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Passages for Dark Prophecy, platform PC

Disciples 2 - Dark Prophecy

This FAQ is not to be published in any media other than its free distribution
on the Internet. It is not to be sold in any manner nor included in any product
that is sold. No money is to be made in any way by or because of this FAQ.
Nobody should ever have to pay to view this FAQ. Copyright (c) 2002 by Rogue
(Philip Ryan Ott).

If you have any comments, questions, or suggestions, you can reach me at
FAQage@yahoo.com.

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v. 0.80  5/20/2003
First Public Release - What you see is what you get. I'm pretty much done with
all of the sections except for the walkthroughs. So far I've completed the first
three missions of the Empire's Saga. I should be finished with that Saga at
least within a week of this release date, and have the rest of the walkthrough
completed shortly thereafter.

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If you are new to this game, then I would like to suggest you take a look at
the in-game tutorial before you proceed, since I'm assuming you have a basic
grasp of this game. The game designers didn't really it obvious to spot, you
have to go to Single Player, then to New Quest, then scroll down the list until
you see a map called Tutorial. It isn't perfect, but it does answer quite a few
questions.

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Table of Contents:

1. Basics
     a) Terrain Control
     b) Lords
     c) City Growth
     d) Diplomacy

2. Heroes
     a) Hero Types
     b) Abilities

3. Saga Walkthrough

     a) Empire's Saga
     b) Undead's Saga
     c) Dwarves' Saga
     d) Legion's Saga

4. Magic
     a) Empire's Magic
     b) Undead's Magic
     c) Dwarven Magic
     d) Legion's Magic

5. Items

     a) Potions
     b) Talismans
     c) Orbs
     d) Valuables
     e) Artifacts
     f) Banners
     g) Boots
     h) Tomes
     i) Miscellaneous
     j) Wands
     k) Scrolls

6. Units

     a) Empire's Units
          i) Empire's Fighter Units
         ii) Empire's Ranged Units
        iii) Empire's Mage Units
         iv) Empire's Support Units
          v) Empire's Heroes
         vi) Empire's Special Unit
     b) Undead's Units
          i) Undead's Fighter Units
         ii) Undead's Ranged Units
        iii) Undead's Mage Units
         iv) Undead's Support Units
          v) Undead's Heroes
         vi) Undead's Special Unit
     c) Dwarven Units
          i) Dwarven Fighter Units
         ii) Dwarven Ranged Units
        iii) Dwarven Mage Units
         iv) Dwarven Support Units
          v) Dwarven Heroes
         vi) Dwarven Special Unit
     d) Legion's Units
          i) Legion's Fighter Units
         ii) Legion's Ranged Units
        iii) Legion's Mage Units
         iv) Legion's Support Units
          v) Legion's Heroes
         vi) Legion's Special Unit
     e) Neutral Units
          i) Neutral Humans
         ii) Elves
        iii) Greenskins
         iv) Dragons
          v) Marshes
         vi) Water Inhabitants
        vii) Barbarians
       viii) Wolves
         ix) Miscellaneous Neutrals

7. Special Thanks

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1. Basics

a) Terrain Control
There are five terrain themes in the game, one for each race and one neutral.
The purpose of the terrain themes is for resource control, whoever's terrain
theme is underneath a certain resource (gold mine or a mana type) gets extra
resources from it. If the terrain theme underneath is neutral, then no one
gains resources from it at the moment.

There are three structures that you can use to spread your influence across the
land, and hence extend your race's terrain theme to gain more resources. They
are your Capital, cities you control, and rods you have planted.

Now when two different races' terrain themes come in contact, what determines
whose theme will grow and whose will shrink? Well, at the beginning of a
players turn his race's theme will always expand a bit, but by how much
relative to other players is determined by how many of each structure you have
in the area that are pushing you influence forward compared to the other
players' structures. Here I'll rank how powerful each structure is.

Cities: A regular city you control pushes your terrain theme the most of all
and the fastest of the structures. If on an island you control the single city
on it and another player controls only his capital on it then your city will be
pushing harder against his capital, and eventually your terrain theme will
overcome his. Of course at the start of his turn he'll gain a bit of territory,
but the amount he acquires will be less than what you gain at the start of your
turn, and thus your territory will overtake his.

Capital: A capital by itself pushes more and faster than only a rod. It pushes
kind of slow, so try to capture cities as soon as you can.

Rod: A rod has the weakest push of all the structures, but it does have a
special exception. A rod's purpose is not to spread your terrain theme but to
capture individual resources. If a rod is planted adjacent to a resource then
its race will control that resource no matter how many enemy cities or capitals
are in the area. While it may not always be able to push against enemy terrain
themes and spread your influence, it will hold onto that resource until another
player's Rod Planting Hero destroys your rod. This way you can control all the
resources in an enemy's territory without having to conquer his cities. You
cannot plant rods too close to capitals, cities, or other rods.

Whose territory will be overcome by whose is determined arithmetically. The
more cities or rods a player has on a landmass the more they will push against
another player's territory. Cities are the biggest contributors. They are the
only ones that have any real push. Capitals only help you to get started and
rods are mostly for capturing individual resources (there's no way a group of
rods push harder than a city). Neutral territory does not have any push so even
a single rod can overcome it. I have seen neutral territory expand a few times,
but only when a neutral party actually moved and conquered a city owned by a
player. Then that city started to spread the neutral terrain theme. However,
this can happen on very few missions.

b) Lords
You can pick one of three Lords to be when you start a new saga or quest. Each
lord starts with a particular hero (you can always make more heroes, you're not
tied to the one you start with). Each Lord also gives you certain abilities and
characteristics when you play, so it's important you choose the one that best
matches your style.

Warrior Lord
     - Starts with the Fighter Hero
     - All units regain 15% of any lost HP per day (As opposed to the normal
5%)
     - Magic research is limited to Level 4
In my personal opinion, this Lord really isn't worth it. The only real benefit
he gets is the extra HP regeneration per day, and while that may look really
useful when you're just starting a mission, in the long run it isn't nearly as
useful as the abilities the other Lords give you.

Mage Lord
     - Starts with the Mage Hero
     - Starts with the Mage Tower built
     - Spells cost 50% less to research
     - Can cast any spell twice a day (as opposed to the normal once a day per
spell)
     - Can research all spells up to Level 5
This is my favorite Lord. While Level 5 spells aren't the end-all-be-all in
magic, certain ones do have they're advantages. The best thing about this Lord
is that not only does it cost less to research spells, but spells can be cast
twice a day! Many times I have found myself needing a spell more than once,
especially those that restore a party's move points. It's just infinitely
useful.

Guildmaster
     - Starts with the Scouting Hero
     - Starts with the Guild already built
     - Thieves have more abilities
     - Cities cost 50% less to grow
     - Magic Research is limited to Level 4
Cities don't cost that much to grow as it is, so growing them for less isn't
all that. The best aspect of this Lord is the extra capabilities your Thieves
get. It's not quite as useful as the capabilities the Mage Lord offers, in my
opinion, but they can help greatly. The only real drawback is that to maximize
this potential you'd need quite a few thieves, and while they are relatively
inexpensive, having to build several and having to replace them does empty your
coffers quite quickly. You really need money to build more structures and to
heal units, so it's your call.

c) City Growth
The description the game gives the Guildmaster is a bit misleading. It says
that you can "build" cities for 50% less with that Lord. However, you never
really "build" cities or make more, you grow them.

Cities do several things. They spread your terrain theme, they can build new
units and heroes, they provide extra defense for units inside them, and they
heal any units inside them at between turns (you can also pay to heal units in
a city at any time if you have built a Temple, but the regeneration between
turns is free). Cities go from Levels 1-5 (Capitals are kinda like Level 6
cities, you cannot grow a city as large as a capital). As a city grows from one
level to the next, the HP regeneration and defensive values they offer
increase. Below are the capabilities of the different city levels.

Level 1:     10% unit HP regeneration and +10 armor to units inside
Level 2:     15% unit HP regeneration and +15 armor to units inside
Level 3:     20% unit HP regeneration and +20 armor to units inside
Level 4:     25% unit HP regeneration and +25 armor to units inside
Level 5:     30% unit HP regeneration and +30 armor to units inside
Capital:     35% unit HP regeneration and +50 armor to units inside

d) Diplomacy
Most missions have multiple races in them, and usually some will start as
somewhat friendly towards you or somewhat hostile. Most of the time this makes
sense, such as the Dwarves will be friendlier to the Empire than to the Legion,
the Legion and the Undead will be hostile to the mortal races, but sometimes war
does call for unlikely bedfellows.

No matter what race is leaning towards liking you, it's usually best to befriend
them. You can see a race's attitude towards you on the bar next to the race in
the diplomacy menu. To make them lean towards peace with you, you can give them
a gift of gold. The larger the quantity you give the more friendly they'll
become toward you. Attacking and destroying their enemies' parties and capturing
their enemies' cities will also make them like you more.  Do note however that
by giving them gifts and attacking their enemies, their enemies will like you
even less and less, so it's a bit tricky to try to befriend two races at war
with each other.

There are three tendencies another race can have towards you: peace, neutral, or
war. A tendency to war means that the race will almost always take an
opportunity to attack you. A neutral stance means that they will usually attack
you, but won't go out of their way just to do it. A tendency towards peace means
that they will almost never attack you, but may sometimes plant a rod next to
resources you control. You must first be at peace with a race before you can
offer them a gift, sell them a spell, or offer an alliance. Selling items and
spells does not make them friendlier towards you, and accepting or rejecting
proposals to buy things from them will not change their attitude either (you
will reject them a lot because they almost always inflate the price).

Offering alliances is a bit tricky. The more they like you the more likely they
are to accept it. If they do accept it their bar will go completely blue,
signifying they are totally on your side, but if they do not accept for whatever
reason then their bar will lose support for you and most likely they will become
neutral towards you. The safest time to offer an alliance is when their bar is
almost completely blue. Alliances will hold however if the race's attitude
towards you turns sour, you merely need to be at peace with them to offer an
alliance, not to maintain one.

Alliances have good and bad sides. They are good because it insure that the race
will not attack you, letting you concentrate your forces more on you opponents.
They too will be able to concentrate more on attacking you opponents. You can
also now pass right by their parties without fear of battle, letting your weaker
parties take more direct routes instead of having to go the long way around just
because the game will not let you move to spots adjacent to non-allied parties.
The drawbacks are that this may limit your growth because then you will not be
able to capture their cities or break their rods to claim more resources.
Perhaps the most annoying aspect of an alliance is that many times (especially
with the Dwarves for some odd reason) your allies will plant rods next to
resources your territory is about to push towards and claim, thus preventing you
from getting resources that may be right next to a newly captured city. You
can't destroy their rod to claim what is rightfully your because they're your
allies.

Do not despair if your allies are getting in your way, because invariably
throughout the game your allies will break their alliance with you. This usually
happens when their enemies become a mild threat from you beating on them. If
this happens do not worry because it will NEVER affect the story or cause you to
fail a mission, nor will it affect that race's attitude towards you later in the
game. It's just something they do often, opening them up and their resources to
attack from you.


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2. Heroes

a) Hero Types

Fighter Hero: Your basic super-fighter, this hero has the most HP and the
strongest attack of all the hero types. In every race but the Dwarves this hero
can fly, which is extremely useful because he ignores terrain type and loses
only 2 movement points over all terrain. He can also regenerate HP at a rate of
15% per day, regardless if you are the Warrior Lord or not. He also starts with
the Artifact Lore skill.

Scouting Hero: Not quite a match for the Fighter Hero in earlier levels, but he
offers a definite advantage with his quick attack and long range. Scouting
Heroes have more move points than any other hero, and even though they usually
cannot fly, most other heroes cannot either, so they can be used to intercept
pesky enemy parties that are snooping around where they shouldn't be. While most
cannot fly, most heroes can't either, so usually they have a longer range than
other heroes. Scouting Heroes start with the Travel Lore skill.

Mage Hero: Mages are very important units to have, especially since several
Undead units are immune to weapons. Since mage units tend to start out really
weak and underpowered, why not start off with a mage hero who already has a
higher attack than your beginning fighter units? While mages have very little
HP and attack power compared to other heroes, once they gain a few levels they
easily over come this deficiency and their ability to hit every enemy makes
them pretty kick-ass. A huge benefit that comes from their multi-targeting is
that certain artifacts can imbue a hero's attack, allowing them to give enemies
they hit certain status ailments. While all other heroes' attack only one
target, the mage can inflict this status ailment on ALL enemy units. It's
something to think about. Mage Heroes start with the Use Staffs and Scrolls
skill, which only they have. This also gives them a distinct advantage, and
making them my favorite hero.

Rod Planting Hero: Rod Planters are obviously very important to your war effort,
however they are seriously disadvantaged when it comes to combat. They start
only able to lead one other unit with them and not all of them have an attack
that damages. Their attacks are direct reflections of their race's power source:
The Empire's Rod Planter heals, the Legion's Rod Planter incites fear and causes
enemy units to retreat, the Undeads' Rod Planter attacks the mind and paralyzes,
and the Dwarves' Rod Planter has simply a damage inflicting weapon. Rod Planters
need to be protected due to their vulnerabilities.

Thief: While he cannot gain levels nor lead any extra units, the thief is an
invaluable hero. His support of your other heroes, by either poisoning
prospective targets or by stealing health potions for them, can mean the
difference between life or death for your parties. He is not, however, without
limits. Some skills will work without a hitch all the time, every time. Others
depend on the leader of the target. The stronger the leader is, the more of a
chance the thief will be caught and hung. His abilities are as follows
(abilities with a * next to it are only available if you chose the Guildmaster
Lord):

-Poison Party/City: The thief poisons the water supply of the party or city you
target, effectively reducing the HP of all of the units by a certain
percentage. This is an invaluable skill and possibly the one you'll use the
thief for the most.

-Duel: Your thief will face the target party's leader in a one on one battle.
The thief isn't that capable of a fighter, so he can't take on many leaders, and
those leaders he can defeat will usually retreat before you can kill them, but
this skill does have its uses. You always have a 100% chance of taunting a
leader into a duel.

-Infiltrate Spy: Your thief will send a spy into the enemy ranks. You will then
by able to right click on any enemy party or city and be able to see what units
are in it. Your spy will most likely be caught and killed eventually and you
will have to infiltrate another one. It's completely random when the spy will
be caught; he could last for as long as a few dozen days or as short as one
day. Either way, you'll probably use this skill often. You always have a 100%
chance of infiltrating a spy.

-*Counterfeit Orders: The thief will give the enemy party or city false orders
telling them to rearrange their party order in some random fashion. This is an
iffy skill. Since it's random how the party order will be afterwards, sometimes
this skill will help much by putting weak units in the front and strong, close
range units in the back, and sometimes it won't be so helpful. Sometimes it
just won't matter with some parties. However, if your party is weakened but you
need to attack, this skill can only help.

-*Steal Item: Your thief steals an item from an enemy party or city if there is
an item to be stolen. Please note that this skill can always be used on a
merchant's shop, you just need to be a Guildmaster to be able to steal an item
from an enemy party or city. For Races that can't heal themselves, a thief who
raids a merchant for many health potions can be unbelievably invaluable.

-*Steal Spell: Your thief will attempt to steal a spell from an enemy spell
book. This doesn't mean that the enemy will no longer have the spell, just that
you will own it as well. This skill can always be used on a magic shop, it's
just that you need to be a Guildmaster to be able to steal a spell from an
enemy city. The chance of this skill succeeding against an enemy city is
usually very low, but the payoff can be very high.

-*Assassinate: Your thief will kill a unit in an enemy party or city without a
fight. However, it seems that the thief tends to target one of the weakest
units in the party with this skill, so it's not quite that useful. Even if the
party you're targeting is so strong that its weakest unit can still whoop some
ass, it'll probably be too aware for you to have much of a chance of pulling
this off.

-*Bribe populace: The thief will pay a neutral city money from your coffers to
overthrow any neutral units in it and to join your side. Again, this only works
on a NEUTRAL city, not on one owned by another race.

-*Steal Gold: The thief will attempt to steal some gold from an enemy's vaults.
This can only be done against an enemy city and is generally easier for the
thief to pull off than stealing a spell.

-*Incite a Riot: The thief will incite a riot in an enemy city. Honestly, I
don't know what this does. There's a little fire shown on the city but I cannot
find any effects it has on the units inside or the city itself. It doesn't hurt
the units, doesn't lower the defensive value of a city, and it doesn't prevent
the enemy from building units inside. Shrug. If anybody knows what it does, I'd
appreciate an email about it.


b) Abilities

Below is a list of the skills and abilities your heroes can get through
leveling. They're listed in a general order of when you can acquire them. I'll
also add a rating number from 0-5, 5 being the highest, for how useful I find
each skill, if you care. Once your hero reaches level 15 he/she will not gain
any more abilities when they level, so you must be careful in choosing which
ones you get.

1. Use Scrolls and Staffs - (5) You cannot gain this ability by leveling. Only
Mage heroes start with it. It is immensely helpful, since scrolls and staffs can
let you use useful spells your race wouldn't normally have and can save your
mana. If your main hero isn't a mage, I'd suggest making one and giving him all
of your scrolls and staffs to use.

2. Travel Lore - (5) Allows the hero to wear magical boots. All boots enhance
the hero's movement, and those that increase total movement points are the more
useful ones. While this skill is a must have, I'd suggest you wait before you
get it. Not only will it take you some time to find some magical boots, your
total movement points early in the game are so low that the boots' benefits will
not be substantial enough until your hero is higher leveled.

3. Banner Bearer - (5) This skill allows the hero to equip Banners. Banners
improve the abilities of all of the units in the hero's party, and as such makes
this skill very valuable.

4. Pathfinding - (4) This ability increases the hero's total movement points by
20%. I think it's 20% of whatever the hero's natural total movement points would
be, so the amount of movement points it adds increases with every level. Like
the Travel Lore skill, I would suggest waiting on this skill and getting it when
your hero is higher leveled, since its effects aren't that substantial at lower
levels and there're other skills that you'd want as early as possible.

5. Arcane Knowledge - (2) Allows the hero to equip magical tomes. Magical tomes
simply give the hero the equivalency of another hero ability you get at higher
levels: Arcane Lore, Arcane Power, Weapon Master, Water Ward, Earth Ward, Fire
Ward, and Air Ward. The only skill of these of any real value is Weapon Master,
but the tome with it is rare, so this skill really isn't all that helpful.
You're better off getting Weapon Master when you can and getting other skills
instead of this one.

6. Artifact Lore - (5) Allows the hero to equip Artifacts. While artifacts only
affect the hero, you can equip two of them and they greatly improve the
abilities of the hero, either by raising his attack rating, defense rating,
initiative, or by adding a status ailment to his attack.

7. Arcane Lore - (1.5) Allows the Hero equip and use Orbs in battle. However,
most potions can do everything an orb can do, and orbs are much rarer to find.
Those orbs that let you summon a unit in battle only work once, and generally
you'll want your own units fighting instead of them. So, this skill really isn't
that helpful, especially compared to other ones you can get.

8. Leadership - (5) This ability allows your hero to bring one more unit in his
party. Need I say any more about its usefulness?

9. Might - (4.5) Adds 25% damage to the attack of the hero. This skill can help
turn your hero into a killing machine. While there may be other skills such as
Leadership that you'd want to get first, this is an important one you'll want to
get eventually.

10. Natural Armor (3.5) - The leader will absorb 20% of all damage he suffers.
This effectively gives the hero +20 armor. This skill is much more useful if
your hero is on the front line in battle. Overall it's helpful, but not
especially important.

11. Arcane Power - (1.5) Allows the hero to equip and use Talismans in battle.
What I said for Arcane Lore holds here, since almost every Talisman has an orb
equivalent and they're just as rare. Potions are more useful generally.

12. Advanced Pathfinding - (5) Adds 25% to the hero's total movement points. You
can get this skill without getting Pathfinding first, there are no prerequisites
for hero skills. Once your hero is leveled enough this ability is greatly
helpful as it lets you move much farther per turn. It's not so helpful early on,
like Pathfinding, but once the hero is sufficiently leveled it really is.

13. Leadership (The second time) - (5) Eventually you can get the Leadership
ability a second time. Exactly like the first it lets you add yet another unit
to the hero's party. If your hero isn't a Rod Planter this means you've now
reached the maximum of six units for the party making you even more powerful. I
suggest you get it as soon as you can.

14. Weapon Master - (5) All the units in the hero's party will gain 25% extra
experience in battle. This is unbelievably useful since it helps your units gain
levels and become stronger much faster. It's a must have.

15. Accuracy - (1) This skill increases by 20% the hero's chance to hit. While
it sounds useful on paper, in reality your hero starts with an 80% chance to
hit, and gains 1% more with every level. So you hero's chance to hit will
already be close to 100% as it is and you won't really need this skill. Remember
you can only choose so many skills, and picking a redundant skill like this one
means there's a really useful skill out there you won't have.

16. Keen-Sight - (1.5) This ability allows the hero to see farther in the fog of
war. All heroes except for the Scouting Hero start with a sight of 5 squares in
each cardinal direction. The Scouting Hero has a sight of 6 squares. This
ability will give any hero a sight of 8 squares. I tend to believe that skills
directly affecting your fighting abilities are more useful than miscellaneous
skills like this one, but if you really want it then go for it. I just don't
find it that useful, since scouting really isn't a high priority in this game.

17. Natural Healing - (1) This ability allows the hero to heal 15% of his HP
every day. The Fighter Heroes already possess this skill, but if you have a
different hero it still ain't worth it. By the time your hero is leveled enough
to gain this ability his HP should be much higher and you should have enough
gold and potions to heal him if you need to, without waiting a few days for to
heal on his own.

18. Toughness - (2.5) Adds 20% more HP to the hero. If you find your hero
getting beat up more than you'd like, then I guess this skill would be good to
get. However, there are better skills out there that are immensely useful, while
I've found this is to be only marginally useful.

19.Incorruptible - (1 or 4) I believe this skill makes the hero immune to enemy
thieves. While it's not useful at all in single play, if you come across a
Guildmaster in multiplay who uses lots of thieves, then this skill would become
much more important. It really depends if you plan on playing against people who
use a lot of thieves, otherwise it's virtually worthless.

20. Water Ward - (.5) The hero with this skill will be unaffected by the first
water-based attack in any battle. However, this only affects the hero and not
the other members of the party, and there are plenty of better skills available
so this has limited use.

21. Forestwalk - (3) With this skill the hero will suffer no movement penalty
when traveling through forests. He'll treat them just like normal plains
terrain. It's not the most helpful of spells, but it does have its perks in
moving farther and faster. If there's no other skills that'll help you more then
by all means I'd suggest getting this.

22. Earth Ward - (.5) The hero with this skill will be unaffected by the first
earth-based attack in any battle. However, this only affects the hero and not
the other members of the party, and there are plenty of better skills available
so this has limited use.

23. First Strike - (5) This skill increases the initiative of the hero by 50%,
literally allowing them the first strike in most battles. Even if your hero is a
slow Mage or Dwarf this will make them faster than ranged units. It's extremely
useful, a must-have in my opinion, especially if your hero has an Artifact that
lets him inflict status ailments with his attack. You could seriously screw up
an enemy before it can attack.

24. Fire Ward - (.5) The hero with this skill will be unaffected by the first
fire-based attack in any battle. However, this only affects the hero and not the
other members of the party, and there are plenty of better skills available so
this has limited use.

25. Air Ward - (.5) The hero with this skill will be unaffected by the first
air-based attack in any battle. However, this only affects the hero and not the
other members of the party, and there are plenty of better skills available so
this has limited use.

26. Flying - (5) You can't earn this skill by leveling. Only certain heroes
start with it. This skill is a big help since heroes with it treat all terrain
equally using only 2 movement points per square, making bodies of water and
forests no problem.

27. Plant Rod - (5) This ability allows the hero to plant rods. This skill can
only be used by Rod Planters, and they start with it.

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3. Saga Walkthrough

I *HIGHLY* suggest you do the Sagas in the correct order, since skipping ahead
may ruin a few parts of the story line for you. While the game is never quite
clear what the correct order is, clicking on the right blue diamond shaped
crystal when choosing a Saga will lead you sequentially in the correct order. It
is as follows: Empire, Undead, Dwarves, and then finally the Legions.

I also suggest for most of the Sagas that you pick the Mage Hero as your main
hero. After you beat a mission you are allowed to take one hero and five items
along to the next mission. I recommend taking the same Hero and his equipment
each time, since you'll need a strong leader for the powerful enemies and bosses
you'll encounter late in each Saga. I suggest particularly that you pick the
Mage Hero because there are artifacts in each saga that add a status effect to
your hero's attack. Some of these artifacts are very powerful by themselves, and
are even more powerful when your Mage Hero inflicts them on every unit in the
enemy party.

In Disciples 2 there are many routes to getting to where you want to go. Very
rarely is there a map that is straightforward where the best or only way is
definitely one or the other. Since there are usually several different paths to
take in a mission, neither being any easier or wiser than another, I won't lay
out a step-by-step plan for tackling each mission, since there really is none
and I'm sure you can find a better plan than me. As such I'll just make note of
the more important, and confusing, features of each map and leave the actual
playing to you.

-----------------

a) Empire's Saga

There are many units to choose for your main party and many different
development paths for each. I myself spent a lot of time trying to figure out
what the best unit combination would be, and in the end it all depends on
playing the game and experimenting with the units. You can look up the Units
section for more detail, but for now the best balance that worked for me in this
Saga was a Mage Hero (choosing a Mage Hero for this saga is more important than
for the other sagas because of an item you get and that the later levels of this
saga seem to be harder than most), a healer, and fighter units in the front. As
soon as my hero got the first Leadership skill I added another melee unit in the
front, and then with the second Leadership I finally added an archer unit.

-----------------

Mission 1 The Necromancer's Spirit

Objective: Destroy Erhog the Dark

Races: Legion

Timed: No

This mission is pretty straightforward. The very first thing to do is to fight
the enemies around your capital and collect the treasures nearby (don't forget
the one in the top-right past the two thugs. Follow the path to the south-west
and capture the town; it's lightly defended. Past that in the path between the
mountains an Orc with two Goblins will move to block your path in a little trap
of theirs. It's not much of a trap, they just get in the way so kill them and
keep moving.

At day 15 you'll get a message saying that the Emperor has been poisoned and
will die soon if an antidote is not found. Don't worry about this, Erhog has the
antidote and since the mission is not timed and you can take as long as you want
and the Emperor won't die and make the mission fail.

After the Orc "trap" you'll come across a Ruined Tower. I highly suggest you get
fully healed before trying to take it on since the units are a bit strong for
your low-leveled party. After that there's a Life Mana resource to the left with
a tough thug party guarding a treasure. To the south east is the route to the
rest of the map. There's a Mage Tower and the only source of Runic Mana on the
map. There's also an Ogre nearby guarding a ring that unlocks a statue to the
north east. Don't worry about the statue until you get near it.

You can now either go north or east along the river. They both end up in the
same place really, and you move faster on land, so you should go north to a city
with a Merchant Shop nearby. This is the nearest city to the Legion's capital,
which is due south in the bottom corner, so I suggest after capturing it to
leave behind some units to guard it.

If you go south to the Infernal Mana and then go east you'll end up at the
Temple of Nerhog, your objective. However as a detour for some more experience
and equipment you can go north to a city. Capture it and a Ranger called Wolfgar
will appear to aid you. Unless you are seriously doubting your choice of Hero I
suggest having your main party do most of the fighting. There are two paths
east, one across water and one across land. The land one is a dead end, but it
takes you to a Keep and the statue the ring unlocks. The statue gives you a Tome
of Fire, which will be helpful later on in the Saga. Going back and taking the
path across the water will lead you to a Gold Mine along the upper edge of the
map and a city with an Infernal Mana nearby. By now you should have killed all
of the neutral parties on the map which the Legion didn't, so you can then go
due south across the water to the Temple of Nerhog. Be warned; she's incredibly
strong, so you may want to use as many spells and scrolls as you can or even
building a new party to soften her up before your main party take it on. If your
Hero isn't to level three yet, the highest level he can attain on the first map,
then you could go track down some of the Legion's parties before finishing the
map.

-----------------

Mission 2 The Alliance

Objective: Find the Mountain Clans diplomat Slookarijj

Races: Legion, Dwarves

Timed: No

If your main party leader is not a Mage Hero, then I suggest you add a mage to
your party and build up his levels. You'll need a strong magic user near the end
of the map.

Near the beginning of the mission you will receive a message saying you have to
follow the river north to find Slookarijj. That's not exactly accurate. What you
have to do is follow the river that's immediately to the north of your capital
and follow it east. Every time there's a fork in the river you take the route to
the north. That will lead you directly to Slookarijj, but without gaining levels
it will be very difficult.

Directly east of your capital is a town. From here the river goes east and
there's a land path leading southeast. I suggest taking the land route first so
you can capture the town on it. This has two advantages: it gives you more
resources and it eventually chokes the Legions' capital. Since there are only
two cities on this landmass, this close one and Agraak's city (more on this
later)and the Legion's capital, and since there is little chance anybody will
capture Agraak's city anytime soon, it will be just your city's influence
pushing against the Legion's capital's influence. Your city's influence will
slowly overcome the Legion's and your territory will spread and capture the
Legion's resources and choke their supply.

Turning back to the river and following it east will soon bring you to the
approximate center of the map, where the river flows through two close mountain
ranges near a mermaid. You can go over land to the northwest, follow the river
northeast, or cross a land bridge to the southeast. The northwest route
eventually circles back around to the center of the map from the northeast
route. I suggest going this way first, since it brings you to a few cities, a
new hero, experience, and lots of items.

Taking the northwest route will bring you to an item shop, a magic shop, and a
city. But first you will run into an Insane Loremaster who rants about some poor
archangel he's captured. Kill him and you will release an archangel near the top
of the map. She will join you and will be able to plant rods near many of the
resources up there. Continuing past the city to an Abandoned Tower and going
north from there will take you to the area she was imprisoned. You will pass by
a cemetery where you get a message that the spirit of a hero of the First Great
Wars will aid you, but I'm pretty sure it's just something superstitious because
you don't get any new heroes, and nothing seems to happen. Follow the river
directly above you to the topmost corner and you will run into Tiorek. He
demands that you rescue his brother Horek in the southeast part of the map from
the thugs who've captured him. Tiorek is very strong, and I wouldn't recommend
attacking him just for some experience. Instead, rescue his brother when you
can. Horek will join you as a party leader and you have to get him to Tiorek
safely to get a Quicksilver potion as a reward. This permanently increases a
unit's initiative and giving it to your main leader would be a good idea.

After exploring much of the map, you should have leveled enough to take on King
Agraak in his city of Hundtoll. After you kill him, the greenskins on the map
will be more hostile towards you, and some will actually move to engage you.

Your final destination is in the northeast end of the map, directly east of the
Dwarven capital. It's the only place on the map with the Undead's terrain type
(black ground with dead trees). In there you'll have to face some tough Undead
units, along with the two parties of wolverines that appear when you near the
city where Slookarijj is being held. Wolverines are only vulnerable to magic so
you'd better have some magicians or at least spend some mana and cast some
spells. After the wolverines you'll face a tough vampire's party and then a
necromancer's party inside the city. Beat them all and you've rescued
Slookarijj!

-----------------

Mission 3 Antagonists

Objective: Destroy Hubert de Layle

Races: Legion

Timed: Yes

This is the first timed mission and it's rather difficult. The map is divided
into approximate quarters: The western quarter is you starting location; the
eastern quarter is the Legion's territory; the northern quarter is the important
city Fhindar; the southern quarter is a massive spider forest which is quite
possibly the MOST dangerous location in the game because of your low units' low
level restrictions. The Legion really isn't that much of a threat in this level,
it's what's inside the spider forest that you gotta watch out for (it's also
what's inside the spider forest that kills a lot of Legion units, which is part
of why they're a small threat).

It goes like this. It's a race against the clock to level you units as fast as
possible. You start the level with an extra party: Nobar the Traveler, an
assassin, who has two more assassins with him, and while his party is pretty
strong, they won't be enough later on so I suggest you leave all of the fighting
to your main party so they can level. There are a few weak neutral parties near
your capital to start with. I suggest staying on the landmass and moving north
to capture the city there next. Nobar will tell you that it's dangerous to go in
the water and he's right. There are some strong mermen and kraken out there
which can pick their teeth with your initially weak party, and to make matter
worse they will actually try to follow you and will attack on their own. This is
why I suggest avoiding the water at first until you've killed everything you can
on your island. To the west is a Keep, some neutral parties, and a few items. To
the east is the same, but with a city and a life mana. I suggest going west
first, to the edge of the map, because you might not have time to do it later,
and the city to the east is along your way to the rest of the map.

You must level as much as you can until day 20, because then the spider forest
will catch on fire and all of the spiders inside flee and terrorize the rest of
the map. There are five spider parties in total, each with at least one Giant
Spider or one Giant Black Spider. Mind you that just taking on one of these
giant spiders will be a big challenge for your low-leveled party, let along 5
parties with one or more. So you've got to be careful, because while if you take
too many of them on too quickly, you'll get eaten, but if you can work it just
right you can get massive amounts of experience from killing them. It's actually
kinda safe to venture into the spider forest before day 20 because four of the
five parties will not move from their spots until the forest is set on fire. But
then, going in there really doesn't do much but waste valuable leveling-up time.

The spider parties will go on a rampage, attacking anything near them. Each
party's ultimate goal is to capture a city (not capitals). Once they do that,
they'll stay inside the city and won't come out. If there aren't any cities left
not under a spider's control, then they'll just chase after any neutral parties
left on the map. Usually only one of them will ever capture a city, and the
others will die in a fight, but not before they wreak havoc on your cities and
parties. You've just got to be careful and take them one at a time, using
whatever spells and potions you can, and then healing afterwards. They'll move
after the lone city in the Legion's quarter first, so they'll likely be weakened
from fighting whatever Legion units that get in their way, but not by much.

Just when giant spiders invading the map seems like a lot, it gets worse. On day
30 Hubert de Layle will appear, along with three other parties, in the spider
forest and will make his way to Fhindar. He has two parties called Hubert's
Guards, which will stay near him at all times, and the third is Hubert's Scout,
which seems content to attack neutral parties and collect items on the map.

******************************************************************************
New Objective: Destroy Hubert de Layle before he captures the city of Fhindar.
******************************************************************************

Now you have a problem. First, they may be some giant spiders left, second
Hubert will arrive shortly at Fhindar and will easily defeat its meager
defenses, and third you have even less time now to fully level your hero and to
get a very special item. There is a den in the spider forest which has inside it
a Giant Spider, an Ogre, and a Goblin Archer. They are guarding an item I
believe to be the most useful in the game: the Soul Crystal. It is an artifact
which adds to your hero's attack a chance to paralyze the enemy. If you followed
my advice and chose the Mage Hero as your party leader, this means that every
time your hero attacks he will have a chance to paralyze every unit in the enemy
party. It doesn't make the game ridiculously easy from then on, but it does make
the last levels of the saga MUCH more bearable. However, the Soul Crystal is
strongly guarded, so you've got to do some fancy footwork to get it, not lose
too much health so that you can defeat Hubert, and avoiding the remaining
spiders the whole time. However, you do get a small break.

On day 33 (or whenever you try to enter the northern icy quarter of the map)
Uther, long lost heir to the Empire, makes his triumphant return. His arrival
brings him and two Dwarven parties under your control.

**********************************
New Objective: Uther must not die.
**********************************

Uther himself is quite a capable fighter. However, he nor the other Dwarf
parties will be able to defeat Hubert. They are best used for running
interference against the Legion, but if you're a bit more cautious than that,
taking Uther to some remote corner of the map really won't handicap your forces
much.

There are a few ways to defeat Hubert. One is just to bum rush him and kill him.
Another is to capture Fhindar for yourself, build up a massive defense there,
and wait for Hubert to come to you. However, neither of these strategies leaves
you much time to get the Soul Crystal. Fortunately, there is a third way that I
discovered, almost by accident. You mission objective is really to kill Hubert's
entire party, so if you kill just Hubert in battle and then retreat, then
because he is the party leader his party's total movement points go down. For
some reason they go down to zero. Thus, if you kill Hubert and leave at least
one other unit in his party alive, then you've effectively halted Hubert's
progress! His two Hubert's Guards parties will not move because he isn't moving,
and now since he can't make his way to Fhindar, you no longer have any time
constraints on the mission. I've never seen the Legion attack Hubert or his men,
so it's unlikely they will attack and kill him, ending the mission before you
want to. Now all you have to do is finish whatever business you have, and then
you can kill the remaining units in Hubert's party and win the mission.

-----------------

-----------------
b) Undead's Saga

-----------------
c) Dwarves' Saga

-----------------
d) Legion's Saga


-----------------------------------------------------------------------

4. Magic

Magic is a very integral part of Disciples 2. It can attack enemy units, enhance
your parties abilities, decreases enemy parties abilities, or even summon
warriors to fight for your cause. Spells that affect a party's abilities,
whether positively or negatively, last for only a single day. Summoned warriors
only live until they are killed or until one day has passed, excluding the
Legion's summoned illusions, which last for three days but cannot fight and
cannot be killed. Summoned warriors cannot capture or stay inside cities. The
Empire has several spells that give a party wards to a certain damage source.
This means that in every battle in that day the first time that damage source
hits an enchanted unit that unit will be unaffected. This also means that the
enchanted units will be unaffected by enemy spells with that damage source for
rest of the day.

a) Empire's Magic

The Empire's magic is characterized by protection in the form of positive status
effects, the strongest healing spells, and Wards.


Level I

Air ward - The enchanted party will be unaffected by the first air-based attack
in any battle for one day.

Celerity - Increases by 10% the initiative of the target party. - This spell can
be quite useful, for if you can move faster than the enemy you may be able to
kill them before they can attack.

Strength - Increases by 10% the damage inflicted by enchanted units in battle. -
This spell is always useful for that special fight where it really counts.
However, you shouldn't need to drain your mana reserves on this spell all the
time.

Lightning - Inflicts 15 points of air damage to target units.


Water Ward - The enchanted party will be unaffected by the first water-based
attack in any battle for one day.


Level II

Haste - Hasted units recover 50% of their move points. - This is one of the most
valuable spells the Empire has; you may find yourself using it quite often.

Healing - Heals 30 HP. - The best part about being mortal is the ability to heal
your units at will. If your healers can't finish the job, this may.

Summon I: Living Armor - Summons the magically animated Living Armor.

True Sight - Disperses a small area of the fog of war (5x5 area). - While it may
seem useful to be able to spy on an enemy's territory with this spell, if you
don't know your way around it's just a shot in the dark and may not be as
helpful as you'd think. It's small area also doesn't always tell you if a
certain path leads to a dead end or not.

Earth Ward - The enchanted party will be unaffected by the first earth-based
attack in any battle for one day.


Level III

Mind Ward - The enchanted party will be unaffected by the first mind-based
attack in any battle for one day.

Holy Armor - Enchanted units will receive 20% less damage from attack.

Holy Strength - Enchanted units have 20% greater chance to hit. - While most
units have an accuracy of 80%, when it really counts this spell is just a
safeguard that your units won't miss when they can't afford to.

Wrath of God - Inflicts 50 points of air damage to target units.

Chain Lightning - Inflicts 40 points of air damage in the spell area (3x3). -


Level IV

Summon II: Golem - Summons the earth elemental Golem. - This is the strongest
summon the Empire has and its high HP and ability to attack all enemy units at
once make it formidable.

Fire Ward - The enchanted party will be unaffected by the first fire-based
attack in any battle for one day.

Call to Arms - Increases by 33% the damage inflicted by enchanted units in
battle. - This is one of the most useful spells the Empire has, the ability to
seriously increase your parties attack powers. While not exactly cheap, it can
still help out in tight spots.

Highfather's Blessing - Heals 60 HP at the center of the spell area and 30 HP in
the rest. - For when your parties are pretty beat up, this spell is a lifesaver.
It's one of the reasons why the humans are so durable and can last longer in the
field.

Daylight - Disperses all fog of war. - This is the ultimate spell of the Empire.
While it is extremely costly, you should only have to cast it once. Being able
to see the entire map means you can keep tabs on your enemies and be able to
find dead-end paths without having to waste time searching through them.
Definitely worth it.


Level V

Death Ward - The enchanted party will be unaffected by the first death-based
attack in any battle for one day.

Armageddon - Inflicts 125 points of air damage to target units. - This is the
most powerful attack spell the Empire has. It'll cripple or destroy all but the
most powerful parties.

Major Healing - Heals 150 HP. - For when you really need it. It's the most
powerful healing spell in the game, and only the Empire has it.

Winds of Restoration - Heals all the spell caster's units by 80 HP. - I've never
had a situation where the majority of my units were all severely damaged, but I
suppose it may come up someday so this spell would have a use. Usually you won't
need it.



b) Undead's Magic

The Undead's magic is aimed at harming enemy parties. They have many attack

spells, along with a lot of spells that decreases the abilities of enemies. They
also have four warriors they can summon.

Level I

Summon I: Skeleton - Summons a Skeleton - This summon is so weak that it's best
use is as a scout.

Pestilence - Inflicts 15 points of death damage to target units.

Ice Storm - Inflicts 15 points of water damage to target units.

Weakness - Enchanted units have 10% less chance to hit.

Rust - Reduces by 50 the armor of target units. - Few units have armor, but for
those few that do this spell can be extremely helpful.


Level II

Summon II: Evil Ent - Summons an Evil Ent.

Plague - Inflicts 30 points of death damage to target units.

Shadow - Replenishes a small area of fog of war for all enemy players, which
protects your parties from enemy spells (area: 7x7). - This spell is most useful
for protecting your Rod Planter heroes from enemy spells when they destroy an
enemy
rod and will soon plant its own rod.

Curse of Nygrael - Reduces by 15% the damage inflicted by enchanted units in
battle.

Stone Rain - Inflicts 30 points of water damage to target units.


Level III

Summons III: Nightmare - Summons a Nightmare.

Call Decay Dragon - Inflicts 50 points of death damage to target units.

Touch of Mortis - Enchanted units have 20% less chance to hit.

Fog of Death - Replenishes a large area of fog of war for all enemy players,
which protects your parties from enemy spells (area: 9x9).

Death Storm - Inflicts 40 points of earth damage in the spell area (area: 3x3).


Level IV

Terror - Reduces by 33% the initiative of target units.

Rot - Reduces by 33% the damage inflicted by enchanted units.

Call Red Dragon - Inflicts 75 points of fire damage to target units.

Psalm of Death - Reduces by 50% the move points of units in the area (area:
7x7).

Nightfall - Replenishes the fog of war of all non-allied players. - This spell
can really mess up your enemies. They'll have to start exploring all over again,
and in the meantime they won't be able to see your parties.


Level V

Summons IV: Thanatos - Summons Thanatos.

Damage Ward - The enchanted party will be unaffected by the first weapon-based
attack in any battle for one day.

Hecatomb - Inflicts 125 points of death damage to target units.

Mortis' Venom - Inflicts 80 points of death damage in the spell area (area:
7x7).


c) Dwarven Magic


Level I

Ice Shield - Enchanted units will receive 10% less damage from attacks. - Since
Dwarves cannot heal, this spell can be very useful for keeping your parties
alive.

Forestwalk - The target party will suffer no movement penalty when venturing in

forests for a day. - A kind of a unique spell, it only helps when every movement
point counts.

Vithar's Might - Increases by 10% the damage inflicted by the enchanted units in
battle. - Since the dwarves are already generally stronger than other units of
similar levels, this simply enhances this natural advantage.

Blizzard - Inflicts 15 points of water damage to target units. - Just another
weak attack spell that helps early in a mission.

Summon I: Roc - Summons the flying Roc.


Level II

Hymn of the Clans - Increases by 15% the initiative of the target units. - Since
the Dwarven units are slower than other races' units, this spell can help level
the playing field.

Seafaring - The target party will suffer no move penalty when sailing on water
for a day. - This is the second most useful spell in the game. A lot of maps
have a lot of water, and since water take the most movement points to cross,
this helps tremendously in moving your parties quickly.

Ice Pillar - Inflicts 30 points of water damage to target units.

Healing - Heals 30 HP.

Sybil's Vision - Disperses a small area of the fog of war (area: 5x5). - This
spell is just like True Sight. It's semi-useful, usually just scouting works a
lot better.


Level III

Summon II: Valkrie - Summons a Valkrie.

Chant of Hasting - Hasted units recover 100% of their moving points. - This is
the MOST useful spell in the game, in my opinion. You can effectively move one
of your parties more than once.

Tempest - Inflicts 50 points of earth damage to target units.

Chant of Arms - Enchanted units have 25% greater chance to hit.

Ymir's Blessing - Increases by 20% the damage inflicted by the units in the
spell area (area: 5x5).


Level IV

Chant of Fortitude - Enchanted units will receive 33% less damage from attacks.

Wotan's Blessing - Enchanted units of 33% greater chance to hit.

Vengeance of Ymir - Inflicts 75 points of water damage to target units.

Ice Spirits - Inflicts 60 points of water damage in the spell area (area: 5x5).

Winds of Travel - All the caster's units recover 100% of their movement points.


Level V

Summon III: Stone Ancestor - Summons Dwarven Stone Ancestor.

Incorruptible - Enchanted units become unaffected by enemy thieves.

Wotan's Chant - Increases by 50% the damage inflicted by the enchanted units in
battle.

Ancestor's Call - Increases by 33 the armor of all the caster's units.


d) Legion's Magic


Level I

Incantare Hellhound - Summons a fire-breathing Hellhound.

Incantare Hellhound Illudere - Summons a Hellhound Illusion.

Ignis Mare - Inflicts 15 points of fire damage to target units.

Menta Minoris - Inflicts 15 points of mind damage to target units.

Tormentio - Reduces by 50 the armor of target units.


Level II

Incantare Beliarh - Summons an infernal Beliarh.

Incantare Beliarh Illudere - Summons a Beliarh Illusion.

Ignis Carn - Inflicts 30 points of fire damage to target units.

Cursa Demoneus - Reduces by 15% the damage inflicted by enchanted units in
battle.

Chronos - Reduces by 15% the initiative of target units.


Level III

Sanctuera - Renders target party invisible until they perform an action. - The
party will remain invisibile until they attack or plant a rod. Just moving the
party will not make them visible again. This is extremely useful for keeping
your Rod Planters safe when in enemy territory.

Divis Nocte - Replenishes a small area of fog of war for all enemy players,
which protects your parties from enemy spells (area: 7x7).

Paraseus - Depletes 100% of target's movement points, paralyzing it for one day.

Menta Potens - Inflicts 50 points of mind damage to target units.

Maledicere - All the units in the area have 25% less chance of to hit (area:
5x5).


Level IV

Tortio Menta - Enchanted units have 33% less chance to hit.

Sinestra Ignis - Inflicts 75 points of fire damage to target units.

Projicere terra - Inflicts 75 points of earth damage to target units.

Ignis Potens - Inflicts 60 points of fire damage in the spell area (area: 5x5).

Chronos Major - All the units in the area have 33% less initiative.


Level V

Incantare Avenger - Summons an infernal Avenger.

Incantare Avenger Illudere - Summons an infernal Avenger Illusion.

Deus Talonis - Inflicts 125 points of fire damage to target units.

Illudere Terra - Renders all the caster's parties invisible until they perform
an action.


-----------------------------------------------------------------------

5. Items


a) Potions
The most common items in the game are potions. They are all used once to improve
a unit.

Life Potion - Revives dead units.

Potion of Healing - Heals 50 HP.

Potion of Restoration - Heals 100 HP.

Healing Ointment - Heals 200 HP.

Potion of Fire Warding - The enchanted party will be unaffected by the first
fire-based attack in any battle for one day.

Potion of Air Warding - The enchanted party will be unaffected by the first air-
based attack in any battle for one day.

Potion of Water Warding - The enchanted party will be unaffected by the first
water-based attack in any battle for one day.

Potion of Earth Warding - The enchanted party will be unaffected by the first
earth-based attack in any battle for one day.

Potion of Protection - Enchanted units will receive 15% less damage from attacks
for one day.

Treebark Potion - Enchanted units will receive 30% less damage from attacks for
one day.

Potion of Invulnerability - Enchanted units will receive 50% less damage from
attacks for one day.

Potion of Vigor - Increases by 15% the damage inflicted by enchanted units in
battle for one day.

Potion of Strength - Increases by 30% the damage inflicted by enchanted units in
battle for one day.

Potion of Might - Increases by 50% the damage inflicted by enchanted units in
battle for one day.

Potion of Striking - Enchanted units have a 15% greater chance to hit for one
day.

Potion Accuracy - Enchanted units have a 30% greater chance to hit for one day.

Potion of Swiftness - Increases by 15% the initiative the target unit for one
day.

Potion of Speed - Increases by 30% the initiative the target unit for one day.

Potion of Celerity - Increases by 60% the initiative the target unit for one
day.

Iron Skin Potion - Enchanted unit will permanently receive 10% less damage from
attacks.

Highfather's Potion - Adds 15% HP permanently.

Quicksilver Potion - Increases permanently by 10% the initiative of the target
unit.

Titan's Might Potion - Increases permanently by 10% the damage inflicted by the

enchanted unit in battle.

Potion of Fortune - Enchanted units permanently gain 10% greater chance to hit.


b) Talismans
There are two types of Talismans. Some of them summon a unit to be used in a
single battle and others heal friendly units or damage enemy units.

Goblin Talisman - Summons a goblin unit in battle.

Squire Talisman - Summons a Squire unit in battle.

Imp Talisman - Summons an Imp unit in battle.

Incubus Talisman - Summons an Incubus unit in battle.

Orc Talisman - Summons an Orc unit in battle.

Angel Talisman - Summons an Angel unit in battle.

Infernal Knight Talisman - Summons an Infernal Knight unit in battle.

Venerable Warrior Talisman - Summons a Venerable Warrior unit in battle.

Zombie Talisman - Summons a Zombie unit in battle.

Elder Vampire Talisman - Summons an Elder Vampire unit in battle.

Elf Lord Talisman - Summons an Elf Lord unit in battle.

Lich Talisman - Summons a Lich unit in battle.

Skeleton Champion Talisman - Summons a Skeleton Champion unit in battle.

Vampire Talisman - Summons a Vampire unit in battle.

Lizard Man Talisman - Summons a goblin Lizard Man in battle.

Talisman of Healing - Heals the target units by 100 HP.

Talisman of Restoration - Heals the entire party 30 HP.

Talisman of Regeneration - Heals the entire party 75 HP.

Talisman of Life - Revives dead units in battle.

Talisman of Vigor - Increases by 25% the damage inflicted by enchanted units in
battle.

Talisman of Strength - Increases by 50% the damage inflicted by enchanted units
in battle.

Talisman of Fire - Inflicts 25 points of fire damage to target units in battle.

Talisman of Inferno - Inflicts 75 points of fire damage to target units in
battle.

Talisman of Nosferat - Drains 25 points of life from target units in battle.

Talisman of Vampire - Drains 75 points of life from target units in battle.

Talisman of Elder Vampires - Drains 75 points of life from target units in
battle. If fully healed, the user of the item will heal other members of its
party.

Talisman of Lightning - Inflicts 50 points of air damage to target units in
battle.

Talisman of Thunder - Inflicts 100 points of air damage to target units in
battle.

Talisman of Earth - Inflicts 25 points of earth damage to target units in
battle.

Talisman of Stone Rain - Inflicts 75 points of earth damage to target units in
battle.

Talisman of Water - Inflicts 25 points of water damage to target units in
battle.

Talisman of Icefall - Inflicts 75 points of water damage to target units in
battle.

Talisman of Poison - Inflicts 20 points of poison damage in battle.

Talisman of Venom - Inflicts 30 points of poison damage battle.

Talisman of Bane - Inflicts 10 points of poison damage to the enemy party in
battle.

Talisman of Thanatos - Inflicts 30 points of poison damage to the enemy party in
battle.

Talisman of Frost - Inflicts 10 points of frostbite damage to the enemy party in
battle.

Talisman of Freezing - Inflicts 30 points of frostbite damage to the enemy party
in battle.

Talisman of Fear - Paralyzes an enemy unit in battle.

Talisman of Witches - Polymorphs the target unit in battle.


c) Orbs
There are two types of Orbs. Some of them summon a unit to be used in a single
battle and others heal friendly units or damage enemy units.

Goblin Orb - Summons a goblin unit in battle.

Squire Orb - Summons a Squire unit in battle.

Imp Orb - Summons an Imp unit in battle.

Incubus Orb - Summons an Incubus unit in battle.
Orc Orb - Summons an Orc unit in battle.

Angel Orb - Summons an Angel unit in battle.

Infernal Knight Orb - Summons an Infernal Knight unit in battle.

Venerable Warrior Orb - Summons a Venerable Warrior unit in battle.

Zombie Orb - Summons a Zombie unit in battle.

Elder Vampire Orb - Summons an Elder Vampire unit in battle.

Elf Lord Orb - Summons an Elf Lord unit in battle.


Lich Orb - Summons a Lich unit in battle.

Skeleton Champion Orb - Summons a Skeleton Champion unit in battle.

Vampire Orb -

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