Disciples II-Dark Prophecy
Demo Walkthrough
Version 1.0
Once you have selected your race, the Lord Selection screen appears.
This menu allows you to:
·
Choose your Lord type (warrior, mage,
guildmaster)
·
Select your Lord’s portrait (click on portrait
to change)
·
Select the difficulty level (crown size)
·
Name your Lord
Each Lord type offers certain advantages, which
are detailed in the bottom window, when selected.
When done, click the continue checkmark to see
the briefing.
The quest opens with the Beginning of Turn
Report. It shows your incoming resources (gold and mana). Resource totals can
be viewed by clicking the Map/Resource toggle in the upper right corner
of the screen. This will also show the percentage of the map you control.
Read any messages that may appear, as they may
give you some insight into the peculiarities of the map, or change your
objectives to complete the quest.
You begin with a leader. Use the Select Next
Leader button, and left-click the portrait. This will bring up the army
screen.
Prepare a party for your leader by clicking and
dragging units from the garrison to the leader’s party. Right click on any
portrait to see that units vital statistics. Units (and leaders) who reach
adjacent units should be placed in the front row. Those who reach any units (or
have low hit points) should be placed in the back row.
Note: The Guardian cannot be included in any
party, and never leaves your capital.
Remember leaders have different leadership
abilities. This will determine how many units may be included in their parties.
You may also click and drag items from the
garrison to the party’s inventory (right click for a description).
Click on the Paperdoll button to equip
your leader with items that may be useful during battle.
Once you are satisfied with your party, click
the Exit Leader button to exit the city.
Moving
The Landview is where you navigate your parties
around the map. Clicking on the Landview will designate a path for the selected
party. A second click will send your party along that path.
Paths are mapped with coloured flags.
·
Blue flags indicate a clear path, and
sufficient movement points
·
Red flags indicate an enemy stack between the
party and its objective
·
White flags indicate a path that can’t be
reached this turn
Note: A path around enemy parties can be mapped
by Ctrl-clicking on the landview.
Right clicking on any neutral or friendly party
will show the units in that party (you must infiltrate a spy to see enemy
parties). Some parties may be hidden behind trees or buildings. Toggle the Banner
button to activate banners for all parties (all parties are also indicated on
the mini-map).
Right clicking will also show information on
various map features, such as ruins, merchant shops, or mercenary and training
camps. Visit any of the establishments by double clicking on it.
Remember that you cannot see the party
inhabiting a ruin unless a thief has visited it earlier.
Once you have found a party you wish to attack
(and hopefully vanquish), double click on it. If your party has enough movement
points, the battle will be joined.
Initiative will determine the order that units
get to perform an action (attack, heal, use item, etc). Valid targets are
highlighted. You may also choose to let the computer carry out the battle by
clicking the Auto Battle button.
Once the battle is over, experience points are
distributed, and any units that can, will gain a level, or be upgraded.
A unit will upgrade (gain a level) once it
reaches a certain amount of experience, but only if the appropriate structure
is built in the capital.
If the structure is not built, the unit will
remain at 1 experience point from the next level. A green cross will appear on
that unit’s portrait.
Note: Leaders do not need a structure to gain
levels.
Click the Capital Screen button to
access the capital. You will see a view of your capital. Click the Build
Structure button to access your units’ upgrade trees. There are trees for
fighter, mage, range attack, and support units.
Right click any building to see the upgrade
path a unit will take. Double click the building to build it. It will appear on
the capital view.
Once a unit reaches the end of its path it will
continue to gain levels as the final type of upgrade.
Other buildings are the Temple, the Guild, and
the Magic Tower.
·
Temple allows units to be revived, and healed
in a city
·
Guild allows you to hire a Thief (already
present with Guildmaster Lord)
·
Magic Tower allows for the researching of spells
(already present with Mage Lord)
Resources are collected from terrain under your
control. These take the form of gold mines, and mana outcroppings of different
types. Each race has a mana type that is particular to them, and is useful for
low-level spells. It may be necessary to control different types of mana for
high-level spells.
Terrain is gained by planting rods (it also
spreads out from cities you control). Each race has a leader type that is
capable of planting rods (for a price). They are also able to remove rods
placed by other rod planters.
Some quests require you to control a certain
percentage of the map. You can see how much of the map you control by clicking
the Map/Resource toggle.
Spells must be researched before they can be
cast. First a Magic tower must be built in your capital. Once this is done,
access your spellbook by clicking the Research Spell button in the
capital screen.
Highlight a spell to see its description, cost
to research (in mana), and cost to cast (in mana). Click the Research Spell
button if you wish to research the spell.
Spells may only be cast in the Landview screen.
Click the Cast Spell button and click on the party, or area on the map
where you wish to cast the spell.
Enter any city that does not house a leader.
The army screen lets you hire new leaders.
Click the party box to select the type of
leader you wish to hire. You may also click in any of the empty garrison slots
to hire a 1st level unit, and complete your party.
Besides rod-bearers, each race has access to a
Thief, once a Guild has been built in the capital.
The Thief is capable of visiting ruins,
infiltrating enemy armies, poisoning troops, stealing from merchants, and many
other special ‘abilities’ (if the Guildmaster Lord is chosen).
The Thief cannot lead a party.