------------------------------- DISCIPLES ------------------------------- General FAQ version 1.0 ------------------------------- by Red Phoenix e-mail: ISeeAll069@yahoo.com Date: March 9th, 2002 ============================================================================== PREFACE ============================================================================== I bought this game as part of the First Knight 3-game pack from Strategy First (i.e., from the bins...). As it turned out, this is a pretty good game. At the time of this writting, Disciples II has just recently been released. It seems to have received fairly good reviews. Ironically enough, its predecessor did not, but the two games are almost identical (the sequel simply has better graphics and a few minor gameplay tweeks). ============================================================================== WHO WOULD LIKE THIS GAME? ============================================================================== This game seems reminiscent of Ogre Battle, a Super Nintendo game of old,minus the complicated pre-requisite-based class branching and stat management. This game's combat model is simple, so is its class branching tree, and so is its strategic/building model. That's part of this game's charm, really. Easy to get into. Call it "Ogre Battle Lite", if you will. ============================================================================== GOAL OF THIS FAQ ============================================================================== The purpose of this FAQ is to help out new players understand the mechanics of this game. This FAQ is *not* meant to replace actual "trial and error" or reading the on-line manual. ============================================================================== CONTENTS ============================================================================== 1) Races 1.1) Advantages 1.2) Disadvantages 1.3) My Preferences 2) Heroes 2.1) Types and My Preferences 2.2) Skills 3) Items 4) Saga Walkthrough (under construction) 4.1) Empire Saga 4.2) Legions of the Damned Saga 4.3) Mountain Clan Saga 4.4) Undead Hoarde Saga A) Future Updates B) Future Contributors ============================================================================== 1) RACES ============================================================================== ------------------- 1.1) Advantages ------------------- + Empire: - Only race to have a "healer" class (VERY powerful) [Go for the healer type that heals all 6 units!] - Magic: Stat improving spells. Really useful in all situations! (It's possible to get 90 armor by taking a hero with Natural Armor (20) + Potion of Permanent Armor Increase (10) + double Banner of Resistance (40) + Holy Armor spell (20); making you almost invincible!) Lvl 4 Summon spell (Earth Elemental) has 50 armor and hits all for 70 earth damage! + Mountain Clan: - Units have more HPs and do more Damage than normal. (E.g., Fighter type hero has 225 HPs instead of 150 and does 60 damage instead of 50, Fighter unit has 150 HP instead of 100 and do 30 damage instead of 25) - Magic: Stat improving spells. Really useful for those tough battles! + Legions of the Damned: - All hero types are flyers. - Fast moving heros: all heros have 30 Movement Points! (Scouting type hero still has 35 Movement Points though...) (Also, Fighter type hero gains lots of movement points as he levels up) - Magic: 9 damage spells (2 lvl1, 2 lvl2, 2 lvl3, 2 lvl4, 1 lvl5)! The Lvl 5 Summon spell has an attack which hits all 6 enemies for big damage! - Incubbus mage unit (which has a Petrify all attack!) + Undead Hoarde: - Unique Hero Type: Vampire (Scouting type) Low damage, but hits all 6 enemies and heals 50% of damage that he does. - Magic: 7 damage spells (2 lvl1, 2 lvl2, 1 lvl3, 1 lvl4, 1 lvl5)! - Werewolf and Wraith units are immune to weapons! ---------------------- 1.2) Disadvantages ---------------------- + Empire: - Double-sized unit (e.g., Giant) are lvl 2 in the tech tree. + Mountain Clan: - Slow moving heroes (15 movement points, 25 for scouting type hero), - Low initiative (40 for fighters, 40 for ranged attackers), - Proud Dwarf (Rod Planting hero) does not fly. + Legions of the Damned: - Magic: Stat decreasing spells. Though useful in overland battles, curses cannot be cast at units in towns or ruins making them rather useless since the toughest battles are usually inside these locations! + Undead Hoarde: - Lots of units do Death damage. Lots of units in the game are immune do this type of damage more than any other elemental type. (You *will* be fighting a fair amount of undead [neutral monsters] in the Undead Hoarde's Saga). - Magic: Stat decreasing spells. Though useful in overland battles, curses cannot be cast at units in towns or ruins making them rather useless since the toughest battles are usually inside these locations! - Banshee (Rod Planting hero) does not fly. ----------------------- 1.3) My Preferences ----------------------- In order of preference, I would say that the best is the Empire, followed closely by the Legions of the Damned. The Mountain Clan is ok. The weakest is definately the Undead Hoarde (in terms of playing the game's Saga mode anyway...). 1) Empire Probably the easiest of the Sagas, due to the fact that they are the only race that has access to Healing type units. These units are *so* powerful that you can have one hero walk finish an entire mission without ever have stopped in a city to heal! Also, their Paladin lvl 3 fighter type unit is really powerful because of their natural 30 armor! (Add the Holy Armor spell and 2 Banners of Resistance to get 90 armor!) 2) Legions of the Damned Their heroes are the fastest in the game. They also have cool units like the lvl 3 demon that slashes all 6 targets and the Incubbus that Petrifies all 6 units for one entire turn. 3) Mountain Clan Their heroes are by far the strongest. A little slow on the initiative side, but that should not matter too much. 4) Undead Hoarde Their units are not very good. They have no special bonuses. Only their Wraith units are *really* good; but then again, they have low HPs so one wizard-type unit can wipe an entire group. Most of their units do Death type damage, making them useless against other undead. To add insult to injury, their Saga is one of the toughests (pitting them against overwhelming odds)! ============================================================================== 2) HEROES ============================================================================== --------------------------------- 2.1) Types and My Preferences --------------------------------- For Saga mode play, in order of preference, the Warrior Lord is definately the best. The Mage Lord and the Guildmaster are also fairly good classes to play, but they have much more use in Quest mode or Multiplayer mode. 1) Warrior Lord Probably the best class in Saga campaign mode. Since the majority of the battles will take place between you and Neutral monsters (whom, incidentally give much more EXP than fighting other factions, as well as giving cool items), the 15% regeneration daily ability will come in handy since running back to the nearest town or wasting mana to cast healing spells is not always an option. Also, you know that you can camp safetly in front of a neutral monster without fear of retribution. Also the Warrior Lord gives his/her heroes access to the abilities Weapon Master and Natural Armor when they reach high levels. Both are very good. 2) Guildmaster An ok class in Saga campaign mode, but much more useful in multiplayer/quest mode. The 3 new Thief hero abilites are of little use: -Assasinate : Instantly kills the weakest unit in a party. Not really that useful, since A) its success rate is fairly low and B) you don't get any EXP for killing that unit. Personally, I prefer the "Poison Neutral Units Trick" (see below) to assassination. -Steal Spells: Not as useful as it sounds in Saga mode. You simply have a shortage of mana in Sage mode. Even if you successfully steal a spell in Saga mode, you probably won't have the right colored mana to cast it! (This ability can only be used when the Thief hero enters an enemy city.) -Steal Gold : I've never tried this one, so I don't know how much you can steal and what are the success rates. But anyway, I suppose that any amount of free gold is good gold. (This ability can only be used when the Thief hero enters an enemy city.) The Guildmaster his/her heroes access to the abilities Precision and Incorruptible. Neither of the two are particularly interesting in Saga mode. All heroes have 75% chance to hit. An extra 20% of 75% (yes, it's 20% of 75%, not 75% + 20%!) won't be *that* useful. Incorruptible isn't too useful against computer controlled opponents because they simply do not use Thief heroes effectively (and that's a good thing!). 3) Mage Lord An ok class in Saga campaign mode, but much more useful in multiplayer/quest mode. The lack of available mana in Sage mode make this class' abilities almost useless. "Research cost halved" is very nice, but research cost is not the prohibitive part of spell use: it's the casting part that becomes quickly expensive, especially when you can cast the same spell twice in a day! Mana is simply not abundant enough in Saga mode. Of the two high level hero abilities that the Mage Lord gives, Swift is, by far the best. An extra +50% Initiative is absolutely riddiculously powerful! Keen Sighted is absolutely worthless: an extra +1 Scouting Range *really* doesn't make any difference whatsoever. Although I suppose that it was meant to be useful, since you can cast spells *anywhere* that you can see (i.e., where there is no black "fog of war"). --------------- 2.2) Skills --------------- Every level that your hero gains, also awards the hero a new skill on top of the extra Hit Points and extra Damage. This new skill must be selected at the very beginning of the next turn. Note that if you gain multiple levels in the turn (which is almost impossible, short of cheating), you will get to select multiple skills at the beginning of the next turn. Final note: you cannot select the same skill twice (except for Leadership, the first one is offered at lvl 3 and the second one is offered at lvl 5). A star (*) denotes the skills that I prefer. lvl 2: Toughness Banner Bearer * Artifact Lore Arcane Knowledge lvl 3: (Same as above) Weapon Master * (Warrior-Lord only) Keen-Sighted (Mage-Lord only) Precision * (Guildmaster only) Leadership * [Hero also gains 5 Movement Points.] lvl 4: (Same as above) Pathfinding Might * lvl 5: (Same as above) Leadership * Regeneration * [Hero also gains 5 Movement Points; 10 if the hero is a Scout-type.] lvl 6: (Same as above) Natural Armor * (Warrior-Lord Only) Swift * (Mage-Lord only) lvl 7: (Same as above) lvl 8: (Same as above) ============================================================================== 3) ITEMS ============================================================================== -- Artifacts -- Requires the hero skill Artifact Lore to equip. Artifacts affect only the leader equipped with the item. The first artifacts are weak because the first Banners duplicate their effect (except on an entire party instead of just the leader), but the later artifacts are pretty powerful in their own right. Finding them is a problem though... Rune Blade : +10% to Damage Unholy Chalice : +15% to Damage Sanguine Sword : +20% to Damage Bethrezen's Claw: +50% to Damage, +50 to Initiative [WOW!] Runestone : +10 to Armor Holy Chalice : +15 to Armor Horn of Courage : +30 to Armor Dragon Shield : +50 to Armor [WOW!] -- Banners -- Requires the hero skill Banner Bearer to equip. Banners are probably the best of all the "equip"able items since they affect an entire party. For best results, try to obtain 2 Banners of Resistance for 40 Armor! (E.g., This can be done in the Empire Saga.) This will give you the upper hand against opponents that evenly match you. Banner of Strength : +10% to each units' Damage Banner of Protection: +10 to each units' Armor Banner of Battle : +10% to each units' Chance to Hit Banner of Speed : +10% to each units' Initiative Banner of Might : +20% to each units' Damage Banner of Resistance: +20 to each units' Armor Banner of War : +20% to each units' Chance to Hit Banner of Celerity : +20% to each units' Initiative -- Tomes -- Requires the hero skill Arcane Knowledge to equip. Probably the weakest of the "equip"able items since the elemental toms only protects the leader against one elemental attack. Tome of Fire : protects Leader against first Fire attack in battle Tome of Earth : protects Leader against first Fire attack in battle Tome of Air : protects Leader against first Fire attack in battle Tome of Water : protects Leader against first Fire attack in battle Tome of Elven Lore : no movement penalty in Forests Tome of Seven Winds: no movement penalty on Water -- Potions -- (Under construction) Please take note that stat increasing potions can only be used on a given character once per day. Thus, you cannot use a potion of +10% damage 10 times to get a 100% bonus, *but* you *can* use a potion of +10%, +15% and +30% on the same character! (These bonuses would be cummulative with any other existing bonuses, including - but not limited to - spells and artifacts.) Potion of Healing : Heals 50 HPs Potion of Restoration: Heals 100 HPs Life Potion : Revives dead unit Potion of Striking : +20% Chance to Hit for 1 day Skull Dust Potion : +30% Chance to Hit for 1 day Giant Blood Potion : +15% Damage for 1 day Titan's Might Potion : +30% Damage for 1 day Potion of Protection : +15 Armor for 1 day Treebark Potion : +30 Armor for 1 day Potion of Swiftness : +15% Initiative for 1 day Potion of Celerity : +30% Initiative for 1 day -- Permanent Stat Increasing Items -- (Under construction) Please also note the same restriction on permanent stat increasing items. As mentioned above, you *cannot* use the same permanent stat increasing item on the same character. This means that you will *not* be able to keep giving +10% HP potions to the same character to get infinite HPs. HighFather's Potion : +15% Hit Points Potion of Fortune (?): +10% Chance to Hit ??? : +10% Damage ??? : +10 Armor ??? : +10% Initiative ============================================================================== 4) SAGA WALKTHROUGHS ============================================================================== There are four sagas in this game: one for each race. Each saga contains roughly 4-6 missions. As you progress futher into the missions, they get longer and longer, as well as tougher and tougher. (The last missions can take 4+ hours!) In all sagas, in between each mission, you will be allowed to carry over one hero and three (3) artifacts, be they weapon/armor, banner, tome, staff, potion, or any other magical item. It is strongly suggested that you choose a hero in the first mission and carry him/her over throughout the entire saga, so that his/her experience levels are not lost. (Remember that the effects of all permanent stat increasing items used on the hero will not be lost between missions.) For this reason, you should take extra care in selecting the carry-over hero's skills. Moreover, try to choose a hero with lots of hit points and/or that can do lots of damage. Remember that you normally start missions with lvl 1 units (again), so you'll have to depend on the hero to level them up, at least for a while. It is also strongly advised that you do *not* choose to carry over Rod Planting hero types, as they have only 1 Leadership. Also, remember that removing a Rod takes 100% of remaining Movement Points, and Planting a Rod also costs 100% of remaining Movement Points. ----- Starter Tips ----- Do yourself a favor and start by playing the Empire Saga: it's the easiest because you have the healer-type unit. Try to head down to Patriarch tech tree (the healer-type that heals all 6 units) as soon as possible. Again, I hate to sound like a broken record, but this is *very important*! Without it, you're either going to have to stay inside a town/city/capital or visit a town/city/capitol's Temple, which costs you a lot of gold for units with lots of levels. The last Saga that you should play is the Undead Hoarde's Saga. It is, by far, the toughest. The missions are really hard, and the get even harder when you get further! ----- General Tips ----- The first trick that you must learn in Saga mode is the "Poison Neutral Units Trick". It's absolutely critical for the first couple of missions. Your heroes are simply not strong enough to handle monsters on their own. < "Poison Neutral Units Trick" > Simply bombard your enemy with Thief heroes. Thieves are cheap: only 200 gold a pop. Buy as many thieves as you can early into the mission and walk around (Thief heroes are immune to terrain movement penalties!) and poison everything in sight! Each time you poison, the targetted unit loses 10% of its current HPs. You can repeatedly poison until a unit only has 10% of its HPs remaining. I suggest having at least 3-5 Thief heroes for each hero you have wandering the map. It'll make those tough battles a joke! Note that this trick can also be used for dealing with opponents too, as well as monsters inside ruins. This trick is more useful when dealing with Neutral monsters since they do not regenerate nor heal. Avoid using this trick against towns unless you really have lots of money spend. Units inside Towns/Cities/Capitals regenerate HPs daily. Also, Thief heroes have a large penalty when trying to use their abilities against cities. One final note, if you manage to capture a new city, you should start using that city as a new staging point and hire any new Thief heroes in that city (so that these Thieves are closer to the action). ---------------------------------------------------------------------------- 4.1) EMPIRE SAGA ---------------------------------------------------------------------------- (Under Construction) ------------------------------------------------ Chapter 4 - Beyond Redemption (Last Mission) ------------------------------------------------ Objective: Convert 60% of the map to your land Alliances: Mountain Clan Enemies : Legions of the Damned Description: You start near the upper right corner of the map. You must head left towards the Mountain Clan's capitol, then south to reach your enemy. Everywhere else is blocked by large mountain ranges. This large detour will greatly delay you, giving the already powerful computer opponent to reap even more gold, mana, and artifacts. Don't be surprised, when you get near him, that he will start casting damage spells of all spell levels (yes, including lvl 5 spells) on you! [ Permanent Stat Increasing Item ] ??? Location: ??? Guarded By: ??? Note: Your opponent will probably have the Dragon Shield *and* the Bethrezen's Claw artifacts when you meet him! Fortunately enough, I was playing Easy and the AI was not smart enough to actually equip those items! (Phew!) Note: There's actually a *second* Dragon Shield in the lower left corner of the map (you have to fight really tough giants and dwarves for it). Note: It's actually possible to defeat your opponent's Capitol in this mission if you've played your cards right! Like all of the Capitol Guardians, the Legions of the Damned's guardian does 250 light damage (to all units) and has 50 armor (+40 since he is in the capitol). Despite these riddiculous stats, you can *still* beat him (immediately ending the mission in victory). You will need at least 1 Patriarch (lvl 3 healer unit that heals all units for 40 HPs). Make sure before entering the battle to increase all of your units' armor to 90 (no less!). Use Banners of Resistance, the Holy Armor spell, potions and/or artifacts! With that much armor, the guardian will only do 25-30 damage to all your units. Use the Patriarch to heal each round. Since the guardian has 900 HPs and 90 armor, it will be a *really* long battle. Note that (for every battle), if the battle lasts longer than 30-40 rounds, the battle immediately ends in a draw (with the attacker retreating). Be sure to immediately reinitiate battle (battles only waste 50% of your Movement Points) if you cannot kill the guardian in one sitting to prevent the turn from ending (Capitols have a high daily Regeneration Rate). You can also use Haste and a Staff of Travelling to give you back Movement Points if you cannot kill the guardian in 2 battles. I used 1 Fighter type hero, 2 Paladins (lvl 3 Fighters), 1 Patriarch (lvl 3 Healer), and 2 lvl 3 Mages. ---------------------------------------------------------------------------- 4.2) LEGIONS OF THE DAMNED SAGA ---------------------------------------------------------------------------- (Under Construction) ---------------------------------------------------------------------------- 4.3) MOUNTAIN CLAN SAGA ---------------------------------------------------------------------------- (Under Construction) ---------------------------------------------------------------------------- 4.4) UNDEAD HOARDE SAGA ---------------------------------------------------------------------------- (Under Construction) ------------- Mission 1 ------------- Objective: Defeat Umbolg (Giant unit at center south part of map) 1 Hill Giant (Umbolg) 2 Dwarves 1 Axe Thrower 1 Tenderfoot Alliances: (None) Enemies : Mountain Clan Description: This mission is very tough because you are fighting the Mountain clan. Their units pretty much outclass yours in every way. Neutral Monsters are also riddiculously powerful in this first mission (Centaurs, Elven Queens, etc.!?!) [ Permanent Stat Increasing Item ] Potion of the HighFather (+15% max Hit Points) Location: Demon Lair (close to Otzwall city) (1 screen south and 0.5 screen east of starting city) Guarded By: 1 Demon, 2 Cultists ------------- Mission 3 ------------- [ Permanent Stat Increasing Item ] Potion of the HighFather (+15% max Hit Points) (Again!) Location: Center Southmost part of map (1 screen south and 0.5 screen east of starting city) Guarded By: 1 Fire Elemental ============================================================================== A) FUTURE UPDATES ============================================================================== I do not feel as though this FAQ should be updated in the future. Though not complete, this FAQ has already accomplished its goal of helping new players understand the game mechanics. This alone should be enough to demystify the game sufficiently so that new players can enjoy playing this game. The rest of the learning process should be completed with "trial and error" tactics. Although, if you wish to help me make this FAQ more complete, feel free to do so. I especially need help with some of the Item names that I am missing, as well as the details of each mission of each of the Sagas. ============================================================================== B) FUTURE CONTRIBUTORS ============================================================================== Should you have any extra insight into this wonderful game or if you feel as though I have made any serious mistakes, please feel free to e-mail me at ISeeAll069@yahoo.com. Since this is a rather outdated game, please do not e-mail me for trivial matters. This includes, but is not limited to: asking me how I feel about the game, any spelling mistakes that I have made, why you think this game rocks/sucks.