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But destroing Capitals require more specific parties for Undead, Legions and Clans.
Plus they have healers and low XP requisitions (expect elves centaurs) = overpowered at early game (against neutrlas) = fast and low gold cost map expansion.
They weakness - they double-sized special units. There is no space for 2x tank unit. Even demons Fiend better - he at least have poison attack (but Tiamat or Gargoyle far more better for demons party)
In Disciples 2, any Capitals can be destroyed starting from 2-3rd missions. Just keep defense potions that usually placed on map for some special party\cities (like Ork King in 5lvl City). Well, absolutely all scrolls and potions - for capitals. Any optional or quest enemies must be defeated only with magic book and unlimited staff's.
Also, very important to buy all spells from Magic Towers. its only things that AI can take before player (healing\resurrecting potions not important). And if more than 1 Capital - better take Clans->Empire->elves and later Legions\Undead.
Resources ans spell for destroying enemy - are random... or bugged.
Mage is better for campaigns... 100% for Empire. For others - only if mages do not have abilities (like empires mages). For some factions better Warrior hero, cause he didnt take important place of some faction tree unit. Im dont remember exactly every units...
Also, Flying is better than path-finding(i mean rangers heroes). So if u need fast courier - choose flying hero.
Elven mage hero - only one mage who flying. And absolutely all units in unit tree (last lvls) have special attacks. So even with shatter mage - better use mage hero Dryad as mage unit in party (frozen archer as target-DD, healer and armored centaur).
Capturing Capitals or not, anyway must important things in battles in Disciples - surviving of all units. So armor and HP - most important things. Elvens centaur tree give to player choose: armor or armor shattering (Critical Hit counted from full attack that unit can make, no defense mutter). Armor is better. Same as armor is better than HP or wards.
In campaign u can stay pre-existed one centaur and choose another in unit tree.
In Disciples 1 for Empire must-have warrior - Paladin. Then Inqusitor with Mind ward. Angel - strong attack unit and so not useful like Paladin. In Disciples 2 Angel completely useless - Avenger is better. 2x attack always better than +100% attack points. Almost same for Clan support unit.
Staff's are unlimited. Almost same for Talismans (4 using and 5 is last, but reloading reset this as i remember). AI dont use Orb's as i remember, but use Talismans. Most useful Talismans - vampire healing and ressurecting.
Any additional-attack artifacts (soul crystal with paralyse) have own %chance that not changed by any booster. Artifacts like soul crystal almost do not work for mage units. But very well work vampiric artifact. Undead Nosferat is very strong Hero at campaign end. He even can clear the 6-7 missions map without any unit in party. Strongest enemy (fat with huge HP) and count of them in each party - are easiest for Nosferat or mage with vapiic artifact. But Nosferat for fun only - very weak at start (not useful outside campaigns) and "not-elemntal" Death attack.
*As i remember it differ parameter for each item that places somewhere if DBF archives same place as item characteristics. Sometimes it probably differ than item cost. Anyway, stealing chances for "atrifacts" lower that for potions; healing potions have higher chanes that resurrecting.