Disciples III: Reincarnation

Disciples III: Reincarnation

Blocking Unit Evolution - Why?
So basically, the game says that after a unit gains 3 levels, it will evolve into the next step of its class evolution if you have the building. The game also says that you can PREVENT this from happening if you want.

Now my first reaction to that is: WHY would you ever want to do that?

So if you evolve your unit, does it go back to level 1? Does that mean that if you keep your units from evolving and level them to max, will they keep all those upgrades after you evolve them?
The only reason i can really see why you wouldn't want to evolve your units as fast as possible, is if they get more powerful if you level them to max before each evolution
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Showing 1-6 of 6 comments
Karol13 Oct 2, 2018 @ 2:25pm 
Evolving makes your units stronger.
Nothing like "back to level 1"

Reason why there is such option -> Legacy from Disciples 2.

There were units, which changed during evolution, and in very few instances, the "stronger" unit could be useless in respective scenario.

2nd reson (also only in D2) -> tactical.
Demons could evolve Fire-mage into Incubus (paralyzing - earth)
So when I wanted to keep mages, and not have back row full of incubi (what is tactically unefficient), I had to lock 1 or 2 mages, before they evolve into incubus. They will keep level-up, but they won't transform.

In D3 I had not encountered such peculiar situations, where I would benefit from locking a unit.
That is why I believe devs implemented it based on their knowledge of D2 (legacy).
Aleks Oct 3, 2018 @ 12:28am 
Originally posted by The Ironguard:
So if you evolve your unit, does it go back to level 1? Does that mean that if you keep your units from evolving and level them to max, will they keep all those upgrades after you evolve them?
The only reason i can really see why you wouldn't want to evolve your units as fast as possible, is if they get more powerful if you level them to max before each evolution

Let's take Squire as an example here. The Tier 2 unit is Witch-Hunter, which is level 7. If you lock transformations then level up your Squire to level 4 or higher (even 10), and then you let it transform, it will just turn into a level 7 Witch-Hunter, no matter what.

About the upgrades, every unit has it own skill tree, so after transformations they won't keep the skills they got from their lower tier anymore.

So basically there's no reason to max out low tier unit, because its level just jumps. For example, both leveling up a level 3 Squire or a level 10 Squire will turn it in to a level 7 Witch-Hunter if you allow transformations.
Last edited by Aleks; Oct 3, 2018 @ 12:42am
The Ironguard Oct 3, 2018 @ 1:41am 
so unless the unit has a specific statset or ability you need, there's really no reason to block evolution ever... well, good to know, thanks for the answer ^^
Fanta Morgana Oct 5, 2018 @ 9:47pm 
The idea in Disciples 2, apart from locking units with specific skills you wanna keep was that a unit by upgrading to the next tier would get a big powerspike but after that would gain additional power slower, so depending how long the map goes on for, you could end up with a lower tier unit being stronger after a while.

I would agree though that it doesn't make much sense in D3 to lock a unit, as the max level is reached so quickly. Unfortunately that makes some unit branches not really viable, like the Stinger for example.
clinicalinsane Oct 29, 2018 @ 9:08pm 
Originally posted by The Ironguard:
so unless the unit has a specific statset or ability you need, there's really no reason to block evolution ever... well, good to know, thanks for the answer ^^
Pretty much. I'm a huge fan of the Undead due to D2. Here in D3, I noticed that as the Ghost unit levels up, it gets bonus to attack range, making it a debilitating sniper. However, I've always preferred the Shade's AOE stun, so I kept using her instead (possibly stunning the entire field at once).
Last edited by clinicalinsane; Oct 29, 2018 @ 9:09pm
Raga Nov 6, 2018 @ 12:06pm 
Knight for example receives second Interception.
Imperial Archer attacks with fire and assassin with physical damage.
If you fight against werewolves Archer is obviously better.

I always lock Anti-Paladin because his upgraded form looks much worse. It is only matter of preferences to decide if you really need higher tier unit or it would be OP for the current act.
Last edited by Raga; Nov 6, 2018 @ 12:06pm
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