Disciples 2 races. Guide and Passage by "Disciples II: Dark Prophecy"

  • 25.04.2021

At the beginning of the time of the Goddess of the death of Mortis, whose name now makes you even the most brave hearts, was the goddess of Soloniel's goddess. She rules an oldest race with his spouse Gallean, and their devotion to each other was great. However, Wotan, the god of the mountain clans, passionately dreamed of getting the land of Gallean and Soloniel. Knowing that only breaking the connection between Gallean and Soloniel would be able to get the power over these lands, Wotan turned into a wolf and pulled out his beating heart from Gallean's chest. With divine power, he threw the living heart of God in the sun, so that he was not revived never, but Maloniel's distraught from God went to his beloved and burned in a dazzling flame. So forever died the goddess of Soloniel's goddess and gained the birth of the goddess of the death of Mortis.

In the arid lands to the south, the people of sorcerers, Alkmaar, who did not know the grief. By one movement of his bony, Mortis plague on these no suspects of people. In a matter of days, thousands died in torment; Soon, other cities suffered the same fate. Once Mortis was happy, creating a new life, now it was not the end of it invented by it ways to bring suffering and death on their own children. The goddess of life found a new destination ...

Mortis-poisoned hatred and suffering, Mortis took up the creation of a disgusting army. Many soldiers of the lifeless army of the pale goddess fell from her arms. Defeated rest even in death, they went forward, performing the vengeful whims of their dark hostess. Her unwearing soldiers standing on the rotting legs mowed the warriors of the mountain clans of one after another, and Wotan renewed in horror ...

When the Supreme King Sturmer Grose Hammer fell on the battlefield, Mortis realized that he was avenged for himself and for his beloved. She allowed the arms of the skeletons who served her such a good service, and for many years turned away from the world. Love for Gallean was still burning in the Dark Heart of Mortis. In her loneliness, she patiently waited for the return of the one who once loved her.

An intelligent is an affordable goddess wandered in dark corridors of madness. Where was Galean? She shouted his name, but only Echo answered her. Gradually, Mortis coped with him and managed to overcome madness rolling on her. If Gallean did not come to her, it meant that he could not come.

To revive the Gallean, I needed the Divine Blood. And when the perfume opened her the existence of a holy excuse, Mortis swore that she would reunite with her beloved, even if she had to drown the whole world in the blood ...

The undead is perhaps the most original race in the game, in this its strength and in the same its weakness. Her fighters differ more than strong health, and damage cause more than solid. However, the main achievement of non-resident soldiers is not even in this, but in the widest arsenal of special attacks that have almost every warrior. Most of all the undead is known for special hatred of the defenders of the capitals - it can destroy the capital, not even reaching the maximum upgrades, although it works more against the computer. It has the main problems in the debut - due to the lack of shooters and the inconvenience of the Spirits, so that it is not strong on small maps.

Consider to start the magic of the Horde. In the magic book, there are practically no buffs, but there is the widespread arsenal of Debuffs and powerful spells of direct damage - the non-ruffles prefer not to strengthen their detachments, but to turn enemy in the soup, after which the enemy can be taken with bare hands. Negotie at all is not necessarily personally attacking the enemy - with the proper number of mana, the Lord magician can safely kill enemies of extremely powerful magic and challenges. Such strong challenges as a nightmare or tanatos are very helpful. It is especially worth noting the only Buff - to defense against weapons. Let it be available only by Lordam Magazes, but its uniqueness and strength takes respect to everything. With this spell, the army can be made immune to the attacks of the weapon to the first move - and almost all units in the game beat the weapon. At the end of the course of opponents paralyzing ghosts, and they can be achieved without loss. Rust is allocated from Debuffs - a first-level spell, which costs only 100 mana of death, but removes 50 units of armor from all the creatures. This super builder against demons with their ridges and the empire with her paladins is true, against undead they rarely come out.

The undead is quite mobile due to the presence of the "Flight" ability, similar to the ability of demons, the leader-warrior - a knight of death. This is despite the fact that the arrows hero - Nosferatu - although it does not fly, but it runs very far. I need to say about the Nosferata separately, as this is hardly the most controversy hero of the game. Some consider it almost God, and others - sickly clutch. Right and those and others. At low levels of Nosferat drinks little life, it is milked and beats a record little, so it is not recommended for use on small maps. However, at the last levels, he sharply turns into a hero of the first line, implausably lively and Grozny - he hits a death, from which no one has protection, causes great damage and is treated for their account. Therefore, this hero is the optimal choice for Sag.

As already mentioned, units are uniquely unique as possible, in this regard, only the demons comes with it. The main feature of the undead is the absence of shooters in the usual understanding of this word. They have them replace the ghosts-paralyzers with a low initiative (go the best). On the one hand, this is a great weakness of the race, as it is deprived of the opportunity to quickly exterminate enemy magicians in the early levels, and then the appearance of this possibility depends on the chosen path of development. And on the other, the main force, since only the demons have para-galleries, and far from the first level and the development of the remaining branches of the development of magicians have the development of them. Do not want such good from the very beginning. Ghosts allow you to very quickly pump out at first levels, killing wolves, krakenes and other strong lonely creatures, and then quite justify our place in the detachment, a very faster loss. In the final stage of the game, they help to handle castles, paralyzing defender.

With the magicians, everything is almost like demons - a variety of benefits, but the choice is huge and pleasant, perhaps, the magicians of the undead are the best in the game. What branch do not take - everywhere is waiting for a unique and very useful creature. Archiece is the most powerful damage to the dam among all creatures. It is useful against races, not burdened with strong health, such as people - the archers of the elves will easily destroy it, but the human assessines against him are unpleasant, and he takes off the healers very quickly. The vampire, like Nescocherat, is treated from the embedded hinders, and the Supreme Vampire, if he has full health, and hesitate the rest of the soldiers. In addition, vampires are the most "thick" magicians in the game, at the Supreme Vampire about 220 HP, whereas the nearest competitor - Modus - only 170. Vampires are useful just against the elves due to their ability to be treated. They are also powerful against demons, since they are treated with warriors after attacks of strong Legion magicians. Both vampires and lychee are good for big cards, because they require a lot of experience for development.

A mansion from any other units of the game is the branch of spirits. These magicians beat only one unit, due to which their value drops sharply. Their dignity in the other - they have no one else inaccessible immunity to the weapon, which beats most of the units of the game! Due to this, they smoothly develop in the units of the block combat. Plus, due to its ability to apply point, but strong blows on any unit, they replace the non-resident's missing shooters. It is possible to develop the spirit into death or existing. Death is the development of an archer-sniper idea, thanks to a strong attack and poison, she resembles Asissine Empire, but it is incomparably stronger at the expense of immunity to arms and greater damage. It should be applied against the elves as a killer of shooters and healers, applying against demons, dwarves and people are also possible, in these versions it kills magicians, druids and healers, respectively. Death is also a real nightmare of the defenders of the capitals thanks to a poisonous attack, which strongly beats the signs of the armor. It is one of the most original units of the game, it frankly did not leave the parameters, but his attack is a lower level - sometimes shocking effectively. With timely use, it can deprive the enemy of the key trumps, lowering the levels of his soldiers and thus depriving them in a huge share of the parameters. The factual, however, should be immediately used immediately after receiving and only on the enemy-game race, until he has already pumped his soldiers over the last upgrade - then the dayting will raise the greatest efficiency, lowering the levels of enemies almost to zero. He is universal, comes against any race, but it is necessary to apply it correctly - to attack those who really lose a lot with the level. Both death and inherent, suitable for small and medium-sized cards, but is preferable on small maps. Another lack of spirits - they are extremely hard to swing, because at the beginning they stand in the back row, and then in the front. However, after the appearance of the first spirit, you can quickly get a second, and the first to give a new squad, which is much easier to swing. Thus, you can collect a whole ohow of detachments with invulnerable spirits and crush opponents with a combination of quantity and quality.

With warriors, everything is much simpler, they have two branches, the choice between which is done at the very beginning. The Templars have fewer levels, due to which they are better suited for small scale cards, and they are accomplished much faster. Their force is in protection against elemental attacks, it determines their application - against the dwarves and demons that are just as attacked by such attacks. Also, the Templars are good against the Lord Maga, they level the effects of most spells. Skeletons are much stronger, but deprived of a raisin. Warrior Phantom has the strongest attack among the warriors of the game and the greatest health among them, which makes it an unusually valuable acquisition. In addition, it has a chance to paralyze the opponent with an attack on several moves, which significantly reduces losses and makes it an excellent choice against the gnomes and demons, which have a number of very strong fighters with a low initiative. Also, Warrior-Phantom - the killer of the defenders of the capitals, his paralyzing attack is particularly valuable against them, in particular with the insurance of ghosts.

Unique with undead and troops support, although not so much. They are dragon-undead - such two-cell magicians with a large margin of health. They perfectly replace magicians in the army, which developed in spirits, moreover, they are weakly, thanks to mighty health. The dragons are also harmful to the enemy, but they still cost their place. They have two development options - in Dragolich, who brings to the apogee, the idea of \u200b\u200ba thick and strong magician, and in a worm, which hits poison. Dragolich fulfills the combined role of the tank and killer, the coarse force is perfectly compensating for the physical weakness of the armies built on specials. The worm is useful on maps with a large number of cities, since his poison hits through armor. It can be theoretically applied when taking capitals, but these two cells are much more useful to take phantom and death.

Also, the Horde does not have a wolver, which can be hired for a round sum after the construction of an appropriate building in the capital. At first glance, the unit is very expensive for his stats, but he stands for his money, for it has absolute immunity to arms, so that it can be used to quickly rock squads or to protect cities, if there is money, of course. However, he rarely pays for himself, it is usually suitable for the protection of strategically important cities.

Tactics for Multiplayer for Hordes Nebetas in Disaiples 2

Tactics for the Lord Warrior:
The whole essence of the warrior is in the army, so here is the most convenient layouts:
1. If on the map, well, or at least next to the capital, many thick units (ini\u003e 50 and a lot of HP, for example orcs and barbarians), then you can take such a detachment:
Hero-Warrior
Templar
2 Ghosts

The essence of this bundle is that when attacking a thick mint, we get the front line in the block, and the ghosts paralyzing the victim. Thus, we very quickly swing a detachment and the level of 3m can change the 1 ghost on the magician and take another Templar / Maga in a detachment (by a situation).
The bunch of minus is that attacking the archers is very unprofitable.

2. Just if the units are dominated on the map less than 40, then you can take such a detachment:
Hero-Warrior
2 sorcerer
Ghost

The essence of the tactics is that we strive to get as soon as possible in the detachment of the spirit. Attaching slow units, we get the hero in the block, and the rest of the attack.
As soon as we have at least 1 spirit, we change the ghost of the ghost on the adept and put the spirit on the forefront, and the hero back and swing the rest of the magicians to the spirits, and then to the destroyer (they have a high charm in this).

Troats-auxiliary:
1. Hero-warrior
2 Ghosts
Warrior

2. Queen of Lich
Vivenna
Warrior

3. Nosfeperat
2 Warrings
Ghost

4. Nosferatua
3 Warriors

5. Hero-Warrior
2 Warrings
Ghost / Mag.

General Tips for the game Lord-Warrior:
1. Plus, the warrior is that he has a high regen, and this allows you to swing faster, so you need to download at least 2 heroes.
2. Do not be rendered to use magic and thieves. The thieves can be poked from the store or book shop expensive thing, and from magic useful than the sammon. The skeleton can be separated by the territory, and the nightmare can kill or seriously embroider the enemy detachment.

Tactics for Lord Maga:
First of all, pay attention to how beautifully beats the Queen of the Lithon. I did not notice this for a long time. It is necessary to look at the lyrics itself during her impact.
Let's go back to tactics. The power of the magician is in the spells that he can conjure 2 times a day.
I will give a list of the most important rods (only the cost of using the spell) is:
1. Rust.
The cost of 100 death mana.
-50 armor
This is generally reputable. It makes it easy to swing on armored units such as Garguli, orc-baags and paladins. And if your enemy is the legions of the damned, then against their Garguliya, this sang panacea .

2. Call a skeleton.
The cost of 100 death mana.
Causes a skeleton (100HP, 60 Ini, 40 damage, immune to death)
Quite a good scout. Often there are ruins in which all sorts of death dragons and lychee meet, the skeleton allows you to capture such ruins without loss even if in the army not all immune to death (Templars, for example)

3. Weakness in Combi with Mortis
The cost of 100 death mana (weakness).
Cost 150 Mana of Death and Hell (Touch Mortis)
In sum down the accuracy of the detachment by 30%
With such a low accuracy, the enemy becomes practically helpless .

4. Nightmare.
The cost of 150 mana of death and hell
Calls a nightmare (200HP, 60 damage, 60 injections, immune to death)
With ease kills the detachments of the 1GO level. But it is necessary to competently use it, without pumping the enemy .

5. Twilight.
The cost of 400 mana of death and 200 mana of life and runes.
Hides the entire card from the enemy.
This sang good except on the big maps (\u003e 72 * 72), then its price pays for itself.
The beauty is that the enemy will lose you out of sight and can neither attack either to hit magic .

6. Tanatos.
Cost 250 Mana Death, 100 Mana Hell, 90 Mana Runes and 60 Mana Life.
Causes Tanatos (300HP, 70ini, damage 150/40 (poison), Immun to death).
Death itself comes to your help when using this Spell. Due to its initiative, this sammon can kill very strong enemy detachments, and if you consider what you can crawl 2 times a day, the enemy does not have a chance.

7. Magic, damage.
Horde is the best magic "direct damage".
First, half of all beating Spellov has a source of "death" from which neither one of the races is not even Ward.
Secondly, at each level there are 2 tricking spells.

The force of detachments for the magician does not play a special role. The detachments are needed only to capture cities and hold them, but sometimes after the cast of nightmare you can attack the enemy wound and finish it.
Here are some layouts for this Lord:
1. If there are many full on the map (4-6 units in the detachment), which are usually sufficiently weak, then you can take such an alignment:
Queen of Lithon
Adept.
Vivenna
Extremely convenient alignment, especially if you manage to dig the Vivenna at least up to the 2nd level.
2. There is also a very universal alignment:
Queen of Lithon
2 Warrings
Ghost / Adept.
The detachment is very convenient for any situations and quickly swings.

Troats-auxiliary:
1. Hero-warrior
2 Ghosts
Warrior
Very quickly swinging on thick and slow units. Very good in the defense of the cities.

2. Queen of Lich
Vivenna
Warrior
Also good in defense.

3. Nosfeperat
2 Warrings
Ghost
Very fast detachment, convenient for sudden attacks on the enemy.

4. Nosferatua
3 Warriors
If you have decided at least up to the 2nd level, it becomes a terrible addition to your army.

5. Hero-Warrior
2 Warrings
Ghost / Mag.
A fairly universal alignment.

General tips when playing a lord-magic:
1. When playing a magician for you, you are most important to capture as much mana as possible (and gold will not hurt ), so hire the first Banshi as quickly as possible and immediately look for resources.

2. Do not forget to swing on armored creatures with the help of Spell "Rust"

3. Calling a nightmare is a very good tool against armies of level 2 and below. Do not forget what you can call on the nightmare 2 times a day.

4. Casting 30-50 Damage Spell on the enemy to the attack nightmare can be very beneficial to affect the result.

5. If you do not know that the enemy is in the squad, then attack him with a skeleton. So it is advisable to do to the attack by nightmare to make sure that we will kill the enemy, and not pump it.

Tactics for Lord-thief:
Well, first of all it is worth noting that Nosfeperat is the strongest hero in the game. This force begins to manifest the level from the 5th, and on the higher aphah it is generally no equal.
For the chapter of the guild, the map is the most important. After all, the improvement of cities is 2 times cheaper for it than for other lords.
From the very beginning you should have a full-scale expansion. It is desirable to capture the city as soon as possible, which is located in the direction of your enemy, this town will serve as a kind of buffer between your capital with a cruel. It is desirable to turn the city to the 4th level and put in it either 2x vivenn, or 2 lies and 2-warriors (depending on the enemy).
Also keep the hero in the city, at least even thief. He will not harm the enemy, but he takes half of his turns to him that sometimes it is very important.
At the same time, do not forget to capture as much mana and gold as possible, even if mana does not need you, she can help the enemy .

Now about thoughts.
They are most useful peppers:
1. Fake an order.
There is only a lord-thief.
Due to the high probability of response (like "poisoning" 80%), it allows first, quickly swing on neutrals, and secondly, to kill the enemy detachment even if it is much stronger.

2. To steal the subject.
This Perk is not only in Lord-thief.
It allows you to get expensive spells and objects almost for nothing.

3. Send spy.
There are also everyone.
Allows you to see the composition of the enemy army. The benefits are very large.

4. Duel.
Again, there are all the lords.
Very useful against the heroes-magicians, because The thief is capable of 1 to 1 kill the mage even the 2nd level.

5. Riot.
There is only a lord-thief.
Use the city of the enemy. With a successful outcome, the victim loses control over the city into several moves. He can not hire units and treated.

Now about the scenaries:
1. Very universal on all maps alignment:
Nescorata
2 Warrings
Ghost
It swings fast and simple, and allows you to grab more cities as soon as possible.

2. The alignment, which is aimed at getting the spirit as early as possible and rape with him in full:
Nescorata
Warrior
Adept.
Ghost
Warrior most often get up in the block, beat the enemy rear line. As soon as we get the Spirit, then we put it on the forefront and take another 2nd adepts .

Troats-auxiliary:
1. Hero-warrior
2 Ghosts
Warrior
Very quickly swinging on thick and slow units. Very good in the defense of the cities.

2. Queen of Lich
Vivenna
Warrior
Also good in defense. Need to use scrolls and wands.

3. Nosfeperat
2 Warrings
Ghost
Very fast detachment, convenient for sudden attacks on the enemy.

4. Nosferatua
3 Warriors
If you have decided at least up to the 2nd level, it becomes a terrible addition to your army.

5. Hero-Warrior
2 Warrings
Ghost / Mag.
Quite comfortable fladder.

General advice when playing hordes of undead.
1. Werewolves.
Although they are expensive, but very useful for the swing of their squad. It is not necessary to put myself the goal to earn on the iswolf, but if the money suddenly will appear, you can buy it yourself. With him, kach is at all magnificent 

2. Nosferatu.
This hero can sometimes put on the forefront to distract the enemy's blow. Thanks to the initiative, it can get up into the block, and thanks to self-medication he will easily restore his health.

3. Perfume and delicious.
If you have 2 spirit. It is better to give them 2 heroes to dig at once 2 powerful detachments.

4. Kach on units drunk death.
Black Dragon, Death Dragon, Lich Vampire and Others allow you to easily dig up your army. If you have no immune to death in the squad, then it does not matter, because You can always call for a skeleton help.

5. Vampires.
Like the Nescoratu of Vampires and Supreme Vampires can be placed on the forefront, they can easily cure themselves.

6. Templars.
At the expense of its wards to the elements, they are invulnerable to the global enemy magic. Only legions can harm their magic, having disassemble, and the rest are not.

Greetings!

I think many of you played at least one of these games, but in both, like me. And now I want to give the impression of each of them.

Disciples 2.

This game bribed me with its world and approach to the development of troops. The bias of the development of troops here is not a number, but in quality. Almost every fractional unit has its own tree development. Often you have to make a choice of what to go, what development will bring more benefits in this situation. It is necessary to approach this issue, because it is impossible to give the rear, and the final loss of developed unit is critical.

The development of the hero is glad less. Although there are several types of heroes, but the development scheme for all Odinicov. There is no Tree. Each level you can choose the pepper. The higher the level, the more perks open. Items although enough, but many apricies are stronger than others. Pleases the opportunity to save the hero and play for him in the future.

Fight although it does not imply movement, but I like much more. The correct arrangement of troops, the choice of tactics of the attack gives all the necessary deviations from the battle, removing unnecessary movement, take time.

The world itself is very atmospheric and very well decorated. As visually. So informative. Famous unit has a description. All events are interrelated. And I still consider the stylistics of the rice, one of the best.

Heroes 3.

The cultitic game in many ways, pleased with the units. There are many original and interesting. It's all bad with development. Many young people have a minimal difference. There is no variation of development, only gain. It is not possible to adhere to the units, but the loss of the detachment although it is unpleasant, but not critical.

With the development of the hero of the matter is not better. Each level is given only two varints to choose from what is not lacking for me. Sometimes the attitude to take what is not necessary. I can not say about the artifacts, as they remembered me less.

Fight standard for games of this type. There is no fundamentally new. Unnecessary movement is tired, although they give space for different tactics. Some units have special abilities that can be tested on all the battle, winning seemingly chaired battle. The hero itself does not participate in the battle. Magic is used in any hand, which minimizes the feeling of the influence of the hero on the battle.

Atmosphere ... Well, too all lean, and I would say schematically. It is understandable to make a scales, but the lack of details greatly affect the general perception.

Outcome

In the end I can say that Disciples 2 I liked more. Fight a group of units, for a long time much more pleasant than the whole army. The atmosphere, and the approach itself is much closer. I do not deny that the heroes are a good game, but in my opinion greatly overvalued.

Strategy as it is a choice of game style highly depends on the race. The empire is the most strong heroes-magicians. Behind the obvious simplicity of battle in Disciples 2 hides complex game mechanics. Sure,

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Manuals and passage

Strategy as it is

For seemingly the obvious simplicity of battle in Disciples 2.hiding complex game mechanics. Of course, there is no solid maneuvering of A la "Heroes of Might and Magic", the troops here simply converge to face and begin a kind of exchange of views. Whoever opinions are the most sniffy and sweaty, he wins. But if you look closely and delve into the gameplay a little, it turns out that not everything is so simple. Here in the same "heroes" very often a hero with two-time superiority in the lively strength and levels was simply doomed to win. In strategies, the decisive argument in battle is usually the numerous of the troops and pumping of the hero. Disciples 2 gives a certain chance of a certain chance in terms of coolness of armies. The chance lies in the right use of each of the abilities of creatures under your control. You can throw one waswolf against the crowd of the muscles of warriors, and all - it will place any number of troops who forgot about the need for the presence of magicians. With immunity to ordinary weapons, the waswolf simply ignores any encroachment of ordinary warriors. Similar tricks in the battle system can be brought by a great set.

I want to say that if you show myself a competent tactic, then you can defeat the armies several times stronger. In strategies, such a principle is not very common. The course of combat can change a lot, including magic, which is used both during battles and outside of them, on the strategic map. Manana is spent on magic, which with a developed economy accumulates quite quickly. In general, the economy is quite important, although not as critical, as in Starkraft (where, as joking, when the enemy is superior in finances and territory, you can bite the enemy crowds of peasants). First, you require the right use of gold, which goes to: hiring simple units and first-level heroes, for treatment and resurrection; Buying various equipment, things and spells, for the construction of buildings for upgrading creatures, on the installation of special RODs ("Wands") expanding the territory. That is, it is obvious that Zolotishko will come in handy. The second side of the economy is mana management. For the first two levels of magic, "native" will be used for the race mana, but for more powerful spells you will have to seek the possibilities to continue the study of the map and search for sources of other three types of this magic energy. At the same time, control the sources of mana or gold (each gives per day 50 units of mana and coins, respectively) can only be in the event that they are sources, are on your territory. Your area becomes near the castle or city or near the wand installed in 150 coins. The hero establishing these most rods can and destroy others, and completely free. Thus, the city near the source can not be captured, enough to spend on one rod. Plus this approach - it will not be necessary to protect the conquered city, will not be RAS and losses as a result of his assault. The minus of this strategy is no less logical: without capturing the city, you will not be able to enter the hero in the future in order to treat or hire new troops. Treatment in the city or citadel can be carried out right immediately - in the presence of money and a built temple (Temple), or remaining in it for a couple of days. Cities have five levels of development: from the village to almost a megapolis. At the same time, the city can be developed only once for the course and only for money. Naturally, the more the settlement, the faster the army is treated in it, the better they will be protected during the battle inside the city walls and the greater the number of guards can be left in the garrison.

Rules of Boy

Imperial magicians have fewer lives, so take care of them as an eye!

To successfully conduct battles and at the same time not to lose troops, I advise you to learn several rules and deal with the basic concepts. So, each hero can be in battle along with him a few more creatures. The entire army consists of six cells: three cells in two ranks. One cell occupies a hero, and the rest is its handy. Your choice presented warriors, magicians, archers and creating support. Warriors just beyond the enemy nearest to them, and that's it. They should always stand in the first rank of troops, otherwise they will not be able to fight. If, of course, the first ranks will not destroy the enemies and the second rank with the warrior will not become logical, first. Archers are also able to hit only one goal, but at the same time they can choose any. The same magicians standing behind the backs of their warriors are inaccessible to your fighters, but archers are shot to them. Unfortunately, lives neither by magicians, neither the shooters have a bit, so in any way at least one warrior should cover them. Magages are able to beat around the square, they apply a little damage, but on all enemies immediately. This is the difference between the shooter and the magician: both, and the other takes away the enemies distant from him, but at the same time the archer causes a big damage to one creature, and the magician is a little damage, but several. As you understand, it is more profitable to use archers against one or two creatures.

It is usually it turns out that the warriors serve only for cover, shooters and sorcerers of the opponent are not killed, so the number of lives is most important for them, and not the power of attack. Here is a trick on the topic. In extreme versions, when the warrior is badly wounded, you can put it in the second row. It is not capable of attacking from there, but the soldiers of the enemy will not get it. This option is good and in case the level rise is nearing. With a new level, as you know, restores all the health of the creation.

The location of the units in the second rank is irrelevant, but much depends on the alignment of fighters in the shange. The upper fighter of your army can hit only another top fighter and fighter in the middle, but in no way - the lower one. The warrior in the center of the first rank can get any of the opponent's soldiers, but at the same time it can be attacked at once from three sides. Therefore, the center always put the strongest and inherited fighter, he will be most of all. If you have only two warrior, it is better to leave the center empty.

Now about the possibilities on the battlefield. You have four icons: it is protection, expectation, flight and automatic battle. Protection deprives the creation of the possibility of turning, but in this move he receives only half of the damage applied to him. Example: the enemy has three fighters, and in your army one warrior with three magicians behind his back. Be sure to force the warrior to defend yourself: just so you will have a chance to win. Another option for the possibility of protection arises when the victory is close, but you need to save one of your creatures alive. Then his chances of survival will grow significantly.

Waiting makes the creation of walking at the very end of your move, later all the rest of his associates. It is useful if you do not want to spend a powerful attack against a creature with several lives, and intend to push on a healthy that attached to his back. As for the flight, this is sometimes not the worst option. By fueling from the battlefield, you do not lose absolutely nothing except experience for already dead enemies. Immediately you can treat / resurrect the army and strengthen it with magic to continue the battle in the next go. It also makes sense to retreat, if during the final battle in the mission you have almost won and do not want an experience to share for the entire army. Better let alone hero remain, who will achieve the enemy.

Features of creatures. There is a lot of subtleties, in which it would also be nice to understand. First, only in the world of Disciples there is a concept as Ward. He is Ward, a protective sign. So, a creature with a predetermined type will fully ignore the first attack of a certain type of battle. It seems like invulnerability to the first blow. I will give an example: two cultists fight against the gnome-flamethrower. When the first of them causes a branded storm, then the gnome completely ignores him. From the second and subsequent fiery storms, he will suffer as usual. If a new battle with the cultists begins, then the dwarf will again get invulnerability from the first attack by fire. Ward can be a congenital ability to be creatures, he may appear as a result of pronouncing magic on a strategic map or due to the use of a special bottle. Ward is also acquired by the hero and only them if he carries the appropriate magic book. When pumping a high-level hero, he will also be offered to choose from the possibility of obtaining one of the wards. Now as for immunity. Immunity is similar to Ward in that it also allows the creature to completely ignore the attacks of a certain type. The difference between them - immunity gives protection not only from the first attack, but also from all the next, no matter how much. It is impossible to purchase immunity, certain immunities are available at various creatures since their birth or development. By the way, if the creation has ward or immunity against the main attack (a dagger-weapon, for example), then additional will pass by (poison from the dagger), even if there is no protection from it. If there is no protection from the main attack, but from the additional - there is, the defense will work only for an additional attack.

Next important point. One creature may have two types of attacks. This happens not very often and indicates a sufficient coolness of the creature. There is a rule. The second attack follows the first, that is, if the first failed, then the second with it. Since both attacks have their own chance to hit, the first attack may pass, and the second is not. From the consequences of all second attacks that usually apply for some time (poisoning, paralysis, petrol, poison), can save healing, which is carried out by Lekari and Alchemists of people and Dwarves.

Among creatures also have capable of attacking twice during their turn. The table is indicated as (* 2).

Victory tactics

Each of the four sag campaigns is divided into seven separate missions. In primary missions, the development of your troops will be strongly limited, and the magic will be present only the simplest. In the first missions, when choosing an upgrade options, you always choose the right branch of development. So you will get enough strong warriors and will not lose anything with the refusal of the left branch of development. All the same, the most powerful creatures by her line to later missions will not be given to you.

When choosing a new saga you will be offered to decide on the level of complexity and your favorite type of hero. The complexity of the game affects the number of incoming money, as well as on the course of combat. The higher the complexity, the greater the chances that your unit misses, and the enemy will fall. For example, at the level of Very Hard, your ghost will fall into the enemy at half past cases, and exactly the same, but the enemy ghost is almost always. As for the choice of the type of hero, then also you need to break your head. Mage Lord has the ability to spend twice as much money on learning magic. He can use the same spell more than once a day, like the other heroes, and twice. Only Mage Lord is available to the fifth level magic. Warrior Lord troops automatically regenerate 15% every day. The thieves Guildmaster Lord receive additional opportunities, for example, they can poison the hero or move it to the Mages in the first row, to the place of warriors. The increase in cities is two times less, that is, you can faster to treat the troops located in them. Personally, I would advise for the clans and the empire to take Warrior Lord, and for the legions and the Horde Nezhdi - Mage Lord.

When a battle with the final boss of each of the campaigns, the tactic requires approximately the same. You need to give all members of the squad as much as possible armor, it is advisable to bring it up to 90% (maximum value). This means that your troops will receive damage exactly ten times less than could in the usual case. To pump up the troops of the armor, I strongly recommend when going to the seventh mission to take a pair of bottles with +50 to the armor (at a thin end, and with +30). Before completing the sixth mission, buy them in the store or find anywhere else. Pumping the army by means of enhancing armor, use and appropriate magic that has the same empire (Holy Armor). In the next action, take in the detachment of one incubus (legions) or one shade (Horde of Nezhdi). Having survived one attack, they will be able to immobilize the main villain. If it succeeded, consider what we won. Well, in order for these creatures to better fulfill their duty and have more chances to get along the boss, give them drinks accuracy.

To defeat the boss, it is also helpful to see its characteristics in the appropriate table. So, in the final for the empire and legions, it is necessary to destroy the boss named Demon Uther. It follows from its characteristic that he is able to paralyze the entire squad immediately, plus he has immunity to the magic of mind, that is, to your paralysis. Given this information, in the final for the empire necessarily (!!!) Prepare warriors in the form of Grand Inquisitor with immunity to paralysis. The Legion should abandon the witches with their transformation (the interactions of the mind), and call for assistance to Incubus. The second attack of this creation should turn the final boss into a stone.

The development of heroes

Having gained a sufficient number of experience, the hero receives the next level. At the same time, he is given the opportunity to choose one of the special abilities - once per new level. The ability menu does not depend on the race or type of hero, for all development scheme is the same. In brackets it is indicated, from what level the hero is offered this skill. At the same time, after the fifteenth level, the hero at all cease to give abilities.

Banner Bearer (2) - Ability to wear flags

Pathfinding (2) - increase the speed of movement by 20%

Artifact Lore (2) - Ability to take artifacts

Arcane Knowledge (2) - Skill Wear Magical Books

Arcane Lore (3) - Ability to use balls (ORB)

Leadership (3) - the ability to take an additional creation in a detachment

Travel Lore (3) - Ability to wear boots

Natural Armor (4) - +20 to armor hero

Might (4) - + 25% for the Attack of the Hero

Advanced Pathfinding (5) - Increase the speed of movement by 25%

Arcane Power (5) - the ability to use talismans

Leadership (6) - the ability to take another additional creation in a detachment

Weapon Master (6) - All creatures in the Hero squad receive + 25% to the experience gained

Keen-Sight (7) - an increase in the range of review when examining the map

Accuracy (7) - + 20% to accuracy Attack Hero

Natural Healing (8) - Every step by the hero additionally restores 15% of health

Toughness (8) - + 20% to the number of hero's lives

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

Water Ward (10) - Hero acquires Ward water

Earth Ward (11) - Hero acquires Ward Earth

FIRST STRIKE (13) - + 50% for the initiative of the hero

Fire Ward (14) - Hero acquires Ward Fire

Air Ward (15) - Hero acquires Vard Air

WE ARE THE CHAMPONS! (Victory codes)

During the game, press ENTER, enter the code and press again ENTER.

moneyFornothing.- Mana and gold are equal to 9999.

help! - The cure of all detachments.

bORNTORUN - Ability to move again on the map.

weareTheChampions - Win.

loser. - lose.

herecomesthesun. - open a map.

anotherBricinthewall. - You can once again build a building (in the citadel).

givepeACeachance. - Peace with all races.

badtothebone - War with all races.

cometoGether. - Union with all races.

stairwayToheaven. - add the level of explicit to all the detachments and heroes.

Statistics of leaders

The column "behavior (goals)" indicates how it behaves this or that creation on the battlefield. Warrior attacks only one nearest creature. The magician covers the whole detachment, and the archer shoots in any of those present. The creature of support cannot directly attack the enemy, it only strengthens the remaining members of its detachment. For purposes, it is indicated how many creatures are the attack or the ability of the creature. It may be the whole detachment (6 creatures), or one particular one. The magical value of "goals" is always equal to 6, the archer and warrior - 1. But the creation of support can be both one goal and all six. Therefore, in brackets it is indicated.

table 2
Mountain clans leaders
Table 3.
Leaders undead hordes.
Banshee.
Speed \u200b\u200b20.
Skills: Plant Rod 20 No / Death 100/0 Paralysis Mind 0 70% Support (1)Lich Queen
Speed \u200b\u200b20.
Skills: Scrolls & Staffs, ORBS 40 No / Death 65/0 Storm Fire 30 80% MagDeath Knight
Speed \u200b\u200b20.
Skills: Artifacts 50 No / Death 150/0 Blade Weapon 50 80% WarriorNosferat.
Speed \u200b\u200b35.
Skills: Traveling Items 50 No / Death 90/0 Vampire Death 10 80% MagThief.
Name In. Ward / Immunity Life / armor Type attack Damage% Behavior (goals)
Table 4.
Legers Legions of the Damned
Baroness.
Speed \u200b\u200b20.
Skills: Plant Rod 20 No / No 100/0 Fa Fear Mind 0 80% Support (1)Arch-Devil.
Speed \u200b\u200b20.
Skills: Scrolls & Staffs, ORBS 40 No / No 65/0 Storm Fire 30 80% MagDuke.
Speed \u200b\u200b20.
Skills: Artifacts 50 No / No 150/0 Sword Weapon 50 80% WarriorConSelor
Speed \u200b\u200b35.
Skills: Traveling Items 60 No / No 90/0 Arrow Weapon 40 80% ArcherThief.
Speed \u200b\u200b25 60 No / No 100/0 Dagger Weapon 30 80% Warrior
Name In. Ward / Immunity Life / armor Type attack Damage% Behavior (goals)

SECOND PAGE

Creatures statistics

The Empire

The empire has the worst infantry. This is seen by the example of the most simple soldiers - squire. They and lives are less than that of ordinary soldiers of other races, and they are ruled by middle. Magov has a similar picture. The same middling, and with a small number of lives. At the same time, Veda and immunity have almost no anyone, except for those specializing against the magic of the interacts of the Inquisitors and witch hunters. There are Empire's troops and obvious advantages. This is a high initiative that allows for most battles to start the attack first. Plus, obviously, the normal archers, whose purpose, for the most part, is to destroy the living wizards from other races. Finally, only the empire has the most successful subsidiary unit in the face of the healer. His presence on the battlefield significantly increases the life expectancy of all the elderly emperor soldiers. To win the battle, you must have one healer in the army, in rare cases - two. The noticeable feature of the empire is the absence of large fighters, all (except titanium) soldiers occupy exactly one cell. This is simultaneously and plus - you can take more creatures, - and minus: the more the people in the detachment, the worse the attacks of magicians are transferred. Fear magicians, for you they are the most dangerous creatures! If the culture of the legions of the damned will cover two or three units - this is one, and if five or six are already another. The best hero for the empire will be a magician, Archmage. It should cover the archer, healer and two or three warrings.

In general, to draw up the right army for the empire is much easier than for any other race. Some weakness of imperial armies in terms of vulnerability for enemy weapons and magic should compensate advanced protective and attacking magic. Yes, people (namely they make up the backbone of the troops of the Empire) almost no spelling or witchcraft, worsening the combat capability of enemy troops. But then there are spells of treatment (there are similar dwarfs from mountain clans) and unique spells, giving warrad, increased armor and damage. Human army hung like such magic becomes much stronger. Attacking magic in people is also at the height, it is obvious. So, the power of people is in their fighters of support, in Clerickes. Tricks. Almost at the very end of the battle, leave in the living the weakest enemy. Protect him with warriors until the healer is completely depreciated. Just after that complete the battle. By the way, at the end of the battle, the healer always gives one "free" opportunity to pay any friendly creature.

If you first attack a hostile magician with an imperial killer, then you will not be difficult to finish it. Even if the opponent survives, the effect of poison will work at the beginning of it. The poison usually operates one or two strokes and causes approximately 20 units of damage. But if the same imperial killer is more damaged than his usual colleague, then the poison after his attack will be kill. An interesting unit Elementalist has the ability to cause one air elementary during each turn. It is not entirely clear how these weak creatures can help in battle. Apparently, they are needed in the case of the destruction of soldiers in the first rank.

Table 5.
The Empire
Acolyte. 10 No / No 50/0 Treatment Life +20 100% Support (1)Angel 50 no / no 225/0 blade weapon 125 80% warriorApprentice. 40 No / No 35/0 Zipper Air 15 80% MageArcher 60 No / No 45/0 Arrow Weapon 25 80% ArcherCleeric 10 No / No 75/0 Treatment Life +20 100% Support (6)Defender of Faith. 70 no / no 225/30 sword weapon 125 80% warriorElementalist. 40 Air / No 95/0 Challenge Air 0 100% Support (1)Grand Inquisitor. 50 Fire / Mind 210/0 Packed Weapon 100 80% WarriorHeirophant. 10 No / No 125/0 Treatment / Revival Life +120 100% Support (1)Holy Avenger. 50 No / No 250/0 Sword (* 2) Weapons 75 80% WarriorImperial Assassin. 60 No / No 135/0 Dagger / Poison Weapons / Death 75 85% / 75% ArcherImperial Knight 50 No / No 200/0 Spear Weapons 75 80% WarriorImperial Priest. 10 No / No 100/0 Treatment Life +80 100% Support (1)Inquisitor 50 No / Mind 180/0 Packer Weapon 75 80% WarriorKnight 50 no / no 150/0 sword weapon 50 80% warriorMage. 40 No / No 65/0 Zipper Air 30 80% MagMarksman. 60 No / No 90/0 Arrow Weapon 40 85% ArcherMatriarch. 10 No / No 100/0 Treatment / Healing Life +40 100% Support (6)Paladin. 50 No / No 175/30 Sword Weapon 100 80% WarriorPriest. 10 No / No 75/0 Treatment Life +40 100% Support (1)Prophetess 10 No / No 125/0 Treatment / Healing Life +70 100% Support (6)Squire. 50 no / no 100/0 sword weapon 25 80% warriorTitan 50 No / No 250/0 Fist Weapons 60 80% Large WarriorWhite Wizard 40 No / No 125/0 Zipper Air 60 80% MagWitch-Hunter. 50 No / Mind 140/0 Sword Weapon 50 80% WarriorWizard 40 No / No 95/0 Zipper Air 45 80% Mag
Name In. Ward / Immunity Life / armor Type attack Damage% Behavior (goals)

Mountain clans

Mountain clans hardened in extreme cold can boast the most live warriors, archers and even magicians. Kill the gnome sorcerer sometimes it is difficult than the soldier of another race. What is there to talk about the County and Bearded Warriors?! Unfortunately, the slowness of the gnomes, both on the battlefield, and on the strategic map, also remained with them. If you can increase the speed of the movement of the armies of the subgrocal people on the map with the help of witchcraft, then during the battle they will have the worst initiative. Archers at the dwarves are also worse than human, albeit hardy. There are problems with the magicians. You can create a lively sorcerer-giant, but still it will be less useful than I would like. Magic at the dwarves is very similar to the imperial, in something even stronger. It is better developed spells causing and accelerating movement on the map. In general, the power of the dwarves is in their infantry and giants-fighters. The best army will be one giant with an alchemist, giving him a re-attack, plus a hero, a magician and archer.

At the same time, all heroes are suitable for the army of the gnomes. Warrior becomes next to the giant, the magician with an archet is located behind it. In no case, do not exhibit next to the Giant Soldier-Gnome. Enemies will fully ignore the giant, focusing all the attacks in the gnome. Then, after each battle, to revive it. Since the troops of the dwarves require special use, then create army depending on the type of enemy. Against the legions of the damned, try not to use flamets, since most enemies immunity or Ward to fire. On the battle with the undead, be sure to take with you giants. Please note: giants, even the simplest, attack not weapons, but one of the elements: earth, water or air. Therefore, giants will be able to perfectly carry out immunity to arms of non-adhesive opponents.

Tricks. Wolf Lord is able to turn into Spirit of Fenrir. It is not entirely clear why he needed it, because if the enemies made their way to the second Sherge, then it's a bad thing in any way. But maybe this ability is useful. A more useful skill with the creation name named Son of YMIR allows him when a regular attack still add additional damage by cold. What is generally good poison and this extra damage is the fact that they completely ignore the number of armor on the enemy. The number of damage will always be the same.

Auxiliary creatures in the face of Tenderfoot and Novice increase damage to your creatures only for one course. Unlike them, Druidess and Archdruidess increase damage until the end 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 / No 150/0 Increase Damage Life + 100% 100% Support (1)Axe Thrower. 40 No / no 65/0 MET. ax weapon 25 80% archerCrossbowman. 40 No / No 110/0 Bolt Weapon 40 80% ArcherDruidess 70 No / No 120/0 Increase damage Life + 75% 100% Support (1)Dwarf. 40 no / no 150/0 hammer weapon 30 80% warriorDwarf King. 20 Mind, Water / No 250/30 Packer Weapon 100 80% WarriorElder One. 20 No / No 400/0 Zipper Air 80 80% Large MagFlame Caster. 40 fire / no 130/0 flamethrower Fire 35 80% magicianForge Guardian. 40 No / No 155/0 Bolt Weapon 70 80% ArcherHermit. 40 No / no 250/0 storm / decrease Initiative water 55 80% / 33% MAGHill Giant. 30 No / No 210/0 Dubin Earth 60 80% large warriorIce Giants. 30 no / water 400/0 storm water 120 80% large warriorMountaineer. 40 No / no 225/0 storm water 30 80% magicianNovice. 70 No / No 90/0 Increase Damage Life +50 100% Support (1)Rock Giant. 30 No / No 310/0 Fist Earth 90 80% large warriorRUNE MASTER. 40 No / No 300/0 Ax (* 2) Weapons 65 80% WarriorSon of Ymir. 50 No / Water 500/0 Istland / Cold Water 150/30 80% / 85% Large WarriorSpirit of Fenrir. 50 no / no 275/0 claw weapon 90 80% warriorTempest Giant. 20 No / No 350/0 Zipper Air 50 80% Large MagTenderfoot 70 No / No 60/0 Increase Attack 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% magicianYeti. 40 Water / no 230/0 Breath water 30 80% large magician
Name In. Ward / Immunity Life / armor Type attack Damage% Behavior (goals)

The Undead Hordes.

If you give unkinds to develop, they will receive at their disposal the most deadly army of all existing ones. Only Nezhdi has dragons-magicians who know how to cover the entire enemy detachment by a plague cloud, and cover the second shan. Wonderful fighting and creating support. Be sure to take at least one of these creatures with the skill of paralysis. Paralysis is especially useful when slaughters with powerful single creatures, like octopus and various dragons. Paralysis can send the most advanced unkind soldiers, as their additional attack. Of course, in most cases, the creation is getting rid of paralysis (Break) already in the first go. But then they can be paralyzed again - even before they receive the right to attack. Therefore, refer to the detachment of one dragon magician and one paralyzer. Unfortunately, there is no perfection in the world. Negotie almost completely lack archers.

Yes, it can be developed to them, and for quite a long time, but on the early stages there are no them at all! Even the intelligence hero at Negotia is not an archer, but by magic! Without army army, non-resident more vulnerable for wizards and sorcerers of all other races. Therefore, the troops of undead must apply more effort than all other troops in order to quickly destroy the warriors in the first Sherge. Try, of course, Pro Paraprize simple mage to the archer to kill dangerous sorcerers of the legions of the damned.

By the way, pay attention to the fact that most units at the Horde of Negotia not only have immunity to death magic, but they themselves attack death. Therefore, be prepared for problems, in case you have to fight with another undead. Mages of undead are often not able to hurt each other. In this case, only clings of soldiers will be able to help. And they can not help, because some of the creation of undead have immunity and weapons. The only way out in this case will be the use of Lich Queen magic, a heroine with knowledge in the challenge of fiery storms. There is no protection for fire element.

Tricks. When the vampire causes the enemy damage, then half of their lives he takes himself. At the same time, the eldest vampire even knows how to not only take life to himself, but also give it to all the rest of the victims of the creatures of his squad. Practically treating your health at the expense of the enemy. When choosing the direction of development of soldiers, it is best to make skeletons from them. Create TEMPLAR and DARK LORD makes sense only with obviously frequent battles against magicians or giants from mountain clans.

Table 7.
The Undead Hordes.
Archlich 40 No / Death 170/0 Plague Death 90 80% MagDark Lord. 50 fire, water, earth, air / no 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% Large MagDoomdrake. 35 No / No 300/0 Breath Death 40 80% Large MagDracolich 35 No / Death 525/0 Breath Death 75 80% Large MagDreadwyrm. 35 No / Death 450/2 Breath / Poison Death 65 80/40% Large MagElder Vampire. 40 No / Death 210/0 Vampire All Death 60 80% MagFighter.Ghost. 20 No / Death 45/0 Paralysis Mind 0 65% Support (1)Initiate. 40 No / no 45/0 Plague Death 15 80% MagLich. 40 No / Death 140/0 Plague Death 70 80% MagNecromancer 40 Death / No 105/0 Plague Death 45 80% MagPhantom 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 gun 50 80% warriorVampire. 40 No / Death 185/0 Vampire Death 50 80% MageWarlock 40 No / No 75/0 Plague Death 30 80% MagWerewolf. 50 no / weapon 100/0 claw weapons 40 80% warriorWight 50 No / Weapon, Death 105/0 Touch / Removal Death Level 75 80% ArcherWraith. 60 No / Death 75/0 Touch Death 60 80% ArcherWyvern. 35 No / No 225/0 Breath Death 25 80% Major MagZombie. 50 No / Death 170/0 Sword Weapon 50 80% Warrior
Name In. Ward / Immunity Life / armor Type attack Damage% Behavior (goals)

Third Page

LEGIONS OF THE DAMNED

Each of the heroes of the legions of the damned has a flight ability. It makes it easy and quick to cross rivers and pass forests. As for the quality of the troops themselves, it is also not for what. The creation of legions have a sufficiently large number of lives, and they are decent damage. With their initiative, they are also all right. The only obvious problem is there are no ordinary archers, and there is only a hargole, which occupies two cells. For an archer, it is a bit too much. True, Garguli has very strong armor, it allows it to almost not receive a serious damage, and it hurts it. In general, the feature of the race was damned - a large number of large beings, including warriors in the form of various kinds of demons.

On the creation of support and margins of places in the army of legions, sometimes not enough. Although, on the other hand, you will not have this choice - to take into the army of magicians or assistants. During the development of the cultists, you will have either those or others. Since the creation of support for legions is simply necessary, then you will clearly have to abandon magicians. The most funny is that you really need all three support creation (Doppelganger, Incubus, Hag), and only one of them can be in your armies. If you think about the immunity to the ground have a smaller number of creatures than to mind, therefore Incubus is preferable than hag, and attacks the first more than apt. True, in many situations without Doppelganger will also have difficulty ... in any way, you will have to give up magicians that is not good in many cases. The only way out of the situation is the head of the army to put a mage hero.

Tricks. Doppelganger can turn into almost any creature present on the battlefield. The exception is large creatures occupying two cells. The second exception is impossible to turn into guards guarding the main citadel of each race. But no one bothers to create during the battle, for example, two UTHER (think about what opportunities are open!) Or two main characters. If an imperial healer acts against you, then an excellent chance of treating the entire army appears. In general, the possibilities of using this unit mass is enough to have a good imagination.

Another creature of damned, Infernal Knight, is distinguished by a special ability - for the day to restore about half of the lost lives. Finally, the most powerful creation in the game and the legions, in particular, is Tiamath. I recommend not only for the powerful attack of the entire enemy's army, but also for the ability to reduce the response damage of enemy whims.

Table 8.
LEGIONS OF THE DAMNED
ABYSSAL DEVIL. 40 No / No 600/0 Blade / Petrol Weapon / Mind 140 Major WarriorAnti-Paladin. 50 no / no 220/0 ax weapon 75 80% warriorBeast. 20 No / no 420/0 claw weapon 70 80% large magicianBerzerker. 50 no / no 170/0 sequir weapon 50 80% warriorCultist. 40 No / No 45/0 Rain Fire 15 80% MagDemon. 35 No / no 270/0 Bunch weapon 80 80% large warriorDemon Lord. 40 No / No 470/0 sekira Weapon 140 80% large warriorDemonologist 40 No / No 105/0 Rain Fire 45 80% MagDevil. 35 No / No 170/0 Bunch Weapons 50 80% Large WarriorDoppelganger 80 no / no 120/0 transformation / blow any / weapon any 30 80% anyFiend. 50 No / No 250/0 Blow / Poison Weapons / Death 60 80% / 40% Large WarriorGargoyle. 60 Mind / Poison 90/40 Stones Weapons 40 80% Large ArcherHag. 20 No / No 115/0 Transformation Mind 0 80% Support (1)Incubus. 20 No / No 135/0 Frevious Earth 0 65% Support (6)Infernal Knight 50 No / No 270/0 Sword Weapon 100 80% WarriorMarble Gargoyle 60 Mind / Poison 150/60 Stones Weapons 65 80% Large ArcherModeus. 40 fire / no 170/0 storm Fire 75 80% magicianMoloch. 35 No / no 370/0 claw weapons 110 80% large warriorOnyx Gargoyle 60 Mind / Poison 170/65 Stones Weapons 85 80% Large ArcherOverlord. 40 No / no 570/0 blade 170 80% warriorPandemoneus. 40 No / No 135/0 Storm Fire 60 80% MagPossessed 50 No / No 120/0 Sword Weapon 25 80% WarriorSorcerer. 40 No / No 75/0 Rain Fire 30 80% MagSuccubus. 20 No / No 145/0 Transformation Mind 0 40% Support (6)Tiamath. 20 No / No 495/0 Claw / Damage Reduction Weapon / Mind 100 80% Large MagWitch 20 No / No 75/0 Transformation Mind 0 80% Support (1)
Name In. Ward / Immunity Life / armor Type attack Damage% Behavior (goals)
Table 9.
Boss
Asteroth 50 No / Fire, Mind 1020/0 Sword (* 2) Weapons 150 80% WarriorBone Lord. 50 No / Mind, Death 400/0 Vampire All Weapons 65 80% WarriorDark Elf Lyf. 60 No / Mind, Water 250/0 Calling Life 0 100% SupportDEMON UTHER. 65 Death, Water, Air, Earth / Fire, Mind 1500/0 Storm / Palsy Fire / Mind 150 90% / 60% MageDREGA ZUL. 50 death / no 200/0 blade / poison weapons / death 65 80% / 50% warriorErhog The Dark. 40 fire, water, air, earth / death 95/0 vampire death 45 80% magicianErhog The Necromancer. 50 fire, water, air, earth / death 300/0 vampire death 60 80% magicianElf Queen. 60 No / Mind 800/30 Breathing Life 125 95% MagHubert de Layle 60 No / No 200/30 Packer Weapon 75 90% WarriorMage Hugin. 40 No / No 900/0 Tornado Air 70 80% MagManticore 50 No / No 800/30 Tail / Poison Weapons / Death 150 80% / 90% WarriorMaster Occultist. 90 No / No 310/0 Challenge Death 0 100% SupportNhiddog. 50 No / No 2000/0 Bite (* 2) / Poison Weapons / Death 150 90% / 90% WarriorPrincess Yataa 'Halli 40 No / No 250/20 Cleaner Weapon 80 80% WarriorUTHER (Empire) 50 Fire, Water, Air, Earth / No 300/0 Sword / Paralysis Weapon / Mind 80 80% / 60% WarriorUTHER (evil) 60 fire, water, earth, air, death, mind / no 300/0 fire ball / paralysis fire / Mind 100 90% / 90% arrows
Name In. Ward / Immunity Life / armor Type attack Damage% Behavior (goals)

Neutral beings

Table 10.
People, elves and greenstocks
Man at Arms 50 no / no 95/0 ax weapon 25 80% warriorPeasant. 30 no / no 40/0 forks 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 Weapons 65 80% WarriorElf Lord. 50 air / no 195/0 zipper air 50 80% magicianElf Ranger. 65 No / No 65/0 Arrow Weapon 25 80% ArcherForest Elf. 65 No / No 65/0 Spear Weapons 40 80% WarriorGriffin. 50 No / No 200/0 Claws Weapons 95 80% WarriorOracle Elf. 10 Air / No 125/0 Treatment Life +60 100% Support (6)Skylord. 50 no / no 420/0 claw weapon 140 80% warriorGoblin. 30 No / No 50/0 Spear Weapons 15 80% WarriorGoblin Archer 50 No / No 40/0 Arrow Weapon 15 80% ArcherOgre 20 No / No 300/0 Dubube Weapons 130 80% Large WarriorORC 40 no / no 200/0 ax weapon 55 80% warriorORC Champion 40 No / No 220/20 Quystery Weapons 80 80% WarriorOrc King. 55 No / No 295/30 Cleaner Weapon 115 80% WarriorTroll 40 No / No 350/0 Fist Weapons 120 80% Large Warrior
Name In. Ward / Immunity Life / armor Type attack Damage% Behavior (goals)
Table 11.
Dragons
Black Dragon. 40 No / Death 800/0 Respiration Death 125 75% Mage Blue Dragon. 40 No / Water 700/0 Breathing Water 100 75% Mage Green Dragon. 40 No / Fire 600/0 Breath Fire 60 75% Mage Red Dragon. 40 No / Fire 800/0 Breath Fire 125 75% Mage White Dragon. 40 no / air 700/0 breathing air 100 75% magician
Name In. Ward / Immunity Life / armor Type attack 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 / No 115/0 Frequency Earth 0 60% Support (6)Kraken. 40 No / No 350/0 Tentacle Weapon 120 80% WarriorMermaid. 20 No / no 75/0 storm / paralysis Water / Mind 20 60% / 50% Support / MagMerman. 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 claw weapons 100 80% warriorBarbarian Warrior. 40 No / No 250/0 Clear Weapon 80 80% WarriorWolf. 50 no / no 180/0 bite weapon 55 80% warriorBrown Bear. 65 no / no 270/0 claw weapon 60 80% large warriorPolar Bear. 70 water / no 300/0 claw weapon 80 80% large warriorThug 65 No / No 65/0 Dagger Weapon 25 80% WarriorMaster Thug. 75 No / No 110/0 Sword / Poison Weapons / Death 35 80% / 80% WarriorPRIMITIVE GIANT. 30 No / No 310/0 Piance Weapon 100 80% Large WarriorOccultist. 40 No / No 75/0 Challenge 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 Rush / Poison Weapons / Death 120 80% / 90% Large WarriorGiant Spider. 35 No / No 420/0 Rush / Paralysis Weapon / Death 130 80% / 80% Large Warrior
Name In. Ward / Immunity Life / armor Type attack Damage% Behavior (goals)

1 2 3 All

Agree, if suddenly, a significant part of your work colleagues begins, rushing with eyes, rushing on the office, nervously murkering under the nose one and the same phrase: "I bought Disciples II (rewritten, whistled from the table from a neighbor - insert to taste)! " - This is not good. I decided exactly the same and, causing one of the least frisky runners, asked him: "What is this beast?" (Especially since I did not play the first part). According to the detainee, it became known that the Disciples II game is a fantasy step-by-step strategy, compared to which: "... The fourth" heroes "are absolutely not quoted and in general dust swallow!". Honestly, personally, Heroes of Might and Magic IV also made a frankly weak impression - from 3Do and NWC we all expected more, and therefore I decided that these most Disciples II - only a strong middle pepper, tearing off his piece of audience at the most successful Project of this year. Nevertheless, having bought the game and installing it to your computer, I was pleasantly surprised. However, everything is in order.

I will not particularly sharpen attention on the chart - first, it is better to see once than hear a hundred times (I ask you to pay attention to screenshots), secondly, each of us has its own evaluation criteria for graphic execution of the game. The graphics in the game are quite good, but, in my opinion, somewhat missed on colors, however, for the genre of a step-by-step strategy (and not only for him), some pale paints are exclusive, if it is compensated by a good gameplay (Age of Wonders is a living example). The whole game is filled in sufficiently dark colors, and it sometimes plays an evil joke - if you do not include the options for the army flags, then you can not notice the neutrals dangling for any of the elements of the landscape of neutrals, which only think about what to fight with . Spells are entertaining enough, almost all units look well and are well animated, but they are also found, when looking at which it seems that they made them from the tree of a pair of ax.

A few words about the plot. The plot of the fantasy game is usually to a funny simple and monotony, only the plot of the American militant may be more predictable. Disciples II In this regard, no exception - as always, good guys (in our case, these are noble people and hardworking gnomes) fight against bad (merciless hellish creatures from the Legions of Darkness and creepy the lives of the dead). As a result, four campaigns, each for one of the above races. To make coloritis in the script, the following actors have been added: the king in voluntary exile, which disappears the legal heir to the throne, the disgusting regent on the throne and the sound of the Queen of Nezhdi. Well, okay, the original and twisted plot in the game, of course, the thing is desirable, but not mandatory - not for the first time for the freedom of Kathmandu.

The action of the game unfolds on small (according to the "heroic" standards) cards on which the city, resource deposits, treasure chests and other mulks and hair, necessary for a step-by-step strategy in the Spirit of Warlords, Age of Wonders and, of course, HOMM. Cities each race meet two types: the capital and ordinary settlements. In the capital, the construction of buildings necessary for hiring and upgrade military units and divisions, as well as spells are investigated. For the protection of the capital, "tightly" is attached to an inapplicability of a powerful unit, so the assault on the enemy capital is a terrible and troublesome business (true, missions with the ultimate task in the form of "capturing all the enemy cities" is very few). The usual city can only be prohappging several times, which will allow you to keep a larger garrison. In addition to the most familiar role of fortifications and military registration and enrolls of the city in Disciples II, the role of certain centers for the terrain (a la "cultural influence" in Civilization III) is also played, since here, land supplies and resource sources located on them are determined Whose hero last visited some mine, and those on whose territory it is located. However, to strengthen its influence, there is another way: each race has a hero, capable of establishing the rods on the terrain, which is a mystically rejoice in the nearby land in possession of their owner.

At the very beginning of the campaign or a single mission, you are invited to choose the "monarch" of races, and more precisely its class that the crucial way will affect the style of playing the game. You can choose a warrior, and then the units will be faster to heal in the transfers between battles. You can choose the magician, and then all spells of your race will be available for research and subsequent use. And you can make a monarch and "chapter of the guild" (simply speaking - thief), then any construction will do much cheaper (probably, builders stop the government cement home to carry).

Now let's talk about warriors and wars. The most vivid difference between Disciples II from his fellow in the genre is that the combat experience and the level of veterans of units are crucial in any fight. Something similar was attended by Age of Wonders and in Total Annihilation, but in a more lightweight version. The fact is that in Disciples II "you shake" over each of your subordinates, because you can resurrect the killed warriors in the temples, and in the next battle this fighter can gain experience? A sufficient to go to the next level. And so, for example, after a heavy and bloody battle, instead of a hopping squire in your army already appears a knight, or a witch hunter (one more accurate, but the second is more resistant to magic). Who will become your Squire, depends on what kind of building you built in your capital for upgrading units of this type. In addition, no more than six fighters can be involved in the battlefield on each side (depending on the leadership qualities of the heroes, leading army) - an extra reason to happen to their people. Unfortunately, during the battle of the warriors, they cannot move around, how to build them on the screen of the hero before the battle - so they stand in the Holy Aki Hemps with eyes from the beginning and to the end of the Schove (or Hit-Points - to whom as lucky), while having won Sword (shooting out of Luke, Casta, multiple spells). In the first echelon - Zabyaki and Lordwoin, in the second - arrows, magicians and lycari, and still alone someone from the first line of combat order, the second can only be fired, but water various spells.

It is difficult to say why, but now it is practically impossible to meet the game that requires less than the Pentium-III 400 MHz and meters of Stark under 128 RAM, although after launching the program I am wondering how it is its component (graphics, sound or artificial intelligence Computer opponents) with such an appetite devour system resources and whether he deviates them at all. This phenomenon is especially pronounced in step-by-step strategies - the last taking place of the owners of low-power machines. Often, the frank "climbing" of systemic requirements is a consequence of the persistent reluctance of programmers to engage in code optimization, but sometimes this is due to the desire of developers to be reinforced, so the system requirements of Disciples II is a typical sample of such reinsurance. The real requirements of the game are approximately as follows: Celeron (better of course "A") 300 - 333 MHz, 96 MB RAM and some not the oldest video card (S3 Savage 4 with 32 megami on board it is quite suitable). With such a machine, you can quite comfortably play Disciples II in the resolution of 800x600, without shutting down any graphic options.

Summing up the short result, it can be said that Disciples II, with all its disadvantages - a fairly interesting and interesting game. Positive impressions of fans of the genre of step-by-step strategies are guaranteed. Interesting finds of the development team made Disciples II rather original in order to talk about this game as an independent creation (but, unfortunately, not as a masterpiece), on the background of the flooded game market of faceless clones "Heroes of Might and Magic" and "Age Of Wonders.