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==============================================================================
Ý The aim of this file is to provide you with ALL information on Ý
Ý Disciples 2 : Dark Prophecy in a clear and readable format. Ý
Ý I hope it serves you well !! - Mister Sinister Ý
==============================================================================
(Dedicated to Simon, mon bras)
Table of Contents
1. Introduction and Overview of the Game
2. Basic Controls
3. The Four Races
4. Tact & Diplomacy
5. Types of Items
6. Empire Saga Walkthrough
7. Mountain Clans Saga Walkthrough
8. Undead Hordes Saga Walkthrough
9. Legions of the Damned Saga Walkthrough
10. Stats for Units
11. Rulers and Leaders
12. Comments on Units and Suggested Upgrade Routes
13. Tips and Tricks
14. Credits
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Ý SECTION ONE Ý
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
OVERVIEW
Disciples 2 is a turn-based strategy game where the player picks one of four major races and battles across either a pre-defined sequence of levels (the
Sagas), one of a number of set individual missions (the Quests), plays in a
Custom Saga, or with other human in multi-player mode.
It is a swords and sorcery type game, with a reasonably simple interface and gentle learning curve, but which boasts hours and hours of gameplay, and is quite honestly ? HELLISHLY addictive ... I heartily recommend it.
I have written a review for this game which you can read at http://www.gamefaqs.com. I have also written individual in-depth walkthroughs for the Sagas for the four main races in the game, all of which are available for free viewing at http://www.gamefaqs.com.
Comments, etc., are always welcome, and I can be reached at shadowpath@hotmail.com
- Mister Sinister, 2003
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Ý SECTION TWO Ý
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BASIC CONTROLS
As with any strategy game, troop management skills are FUNDAMENTAL to your success. In order to become a good Disciples 2 player, you will need to learn which units function well together, which units complement each other, and which units should definitely NEVER be placed together.
For example, sending nothing but Undead Troops to battle Undead Troops doesn't
SOUND unreasonable until you consider that MOST undead troops are immune to death magic, so if YOUR set of troops comprises nothing but Undead Spellcasters they will do practically NO good whatsoever.
I have sub-divided this section of my FAQ into three parts :-
A) The World Map
B) Combat
C) City Management
================================ THE WORLD MAP ===============================
The World Map is where (not surprisingly) you move all your troops about. Each unit is led by one of the creatures in it, and this creature represents the entire unit's icon on the map. For example, a unit led by a werewolf will be depicted as a werewolf on the map.
Each unit has a different number of movement points, and these are reduced at different speeds depending on which type of terrain you are crossing ... for example, you will travel MUCH slower by water than you will through forests ...
... some units can fly, and this helps get about the map a fair bit quicker ... but if you put flying units with non-flying units, you are once again (by and large - there ARE a couple of exceptions) slowing down your troop movement again, as the unit must move altogether.
Combat is initiated by moving to a square adjacent to a rival or enemy unit on the map, and combat is dealt with in a separate screen.
The world map begins by being totally covered in a fog of war, which disperses as you move your units about ... certain terrain cannot be traversed, and you will have to find ways around it ... examples include waterfalls, whirlpools and mountain ranges.
Obviously not all of the creatures you encounter on the world map will be hostile - some will give you sub-quests which you can complete to gain prizes should you wish ... others will be territorial, and will either attack you on sight or pursue you until you leave their area of the map.
You will encounter cities belonging to other players, as well as neutral cities, and various other structures dotted about the map, ALL of which can be explored and/or conquered.
BEAR IN MIND AT ALL TIMES that this is a TURN-BASED strategy game. Therefore, whilst you have the luxury of time to think your moves through, as you would in a chess game, poor troop movement can lead to units becoming isolated at the end of a turn, and easy pickings for roaming creatures ...
... always watch your back ...
Each unit on the map can comprise up to SIX individual characters. So, taking our earlier example of the unit being led by the Werewolf, this unit can comprise the Werewolf that leads them, and up to FIVE other characters ... if the leader dies, the unit will still be able to move, but will do so at a MUCH slower rate, and the unit's icon on the map will change. It will still be the
Werewolf, but you will see that the leader has died because a little skull shield will be displayed at the foot of the icon. This allows you at a glance to see units which have had their leaders slain.
Provided at least ONE character in the unit is still alive, it is possible to heal and/or resurrect those characters in the unit which have died. You can either do this via magic, CHEATING (tut tut), or at any of your Cities (provided you have constructed a Temple in your Capital City).
Your Capital City (each major race has one) is your seat of Power on the level
BUT, unlike many OTHER turn-based strategy games where there is a REAL risk of losing your Capital, and thus losing the level, in Disciples 2 each player's
Capital City is occupied by (not only a maximum of 11 "normal" troops but also) an INCREDIBLY powerful Guardian, who CANNOT leave and who's SOLE purpose is to protect the Capital.
Sounds like you might still be vulnerable ? In all practical reality you won't be - the Guardians are WELL powerful, and it is EXCEEDINGLY unlikely that you will ever lose your Capital ;)
You will ALSO find shops on the world map ... there are several merchants in the game who have set up shop on the various levels, and with whom you can trade ... even if you can see no use for something you have picked up on a level, you can always sell it at a shop to gain extra gold ;)
The currencies of the game are five-fold. You have gold (obviously), which you use to buy upgrades for your cities, to recruit new troops, to bribe the other players, and so on.
Then there are the four types of mana. There is Death Mana, Runestone Mana,
Life Mana and Infernal Mana.
Both gold AND mana are generated at resources on the map, and these resources can be bled off to give (effectively) unlimited resources to your race - I say *effectively* unlimited as, whilst there is only a certain amount of each type of energy that will be generated by each resource per turn, the supply from which this is drawn is infinite - i.e. you will never deplete a gold or mana resource on the map (which is KEWL !!)
One last thing.
When you look at the map you will be able to see the terrain that belongs to your race by looking at the ground. Each turn, your race's terrain expands from every city in every direction, and whenever it touches an unclaimed resource, it seizes it for your race.
Since it would take an eternity to gain control over the ENTIRE map this way, the game designers have very kindly provided each race with one type of unit that can be recruited who's sole purposes is to "plant rods". Planting a rod is a very simple process which allows you to stake a claim to a very small parcel of land which is not already yours.
... I hope that makes sense ... I'll try to explain ...
Say this is the world, and you own the left-hand side of it. :-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Ý Ý Ý
Ý Ý Ý
Ý Ý Ý
Ý Ý Ý
Ý Ý Ý
Ý YOUR Ý MY Ý
Ý Ý Ý
Ý LAND Ý LAND Ý
Ý Ý Ý
Ý Ý Ý
Ý Ý Ý======Ý Ý
Ý Ý Ý GOLD Ý Ý
Ý Ý Ý======Ý Ý
Ý Ý Ý
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
If you want to take control over the GOLD resource I have labelled in MY land, you would either have to expand your terrain on a turn by turn basis until the
Gold Resource was yours, OR you could send your "rod-planter" (the name for the character varies with each race) TO the Gold Resource, and then stake it.
If you plant a rod at the Gold Resource, and thereby stake it as being yours, the terrain around the resource changes to become yours.
Rods CAN, however, be destroyed by other rod-planters, and this dispute over resources forms a VERY important part of the game, naturally ...
... right ! I've bored you with that - now we can go onwards to the combat aspect of the game !!
================================== COMBAT ===================================
As I stated in the previous section, combat occurs when one of your units enters a square on the map that is adjacent to a non-friendly unit (or, conversely, when a non-friendly unit enters a square that is adjacent to one of YOUR troops).
When this happens, the action switches to a 3-dimensional view of the square in question, and combat takes place.
Combat in Disciples 2 is a VERY very simple affair. The unit that is attacking is highlighted at its feet in yellow, and the units you are presently opting to attack is highlighted at its feet in red ... just point the mouse at the unit you want to attack (or help, depending on your race), and click !
HOW EASY IS THAT BY THE WAY !?!?!
Combat is, however, not as DULL as that sounds.
You recall I mentioned earlier that a unit can comprise a maximum of SIX characters ?? Well, each unit is broken up into two RANKS as well.
THIS IS VITALLY IMPORTANT.
Combat basically looks like this :-
YOUR UNITS THEIR UNITS
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Ý Ý Ý Ý Ý
Ý BACK ROW Ý FRONT ROW Ý FRONT ROW Ý BACK ROW Ý
Ý Ý Ý Ý Ý
Ý 1 Ý 1 Ý 1 Ý 1 Ý
Ý Ý Ý Ý Ý
==============================================================================
Ý Ý Ý Ý Ý
Ý BACK ROW Ý FRONT ROW Ý FRONT ROW Ý BACK ROW Ý
Ý Ý Ý Ý Ý
Ý 2 Ý 2 Ý 2 Ý 2 Ý
Ý Ý Ý Ý Ý
==============================================================================
Ý Ý Ý Ý Ý
Ý BACK ROW Ý FRONT ROW Ý FRONT ROW Ý BACK ROW Ý
Ý Ý Ý Ý Ý
Ý 3 Ý 3 Ý 3 Ý 3 Ý
Ý Ý Ý Ý Ý
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
... geez ... I hope I haven't made that look more complicated than it needed to be.
BASICALLY your six units are on the left, and THEIR six units are on the right.
Melee units should be placed in the FRONT row, as they can only attack adjacent units ... spellcasters, who are generally weaker, should be placed in the BACK row, as they can attack at range ...
... hope that makes sense :">
You will see from the Stats section that each character has its own method of attacking.
With VERY rare exceptions, each character only has ONE way of attacking, so it really is just a very simple point-and-click routine ... but the variety comes in the sheer NUMBER of different creatures you can command and control, and the fun-factor and beauty of their attack animations :">
The order in which characters attack in the combat screen is determined by their initiative roll - each character has an initiative modifier, which swings initiative in their favour, but there are occasional upsets - as in, where a character with a higher initiative is pipped to the post by a character with a lower initiative ...
There are a number of different combat OPTIONS ... these include allowing the
Computer to take over combat for you (although certainly on the easier difficulties it doesn't always attack the units you probably would).
There is also the option to end combat immediately (i.e. automatically resolve who wins and who loses) - good for those "AAAAAAAAAAARGH I can't be @rsed to fight you - let's just see who WINS" moments (which you WILL have).
Further options include retreat, where you really wanna get out with your life (but all attacking units get a free hit on units that are running away, so if you DO run you'd better do it en masse), and Defend - an instruction to a particular character to brace itself for an incoming attack.
The variety of options on the combat screen, coupled with the variety of units and attacks they have IN TOTAL, makes for a lot of strategy in the combat screen AS YOU WILL SEE ;)
Combat ends when either all six characters in your opponents unit are dead or have fled.
... there ... we've pretty much exhausted that section ... ONWARD !! =D
=============================== CITY MANAGEMENT ==============================
This is VITAL to your success in Disciples 2.
Basically, when a creature levels up, it GENERALLY (although not always) changes its appearance to become tougher ... harder ... MORE kick@ss ...
What your creature becomes when it levels up will depend on the buildings you have erected in your Capital City.
For example, if you are playing the Undead Hordes, your bog-standard melee fighter is the "Fighter" character. In your Capital you can build one of two different buildings that will alter the Fighter's Upgrade Route. If you construct Unholy Ground, your Fighter will become a Zombie when he levels up ... if you choose instead to construct an Evil Monastery, your Fighter will become
a Templar.
Both routes are mutually exclusive - this means that you cannot allow some of your Fighters to become Zombies, and some to become Templars - it's all or nothing ...
Fortunately, however, once you have completed a level, all the buildings in your Capital City are wiped out, so on the start of the NEXT level you can change the upgrade paths and, consequently, your units, should you wish.
Certain buildings do not affect the upgrade path of units ... these are the
Mage Tower (which is necessary in order for you to research spells), the
Thieves' Guild (which is required before you can recruit thieves, who can spy on enemy players to reveal the characters garrisoned in Cities, etc.), and the
Temple (which you need before you can heal and/or resurrect creatures).
You can also conduct spell research in your capital, provided you have enough mana to learn the spell in question, and it is picked from your list of available spells.
PLEASE NOTE THAT YOU CAN ONLY RESEARCH ONE SPELL, AND BUILD ONE BUILDING PER
TURN.
You will also take over other cities, naturally ... these cities are NOT your capital, however, and whilst the majority of the rules apply, there are certain changes. FOR EXAMPLE, you cannot build buildings in your other cities - this is because you only NEED one set, and for ease of administration those are all located in the Capital. For example, once a Temple has been built in your Capital, you can heal and resurrect characters in ALL your cities.
Each NON-CAPITAL city can "grow" as well ... there are five levels of growth, and these affect the number of characters that can be housed in a city, the rate at which your terrain sprouts forth from the city, the speed with which characters that are in the city recover their Hit Points, and so on.
Each city can only grow ONCE per turn.
Finally, each city can house troops and hold items. On the party screen, you will see two units of troops. On the left is a list of troops that are just healing, etc., in the city.
To the right is a list of the troops which are garrisoned in the city ...
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Ý SECTION THREE Ý
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THE FOUR RACES
The four races you can pick from are as follows :-
1) The Empire
2) The Mountain Clans
3) The Legions of the Damned
4) The Undead Hordes
THE EMPIRE, led by Emperor Demosthene, are portrayed at least at the OUTSET as your bog-standard hero types, their units including Knights, Priests, Paladins,
Holy Avengers, and so on. As they mature, you realise that there is trouble in Paradise, however ... and evildoers in the Empire plot its downfall from the shadows. In spite of this, the Empire remain one of the most basic and steadfast races in the game ... their main bonus is that they boast more healing units than any other race, and this helps prolong their lives during combat and otherwise ....
THE MOUNTAIN CLANS, ruled by the High King Morok Cloudkeeper, and later Queen
Yataa'Halli, are basically made up of Dwarves and Giants. Their units include
Warriors, Veterans, Hill Giants, Sons of Ymir, Flame Casters, and other wee ones ... they are strong and sturdy, but suffer from VERY poor initiative ratings, which means that they generally take damage in combat before they are able to dish it out. To make up for this, the Mountain Clans are about the only race in the game who's upgrade paths cross-over ... what I mean by this is that melee fighters can become multi-hitting spellcasters and vice-versa, depending on the upgrade path chosen.
THE LEGIONS OF THE DAMNED, under the control of their God Bethrezen, comprise
NOT surprisingly Devils, Demons, Succubus', Incubus', basically anything winged and horny (pardon the pun). They are OBSESSED with fire, and boast the most heavy-hitters in the game ... they have several Giant-type units (moreso than the Mountain Clans I believe), and are quick and strong. - and finally -
THE UNDEAD HORDES, guided by their Dark Goddess Mortis, comprise Zombies,
Skeleton Warriors, Liches, Wyverns, Vampires, Wraiths and loads of other nasty beasties ... the main thing that the Undead Hordes have going for them is their ability to paralyse their foes ... they have three units whose only attacks are to paralyse, and this can REALLY knock the stuffing out of an otherwise healthy unit of opponents ... we lurve the Undead Hordes :">
There are, of course, other "mini" races in the game, but you cannot play as these ... they include the Marshdwellers, the Greenskins, the Barbarian Tribes and the Shadow Wolves. They help add variety and spice to the game, and to generally keep it interesting =)
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Ý SECTION FOUR Ý
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TACT & DIPLOMACY
Although not of PARAMOUNT importance - at least not on the easier difficulty settings, is the notion of tact and diplomacy. You play against other races
... those races have rulers ... those rulers can be spoken to, and negotiated with ...
The Disciples 2 Diplomacy interface is kinda limited ... but it's very much a secondary aspect of the game anyway, so it doesn't really DETRACT from it or anything ... basically you have options for Diplomacy ... you can offer gold to another player, you can offer to sell them a magic spell, you can propose an alliance with them, or you can even break an existing alliance with them and go to war with them ...
You will find that, as you attack another player's enemies, your popularity with that player will naturally increase and, over time, the other players may well offer to ally with you.
Alliances are NOT set in stone, however, so always make sure to watch your back at all times ;)
When you are allied with another race you cannot attack their troops or cities, or steal their resources unless the treaty is broken ... the treaty can be broken at any time, but whilst it is in place, you too can feel reasonably safe from attacks by that race ...
Similarly, you will find that your allies will, from time to time, attempt to sell YOU spells and other niceities, and they will frown upon you if you do not take them ... even though 99.9% of the time they inflate the price ;)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Ý SECTION FIVE Ý
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TYPES OF ITEMS
There are LOADS of different types of items that you can pick up ... these include :-
POTIONS Only good once, and can only affect one character for one turn.
SCROLLS Can only be used once, and only by a Magic User, but any spell can wind up being picked up as a scroll, so they are QUITE useful ;)
ORBS Only useable in combat, and only by a magic user - can only be used once and then they disappear.
TALISMANS Can be used several times before they wear out, but only once per combat session, and only in combat.
STAFFS Can be used like spells, and do not wear out ... no use in combat, however.
ARTIFACTS Can be equipped by leaders (if they have the corresponding skill), and can bolster their power or give them new powers - VERY USEFUL !!
BANNERS Only one can be carried by your leader at a time (and even then only if your leader has the corresponding skill), but with effects like "Increase the damage of all characters in your unit by 20%" they are NOT to be sneezed at.
TOMES With VERY rare exception, tomes are exclusively used as wards. You can only use one at a time but, whilst holding it, you are warded against that type of attack - e.g. Tome of Air = Air Ward
TRAVEL ITEMS Boots, basically ... they augment your movement points and/or skills - e.g. Boots of the Elements mean that you suffer no movement penalty whilst travelling over water - WHICH IS GREAT !! =D
(I am sure there are more, but you can take these as a smattering)
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Ý \ Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý
Ý Ý Ý Ý Ý ===== Ý ==== Ý Ý Ý Ý Ý Ý Ý ==== Ý ===== ===== Ý
Ý Ý\ Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý
Ý Ý \ Ý Ý Ý Ý ===== Ý Ý Ý Ý Ý Ý Ý Ý Ý == Ý ===== === Ý
Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý=== Ý Ý Ý Ý Ý Ý Ý Ý
Ý Ý / Ý Ý Ý ==== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý == ==== Ý Ý ====
Ý Ý/ Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý
Ý Ý Ý Ý === Ý Ý ==== Ý Ý Ý Ý Ý ===== Ý ==== ==== Ý Ý =====
Ý / Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý
====== === ======= ======= === === ======== ======= ======= ========
==============================================================================
Ý The aim of this file is to provide you with ALL information on Ý
Ý Disciples 2 : Dark Prophecy in a clear and readable format. Ý
Ý I hope it serves you well !! - Mister Sinister Ý
==============================================================================
(Dedicated to Simon, mon bras)
Table of Contents
1. Introduction and Overview of the Game
2. Basic Controls
3. The Four Races
4. Tact & Diplomacy
5. Types of Items
6. Empire Saga Walkthrough
7. Mountain Clans Saga Walkthrough
8. Undead Hordes Saga Walkthrough
9. Legions of the Damned Saga Walkthrough
10. Stats for Units
11. Rulers and Leaders
12. Comments on Units and Suggested Upgrade Routes
13. Tips and Tricks
14. Credits
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Ý SECTION ONE Ý
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
OVERVIEW
Disciples 2 is a turn-based strategy game where the player picks one of four major races and battles across either a pre-defined sequence of levels (the
Sagas), one of a number of set individual missions (the Quests), plays in a
Custom Saga, or with other human in multi-player mode.
It is a swords and sorcery type game, with a reasonably simple interface and gentle learning curve, but which boasts hours and hours of gameplay, and is quite honestly ? HELLISHLY addictive ... I heartily recommend it.
I have written a review for this game which you can read at http://www.gamefaqs.com. I have also written individual in-depth walkthroughs for the Sagas for the four main races in the game, all of which are available for free viewing at http://www.gamefaqs.com.
Comments, etc., are always welcome, and I can be reached at shadowpath@hotmail.com
- Mister Sinister, 2003
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Ý SECTION TWO Ý
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
BASIC CONTROLS
As with any strategy game, troop management skills are FUNDAMENTAL to your success. In order to become a good Disciples 2 player, you will need to learn which units function well together, which units complement each other, and which units should definitely NEVER be placed together.
For example, sending nothing but Undead Troops to battle Undead Troops doesn't
SOUND unreasonable until you consider that MOST undead troops are immune to death magic, so if YOUR set of troops comprises nothing but Undead Spellcasters they will do practically NO good whatsoever.
I have sub-divided this section of my FAQ into three parts :-
A) The World Map
B) Combat
C) City Management
================================ THE WORLD MAP ===============================
The World Map is where (not surprisingly) you move all your troops about. Each unit is led by one of the creatures in it, and this creature represents the entire unit's icon on the map. For example, a unit led by a werewolf will be depicted as a werewolf on the map.
Each unit has a different number of movement points, and these are reduced at different speeds depending on which type of terrain you are crossing ... for example, you will travel MUCH slower by water than you will through forests ...
... some units can fly, and this helps get about the map a fair bit quicker ... but if you put flying units with non-flying units, you are once again (by and large - there ARE a couple of exceptions) slowing down your troop movement again, as the unit must move altogether.
Combat is initiated by moving to a square adjacent to a rival or enemy unit on the map, and combat is dealt with in a separate screen.
The world map begins by being totally covered in a fog of war, which disperses as you move your units about ... certain terrain cannot be traversed, and you will have to find ways around it ... examples include waterfalls, whirlpools and mountain ranges.
Obviously not all of the creatures you encounter on the world map will be hostile - some will give you sub-quests which you can complete to gain prizes should you wish ... others will be territorial, and will either attack you on sight or pursue you until you leave their area of the map.
You will encounter cities belonging to other players, as well as neutral cities, and various other structures dotted about the map, ALL of which can be explored and/or conquered.
BEAR IN MIND AT ALL TIMES that this is a TURN-BASED strategy game. Therefore, whilst you have the luxury of time to think your moves through, as you would in a chess game, poor troop movement can lead to units becoming isolated at the end of a turn, and easy pickings for roaming creatures ...
... always watch your back ...
Each unit on the map can comprise up to SIX individual characters. So, taking our earlier example of the unit being led by the Werewolf, this unit can comprise the Werewolf that leads them, and up to FIVE other characters ... if the leader dies, the unit will still be able to move, but will do so at a MUCH slower rate, and the unit's icon on the map will change. It will still be the
Werewolf, but you will see that the leader has died because a little skull shield will be displayed at the foot of the icon. This allows you at a glance to see units which have had their leaders slain.
Provided at least ONE character in the unit is still alive, it is possible to heal and/or resurrect those characters in the unit which have died. You can either do this via magic, CHEATING (tut tut), or at any of your Cities (provided you have constructed a Temple in your Capital City).
Your Capital City (each major race has one) is your seat of Power on the level
BUT, unlike many OTHER turn-based strategy games where there is a REAL risk of losing your Capital, and thus losing the level, in Disciples 2 each player's
Capital City is occupied by (not only a maximum of 11 "normal" troops but also) an INCREDIBLY powerful Guardian, who CANNOT leave and who's SOLE purpose is to protect the Capital.
Sounds like you might still be vulnerable ? In all practical reality you won't be - the Guardians are WELL powerful, and it is EXCEEDINGLY unlikely that you will ever lose your Capital ;)
You will ALSO find shops on the world map ... there are several merchants in the game who have set up shop on the various levels, and with whom you can trade ... even if you can see no use for something you have picked up on a level, you can always sell it at a shop to gain extra gold ;)
The currencies of the game are five-fold. You have gold (obviously), which you use to buy upgrades for your cities, to recruit new troops, to bribe the other players, and so on.
Then there are the four types of mana. There is Death Mana, Runestone Mana,
Life Mana and Infernal Mana.
Both gold AND mana are generated at resources on the map, and these resources can be bled off to give (effectively) unlimited resources to your race - I say *effectively* unlimited as, whilst there is only a certain amount of each type of energy that will be generated by each resource per turn, the supply from which this is drawn is infinite - i.e. you will never deplete a gold or mana resource on the map (which is KEWL !!)
One last thing.
When you look at the map you will be able to see the terrain that belongs to your race by looking at the ground. Each turn, your race's terrain expands from every city in every direction, and whenever it touches an unclaimed resource, it seizes it for your race.
Since it would take an eternity to gain control over the ENTIRE map this way, the game designers have very kindly provided each race with one type of unit that can be recruited who's sole purposes is to "plant rods". Planting a rod is a very simple process which allows you to stake a claim to a very small parcel of land which is not already yours.
... I hope that makes sense ... I'll try to explain ...
Say this is the world, and you own the left-hand side of it. :-
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Ý Ý Ý
Ý Ý Ý
Ý Ý Ý
Ý Ý Ý
Ý Ý Ý
Ý YOUR Ý MY Ý
Ý Ý Ý
Ý LAND Ý LAND Ý
Ý Ý Ý
Ý Ý Ý
Ý Ý Ý======Ý Ý
Ý Ý Ý GOLD Ý Ý
Ý Ý Ý======Ý Ý
Ý Ý Ý
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
If you want to take control over the GOLD resource I have labelled in MY land, you would either have to expand your terrain on a turn by turn basis until the
Gold Resource was yours, OR you could send your "rod-planter" (the name for the character varies with each race) TO the Gold Resource, and then stake it.
If you plant a rod at the Gold Resource, and thereby stake it as being yours, the terrain around the resource changes to become yours.
Rods CAN, however, be destroyed by other rod-planters, and this dispute over resources forms a VERY important part of the game, naturally ...
... right ! I've bored you with that - now we can go onwards to the combat aspect of the game !!
================================== COMBAT ===================================
As I stated in the previous section, combat occurs when one of your units enters a square on the map that is adjacent to a non-friendly unit (or, conversely, when a non-friendly unit enters a square that is adjacent to one of YOUR troops).
When this happens, the action switches to a 3-dimensional view of the square in question, and combat takes place.
Combat in Disciples 2 is a VERY very simple affair. The unit that is attacking is highlighted at its feet in yellow, and the units you are presently opting to attack is highlighted at its feet in red ... just point the mouse at the unit you want to attack (or help, depending on your race), and click !
HOW EASY IS THAT BY THE WAY !?!?!
Combat is, however, not as DULL as that sounds.
You recall I mentioned earlier that a unit can comprise a maximum of SIX characters ?? Well, each unit is broken up into two RANKS as well.
THIS IS VITALLY IMPORTANT.
Combat basically looks like this :-
YOUR UNITS THEIR UNITS
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Ý Ý Ý Ý Ý
Ý BACK ROW Ý FRONT ROW Ý FRONT ROW Ý BACK ROW Ý
Ý Ý Ý Ý Ý
Ý 1 Ý 1 Ý 1 Ý 1 Ý
Ý Ý Ý Ý Ý
==============================================================================
Ý Ý Ý Ý Ý
Ý BACK ROW Ý FRONT ROW Ý FRONT ROW Ý BACK ROW Ý
Ý Ý Ý Ý Ý
Ý 2 Ý 2 Ý 2 Ý 2 Ý
Ý Ý Ý Ý Ý
==============================================================================
Ý Ý Ý Ý Ý
Ý BACK ROW Ý FRONT ROW Ý FRONT ROW Ý BACK ROW Ý
Ý Ý Ý Ý Ý
Ý 3 Ý 3 Ý 3 Ý 3 Ý
Ý Ý Ý Ý Ý
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
... geez ... I hope I haven't made that look more complicated than it needed to be.
BASICALLY your six units are on the left, and THEIR six units are on the right.
Melee units should be placed in the FRONT row, as they can only attack adjacent units ... spellcasters, who are generally weaker, should be placed in the BACK row, as they can attack at range ...
... hope that makes sense :">
You will see from the Stats section that each character has its own method of attacking.
With VERY rare exceptions, each character only has ONE way of attacking, so it really is just a very simple point-and-click routine ... but the variety comes in the sheer NUMBER of different creatures you can command and control, and the fun-factor and beauty of their attack animations :">
The order in which characters attack in the combat screen is determined by their initiative roll - each character has an initiative modifier, which swings initiative in their favour, but there are occasional upsets - as in, where a character with a higher initiative is pipped to the post by a character with a lower initiative ...
There are a number of different combat OPTIONS ... these include allowing the
Computer to take over combat for you (although certainly on the easier difficulties it doesn't always attack the units you probably would).
There is also the option to end combat immediately (i.e. automatically resolve who wins and who loses) - good for those "AAAAAAAAAAARGH I can't be @rsed to fight you - let's just see who WINS" moments (which you WILL have).
Further options include retreat, where you really wanna get out with your life (but all attacking units get a free hit on units that are running away, so if you DO run you'd better do it en masse), and Defend - an instruction to a particular character to brace itself for an incoming attack.
The variety of options on the combat screen, coupled with the variety of units and attacks they have IN TOTAL, makes for a lot of strategy in the combat screen AS YOU WILL SEE ;)
Combat ends when either all six characters in your opponents unit are dead or have fled.
... there ... we've pretty much exhausted that section ... ONWARD !! =D
=============================== CITY MANAGEMENT ==============================
This is VITAL to your success in Disciples 2.
Basically, when a creature levels up, it GENERALLY (although not always) changes its appearance to become tougher ... harder ... MORE kick@ss ...
What your creature becomes when it levels up will depend on the buildings you have erected in your Capital City.
For example, if you are playing the Undead Hordes, your bog-standard melee fighter is the "Fighter" character. In your Capital you can build one of two different buildings that will alter the Fighter's Upgrade Route. If you construct Unholy Ground, your Fighter will become a Zombie when he levels up ... if you choose instead to construct an Evil Monastery, your Fighter will become
a Templar.
Both routes are mutually exclusive - this means that you cannot allow some of your Fighters to become Zombies, and some to become Templars - it's all or nothing ...
Fortunately, however, once you have completed a level, all the buildings in your Capital City are wiped out, so on the start of the NEXT level you can change the upgrade paths and, consequently, your units, should you wish.
Certain buildings do not affect the upgrade path of units ... these are the
Mage Tower (which is necessary in order for you to research spells), the
Thieves' Guild (which is required before you can recruit thieves, who can spy on enemy players to reveal the characters garrisoned in Cities, etc.), and the
Temple (which you need before you can heal and/or resurrect creatures).
You can also conduct spell research in your capital, provided you have enough mana to learn the spell in question, and it is picked from your list of available spells.
PLEASE NOTE THAT YOU CAN ONLY RESEARCH ONE SPELL, AND BUILD ONE BUILDING PER
TURN.
You will also take over other cities, naturally ... these cities are NOT your capital, however, and whilst the majority of the rules apply, there are certain changes. FOR EXAMPLE, you cannot build buildings in your other cities - this is because you only NEED one set, and for ease of administration those are all located in the Capital. For example, once a Temple has been built in your Capital, you can heal and resurrect characters in ALL your cities.
Each NON-CAPITAL city can "grow" as well ... there are five levels of growth, and these affect the number of characters that can be housed in a city, the rate at which your terrain sprouts forth from the city, the speed with which characters that are in the city recover their Hit Points, and so on.
Each city can only grow ONCE per turn.
Finally, each city can house troops and hold items. On the party screen, you will see two units of troops. On the left is a list of troops that are just healing, etc., in the city.
To the right is a list of the troops which are garrisoned in the city ...
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Ý SECTION THREE Ý
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
THE FOUR RACES
The four races you can pick from are as follows :-
1) The Empire
2) The Mountain Clans
3) The Legions of the Damned
4) The Undead Hordes
THE EMPIRE, led by Emperor Demosthene, are portrayed at least at the OUTSET as your bog-standard hero types, their units including Knights, Priests, Paladins,
Holy Avengers, and so on. As they mature, you realise that there is trouble in Paradise, however ... and evildoers in the Empire plot its downfall from the shadows. In spite of this, the Empire remain one of the most basic and steadfast races in the game ... their main bonus is that they boast more healing units than any other race, and this helps prolong their lives during combat and otherwise ....
THE MOUNTAIN CLANS, ruled by the High King Morok Cloudkeeper, and later Queen
Yataa'Halli, are basically made up of Dwarves and Giants. Their units include
Warriors, Veterans, Hill Giants, Sons of Ymir, Flame Casters, and other wee ones ... they are strong and sturdy, but suffer from VERY poor initiative ratings, which means that they generally take damage in combat before they are able to dish it out. To make up for this, the Mountain Clans are about the only race in the game who's upgrade paths cross-over ... what I mean by this is that melee fighters can become multi-hitting spellcasters and vice-versa, depending on the upgrade path chosen.
THE LEGIONS OF THE DAMNED, under the control of their God Bethrezen, comprise
NOT surprisingly Devils, Demons, Succubus', Incubus', basically anything winged and horny (pardon the pun). They are OBSESSED with fire, and boast the most heavy-hitters in the game ... they have several Giant-type units (moreso than the Mountain Clans I believe), and are quick and strong. - and finally -
THE UNDEAD HORDES, guided by their Dark Goddess Mortis, comprise Zombies,
Skeleton Warriors, Liches, Wyverns, Vampires, Wraiths and loads of other nasty beasties ... the main thing that the Undead Hordes have going for them is their ability to paralyse their foes ... they have three units whose only attacks are to paralyse, and this can REALLY knock the stuffing out of an otherwise healthy unit of opponents ... we lurve the Undead Hordes :">
There are, of course, other "mini" races in the game, but you cannot play as these ... they include the Marshdwellers, the Greenskins, the Barbarian Tribes and the Shadow Wolves. They help add variety and spice to the game, and to generally keep it interesting =)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Ý SECTION FOUR Ý
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
TACT & DIPLOMACY
Although not of PARAMOUNT importance - at least not on the easier difficulty settings, is the notion of tact and diplomacy. You play against other races
... those races have rulers ... those rulers can be spoken to, and negotiated with ...
The Disciples 2 Diplomacy interface is kinda limited ... but it's very much a secondary aspect of the game anyway, so it doesn't really DETRACT from it or anything ... basically you have options for Diplomacy ... you can offer gold to another player, you can offer to sell them a magic spell, you can propose an alliance with them, or you can even break an existing alliance with them and go to war with them ...
You will find that, as you attack another player's enemies, your popularity with that player will naturally increase and, over time, the other players may well offer to ally with you.
Alliances are NOT set in stone, however, so always make sure to watch your back at all times ;)
When you are allied with another race you cannot attack their troops or cities, or steal their resources unless the treaty is broken ... the treaty can be broken at any time, but whilst it is in place, you too can feel reasonably safe from attacks by that race ...
Similarly, you will find that your allies will, from time to time, attempt to sell YOU spells and other niceities, and they will frown upon you if you do not take them ... even though 99.9% of the time they inflate the price ;)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Ý SECTION FIVE Ý
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
TYPES OF ITEMS
There are LOADS of different types of items that you can pick up ... these include :-
POTIONS Only good once, and can only affect one character for one turn.
SCROLLS Can only be used once, and only by a Magic User, but any spell can wind up being picked up as a scroll, so they are QUITE useful ;)
ORBS Only useable in combat, and only by a magic user - can only be used once and then they disappear.
TALISMANS Can be used several times before they wear out, but only once per combat session, and only in combat.
STAFFS Can be used like spells, and do not wear out ... no use in combat, however.
ARTIFACTS Can be equipped by leaders (if they have the corresponding skill), and can bolster their power or give them new powers - VERY USEFUL !!
BANNERS Only one can be carried by your leader at a time (and even then only if your leader has the corresponding skill), but with effects like "Increase the damage of all characters in your unit by 20%" they are NOT to be sneezed at.
TOMES With VERY rare exception, tomes are exclusively used as wards. You can only use one at a time but, whilst holding it, you are warded against that type of attack - e.g. Tome of Air = Air Ward
TRAVEL ITEMS Boots, basically ... they augment your movement points and/or skills - e.g. Boots of the Elements mean that you suffer no movement penalty whilst travelling over water - WHICH IS GREAT !! =D
(I am sure there are more, but you can take these as a smattering)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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