absolutely no different from the usual ones, except that the units "sitting" in the city (that is, its defenders) receive bonuses to defense, that is, with a successful hit, they lose less health than usual. But thanks to the simplified battles, the game gets a lot of dynamism, which is often picked up in turn-based games. In general, all this is a moot point for discussion.

But only in battles (or on training grounds) do your wards gain invaluable experience.


One of the main differences between "Disciples" and "Heroes" is that in "Heroes" large units of troops fought weekly, hired in the capital, in today's our game, separate units are fighting, which have their own health reserve, experience level and other attributes. That is, here we will have to work very closely, so to speak, with personnel. At the same time, the buildings that you build in the capital will be solely responsible for the professional growth of your wards, and not for hiring combat units, since units of all basic classes will be available to you initially. The only exceptions are special units, for which you will need to build the appropriate buildings to hire. Each race has only one type of special troops. The Undead have, for example, "Werewolf" (Werewolf), which is absolutely invulnerable to weapons - it can only be hit by magical attacks. At the same time, special units are deprived of the opportunity to develop and receive higher classes, they can only accumulate experience. Although in principle, you can develop any squad indefinitely. While the unit will gain experience and get the first few levels, it will change its appearance, name, characteristics and abilities. Further, growth in abilities will occur only within the maximum or fixed class (the "class assignment" button appeared only in add-ons to the game). Upon gaining a level, the amount of health of the unit will increase, as well as the strength of its attack, the probability of an accurate hit and the success of the spell. Personally, I like this system the most, as it allows you to raise and cherish "favorites" and use different strategies when playing for the same race. Moreover, the rather large size of units in battles, as well as their uniqueness and memorability, purely psychologically favor the preference for individual tactics for the development of favorite combinations of units.

Magic

Magic in the game is divided into four schools and, accordingly, each race is attracted to a certain type of magic:

Infernal - Legions of the Damned

Runestone - Mountain Clans

Life - Empire

Death - Undead Hordes

Before creating spells, they must first be developed or purchased at a magic shop. In the magic tower, which is being built in the capital, you can only develop spells of a "friendly" school, but you can cast spells of any school if, for example, you buy them in a magic shop, the main thing is that there is mana of the appropriate type. We talked about how to get mana of different types by capturing its sources on the global map earlier in the article. Spell development costs mana ("friendly"), and only one spell can be developed per turn. All of the above applies to spell casting as well. That is, each spell has its own cost of creation and in one turn it is impossible to create spells of the same type more than once. Opening the spell development panel, we see a magic book with bookmarks that divide all spells into five levels.


Accordingly, the higher the level, the stronger the spell. The system for developing and creating spells is simple. If you click on a spell that has not yet been researched, you will be offered to develop it, if you click on a known one, you will be prompted to create it. The level of spells you will have access to depends on the choice of the player's class before starting the game.


Only a player of the "mage" class can have access to spells of the fifth level, and a thief can generally only master the first three classes of magic. I would not say that magic plays a significant role in the world of "Disciples". Most spells can be divided into the following groups:

Attackers - they take away a certain amount of health from the enemy party
Protective - usually increase protection (wards) against magical attacks
Summoners - Summon certain types of units to fight on your side.
Reinforcing - enhance some of the characteristics of your units
All others - healing, opening a certain area of ​​the map, flying, etc.

There are many spells, but I would hardly be able to argue that their use can make significant adjustments when conducting a complex battle. This happens, for example, due to the fact that spells can only be created on the global map, and also due to the fact that only one spell can be created per turn, etc.

Summary

So, if you have played "Disciples" before and you liked this activity, or, even more so, if you are a fan of the series, then, of course, you need to buy addons. Many innovations were made in them, game process became a little richer, and it became more interesting to play. If you have never seen "Disciples" at all, then in fact right now, after the release of the add-ons, the moment has come when you should get acquainted with this, no doubt, exciting game. Complaints, especially among fans, can only be caused by the acquisitiveness of developers who sell two add-ons separately from each other, each at the price of a separate game, while it is obvious that true fans will buy both ...

: Teen (T)

Systemic
requirements Minimum:
Windows 95 , , , , Pentium II processor 233 MHz , 32 RAM , 200 MB free hard disk space , 4X CD-ROM
DirectX 7.1 compatible 8 MB video adapter, 16-bit sound card
Recommended:
Windows 95 , , , , Pentium II processor 300 MHz, 64 MB RAM, 400 MB free hard disk space , 4X CD-ROM , DirectX 7.1 compatible 8 MB video adapter , 16-bit sound card

Disciples II: Dark Prophecy(With English- "Disciples II: The Dark Prophecy" and "Disciples II: Ragnarok's Eve") - computer game in the genre of turn-based strategy with RPG elements Strategy First, released on January 24, 2002. The game is a sequel to the 1999 game Disciples: Sacred Lands.

Game process

Other features

Significantly improved 2D graphics.

Compared to the previous game in the series, the artificial intelligence of opponents has been improved - in Disciples II they are able to assess their chances against the player's heroes and retreat with a clear advantage of the latter. The behavior of neutral units on the strategic map has also been changed - if the enemy gets too close to them, they can attack themselves.

Significantly improved the plot content of campaigns. In addition to the main plot and lines when taking cities, which were also available in the previous game, additional tasks and detailed dialogues of allies and opponents have been added to almost every mission.

It became possible to conduct the battle in automatic mode. There was also a button for calculating the outcome of the battle, which allows you to quickly end the fight.

Also, it became possible to change the resolution of the game from 800x600 to 1024x768 or 1280x1024 .

Plot

The plot of the game consists of four campaigns (for each race), seven missions each. Unlike the first part, the plots of the campaigns are partially mutually exclusive, although the general outline is preserved in them. The plot as a whole continues the story of Disciples: Sacred Lands. It is noteworthy that the names of the Emperor of Men (Demosthenes) and his heir (Uther) are first mentioned in Disciples II, although these personalities play an important role in the plot of the first game in the series.

background

The events of the previous game in the series, Disciples: Sacred Lands, are referred to as the First Great War. Disciples II begins ten years after the end of this war. Bethrezen is dying, the Mountain Clans are disunited and waiting for the end of the world, the Empire is in crisis - Emperor Demosthenes is not involved in state affairs, as he cannot survive the loss of his wife and son Uther.

Empire

Since the First Great War, the alliance with the dwarves has not been restored, the emperor Demosthenes retired - and the aristocrat Hubert de Leyly actually began to rule the Empire, because of which the state fell into chaos and found itself on the verge of a civil war. Dark sects and various prophecies spread in many, including the coming of the savior of the Empire.

The head of one of the sects, Erhog the Dark, tried to poison the emperor, and although her plans failed and she was killed, Hubert de Leily, taking advantage of the moment, offered himself as the ruler of the Empire, and many aristocrats went over to his side. The emperor decided to enlist the support of the dwarves, and as a gesture of goodwill, he ordered the release of the diplomat of the Mountain Clans Slukarizh Darkstone from the captivity of the undead. After his release, the High King of the Dwarves, Morok Skyguard, forged an alliance with the Empire. Suddenly, rumors begin to appear about the return of the heir to the Empire of Uther, who disappeared ten years ago in the First Great War.

Meanwhile, Hubert de Leyly goes to open opposition to the Empire, wanting to take power by force. Rumors about the return of Uther turn out to be true - the boy, accompanied by detachments of gnomes, reached the lands of the Empire. Despite the betrayal of another aristocrat, Philippe d'Agincourt from the city of Findar, the Empire manages to kill Hubert de Leily, and Demosthenes is reunited with his son. For his age, Uther is incredibly strong and wise, and his father instructs him to put down the uprisings in the southern cities. Suddenly, the Mountain Clans break off the newly formed alliance. Morok Skyguard was mentally damaged and ordered Uther to be killed. The death of the heir is also sought by the awakened undead and the demons of the Legions of the Damned. Uther avoids all dangers and unexpectedly brutally cracks down on the rebels. He does not regret at all the termination of the alliance with the dwarves and contemptuously laughs at the "half-humans".

Meanwhile, the awakened undead are attacking the lands of the elves. Mindful of the long history of good neighborly relations, Demosthenes sends his troops to help the elves. Elves gratefully accept the support of people.

Demosthenes, sensing the approach of death, decides to crown Uther. But he contemptuously refuses the crown, kills his father and disappears, having called several demons. The Imperial High Command decides to kill the traitorous prince. But, having killed the heir, people only freed from the physical shell a huge demon who wants to destroy the civilizations of people, elves and dwarves. The dwarf princess, Yaata'Halli, decides to renew her alliance with the humans so that the Mountain Clans and the Empire can stand together against the Legions of the Damned, who in turn enlist the support of the undead. Uther-demon, with the help of demons subject to him and military tricks, tries to defeat the troops of the Empire, but they, having united with the Mountain Clans and with the support of the elves, destroy this incarnation of him.

The Empire is left without an Emperor and without an heir to the throne.

Hordes of Undead

Having avenged the death of her husband Gallean, the goddess Mortis searched for ten years for a means to revive her husband. The appearance of Uther gave her hope to resurrect the god of the elves - his blood was necessary for the goddess for the rite of resurrection. According to rumors, Uther was imprisoned in the mines of Timmoria in the lands of the dwarves. With the help of the Ghost Wolves band of robbers, subordinate to Hubert de Layly, the Mortis warriors captured the library, in which they found maps of Timmoria. Going there, they actually found Uther guarded by demons.

By killing the young incarnation of Bethrezen, the Hordes obtained his blood. Meanwhile, Mortis learned that a diplomat from the Mountain Clans, Slukarijj Darkstone, was on his way to negotiate with the Empire. It was dangerous to allow the union of the two states, so the undead were ordered to kill the ambassador. However, the assassination of the Dwarf diplomat prompted a military response from the Empire. Humans and dwarves still made an alliance. The Undead Hordes were tasked with capturing the strategically important city of Gunneria. Despite the betrayal of the rogues from the "Ghost Wolves", who previously always helped the undead, the Hordes captured this settlement.

It was possible to resurrect Gallean only on the sacred lands of the elves, but the Hordes of the Undead suddenly encountered another enemy - the Bone Lord, a former servant of Mortis, who began to challenge the sole power of the dark goddess over the undead. The Bone Lord allied with Hubert de Layly and his Ghost Wolves, as well as the necromancer Erhog the Dark. In their search for the tower of the Bone Lord, the Undead Hordes captured a precious artifact - the eye of Doragon. During the search, Mortis, as Soloniel, the creator of her race, was asked to protect her daughter by the sea queen Tilligillash. In gratitude for fulfilling her request, she helped the undead defeat the Bone Lord.

Capturing the armor of the Bone Lord and once again placing it in the service of Mortis, the Undead moved into the sacred lands of the elves to resurrect Gallean with the help of Uther's blood. Despite the fact that the Mountain Clans made an alliance with the barbarians, the Horde troops managed to pass through their lands to the territory of the elves. Having dealt with the dragons with the help of Doragon's eye, the undead entered the lands of the elves. Those warned by the prophet have already prepared their troops. Mortis ordered her troops to kill the ruler of the elves, Queen Taladriel. The troops of the Empire and the Mountain Clans came to the aid of the elves.

The undead tried to convince the elves not to interfere with Mortis, since the desire to resurrect Gallean should have been characteristic of their people as well. But the elves, suspecting deceit, refused to negotiate. It turned out that many elves do not know that the goddess of the undead Mortis is the elven goddess Soloniel. Despite the resistance of the elves, who allied themselves with the Empire, and the support of the dragons who obey Taladriel, the Hordes killed the elf queen.

Mortis resurrected Gallean on sacred ground, but he, without saying a word to her, disappeared, leaving her in horror and grief - he could not accept what she had become, and did not forgive the evil that she caused to those living on Nevendaar.

Mountain Clans

Since the First Great War, five of the twelve Dwarf clans have fallen into decay, and the sacred runes that they had given to them for safekeeping have been lost. The new Dwarf King, Morok Skyguard, has ordered that three of the lost runes be found. During the search for runes, Moroku was told the terrible news - his son Gimner, sent on a mission to close the gates to the Underworld, died, being between two armies - the Undead Hordes and the Legions of the Damned. The rune of Skadi, which the prince of the gnomes had, went to the demons. Although, according to information, Gimner managed to seal the Gate, Bethrezen nevertheless penetrated Nevendaar. The dwarves found the runes of the three lost clans and the rune of Skadi.

After gaining the four runes, the Mountain Clans received a call for help from the Empire. Hubert de Lali captured several Imperial cities and the emperor had to flee. Morok Skyguard agreed to send his troops to put down the rebellion. When the troops of the Dwarves were crossing the mountains, they met a young man who called himself Uther, and asked to be taken to his father, Emperor Demosthenes. Immediately, they met a Wild Giant, who lives in a city that previously belonged to the Mountain Clans. He handed the dwarves another rune and offered to take the city again, and he himself came under their command.

After the revolts in the cities of the Empire were quelled, the Dwarves took Uther to his father, who thanked the Clans for the return of his missing son. But the High King of the Dwarves, Morok, did not come to terms with the death of Gimner, planning to return him with the help of Frigga's rune. Although the sages of the clans were against such a rite, Morok insisted on it.

Moroc soon announced that Uther was not who he claimed to be and that he was dangerous. Morok immediately severed his alliance with the Empire and even ordered the assassination of the ambassadors of the human state. On the orders of Morok, the dwarves attempted to resurrect Gimner, but for some reason only a half-corpse rose from the coffin, able only to beg to kill him. A Valkyrie sent by Wotan took the unfortunate prince and said that the runes had lost a significant part of their power. Morok, having learned about what had become of his son, was damaged by his mind and attacked his fellow tribesmen around him. Morok's daughter, Princess Yaata'Halli, had to be ordered to kill her insane father. She led the dwarves and first decided to continue the unification of the Clans and re-establish an alliance with the human Empire.

Protecting one of their cities from demons, the dwarves discovered that the city was also threatened by some kind of human magician with a strong army. Having killed him and freed the ancient ruins from people, the Clans gained the last lost rune. The Loremasters began to persuade the queen to honor Wotan with a rite that had not been performed for ten years, but Yaata'Halli, preoccupied with the expansion of demons and the undead, ordered the rite to be postponed. Soon the Valkyrie appeared to the Clans and left them a scroll written by Wotan himself - the scroll said that the god of the dwarves was losing strength and that the rite should be carried out as soon as possible. Having stopped the expansion of the Legions of the Damned and the Hordes of the Undead, the queen ordered to move to the sacred lands in order to perform the ceremony.

Unexpectedly, an obstacle arose in the way of the Clans in the person of the magician Hugin, who decided to use the power of the runes for his own purposes and subjugated the hordes of centaurs. Having defeated Hugin, the dwarf troops reached the sacred lands and successfully performed the ceremony. The Valkyries of Wotan assured the Clans that they had hope of salvation. But, nevertheless, the predicted end of the world was coming, the time of natural disasters began. The Dwarves rushed to the stronghold of Morok, under the protection of the runes, and there was no news only from the Ironhill clan. Yaata'Hally sent her messengers there, but it turned out that the terrible dragon Nidhogg burned the city. The Valkyrie, who appeared to the gnomes, said that a spell was cast on the snake, preventing him from killing the gnomes further, but you need to make a pilgrimage to the grave of the ancestor of the dwarves Gel in order to escape from the monster.

By making this and other pilgrimages to the tombs of the ancient heroes, the Clans gained Wotan's blessing and used it to slay the serpent, thus preventing the predicted end of the world. Yaata'Halli was officially crowned.

Legions of the Damned

Since the First Great War, Bethrezen could not free himself from the underworld, imprisoned by the magic of the runes of the Mountain Clans. The Dwarven Prince Gymner Skyguard was sent to the gates of the Underworld on a mission to renew the seal on them, and to prevent this, the Legions had to kill him. With the death of the prince of the Mountain Clans, the demons saw that a lad in rags emerged from the Gates of the Underworld. They recognized him as Bethrezen, who had taken possession of the body of the heir to the Empire, Uther.

At that moment, the Undead Hordes appeared and attacked Bethrezen to get his divine blood. Uther needed to hide from the servants of Mortis in the northern lands. Having escaped the threat from the undead, he decides to subdue Hubert de Lali, who has great power in the Empire, to his will. Many people, recognizing Uther, went over to the side of the Legions. Hubert de Lali gladly made an alliance with the demons to bring chaos to the Empire and come to power.

Meanwhile, Bethrezen ordered the Legions of the Damned to find the place of imprisonment of the powerful demon Astaroth so that he would be reunited with the army of demons. With such a powerful ally, Uther ordered the Legions to capture three strategically important cities. But suddenly, an onyx gargoyle appeared at the gates of the capital and forbade the demons to attack the lands of the Empire and the Mountain Clans on behalf of Bethrezen. The demons were surprised, as they knew that Bethrezen was with them - and he ordered the gargoyle traitor to be killed.

The demons were also approached by the undead, demanding to give them Uther, and members of a strange sect - occultists. Soon Astaroth betrayed the demons and began to act according to his will. Despite the resistance of the Clans and the Empire, as well as the wild giants, the Legions captured the northern lands. After capturing three cities, Uther decided to deal with the Undead Hordes. However, when the Legions prepared a trap for Mortis's troops, it turned out that there was no trace of the undead there. Uther, to whom the demons turned with a question, said that he was not really Bethrezen, and that he intended to deal with the demons loyal to the real lord of hell with the help of Astaroth, who had come over to his side. The legions were divided. The demons loyal to the real Bethrezen had to kill Astaroth in order to avoid death and save their master. During the campaign, the demons helped the orcs who turned to them.

The defeated Astaroth fled from the Legions to Uther. It turned out that the rite of incarnation of Bethrezen into the body of Uther, carried out ten years ago, was only partially successful: the heir to the Empire received part of Bethrezen's strength and mind, but remained an independent person. Soon the infernal priests saw a prophetic dream - the power of their master was increasingly leaving for Uther. For Bethrezen to live, the Legions needed to kill Uther and protect the Hellgate, through which Bethrezen could speak to his priests. When the demons advanced towards the fortifications of the Empire, where Uther was, they were offered help by the greenskins, or rather, their king, the black dragon Garkenash. The Mountain Clans also offered their help.

When Uther was finally killed, Bethrezen was freed from his power, but remained imprisoned in his fiery dungeon.

addon.

In 2006, it was localized by the Akella company and released as part of three collections: Disciples Gold, Disciples World and Disciples II: Rise of the Elves Gold. In publications Disciples Gold and Disciples World the game is installed only with the Disciples II: Gallean's Return addon. Akella's publications retain the original voice acting of the characters, and all videos and texts are translated into Russian. Along with the game, a detailed user manual in Russian is installed.

Strategy as it is The choice of play style is highly dependent on the race. The Empire has the most powerful mage heroes. Behind the seemingly obvious simplicity of combat in Disciples 2 lies complex game mechanics. Certainly,

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Guides and Walkthroughs

strategy as it is

Behind the seemingly obvious simplicity of the battle in Disciples 2 hidden complex game mechanics. Of course, there is no continuous maneuvering a la "Heroes of Might and Magic", the troops here simply converge face to face and begin a kind of exchange of views. Whoever has the most thorny and weighty opinions wins. But if you look closely and delve a little into the gameplay, it turns out that not everything is so simple. Here in the same "Heroes" very often a hero with a twofold superiority in manpower and levels was simply doomed to win. In strategies, the decisive argument in battle is usually the large number of troops and the pumping of the hero. Disciples 2, on the other hand, gives armies that are obviously weaker in terms of coolness a certain chance. The chance lies in the correct use of each of the abilities of the creatures under your control. Against a crowd of muscle-flexing warriors, you can throw one werewolf (Werewolf), and that's it - he sweeps away any number of troops that have forgotten about the need for the presence of magicians. With immunity to normal weapons, the werewolf simply ignores any encroachment from normal warriors. There are a lot of similar tricks in the combat system.

I want to say that if you prove yourself a competent tactician, then you can defeat armies several times stronger. In strategies, this principle is not very common. The course of the battle can change a lot, including the magic that is used both during battles and outside of them, on the strategic map. Mana is spent on magic, which accumulates quite quickly in a developed economy. In general, the economy is quite important, although not as critical as in Starcraft (where, as they joke, with superiority in finance and territory, you can kill the enemy with crowds of peasants). First, you are required correct use gold that goes to: hiring simple units and heroes of the first level, for treatment and resurrection; the purchase of various equipment, items and spells, the construction of buildings to upgrade creatures, the installation of special Rods (“wands”) that expand the territory. That is, it is obvious that the gold will come in handy. The second side of the economy is mana management. For the first two levels of magic, the “native” mana for the race will do, but for more powerful spells, you will have to find opportunities to continue exploring the map and searching for sources of the other three types of this same magical energy. At the same time, you can control the sources of mana or gold (each gives 50 units of mana and coins per day, respectively) only if they, the sources, are located on your territory. The territory next to the castle or city or near the wand installed for 150 coins becomes yours. The hero who installs these same wands can also destroy strangers, and for free. Thus, the city next to the source can not be captured, it is enough to spend money on one wand. The advantage of this approach is that it will not be necessary to defend the conquered city later, there will be no wounds and losses as a result of its assault. The disadvantage of this strategy is no less logical: without capturing the city, you will not be able to enter it as a hero in the future to heal or hire new troops. Treatment in a city or a citadel can be done right away - if you have money and a built Temple (Temple), or by staying in it for a couple of days. Cities have five levels of development: from a village to almost a metropolis. At the same time, you can develop the city only once per turn and only for money. Naturally, the larger the settlement, the faster the armies heal in it, the better they will be protected during the battle inside the city walls, and the more guards can be left in the garrison.

Fight rules

Imperial Mages have the least amount of life, so take care of them like the apple of your eye!

In order to successfully conduct battles and at the same time not lose troops, I advise you to learn a few rules and understand the basic concepts. So, each hero can lead several more creatures into battle with him. The entire army consists of six cells: three cells in two lines. One cell is occupied by the hero, and the rest are his handy ones. Your choice includes warriors, mages, archers and support creatures. Warriors just hit the enemy closest to them, and that's it. They must always stand in the first line of troops, otherwise they will not be able to fight. Unless, of course, the first rank is destroyed by the enemies and the second rank with the warrior does not, logically, become the first. Archers are also able to hit only one target, but they can choose any. The same magicians standing behind their warriors are inaccessible to your fighters, but archers shoot through them. Unfortunately, neither the magicians nor the shooters have a lot of lives, so in any case at least one warrior must cover them. Mages know how to hit on the area, they do little damage, but on all enemies at once. This is the difference between the archer and the magician: both of them reach enemies far away from him, but at the same time the archer does a lot of damage to one creature, and the magician does a little damage, but to several. As you understand, it is more profitable to use archers against one or two creatures.

Usually it turns out that the warriors serve only for cover, they do not kill the shooters and sorcerers of the opponent, therefore the number of lives, and not the attack power, is most important for them. Here's a trick on the subject. In extreme cases, when a warrior is badly wounded, you can put him in the second rank. He is not capable of attacking from there, but the soldiers of the enemy will not get him either. This option is also good if a level increase is nearing. With a new level, as you know, all the health of the creature is restored.

The location of the units in the second rank does not matter, but a lot depends on the placement of the fighters in the first rank. The top fighter of your army can only hit the other top fighter and the fighter in the middle, but not the bottom one. The warrior in the center of the first line can get any of the enemy soldiers, but at the same time he can be attacked from three sides at once. Therefore, we always put the strongest and most tenacious fighter in the center, he will get the most. If you only have two warriors, it's best to leave the center empty.

Now about the possibilities on the battlefield. You have four icons: defend, wait, flee, and auto fight. Defense disables the creature's turn, but it only takes half the damage dealt to it that turn. Example: the enemy has three fighters, and in your army there is one warrior with three magicians on his back. Be sure to force the warrior to defend himself: only in this way will you have a chance to win. Another option for a defensive opportunity arises when victory is close at hand, but one of your creatures needs to be kept alive. Then his chances of survival will increase significantly.

Wait causes the creature to move at the very end of your turn, after all other allies. Useful if you don't want to spend a powerful attack against a creature with several lives, but intend to hit the big one lurking behind its back. As for running away, sometimes it's not the worst option. By running away from the battlefield, you do not lose absolutely anything, except for the experience for already killed enemies. You can immediately heal / resurrect the army and strengthen it with magic in order to continue the battle on the next turn. It also makes sense to retreat if during the final battle in the mission you have already almost won and do not want the experience to be shared by the whole army. It is better to let one hero remain, who will finish off the enemy.

Features of creatures. There are a lot of subtleties here, which would also be nice to understand. Firstly, only in the world of Disciples there is such a thing as Ward. He is a ward, a protective sign. So, a creature with a certain type of ward completely ignores the first attack of a certain type in a battle. Kind of like first hit immunity. Let me give you an example: two cultists are fighting against a flamethrower dwarf. When the first of them causes a fiery storm, the dwarf will completely ignore it. From the second and subsequent fiery storms, he will suffer, as usual. If a new battle with the cultists begins, the dwarf will again gain invulnerability from the first fire attack. A ward can be an innate ability of a creature, it can come from casting magic on a strategy card, or from using a special bottle. A ward is also acquired by the hero, and only by him, if he carries the appropriate magic book. When pumping a high-level hero, he will also be offered the choice of receiving one of the wards. Now with regard to immunity. Immunity is similar to a ward in that it also allows the creature to completely ignore certain types of attacks. The difference between them is that immunity gives protection not only from the first attack, but also from all subsequent ones, no matter how many there are. It is impossible to acquire immunity, certain immunities are available to various creatures from the moment of their birth or development. By the way, if the creature has a ward or immunity against the main attack (with a dagger-weapon, for example), then an additional one will pass by (poison from a dagger), even if there is no protection from it. If there is no protection from the main attack, but there is protection from the additional one, then the protection will work only for the additional attack.

The next important point. One creature can have two types of attacks. This does not happen very often and indicates a sufficient coolness of the creature. There is a rule here. The second attack follows the first, that is, if the first failed, then the second along with it. Since both attacks have their own chance to hit, the first attack can pass, but the second cannot. From the consequences of all second attacks, which usually last for some time (poisoning, paralysis, petrification, poison), healing performed by healers and alchemists of people and dwarves can save.

Creatures also have the ability to attack twice during their turn. In the table, this is indicated as (*2).

Victory Tactics

Each of the four saga campaigns is split into seven separate missions. In the initial missions, the development of your troops will be severely limited, and only the simplest magic will be present. In the first missions, when choosing options for upgrading creatures, always choose the right branch of development. So you get enough strong warriors and you won’t lose anything with the rejection of the left branch of development. All the same, the most powerful creatures along her line will not be allowed to develop until later missions.

When choosing a new saga, you will be prompted to decide on the level of difficulty and your favorite type of hero. The complexity of the game affects the amount of incoming money, as well as the course of the battle. The higher the difficulty, the more likely your unit will miss and the enemy will hit. For example, on the Very Hard level, your ghost will hit the enemy half the time, and exactly the same, but the enemy ghost - almost always. As for the choice of the type of hero, then here you also need to break your head. Mage Lord has the ability to spend half as much money on learning magic. He can use the same spell not once a day like other heroes, but twice. Only the Mage Lord can access level 5 magic. Warrior Lord's troops automatically regenerate 15% every day. Guildmaster Lord Thieves get additional features, for example, they can poison the hero or move his magicians to the first rank, in place of the warriors. Expanding cities costs half as much, which means you can heal the troops located in them faster. Personally, I would advise for the Clans and the Empire to take the Warrior Lord, and for the Legions and Hordes of the undead, the Mage Lord.

When fighting the final boss of each of the campaigns, the tactics required are approximately the same. You need to give all members of the squad as much armor as possible, preferably bringing it up to 90% (maximum value). This means that your troops will take exactly ten times less damage than they would normally. To pump up the troops with armor, I strongly recommend that when you go to the seventh mission, take a couple of bottles with +50 armor with you (at worst, they will do with +30). Before completing the sixth mission, buy them in the store or find them somewhere else. Having pumped up the army with means of strengthening armor, use the corresponding magic that the same Empire has (Holy Armor). As your next action, add one Incubus (Legions) or one Shade (Undead Hordes) to your party. Having survived one attack, they will be able to immobilize the main villain on their turn. If you succeeded, then consider that you have won. Well, in order for these creatures to better fulfill their duty and have more chances to hit the boss, give them hit drinks.

To defeat the boss, it is also useful to look at his characteristics in the corresponding table. So, in the final for the Empire and the Legions, you must destroy the boss named Demon Uther. From his characteristics it follows that he is able to paralyze the entire squad at once, plus he has immunity to the magic of the Mind, that is, to your paralysis. Given this information, in the final for the Empire, be sure (!!!) to prepare warriors in the form of a Grand Inquisitor with immunity to paralysis. The Legion, on the other hand, must abandon the witches with their transformation (the sphere of Mind), and call on the help of Incubus. The creature's second attack should turn the final boss to stone.

Hero Development

Having gained enough experience, the hero gets the next level. At the same time, he is given the opportunity to choose one of the special abilities - once for each new level. The ability menu does not depend on the race or type of hero, the development scheme is the same for all. The brackets indicate at what level the hero is offered this skill. At the same time, after the fifteenth level, the hero generally ceases to be given abilities.

Banner Bearer (2) - Ability to carry flags

Pathfinding (2) - Increase movement speed by 20%

Artifact Lore (2) - Ability to take artifacts

Arcane Knowledge (2) - Ability to carry magic books

Arcane Lore (3) - Orb Skill (Orb)

Leadership (3) - Ability to take an additional creature to the squad

Travel Lore (3) - Ability to wear boots

Natural Armor (4) - +20 Hero Armor

Might (4) - +25% hero attack

Advanced Pathfinding (5) - Increased movement speed by 25%

Arcane Power (5) - Ability to use talismans

Leadership (6) - Ability to take one more creature to the squad

Weapon Master (6) - All creatures in the hero's party get +25% experience gain

Keen-Sight (7) - Increased view range when exploring the map

Accuracy (7) - +20% Hero Attack Accuracy

Natural healing (8) - Each turn, the hero recovers an additional 15% of health

Toughness (8) - +20% Hero HP

Incorruptible (9) - The hero completely ignores all actions of enemy thieves

Water Ward (10) - The hero acquires the Water Ward

Earth Ward (11) - Hero acquires Earth Ward

First Strike (13) - +50% Hero Initiative

Fire Ward(14) - Hero acquires Fire Ward

Air Ward (15) - The hero acquires the Air ward

We Are The Champions! (victory codes)

While playing, press Enter, enter the code and press again Enter.

money for nothing- mana and gold are 9999.

help!- healing of all units.

borntorun- the ability to move around the map again.

wearethechampions- win.

loser- lose.

herecomesthesun- open the map.

anotherbrickinthewall- you can build a building again (in the citadel).

give peace- peace with all races.

badtothebone- war with all races.

cometogether- alliance with all races.

stairway to heaven- add the level of experience to all units and heroes.

Leader stats

The column "Behavior (Goals)" indicates how this or that creature behaves on the battlefield. The warrior attacks only one, the closest creature. The magician covers the entire squad, and the archer shoots at any of the creatures present. The support creature cannot directly attack the enemy, it only strengthens the rest of its squad members. Targets indicate how many creatures are affected by the creature's attack or ability. It can be the whole squad (6 creatures), or one specific one. For a mage, the value of "target" is always 6, for an archer and a warrior - 1. But support creatures can have either one target or all six. That's why it's in parentheses.

table 2
Leaders of the Mountain Clans
Table 3
Leaders of Undead Hordes
Banshee
Speed ​​20
Skills: Plant Rod 20 No/Death 100/0 Paralysis Mind 0 70% Support (1)lich queen
Speed ​​20
Skills: Scrolls & Staffs, Orbs 40 No/Death 65/0 Storm Fire 30 80% Magedeath knight
Speed ​​20
Skills: Artifacts 50 No/Death 150/0 Blade Weapon 50 80% WarriorNosferat
Speed ​​35
Skills: Traveling Items 50 No/Death 90/0 Vampire Self Death 10 80% MageThief
Name In. Ward/ Immunity Life/ Armor Attack Type Damage % Behavior (Goals)
Table 4
Leaders of the Legions of the Damned
Baroness
Speed ​​20
Skills: Plant Rod 20 No/ No 100/0 Fear Reason 0 80% Support (1)Arch-Devil
Speed ​​20
Skills: Scrolls & Staffs, Orbs 40 No/None 65/0 Storm Fire 30 80% M.Duke
Speed ​​20
Skills: Artifacts 50 No/None 150/0 Sword Weapon 50 80% WarriorConselor
Speed ​​35
Skills: Traveling Items 60 No/None 90/0 Arrow Weapon 40 80% ArcherThief
Speed ​​25 60 No/No 100/0 Dagger Weapon 30 80% Warrior
Name In. Ward/ Immunity Life/ Armor Attack Type Damage % Behavior (Goals)

SECOND PAGE

Creature statistics

The Empire

The Empire has the worst infantry. This can be seen in the example of the simplest soldiers - Squire. They also have fewer lives than ordinary soldiers of other races, and they fight averagely. Mages have a similar picture. The same average, and with a small number of lives. At the same time, almost no one has wards and immunity, except for the inquisitors and witch hunters specializing against the magic of the Mind. The troops of the Empire also have obvious advantages. This is a high initiative, allowing you to attack first in most battles. Plus, obviously, archers of normal strength, whose purpose, for the most part, is the destruction of tenacious wizards from other races. Finally, only the Empire has the most successful support unit in the form of a healer. His presence on the battlefield significantly increases the life expectancy of all the soldiers of the aged Emperor. To win battles, it is necessary to have one healer in the army, in rare cases - two. A noticeable feature of the Empire is the absence of large fighters, all (except for the Titan) warriors occupy exactly one cell. This is both a plus - you can take more creatures - and a minus: the more people in the squad, the worse the attacks of magicians are tolerated. Be afraid of magicians, for you they are the most dangerous creatures! If a cultist from the Legions of the Damned covers two or three units with fire, this is one thing, and if five or six, then this is already another. The best hero for the Empire would be a mage, Archmage. It should be covered by an archer, a healer and two or three warriors.

In general, building the right army for the Empire is much easier than for any other race. Some weakness of the Imperial armies in terms of vulnerability to enemy weapons and magic should be compensated by advanced defensive and offensive magic. Yes, people (namely, they make up the backbone of the Empire's troops) have almost no defiant spells or sorcery that worsens the combat capability of enemy troops. But then there are healing spells (similar to the dwarves from the Mountain Clans) and unique spells that give wards, increased armor and damage. Hung with such magic, the human army becomes much stronger. People's offensive magic is also at their best, obviously. So, the strength of people is in their support fighters, in clerics. Tricks. Almost at the very end of the battle, leave the weakest enemy alive. Defend yourself with warriors from him until the healer fully heals the entire party. Only then end the fight. By the way, at the end of the battle, the healer is always given one "free" opportunity to heal any friendly creature.

If you first attack the enemy mage with the Imperial Assassin, then it will not be difficult to finish him off. Even if the opponent survives, at the beginning of his turn, the effect of the poison will work. The poison usually lasts one or two turns and deals approximately 20 damage. But if the same Imperial assassin is more pumped than his usual counterpart, then the poison after his attack will be more deadly. An interesting Elementalist unit has the ability to summon one air elemental each turn. It is not entirely clear how these weak creatures can help in battle. Apparently, they are needed in the event of the destruction of soldiers in the first line.

Table 5
The Empire
Acolyte 10 No/No 50/0 Heal Life +20 100% Support (1)Angel 50 No/No 225/0 Blade Weapon 125 80% WarriorApprentice 40 No/No 35/0 Lightning Air 15 80% M.archer 60 No/No 45/0 Arrow Weapon 25 80% ArcherCleric 10 No/No 75/0 Heal Life +20 100% Support (6)Defender of Faith 70 No/No 225/30 Sword Weapon 125 80% WarriorElementalist 40 Air/None 95/0 Challenge Air 0 100% Support (1)Grand Inquisitor 50 Fire/Mind 210/0 Mace Weapon 100 80% WarriorHeirophant 10 No/No 125/0 Heal/Revive Life +120 100% Support (1)Holy Avenger 50 No/No 250/0 Sword (*2) Weapon 75 80% WarriorImperial Assassin 60 No/No 135/0 Dagger/Poison Weapon/ Death 75 85% /75% ArcherImperial Knight 50 No/No 200/0 Spear Weapon 75 80% WarriorImperial Priest 10 No/No 100/0 Heal Life +80 100% Support (1)Inquisitor 50 No/Intelligence 180/0 Mace Weapon 75 80% WarriorKnight 50 No/No 150/0 Sword Weapon 50 80% WarriorMage 40 No/No 65/0 Lightning Air 30 80% M.Marksman 60 No/No 90/0 Arrow Weapon 40 85% ArcherMatriarch 10 No/No 100/0 Heal/ Heal Life +40 100% Support (6)Paladin 50 No/No 175/30 Sword Weapon 100 80% WarriorPriest 10 No/No 75/0 Heal Life +40 100% Support (1)prophetess 10 No/No 125/0 Heal/ Heal Life +70 100% Support (6)Squire 50 No/No 100/0 Sword Weapon 25 80% WarriorTitan 50 No/No 250/0 Fist Weapon 60 80% Big warriorwhite wizard 40 No/No 125/0 Lightning Air 60 80% M.witch-hunter 50 No/Intelligence 140/0 Sword Weapon 50 80% WarriorWizard 40 No/No 95/0 Lightning Air 45 80% M.
Name In. Ward/ Immunity Life/ Armor Attack Type Damage % Behavior (Goals)

Mountain Clans

Hardened in extreme cold, the Mountain Clans boast some of the toughest warriors, archers, and even mages. Killing a gnome sorcerer is sometimes harder than a soldier of another race. What can we say about stocky and bearded warriors?! Unfortunately, the slowness of the gnomes, both on the battlefield and on the strategic map, also remained with them. If on the map it is possible to increase the movement speed of the armies of the Podgorny people with the help of witchcraft, then during the battle it is they who will have the worst initiative. Dwarf archers are also worse than human archers, although they are more enduring. There are also problems with mages. It is possible to create a tenacious giant sorcerer, but still it will be less useful than we would like. The magic of the dwarves is very similar to the Imperial, in some ways even stronger. Spells that cause and accelerate movement on the map are better designed. In general, the strength of the gnomes is in their infantry and giant fighters. The best army would be one giant with an alchemist giving him a second attack, plus a hero, mage and archer.

At the same time, all heroes are suitable for the army of gnomes. The warrior becomes next to the giant, the magician with the archer are located behind him. In no case do not put a simple dwarf soldier next to the giant. Enemies will completely ignore the giant, focusing all attacks on the dwarf. Then, after each battle, you are tormented to revive him. Since dwarven troops require special use, create armies depending on the type of enemy. Against the Legions of the Damned, try not to use flamethrowers, as most enemies are immune or warded to fire. Be sure to take giants with you to battles with the undead. Please note: for giants, even for the simplest ones, the attack is not with a weapon, but with one of the elements: Earth, Water or Air. Therefore, the giants will be able to perfectly endure undead opponents with immunity to weapons.

Tricks. Wolf Lord is able to transform into Spirit of Fenrir. It is not entirely clear why he needs it, because if the enemies made their way to the second rank, then things are bad anyway. But maybe this ability will come in handy. A more useful skill for a creature named Son of Ymir allows him to add additional cold damage during a normal attack. What makes poison and this additional damage generally good is that they completely ignore the amount of armor on the enemy. The amount of damage will always be the same.

Support creatures like Tenderfoot and Novice only increase the damage of your creatures for one turn. In contrast, Druidess and Archdruidess increase damage for the rest of the battle. That is, after a few moves with their help, you can strengthen the entire army.

Table 6
Mountain Clans
Alchemist 10 No/No 120/0 Repeat Attack Life 0 100% Support (1)archdruidess 70 No/None 150/0 Damage Up Life +100% 100% Support (1)Ax Thrower 40 No/No 65/0 Met. ax Weapon 25 80% ArcherCrossbowman 40 No/No 110/0 Bolt Weapon 40 80% ArcherDruidess 70 No/None 120/0 Damage Increase Life +75% 100% Support (1)Dwarf 40 No/No 150/0 Hammer Weapon 30 80% WarriorDwarf King 20 Mind, Water /None 250/30 Mace Weapon 100 80% WarriorElder One 20 No/No 400/0 Lightning Air 80 80% Major MageFlame Caster 40 Fire/None 130/0 Flamethrower Fire 35 80% M.Forge Guardian 40 No/No 155/0 Bolt Weapon 70 80% ArcherHermit 40 No/No 250/0 Storm/Initiative Decrease Water 55 80%/ 33% MageHill Giant 30 No/No 210/0 Cudgel Earth 60 80% Large WarriorIce Giants 30 No/Water 400/0 Storm Water 120 80% Big warriormountaineer 40 No/No 225/0 Storm Water 30 80% M.Novice 70 No/None 90/0 Damage Up Life +50 100% Support (1)Rock Giant 30 No/No 310/0 Fist Earth 90 80% Big WarriorRune Master 40 No/No 300/0 Ax (*2) Weapon 65 80% WarriorSon of Ymir 50 No/Water 500/0 Ice floe/ Cold Water 150/30 80%/ 85% Big warriorSpirit of Fenrir 50 No/No 275/0 Claws Weapon 90 80% WarriorTempest Giant 20 No/No 350/0 Lightning Air 50 80% Major MageTenderfoot 70 No/No 60/0 Attack Boost Life +25% 100% Support (1)Venerable Warrior 40 No/No 275/0 Ax Weapon 100 80% Warriorveteran 40 No/No 250/0 Hammer Weapon 80 80% WarriorWarrior 40 No/No 200/0 Hammer Weapon 55 80% Warriorwolf lord 40 No/No 225/0 Storm Water 40 80% M.Yeti 40 Water/None 230/0 Breath Water 30 80% Major Mage
Name In. Ward/ Immunity Life/ Armor Attack Type Damage % Behavior (Goals)

The Undead Hordes

If the Hordes of the Undead are allowed to develop, they will have at their disposal the most deadly army in existence. Only the undead have magic dragons that can both cover the entire enemy squad with a plague cloud and cover the second rank. Great fighting and support creations. Be sure to take at least one of these creatures with the paralysis skill into the party. Paralysis is especially useful when fighting powerful lone creatures, such as octopuses and various dragons. Paralysis can also be sent by the most advanced undead soldiers as their additional attack. Of course, in most cases, creatures get rid of paralysis (Break) already on the first turn. But then they can be paralyzed again - even before they get the right to attack. Therefore, be sure to hire one dragon mage and one stunner in the squad. Unfortunately, there is no perfection in the world. The undead almost completely lack archers.

Yes, you can develop to them, and for quite a long time, but in the early stages they don’t exist at all! Even the scout hero of the undead is not an archer, but a magician! Without archers, undead armies are more vulnerable to wizards and sorcerers of all other races. Therefore, the undead troops must make more efforts than all other troops in order to quickly destroy the warriors in the first rank. Try, of course, to upgrade a simple mage to an archer in order to kill the dangerous sorcerers of the Legions of the Damned in time.

By the way, pay attention to the fact that most of the units of the Undead Hordes are not only immune to Death magic, but also attack with Death themselves. Therefore, be prepared for problems in case you have to fight other undead. Undead mages are often unable to harm each other. In this case, only the blades of the soldiers can help. Or they may not help, because some undead creatures have immunity to weapons. The only way out in this case is to use the magic of Lich Queen, a heroine with knowledge in summoning firestorms. To the element of Fire, the undead have no protection.

Tricks. When a vampire deals damage to enemies, he takes half of their lives for himself. At the same time, the elder vampire even knows how not only to take life for himself, but also to give it to all the other wounded creatures of his squad. Practically the treatment of one's health at the expense of the enemy's. When choosing the direction of development of soldiers, it is best to make skeletons out of them. Creating a Templar and a Dark Lord only makes sense if there are clearly frequent battles against mages or giants from the Mountain Clans.

Table 7
The Undead Hordes
Archlich 40 No/Death 170/0 Plague Death 90 80% MageDark Lord 50 Fire, Water, Earth, Air/None 200/0 Blade Weapon 75 80% WarriorDeath 60 No/Weapon, Death 125/0 Claw/Poison Death/Death 100 80%/50% ArcherDeathdragon 35 No/Death 375/0 Breath Death 55 80% Major Magedoomdrake 35 No/No 300/0 Breath Death 40 80% Major MageDracolich 35 No/Death 525/0 Breath Death 75 80% Major MageDreadwyrm 35 No/Death 450/0 Breath/Poison Death 65 80/40% Major MageElder Vampire 40 No/Death 210/0 Vampire to all Death 60 80% MageFighterGhost 20 No/Death 45/0 Paralysis Mind 0 65% Support (1)Initiate 40 No/No 45/0 Plague Death 15 80% MageLich 40 No/Death 140/0 Plague Death 70 80% MageNecromancer 40 Death/None 105/0 Plague Death 45 80% MagePhantom Warrior 50 No/Death 320/0 Blade/ Paralysis Death/Mind 125 80%/ 50% Warriorshade 20 No/Death 135/0 Paralysis Mind 0 50% Support (6)Skeleton Champion 50 No/Death 270/0 Sword Weapon 100 80% WarriorSkeleton Warrior 50 No/Death 220/0 Sword Weapon 75 80% WarriorSpecter 20 No/Death 90/0 Paralysis Mind 0 70% Support (1)Templar 50 Fire, Water, Earth, Air/ No 160/0 Spear Weapon 50 80% WarriorVampire 40 No/Death 185/0 Vampire Self Death 50 80% MageWarlock 40 No/No 75/0 Plague Death 30 80% MageWerewolf 50 No/Weapon 100/0 Claws Weapon 40 80% Warriorweight 50 No/Weapon, Death 105/0 Touch/Unlevel Death 75 80% ArcherWraith 60 No/Death 75/0 Touch Death 60 80% ArcherWyvern 35 No/No 225/0 Breath Death 25 80% Major MageZombie 50 No/Death 170/0 Sword Weapon 50 80% Warrior
Name In. Ward/ Immunity Life/ Armor Attack Type Damage % Behavior (Goals)

THIRD PAGE

Legions of the Damned

Each of the heroes of the Legions of the Damned has the ability to fly. This allows you to easily and quickly cross rivers and pass through forests. As for the quality of the troops themselves, there is nothing to complain about either. The creatures of the Legions have a fairly large number of lives, and they do decent damage. With the initiative, they are also all right. The only obvious problem is that there are no regular archers, but only a gargoyle occupying two cells. Too much for an archer. True, the gargoyle has very strong armor, this allows it to almost not receive serious damage, and it attacks painfully. In general, the peculiarity of the race of the Damned is a large number of large creatures, including warriors in the form of various kinds of demons.

There are simply not enough places in the armies of the Legions to create support and mages. Although, on the other hand, you will not have such a choice - to take magicians or assistants into the army. During the development of the cultists, you will get either one or the other. Since the creation of support from the Legions is simply necessary, then you will obviously have to abandon the mages. The funny thing is that you really need all three support creatures (Doppelganger, Incubus, Hag), and you can only have one of them in your armies. If you think about it, fewer creatures have immunity to Earth than to Mind, so Incubus is preferable to Hag, and the former attacks more accurately. True, in many situations it will also be difficult without Doppelganger ... In any case, you will have to abandon mages, which is not good in many cases. The only way out of the situation is to put a mage-hero at the head of the army.

Tricks. Doppelganger can transform into almost any creature present on the battlefield. The exception is large creatures that occupy two cells. The second exception is that you cannot turn into Guardians guarding the main strongholds of each race. But no one bothers to create during the battle, for example, two Uthers (think about what opportunities open up!) Or two main characters. If an Imperial Healer opposes you, then there is a great chance to heal the entire army. In general, the possibilities of using this unit are many, it is enough to have a good imagination.

Another creature of the Damned, Infernal Knight, is distinguished by a special ability - to independently restore about half of the lost lives per day. Finally, the most powerful creature in the game, and for the Legions in particular, is Tiamat. I recommend it not only for the powerful attack of the entire army of the enemy, but also for the ability to reduce the retaliatory damage of enemy henchmen.

Table 8
Legions of the Damned
Abyssal Devil 40 No/None 600/0 Blade/ Petrification Weapon/ Mind 140 Large WarriorAnti-Paladin 50 No/No 220/0 Ax Weapon 75 80% WarriorBeast 20 No/No 420/0 Claws Weapon 70 80% Major MageBerzerker 50 No/No 170/0 Ax Weapon 50 80% WarriorCultist 40 No/No 45/0 Rain Fire 15 80% M.Demon 35 No/No 270/0 Strike Weapon 80 80% Large WarriorDemon Lord 40 No/No 470/0 Ax Weapon 140 80% Big warriorDemonologist 40 No/No 105/0 Rain Fire 45 80% M.Devil 35 No/No 170/0 Strike Weapon 50 80% Large WarriorDoppelganger 80 No/None 120/0 Polymorph/Strike Any/Weapon Any 30 80% AnyFiend 50 No/No 250/0 Hit/Poison Weapon/ Death 60 80%/ 40% Major WarriorGargoyle 60 Mind/Poison 90/40 Gems Weapon 40 80% Large archerhag 20 No/No 115/0 Polymorph Mind 0 80% Support (1)Incubus 20 No/None 135/0 Petrify Earth 0 65% Support (6)Infernal Knight 50 No/No 270/0 Sword Weapon 100 80% WarriorMarble Gargoyle 60 Mind/Poison 150/60 Gems Weapons 65 80% Large Archermodeus 40 Fire/None 170/0 Storm Fire 75 80% M.Moloch 35 No/No 370/0 Claws Weapon 110 80% Big warriorOnyx Gargoyle 60 Mind/Poison 170/65 Gems Weapons 85 80% Large ArcherOverlord 40 No/No 570/0 Blade 170 80% Warriorpandemoneus 40 No/No 135/0 Storm Fire 60 80% M.Possessed 50 No/No 120/0 Sword Weapon 25 80% WarriorSorcerer 40 No/No 75/0 Rain Fire 30 80% M.Succubus 20 No/No 145/0 Polymorph Mind 0 40% Support (6)Tiamat 20 No/No 495/0 Claws/Damage Reduction Weapon/Mind 100 80% Major MageWitch 20 No/No 75/0 Polymorph Mind 0 80% Support (1)
Name In. Ward/ Immunity Life/ Armor Attack Type Damage % Behavior (Goals)
Table 9
Bosses
Asteroth 50 No/Fire, Intelligence 1020/0 Sword (*2) Weapon 150 80% WarriorBone Lord 50 No/Intelligence, Death 400/0 Vampire to all Weapons 65 80% WarriorDark Elf Lyf 60 No/Mind, Water 250/0 Challenge Life 0 100% SupportDemon Uther 65 Death, Water, Air, Earth/Fire, Sanity 1500/0 Storm/Paralysis Fire/Mind 150 90% /60% M.Drega Zul 50 Death/None 200/0 Blade/Poison Weapon/Death 65 80% /50% WarriorErhog the Dark 40 Fire, Water, Air, Earth/ Death 95/0 Vampire Death 45 80% M.Erhog the Necromancer 50 Fire, Water, Air, Earth/ Death 300/0 Vampire Death 60 80% M.elf queen 60 No/Intelligence 800/30 Breath Life 125 95% M.Hubert de Layle 60 No/No 200/30 Mace Weapon 75 90% WarriorMage Hugin 40 No/No 900/0 Tornado Air 70 80% M.Manticore 50 No/None 800/30 Tail/Poison Weapon/Death 150 80% /90% WarriorMaster Occultist 90 No/No 310/0 Call Death 0 100% SupportNhiddog 50 No/No 2000/0 Bite (*2)/Poison Weapon/ Death 150 90% /90% WarriorPrincess Yataa' Halli 40 No/No 250/20 Ax Weapon 80 80% WarriorUther (Empire) 50 Fire, Water, Air, Earth/None 300/0 Sword/Paralysis Weapon/Mind 80 80% /60% WarriorUther (Evil) 60 Fire, Water, Earth, Air, Death, Sanity/None 300/0 Fireball/Paralysis Fire/Intelligence 100 90% /90% Marksman
Name In. Ward/ Immunity Life/ Armor Attack Type Damage % Behavior (Goals)

Neutral Creatures

Table 10
Humans, elves and greenskins
Man at Arms 50 No/No 95/0 Ax Weapon 25 80% WarriorPeasant 30 No/No 40/0 Pitchfork Weapon 15 75% WarriorSpearman 50 No/No 140/0 Spear Weapon 50 80% Warriorcentaur 60 No/No 140/0 Arrow Weapon 40 80% ArcherCentaur Lancer 55 No/No 165/0 Spear Weapon 65 80% WarriorElf Lord 50 Air/None 195/0 Lightning Air 50 80% M.Elf Ranger 65 No/No 65/0 Arrow Weapon 25 80% Archerforest elf 65 No/No 65/0 Spear Weapon 40 80% WarriorGriffin 50 No/No 200/0 Claws Weapon 95 80% WarriorOracle Elf 10 Air/None 125/0 Heal Life +60 100% Support (6)skylord 50 No/No 420/0 Claws Weapon 140 80% WarriorGoblin 30 No/No 50/0 Spear Weapon 15 80% WarriorGoblin Archer 50 No/No 40/0 Arrow Weapon 15 80% ArcherOgre 20 No/No 300/0 Cudgel Weapon 130 80% Large WarriorOrc 40 No/No 200/0 Ax Weapon 55 80% WarriorOrc Champion 40 No/No 220/20 Flail Weapon 80 80% WarriorOrc King 55 No/No 295/30 Ax Weapon 115 80% WarriorTroll 40 No/No 350/0 Fist Weapon 120 80% Big warrior
Name In. Ward/ Immunity Life/ Armor Attack Type Damage % Behavior (Goals)
Table 11
dragons
Black Dragon 40 No/Death 800/0 Breath Death 125 75% M.blue dragon 40 No/Water 700/0 Breath Water 100 75% M.green dragon 40 No/Fire 600/0 Breath Fire 60 75% M.red dragon 40 No/Fire 800/0 Breath Fire 125 75% M.white dragon 40 No/Air 700/0 Breath Air 100 75% M.
Name In. Ward/ Immunity Life/ Armor Attack Type Damage % Behavior (Goals)
Table 12
Rest
Air Elemental 40 No/Air 100/0 Throw Air 30 80% WarriorLizard Man 50 No/No 200/0 Sword Weapon 75 80% Warriormedusa 20 No/None 115/0 Petrify Earth 0 60% Support (6)Kraken 40 No/No 350/0 Tentacle Weapon 120 80% WarriorMermaid 20 No/None 75/0 Storm/Paralysis Water/Intelligence 20 60% /50% Support /MageMerman 50 No/No 140/0 Trident Weapon 40 80% WarriorSea Serpent 70 No/No 400/0 Bite Weapon 125 80% WarriorBarbarian Chieftain 40 No/No 275/0 Claws Weapon 100 80% WarriorBarbarian Warrior 40 No/No 250/0 Ax Weapon 80 80% Warriorwolf 50 No/No 180/0 Bite Weapon 55 80% Warriorbrown bear 65 No/No 270/0 Claw Weapon 60 80% Big warriorpolar bear 70 Water/No 300/0 Claw Weapon 80 80% Big warriorThug 65 No/No 65/0 Dagger Weapon 25 80% WarriorMaster Thug 75 No/None 110/0 Sword/Poison Weapon/Death 35 80% /80% WarriorPrimitive Giant 30 No/No 310/0 Mace Weapon 100 80% Big warriorOccultist 40 No/No 75/0 Call Death 0 100% Support (1)Ghouls 50 No/Death 150/0 Knife/Paralysis Weapon/Mind 35 75% /85% WarriorGiant Black Spider 35 No/No 370/0 Mandibles/Poison Weapon/Death 120 80% /90% Large warriorGiant Spider 35 No/None 420/0 Mandibles/Paralysis Weapon/Death 130 80% /80% Large Warrior
Name In. Ward/ Immunity Life/ Armor Attack Type Damage % Behavior (Goals)

1 2 3 All


Branch of development of fighters of the Legions of the Damned

Few in Nevendaar can match the sorcerers of the Legions in magical power. Most likely, this, along with the presence of powerful support troops, brilliantly wielding weapons in any form, was the reason why demons pay much less attention to the training of fighters. The Damned are the only playable race that does not have an alternative warrior branch. They develop absolutely linearly, just know how to build the necessary buildings. And yet, anyone who considers them useless and weak will make a big mistake. Perhaps the last in his life.

Possessed


The demon lord enslaved these strong-bodied but weak-spirited peasants to fight for him.

Like the sorcerers of the Damned, their warriors are human; at least, they can still be called people, even if in their soul every day there is less and less human, and their will is ruthlessly suppressed by demons.
The peasants, who were previously obsessed, are much more accustomed to holding agricultural implements in their hands than weapons, and therefore they wield the swords entrusted to them very badly, which cannot but affect the strength of their attack. Possessed no different from any other novice fighter - low damage, not too much health, but a very small amount of experience required to move to the next level.


Screenshot

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Berserk

: Fel Portal

Requirements: Not
Construction cost: 200


When everything human in these possessed creatures fades away, their cruelty becomes uncontrollable..

Over time, the will of a person who has become possessed weakens more and more, and when he passes through Fel Portal, the last sparks of reason go out, and the rage that grips the damned soul of yesterday's peasant is completely out of control.
Becoming berserk, the former Possessed comes to the conclusion that the sword is still not his, and takes on axes that are much more suitable for him. This weapon is much more effective - the damage immediately doubles.

Screenshot

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Dark paladin

Building required for promotion: Spirit Tower

Requirements: Fel Portal
Construction cost: 500


Demons have taken over the souls of these once-holy warriors. Their valiant past is now forgotten.

For an imperial peasant who dreams of becoming a knight, this will surely remain a pipe dream. But for a field worker who has come under the protection of demonic forces, such a career is quite possible. Unless, of course, he manages to survive in the many battles that lie ahead of him.
With luck, the uncontrollable rage in the berserker's already lost all human soul will subside, replaced by a cold hatred for all living things. The dark paladin is still a man, his mind regained clarity, but his soul already completely belongs to Bethrezen, for the glory of which he will fight from now until the end of time.

Screenshot

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Hell Knight

Building required for promotion: Idol of Bethrezen

Requirements: Spirit Tower
Construction cost: 1500


Once upon a time, these knights fought in the name of the Heavenly Father, but now their souls have been corrupted by Bethrezen. They still remember how to heal their wounds.

Having won many victories, the Dark Paladin for faithful service to Bethrezen is honored with rebirth into a demon, receiving a body corresponding to his soul. Axes remain in the past, they are replaced again (this time - finally) by the sword.
The damage inflicted by these warriors increases slightly, so that against the background of high-level fighters of other races, the Hell Knights look quite pale, especially considering that they have neither immunity, nor protection, nor armor. They don't have any additional damage.
However, former paladins have a very interesting ability that distinguishes them from all other warriors. They are able to restore 30% of health daily.
This happens regardless of which ruler you are playing as, and whether the warrior is in the city. The effect of all additional ways health recovery (lord general, able to heal the wounds of his warriors daily, healing in cities) stacks with the effect of this ability. This is all the more valuable since the demons have neither healers nor healing spells.

Screenshots


(2011-09-19 23:11:16)
> I always speak almost in an orderly tone, on paper or in text.
Meditate more. Otherwise they will be beaten.
Sergey, the words "I solemnly swear" were not uttered. There were plans, and when I announce my plans (in this case, let me remind you, this was done solely because you completely gouged my brain, and not on my initiative, and this is important), I try to stick to them, but this It does not always work. They may change. I now have so much material that no one has worked on, on the same third part, or on the universe as a whole, that I desperately do not want to spend my already brutally limited time on something that has long been known to everyone and everyone.
I say again what I repeated more than once or twice - magicians will appear, and arrows too, and everyone else. Don’t knock a specific date out of me, well, practice has already shown that nothing comes out in the end, everything collapses. Just wait, they will be and will be soon.
(2011-10-17 20:50:46)
Sergey, I can guess what she will ask you about)))) And you will never see the art))
(2011-12-06 20:30:19)
Sergey, maybe I can. But the content is still being handled by Rein, and I'm kind of like a moderator. =)
(2012-05-12 13:55:53)
Gal, dreams-dreams..
(2018-09-11 13:32:54)
12cm my penis
Checkers