Disciples 2: Dark Prophecy Walkthrough :
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Walkthrough - FAQ----------------------------------------------------------------- - Disciples 2 - The Dark Prophecy FAQ - ----------------------------------------------------------------- ==================================== = Author: DG Dobrev = = E-mail: iron_feather@mail.bg = = Date: 15.04.2002 = = Version: 1.0 = ==================================== ----------------------------------------------------------------- ----------------------------------------------------------------- Part One. Introduction - A few words from the author: Hello! Believe it or not, I got Disciples just a week age and it already became my current favorite game. I completely forgot about Heroes of Might and Magic IV, Diablo II - Lord of Destruction and a few more well know games I was playing at that time. - A little FAQ :-) You might ask: What attracted me to this game? I'll answer: The graphics, the music and the gameplay. I'm a Might and Magic series fan from quite a time and though I have never used the turn-based fight mode, this game made me wish I had... I mean if the screen could blink for a sec and show up like the Disciple's fighting scene. This would be awesome! The second thing - most of the strategy games do not offer more than 2 or 3 different races, most likely with different potential meaning one is better than the other. This game had 4, one very different from another. You might ask: Which is your favorite race? I'll answer: The Mountain Clans... Although I have great preferences towards the Undead Hordes. I really like the Necromancy (since Heroes 2 and Diablo 2) and the Undeads are my second favorite race. You might ask: Why exactly the Mountain Clans? I'll answer: I played my first campaign with the Mountain Clans, not with the Empire. They were interesting to watch and develop, and had interesting units. I grew to love the Tenderfoot, who, upgraded either to Alchemist or Archdruidess was essential for the success of my games. Some of my friends swear to the Empire and defy the Clans, for they were weak. Well, I don't think so! - End of FAQ :-) - Some peronal information: This is the first time I give personal info :-) read if you wish, otherwise feel free to scroll down. Country: Bulgaria City: Warna (port city on the Black Sea) Age: 21 Education: 3rd year in the Warna University of Economics Currently Studying: Tourism Initiative: I'm planning to make a game show on the TV... Wish me luck :-) ----------------------------------------------------------------- Part Two: Heroes' Descriptions In Disciples, there are three types of party Leaders: Warriors (Warrior Lord), Magicians (Mage Lord) and Guildmasters. Another two types: the Champions and Thieves, cannot be picked up as a starting characters. - Base information: -->Warrior Lord: Units in party regenerate 15% of the lost HP each day, but magic research is limited to level 4. -->Mage Lord: He can research all spells (including level 5) and cast them twice a day. The Mage Lord starts with a Magic Tower already built in town. -->Guildmaster: The Thief class can perform more actions, all non-capital cities cost 50% less gold to grow, but spell research is limited to level 4. Now, I'll give more detailed info for each race: ---------- The Empire ---------- 1. Warrior Lord - Pegassus Knight HP: 150 (+15/Level) Armor: 0 Attack: Long Sword Chance to hit: 80% (+1/level) Damage: 50 (+10/level) Source: Weapon Initiative: 50 Reach: Adjacent Units Targets: 1 Leadership: 3 Abilities: Artifact Lore Flying The Pegassus Knight is a noble fighter, whose wings carry him high above forests and seas. 2. Mage Lord - Archmage HP: 65 (+10/level) Armor: 0 Attack: Lightning Chance to hit: 80% (+1/level) Damage: 30 (+5/level) Source: Air Initiative: 40 Reach: Any Unit Targets: 6 Leadership: 3 Abilities: Use Staffs and Scrolls Use Orbs Master of the arcane, an Archmage is the only Leader who can use staffs and scrolls. 3. Guildmaster - Ranger HP: 90 (+10/level) Armor: 0 Attack: Falcon Arrow Chance to hit: 80% (+1/level) Damage: 40 (+5/level) Source: Weapon Initiative: 60 Reach: Any unit Targets: 1 Leadership: 3 Abilities: Use Travel Boots Travelling quickly troughout the realm, the Ranger is often sent on scouting missions by the king. 4. Champion - Arch-Angel - Cannot be picked as a starting character! HP: 100 (+10/level) Armor: 0 Attack: Healing Chance: 100% Heal: 40 (+5/level) Source: Life Initiative: 10 Reach: Any unit Targets: 1 Leadership: 1 Abilities: Plant Rod Flying The Archangel claims land for the Empire by planting Rods. The ground surrounding the rod magically transforms into Empire soil. 5. Thief - Cannot be picked as a starting character! - Must build a Guild to recruit him! HP: 100 Armor: 0 Attack: Daggers Chance: 80% Damage: 30 Source: Weapon Initiative: 60 Reach: Adjacent Units Targets: 1 Leadership: 0 Abilities: Spying Incite Riots Poison Enemy Thieves are adept at mischief, and can snek behind enemy lies to secure info, important to the Empire's cause. ----------------- The Undead Hordes ----------------- 1. Warrior Lord - Death Knight HP: 150 (+15/Level) Armor: 0 Immune: Death Attack: Undead Blade Chance to hit: 80% (+1/level) Damage: 50 (+10/level) Source: Weapon Initiative: 50 Reach: Adjacent Units Targets: 1 Leadership: 3 Abilities: Artifact Lore Flying Death Knight's ferocityin battle is unmatched. His high leadership and flying abilities are his greatest assets. 2. Mage Lord - Lich Queen HP: 65 (+10/level) Armor: 0 Immune: Death Attack: Fire Storm Chance to hit: 80% (+1/level) Damage: 30 (+5/level) Source: Fire Initiative: 40 Reach: Any Unit Targets: 6 Leadership: 3 Abilities: Use Staffs and Scrolls Use Orbs Female Necromancers live after death as the dreadful LIch Queens. Their unholy knowledge allows them to use staffs and scrolls. 3. Guildmaster - Nosferat HP: 90 (+10/level) Armor: 0 Immune: Death Attack: Drain Life Chance to hit: 80% (+1/level) Damage: 10 (+5/level) Source: Death Initiative: 60 Reach: Any unit Targets: 6 Leadership: 3 Abilities: Use Travel Boots Nosferats drian life from their enemies in battle, weakening opponents whilefeeding their own evil souls. 4. Champion - Banshee - Cannot be picked as a starting character! HP: 100 (+10/level) Armor: 0 Attack: Paralyze Chance: 70% Damage: 0 Source: Mind Initiative: 20 Reach: Any unit Targets: 1 Leadership: 1 Abilities: Plant Rod Banshee plants rods on living soil to create from it a barren wasteland. 5. Thief - Cannot be picked as a starting character! - Must build a Guild to recruit him! HP: 100 Armor: 0 Attack: Daggers Chance: 80% Damage: 30 Source: Weapon Initiative: 60 Reach: Adjacent Units Targets: 1 Leadership: 0 Abilities: Spying Incite Riots Poison Enemy A Thief is sent by the King to enemy cities. There he uses his craft to outwit the enemy. ------------------------- The Legions of the Damned ------------------------- 1. Warrior Lord - Duke HP: 150 (+15/Level) Armor: 0 Attack: Infernal Sword Chance to hit: 80% (+1/level) Damage: 50 (+10/level) Source: Weapon Initiative: 50 Reach: Adjacent Units Targets: 1 Leadership: 3 Abilities: Artifact Lore Flying The Duke's watlike spirit leads demons into battle, sword in hand. 2. Mage Lord - Archdevil HP: 65 (+10/level) Armor: 0 Attack: Flame Burst Chance to hit: 80% (+1/level) Damage: 30 (+5/level) Source: Fire Initiative: 40 Reach: Any Unit Targets: 6 Leadership: 3 Abilities: Use Staffs and Scrolls Use Orbs Flying The Archdevil is the master of the arcane; he has knowledge of staffs and scrolls. 3. Guildmaster - Counselor HP: 90 (+10/level) Armor: 0 Attack: Crossbow Chance to hit: 80% (+1/level) Damage: 40 (+5/level) Source: Weapon Initiative: 60 Reach: Any unit Targets: 1 Leadership: 3 Abilities: Use Travel Boots Flying The Counselor leads the vanguard of the Legions. He travels at high speed troughout the lands. 4. Champion - Baroness - Cannot be picked as a starting character! HP: 100 (+10/level) Armor: 0 Attack: Fear Chance: 80% Damage: 0 Source: Mind Initiative: 20 Reach: Any unit Targets: 1 Leadership: 1 Abilities: Plant Rod Flying Under he Baroness' control the realm transforms to a fury wasteland. 5. Thief - Cannot be picked as a starting character! - Must build a Guild to recruit him! HP: 100 Armor: 0 Attack: Daggers Chance: 80% Damage: 30 Source: Weapon Initiative: 60 Reach: Adjacent Units Targets: 1 Leadership: 0 Abilities: Spying Incite Riots Poison Enemy The Thief is valued for his skill in subterfuge. ------------------ The Mountain Clans ------------------ 1. Warrior Lord - King's Guard HP: 225 (+15/Level) Armor: 0 Attack: Battle Axe Chance to hit: 80% (+1/level) Damage: 60 (+10/level) Source: Weapon Initiative: 40 Reach: Adjacent Units Targets: 1 Leadership: 3 Abilities: Artifact Lore As warlike leaders, the King's guard are sent to quell any danger that treatens the Dwarven Lands. 2. Mage Lord - Loremaster HP: 95 (+10/level) Armor: 0 Attack: Earth Fall Chance to hit: 80% (+1/level) Damage: 30 (+5/level) Source: Earth Initiative: 30 Reach: Any Unit Targets: 6 Leadership: 3 Abilities: Use Staffs and Scrolls Use Orbs The Loremaster collects ancestral wisdom of Clans and has the ability to use staffs and scrolls. 3. Guildmaster - Engineer HP: 135 (+10/level) Armor: 0 Attack: Crossbow Chance to hit: 80% (+1/level) Damage: 40 (+5/level) Source: Weapon Initiative: 60 Reach: Any unit Targets: 6 Leadership: 3 Abilities: Use Travel Boots Engineers travel far and wide, keeping the High King informed of happenings in the Dwarven Lands. 4. Champion - Dwarf Champion - Cannot be picked as a starting character! HP: 150 (+10/level) Armor: 0 Attack: Axe Chance: 80% Damage: 40 (+10/level) Source: Weapon Initiative: 30 Reach: Adjacent units Targets: 1 Leadership: 1 Abilities: Plant Rod Chosen by Wotan to transform the land, the Dwarf Champion plants rods to expand high King's territory. 5. Thief - Cannot be picked as a starting character! - Must build a Guild to recruit him! HP: 150 Armor: 0 Attack: Daggers Chance: 80% Damage: 40 Source: Weapon Initiative: 50 Reach: Adjacent Units Targets: 1 Leadership: 0 Abilities: Spying Incite Riots Poison Enemy The Thief has many tricks in his disposal that he employs to further High King's cause. --- These are the characters you may use in the game. You can start with either Warrior, Mage or Guildmaster, but as the game advances, you are free to pick another character. The game is really pleasurable with a Champion (who gains levels quickly and transforms land like crazy, collecting resources for you in the meantime), but is extremely hard to gain victory... Unless you can count on the spells you have and the resources you have stolen. --- ------------------------------------------------------------------ Part Three: Skill descriptions There are 25 (on my account) skills in Disciples 2. I will quickly give the pros and cons for each skill. The ranks I give :-) are taken from military units... They are: Private, Sergeant, Lieutenant, Captain, Commodore, Admiral. I just wanted to skip the simple grade system... Not in my style :-) 1. Use Staffs and Scrolls - this is a skill, only usable by Mage Lords. It is useful, since the staffs and scrolls you'll come upon contain useful spells. Rank: Admiral 2. Artifact Lore - allows the Leader to use artifacts. If your chosen character doesn't have this skill, learn it right away! Rank: Admiral 3. Banner Bearer - banners help in battle, either protecting or helping your party to deal higher damage. It is useful, but you may clearly go without it. Rank: Captain 4. Pathfinding - increases leader's movement by 20%. You won't even feel it at early levels. However, it is useful for all units, that do not posess the "Flying" ability. I recommend to leave this skill alone and go for the Advanced Pathfinding. Rank: Private 5. Leadership - allows to take one more unit with you. EXTREMELY useful. Rank: Admiral 6. Travel Lore - Allows your leader to wear magical boots. These botts' attributes almost diminish the effect of Pathfinding (giving from 20 to 40% bonus, which means better than the skill itself) skill. Nice! If you combine this with Advanced Pathfinding you may go well over the 60 movement points line. Rank: Commodore 7. Arcane Lore - Use Orbs in battle. It is very rare to find obrs that contain formidable "allies" inside and the fact that the effect is only during the battle made me hate this skill. However, if you feel underpowered, this thing may save your life. Rank: Sergeant 8. Might - your leader does +25% more damage. Useful for all types of leaders, but especially for Warriors. Learn this skill as fast as you can. Magi will also appreciate this. Rank: Commodore 9. Natural Armor - your leader absorbs 20% of the damage his receives. It is nice skill, but not that critical. I think it is very useful for low-HP characters, like the Mage. Other may well skip it. Rank: Captain 10. (Advanced) Leadership - I put "advanced" into brackets, because you can learn this skill once again and have 5 people aiding you in your quest. Again, learn it right away. Rank: Admiral 11. Advanced Pathfinding - increases movement by 25%. Useful if you don't have any good boots to boost you movement. Otherwise, there are better places to invest... However, if you want to travel quickly and tresspass the land like crazy, use the Pathfinding + Advanced Pathfinding + 40% Movement Bonus boots. This is almost double movement than your starting value. Rank: Lieutenant (maybe Captain) 12. Arcane Power - I can the same about it as I said about the orbs, since good talismans are very rare to find. Your call on this one... Rank: Captain 13. Weapon Master - all units in the Leader's party will gain +25% more exerience in battle. I love this skill! Having this, you can quickly raise your (and you men's) XP. Great at early stages and when fighting tough opponents. The bad thing about it is the fact that you may well go without it... Rank: Commodore 14. Accuracy - gives +20% chance to hit the enemy ONLY to your leader. Hm, I never found great use of it, since you always get +1 chance per each level gained and... The maximum is 100%, so you get lower utility for it. But if you're tired of seeing the yellow flash and "Miss" line, I'm sure you'll choose this one... Rank: Sergeant 15. Keen-sight - allows your leader to see further in the fog of war. I completely skipped this skill. I'd better save mana for spells like "True Sight", "Sybil's Vision" or "Daylight" to remove the fog than using such skill. Rank: Private 16. Toughness - your leader gains +20% more HP. Great skill for all types of characters. More HP mean that you won't die after a few strikes. Magi should get this ASAP, since they start low on HP. Rank: Commodore 17. Natural Healing - leader regains 15% of his HP each day. You may find this skill useful if you play the Mage or the Guildmaster. Otherwise, don't use it, since the Warriors have natural regeneration of 15% (afflicting the party in the same time!). Rank: Sergeant for Warriors/Captain if else! 18. Incorruptible - incorruptible for Thieves. This skill is useful only if you play against human players! The AI doesn't do much use of the info... Rank: Lieutenant 19. Water Ward - renders you immune to the first Water-based attack in battle. You decide if you are willing to invest in it. Rank: Captain 20. Forestwalk - no moving penalty in forests. Useless, in my opinion. Rank: Private 21. Earth Ward - renders you immune to the first Earth-based attack in battle. You decide if you are willing to invest in it. Earth spells are less common (not if you play against the Dwarf Mages!). Rank: Luietenant 22. First Strike - you leader gains +50% initiative. EXTREMELY useful. No matter what kind of leader you are, you must have this skill! Nothing better than striking first in combat! Rank: Admiral 23. Fire Ward - renders you immune to the first Fire-based attack in battle. You decide if you are willing to invest in it. Fire spells are common for the Legions, so if you play against them, you might reconsider its usefulness. Rank: Captain 24. Air Ward - renders you immune to the first Air-based attack in battle. You decide if you are willing to invest in it. Rank: Lieutenant 25. Arcane Knowledge - read and use tomes. You may find it useful, I din't since tomes are hard to find and almost all of them give protection from the first fire/air/water/earth based spell... Rank: Sergeant Well, that's all about the skills. You'll be able to learn mo more than 14-15 of them (in the best case, when you level up ONLY your character), so chose wisely. Just for comparison, I got a character up to 15th level just as a result of waiting and collecting money, which I invested in training. This was in the Mountain Clans campaign, so far I couldn't find a trainer in the Empire Campaign and just beginning the Undead Hordes, so... Be prepared to stay around the 10-12th level. ------------------------------------------------------------------ Part Four: Choosing a Leader. There are three leaders available in the game: a Warrior, a Mage and a Guildmaster. THE WARRIOR - he is a pure fighter, can do the most damage of all, and has the most HP. For the Empire, the Undead Hordes and the Legions of the Damned, this type of leader can "Fly" (meaning that he is either able to fly by himself, or is riding a flying horse - for example - the Pegasus Knight). The Flying ability is extremely useful, since you will easily cross the map without taking forest and water crossing penalties. Tips about the Warrior: --> The following skills are essential for him: Leadership x2, Banner Bearer, Weapon Master, Might, First Strike, Travel Lore. The rest is up to you. --> To gain levels faster, you may consider starting a game with a Warrior and just a healer to replenish the lost HP. Thus you'll raise both character's level quickly. However, this tactic is almost impossible on the later levels, since the monsters get tougher and you'll need to raise your party's levels quickly and surely want them all in place right away. THE GUILDMASTER - he is a ranged attacker. His arrows are powerful and his movement points are very high. You may well consider starting a character like this than a Warrior. He is a bit low on HP and may easily die from a couple of ranged attacks. For most of the races he can't fly, so the movement is increased to compensate for this "inconvenience". The Guildmaster begins with a Guild already built in town. Also, he allows the Thief to perform more actions. Tips about the Guildmaster: --> The following skills are essential for him: Artifact Lore, Leadership x2, Might, Natural Armor, Weapon Master, Natural Healing, Toughness, Banner Bearer. You may add Advanced Pathfinding and another skills to this pool. --> The Guildmaster requires heavy backup from front-line fighters. To compensate for this, he is able to kill enemies with just a single shot. However, this is very nice, since you may have three really powerful party members in front (like 3 Holy Avengers). THE MAGE - this is the weakest of them all. Well... weakest if speaking about HP. Keep an eye on him all the time, since he easily loses all his HP with one or two strikes. BUT! Here comes the nice stuff :-) He is able to inflict enormous amounts of damage (for a spellcaster) to all six (probably) enemy units on the battlefield! My first game was started with a Mage and I never regretted that decision. You may easily compute: 30 damage at level 1 + 5 per each level gained. Check out yourself how much damage you'll be inflicting at level 10-12. NICE! Starts with a Magic Tower already built in town. Tips about the Mage: --> The following skills are essential for him: Artifact Lore, Leadership x2, Might, Natural Armor, Weapon Master, Natural Healing, Toughness. I also add Arcane Power (for tomes), Advanced Pathfinding, Travel Lore and a few other skills. --> If you decide to use orbs in battle, know this: useful orbs are really difficult to find. All orbs, which contain monsters, are used only for battle being. Using talismans is also useful, but the problems here are the same. --> If you choose a Mage, always keep a good healer in party and develop him as a pure single healer, nit a mass healer (for example: Priest ---> .... ---> Hierophant, not Cleric ---> Matriarch and such). You will need his healing to replenish you mage's HP quickly, or otherwise, he may easily die. This is not critical, but you'll lose his all-powerful damaging spells. --> having a mage is crucial! The Undeads can recruit Werewolves, which are physical immune (oops, this came from Diablo II, sorry), meaning no weapon will deal damage on them. Only magic. So, if you don't start a mage, be sure you have one already in your army. -------------------------------------------------------------------- Part Five: The big question... DO YOU WANT TO VENTURE ALONE OR YOU'LL USE OTHER CHARACTERS? or VENTURING ALONE - PROS AND CONS Pros: 1. You'll get more experience for your primary leader's party and, respectfully, for himself. This means you'll kill all monsters on the map and get their experience only for yourself. 2. Using this strategy, you may well go over the 10th level. Egoism is somewhat good in this game... Use other leaders just for protection and support. They will gain levels by fighting solely the enemy. 3. Gaining levels quickly means that if you play against a human opponent, you'll be more powerful for the first fight, if he is using the multiple-leaders strategy. Cons: 1. You will create one Superman and lots of other lesser leaders. The lesser leaders stand almost no chance against leaders, developed using multiple-leaders strategy. 2. Multiple-leaders strategy means that your cities will be better protected and is less common to fall in enemy hands. This means you'll keep all the resources around them for your personal use at all the time. 3. A Superman-Leader will not be unbeatable! If he suffers 2+ attacks from lesser leaders and then is hit by the strongest enemy leader, he will most likely lost the battle. This means you may as well lose this Superman-Leader and with his loss - lose the entire game too... THE DECISION: - First, it is a matter of personal preference. - Second, all of my friends, who play this game, including myself, work with the Superman-Leader strategy. At least against the AI in the game. - Third, you are not required to follow exactly the tips I gave you here. You may as well use your own strategy: it may prove to be even better! --------------------------------------------------------------------- Part Six. Unit descriptions. This part will be upgraded in the next version. I have a term project to write now, in University, so expect an upgrade in about two to four weeks. I apologize for this, but there's nothing I can do. --------------------------------------------------------------------- Part Seven. Campaign Walkthrough. This part will be upgraded last. I have quite a things to compile here. However, I am yet not sure whether it shall be consisting minor spoilers, or just give a complete walkthrough of tips for easier win. I suppose it shall be the first... yet, not very sure! If you have opinion on this, I would appreciate a mail or a post in the GameFAQs forums. --------------------------------------------------------------------- Part Eight. Final words. I want to thank Diyan, who game me this game. I got attracted to it really fast, and this FAQ is partly his ... say... "fault" :-) I want to thank all the people who posted in the Disciples 2 forum. Due to their interest, I noticed that there is a reason to write an FAQ about this game. WITH THIS FAQ I DON'T MEAN, THAT THERE SHOULD NO MORE FAQS ABOUT THIS GAME. EVERY OTHER POINT OF VIEW SHALL BE MUCH APPRECIATED, AND I'M SURE NOT ONLY BY ME. I WILL BE HAPPY TO RECEIVE MAILS, CONTAINING ADVICES ON THE FAQ AND IF *YOU* WANT, COOPERATION FOR A BETTER FAQ. ANY SUCH THIS WILL BE CREDDITED IN THE NEXT VERSION OF THE FAQ WHICH WILL COME TO LIFE VERY SOON. --------------------------------------------------------------------- 15.04.2002 by DG Dobrev |
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