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    Int roduc t ion 3System Requirements 3

    Minimum Configuration: 3Recommen ded Configurat ion: 3

    Installing the Game 3Storyline 4

    The Empir e 4The Mountain Clans 5

    The Legions of the Damned 6

    The Undead Hordes 7

    Main Menu 8The Single Player Menu 8Pre-War Prepara t ion s 8

    The Lord Selection Screen 8The Story Begins 10The Adventur e Inter face 12

    Map/Resources 13Objective 13Opt ions 13Display Flags 14Cast Spell 14Diplomacy Screen 15Capital City 16Plant Rod 16Exchange Between Par t ies 16Guard 16En d Tu r n 1 6Cont inue Move 16Use Staff or Scroll 16Select Next Leader 17

    The Capital City 17Cit y Defenses 19

    Explor ing the Land 20Paperdol l 20Movement and Terrain Type 22Resources 22Transforming the Land 22Plant ing and Removing Rods 23The Game Landscap e 23Other Areas of Interest 25

    Combat 25The Thief 26Aftermath 27

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    Disciples II : Dark Prophecyis a turn-based s trategy game in which you guide the ro le of oneof four races s truggling for surv ival and dom inance o f your war- torn wor ld . You will createarmies to conquer and contro l ter r itory , h ire powerfu l Mages and Warr iors , develop yourf ledgling cities , and lead your r ace to g lory . Using a car efu l balance of d ip loma cy, resourcemanagement, magic, and military might, you will s tr ive to etch your name in the long andbloody h is tory of Nevendaar .

    Minimum Configuration: Wi n d ow s 9 5 / 9 8 / 2 0 0 0/ XP P en ti um I I 23 3 M Hz 3 2 Mb RAM 2 0 0 Mb h a rd d is k sp a c e D ir e c tX 7 . 1 1 6 -b it s o un d ca r d CD -R OM d r ive q u a d s p e ed o r m o r e Vid eo Car d w i th 8 M b RAM

    Recommended Confi gurati on: Wi n d ow s 9 5 / 9 8 / 2 0 0 0/ XP P en ti um I I 30 0 M Hz 6 4 Mb RAM 4 0 0 Mb h a rd d is k sp a c e D ir e c tX 7 . 1 1 6 -b it s o un d ca r d CD -R OM d r ive q u a d s p e ed o r m o r e Vid eo Car d w i th 1 6 M b RAM

    Follow these s teps to install Disciples II: Dark Prophecy:1 . Lau n ch W in d o w s '9 5 , ' 9 8 , 2 0 0 0 o r XP.2 . I n se r t th e Disciples II: Dark ProphecyCD in your CD-ROM dr ive.3 . The installation program should app ear onscr een autom atically. I f i t doesn ' t , doub le-click

    on the setup program on the CD-ROM.4. Choose the r ight conf iguration for your system an d click OK. The h igher the installation

    level, the more space the game will take up on your hard d isk . However , you ll en joyq u ick er lo ad t imes .

    5 . When installation is com plete, click Play. Next, select Disciples II: Dark Prophecyin theWindows Star t Menu to launch the game.

    Exper ience 27Bui lding Struc tures 28Leade r Advanceme nt 30Multiplayer 31

    Hotseat 31

    The Mult ipl ayer Menu 31

    Host 31Join Quest 32

    Load Quest 32App end ix 1: Units Descriptio ns 33App end ix 2: Units Statistics 38

    The Empire 38

    The Mountain Clans 42

    The Legions of the Damned 47

    The Undead Hordes 51

    Appen dix 3: Upgrades Descr ipt ions 57Hot Keys 58Credi t s 59Troub leshoot ing and Technica l Suppor t 61LICENSE AGREEMENT AND LIMIT ED WARRANTY 6 2

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    Living quietly atop the h ighest peaks of Nevendaar , the Mountain Clans had always kept tothemselves. Not out of malice o r i l l-will . I t was s imply their n ature not to m eddle in the affairsof men. But with the d iscovery of new iron mines south of Timoric, the production of Dwarven craf ts drastically increased . Supply must meet demand, and the lowland peopledemanded the quality of iron goods that only the Dwarves could produce. And the pr ide of the Dwarves would not allow the world to be depr ived of their magnif icent craf tsman ship .

    And then Mem nor , that o ldest an d wisest of Dwarves, had a dr eam that boded il l for all of theMountain Clans. The word went out, carr ied along the cold th in air of the Dwarven heights ,that Memnor h imself would announce h is prophecy f rom the summit of the Grif f in Heights .The mines s topped production , and the loud clanging of hammer and anvil was replaced bythe weak bu t comm anding voice of Memno r . Pale and trem bling , h is voice traveled easily overthe cold th in mountain air . He spoke of the Ragnarok: the great destruction . The end of theworld was coming, said Memnor . These words, so calmly spoken, would have created afrenzy of laughter amon g the skeptical Dwarves had any but Memnor u ttered them . But therewas only dreadful hush . Even the icy winds those gusts that s tr ike pr ide in the hear ts of Dwarves fell silent.

    The salvation of the Mountain Clans resided in the knowledge of the rune s, said Memno r . Butall knew that the knowledge of the runes had been long-forgotten , and the scholars whomight in terpret them lay bur ied in their icy tombs

    From the abode of the dead they came for th nameless , faceless , merciless horrors . Hastilyassembled bands of heroes ventured in to Helas forsaken realm in search of the Runes of Wisdom. What they encounter ed there n o mor tal can say; but what they d iscovered upon theirreturn has already been carved in s tone that fu ture generations will never forget. Theshambling corpse-men of the f lesh less goddess Mortis had marched upon the Dwarvenheights . Their once proud k ingdom now lay barren and scorched before their su llen eyes.Valkyr ies saddled on their winged steeds descended f rom Wotans domain in search of thefallen . This was the Wolf-Age, for in these d ire t imes gods were created and heroes were

    made; and the carr ion wolves fed upon the weak. The King h imself was s lain , and with h immany of h is most courageous warr iors .

    Despair ing but not defeated , the Mountain Clans moved deep in to the underground city of Svatalfaheim. Here, i t is said , they patien tly wait for their fallen warr ior s to r eturn .

    The gates of Hell have been sealed, and the four races have staggered, bloody butvictor ious, to their respective homes. They are greeted by ruins, for the war has savagedthe land.

    The History of Nevendaar

    The li t t le that is known of the ter r ib le calamities of Nevendaar comes down to us in the

    writings of a poor but l i terate monk named I llu then . His History and Songs, believed to bewritten dur ing the per iod just pr ior to the events chronicled in Discip les I I : Dark Prophecy,are the only surv iv ing h is tory of th is per iod . From his words, we h ave been ab le to assem blea v ivid p icture o f that dark age.

    An entire generation has been raised without knowledge of the Empires Golden Age, whentheir ancestors l ived peacefully alongside the Mountain Clans, and there was harmony inevery far- f lung corner of the land . The Golden Age reached back long in to the past, but forth is generation , fed on fear , and lu lled to an anxious s leep by the d ire prophecies of theElders , i t is a m ythical t ime.

    The accursed angel, riding his fiery steed, will curse the land, and the poisoned soilshall harvest beasts and demons.

    For th is generation , these words mark the beginning of the Empires h is tory . Everyth ingbefore is a fan tasy . Shor tly af ter the Elders pronounced that the time of the prophecy wasnigh , an infernal r if t r ipped through the length of the Empire. The beasts and demons of the prophecy poured for th . The Great Wars had begun. No strategies or tactics , no heroes,no g lor ious tales of battle have com e down to u s. Perhap s there were none. As the surv ivorstell i t , i t was only be sheer force of the Soul and Arm that the Empire succeeded in sealingthe gate to Hell .

    Now, ten long years have passed. Famine and plague ravage the once fastidiously tilled lands ofthe Empire. While the young people fashion new scabbards for their gleaming swords, the Eldersmerely look skyward, to the Highfather. Surely he would never allow such horrors to once againplague his favored land? But this favored land is now torn apart by internal strife. Petty noblesand brigand lords have established their own empires. Thousands of years in the making, theonce proud and united Empire is but a distant memory. The King, having lost his consort andonly son dur ing the wars, languishe s in self-impos ed isolation in h is castles highest tower.

    What d id the Highfather d eman d of h is subjects? Blood, i t seeme d. For i t is in these d ire t imesthat the unholy enemies of the Empire s truck anew

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    Somewhere near the beginning of t ime, Mortis , that name which now causes even the moststout-hear ted to tremble, was the goddess of Life. She ru led the elder race with her husband,Gallean , and they were as one being , such was their devotion to each o ther . But Wotan , godof the Mountain Clans, coveted the g lor ious lands of Mortis and Gallean . Cer tain that on ly bysever ing the bond between Mortis and her consor t would he be able to wrest contro l of thelands, Wotan transformed h imself in to a wolf and tore out the hear t of Gallean . With godly

    might, he hur led the s ti l l-beating hear t in to the sun , that i t would never be recovered . ButMortis , in her gr ief, fo llowed the hear t , and was co nsum ed by fire

    In the ar id lands south of the realm there existed a prosperous civ ilization of mystics calledthe Alkmaar . With a mere wave of her skeletal hand, Mortis unleashed the p lague on thesequiet and unsuspecting people. With in weeks, thousands lay dead and dying . Other cit iesrapid ly fo llowed. Just as there had once been no limit to Mortiss ab ili ty to create new life,there was now no end to the savage ways she de vised to inf lict suffer ing and death o n o ther s th e ver y c r ea tu r es sh e h ad o n ce c r ea ted . Th e g o d d ess o f l i fe h ad fo u n d a n ew p u r p o se

    Engrossed in her own world of hatred and misery , Mortis set about creating a h ideous army;her warr iors were the desolate dead , many of them victims of Mortiss own wicked hand.

    There would be no af ter life for these wretched souls; they marched ever onwards, fu lf il l ingthe vengeful fan tasies of their dark mistress . Her shambling so ld iers decimated the ter r if iedMountain Clan warr iors , and Wotan could only shr ink back in horror

    When the High King Sturmir Thun derh amm er lay dead on the f ield of battle, Mortis knew thatshe had avenged herself and her husband. She let loose her gr ip on the skeletal army thathad se rved her so well , and exiled her self from the land o f the liv ing for man y years . Love forGallean s ti l l burned in Mortiss foul hear t , and she waited in so litude for the return of herh u sb an d .

    For eons, the f lesh less goddess wandered in torment through her own dark mind. Where wasGallean? She cr ied out h is name, but she was answered only by her own distor ted voice. At

    long last , Mortis found her way out of th is maddening labyr in th . I f Gallean would not cometo h er , i t w as b ecau se h e co u ld n o t co me to h er .

    To re vive Gallean , d ivine b lood was requ ired . And whe n the sp ir its revealed the existence o f a holy child , Mortis swore that, if need be, an o cean o f b lood wou ld be sp illed to reun ite herwith her beloved

    Long ago, before evil sundered even the heavens, the Highfather looked upon the beauty of the angel Bethrezen and granted h im the d iv ine r ight to create the world , which was to becalled Nevendaa r . And Bethrezen d id . His world was magnif icent, and its inhabitants wantedfor noth ing . But rancor grew among the lesser angels who, in a p ique of jealousy and rage,sowed d ishar mon y and il l-will amon g the h ither to peac eful tr ibes of Nevendaa r .

    When the Highfather looked down upon Nevendaar , he was aghast. Where was the harmonythat Bethrezen had promised? Where were the endless green pastures? The Highfather sawonly suffer ing and str ife; the green pastures were scorched b lack by ceaseless wars .Nevendaar was to be the Highfathers pr ide and joy , but Bethrezen had betrayed h im. TheHighfathers fury shook the heavens. Bethrezen would be punished

    After 6 ,000 years of impr isonme nt in chao s, Bethrezens ear th ly minions the Legions of theDamned created a breach in their masters dungeon. All that remained was to perform thef inal r i tual that would grant Bethre zen unbr id led f reedom . But the Highfather , in h is inf in itemercy , revealed the location of the abominable r i tual to the Empire and the Mountain Clans.The Legions of the Damned were trapped in their mountain temple, and the secret runewisdom inscr ibed on the door would ensure that they would remain there for ten years .

    Now, that ten years has passed , and the Legions are f ree to perform the r ites that will f reeBeth r ezen o n ce an d f o r a l l

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    War r ior Lord: Dedicated to combat, the par ties of these f ierce f ighters regenerate 15%of their damage per day . Although the Warr ior Lord military knowledge in unsurpassed ,he can never theless cast one of each sp ell per day , and as m any d ifferent spells as h is Manareserve allows. However , h is devotion to mor e trad itional com bat l imits h is knowledge of spells to those of the four th level.

    Mage Lord: Well-versed in the mystic ar ts , Mage Lords can research all spells and casttwo of each spell per day , using as many d if feren t spells as their Mana r eserve allows. MageLords require half the Mana to research spells than o ther Lord types. In addition , the

    Magic Tower (where all spell research ocurs) is readily availab le at the beginning of thegame. Mage Lord par ties can only regenerate lost h it poin ts in cit ies .

    Gui ldmaste r Lord : Like the Warr ior Lord , the Guildma ster Lord is fond of conventionalcombat techniques, though he employs more versatile ( that is , deadly) Thieves in h isarsena l. In addition , the Guild which is necessary to h ire the Thief is already erectedat the s tar t of the ad venture.

    All of the actions available to the Guildmaster Thief:

    Poison Par ty Th e th ie f p o ison s th e en em y p a r ty, r ed u c in g th e h i t p o in ts o f a l l th e u n i t s

    Infiltrate Spy The thief places a spy that infiltrates the enemy

    Steal Item Th e th ie f s te a l s an i t em

    Assassinate Th e th ie f wi l l a s sa ss in a te th e weak es t u n i t in th e en emy p a r tyCounter fe i t Orders Th e th ie f sen d s a f a l se messag e to th e en em y ch an g in g th e b a t t l e p o s i tio n sof the party

    Duel Th e th ie f en g ag es th e en emy lead e r in a d u e l

    Poison City Th e th ie f p o iso n s th e en em y c i ty, r ed u c in g th e h i t p o in ts

    Steal Spell The thief will steal spell knowledge owned by the enemy race

    Bribe Populace The thief offers gold for the allegience of the city

    Steal Gold The thief will steal gold from the city treasury

    Steal Item Th e th ie f wi l l s te a l an i t em f ro m th e merch a n t

    Visit Ruin Th e th ie f wi l l spy o n th e ru in , r ev ea l in g in fo rm a t io n

    The Lord Selection scre en a lso allows you to d ef ine the fo llowing:

    Lo r d Po r t r a i t : Cl ick o n th e p o r t r a i t in th e cen te r o f th e s c r een to s e lec t a d i ff e r en t o n e . Diff icu lty Level: Click the crown to cycle thro ugh the var ious d if ficu lty levels: Easy , Average,

    Hard , a nd Very Hard . The h igher the level of d if ficu lty the fewer r esourc es you be gin theg ame w i th an d th e to u g h er th e co mp u te r o p p o n en ts a r e .

    Lo r d N ame: Accep t th e su g ges ted n ame, o r ty p e th e n ame o f yo u r n ew Lo r d in th e b o x a tthe bottom of the screen .

    When you have f in ished making your selections, click the Cont inue ch eck mar k b u t to n tocontinue.

    The Main Menu launches you in to the mystical world of Nevendaar . Select one of thefo llowing options to begin the adventure:

    Single Player: Allows you to p lay against the com puter . See Single Player Menu, below. Multiplayer: Allows you to p lay against o thers on the In ternet or a Local Area Network

    ( LAN). See Multiplayer Menu, below.

    I n t r o : In troduction to the e xplosive events of Disciples II: Dark Prophecy. Credits: Find out who to b lame should you be mercilessly pummeled . Opt ions: Opens the Options menu. See Options, below. Quit: Exit Disciples II: Dark Prophecy.

    The Single Player Menu contains all the options you need to battle against computer-contro lled foes:

    New Saga: Begin a new ser ies of l inked Quests . Load Saga: Load a previously saved Saga.

    New Quest : Begin a new adventure. A Quest is a self -contained adventure that, unlikequests with in a saga, has no effect on subsequent quests . You must complete all of theobjectives in order to win . When you select New Quest, a l is t of scenar ios is d isp layed.Click on a scenar io to v iew information about that Quest. The four boxes at the bottom of the screen d isp lay the races involved in the selected scenar io . Click the checkmark iconto p lay the selected Quest.

    Load Quest: Load a p reviously saved adventure. Back: Return to the Main Menu. Custom Campaign: Access a ser ies of in terfaces that allow you to design your own

    adventur ing world . See Designing Custom Campaigns and Scenarios , below. Load Custom Campaign: Load a previously saved custom ca mpa ign.

    Before you con quer the world , you must select the ra ce that will aid you in carry ing out yourplans. Click the arr ows on the Race Selection scr een to v iew images of each of the four r aces.Each race has i ts s trengths and weak nesses. When you have chosen the rac e you wish to p lay,c l ick th e ch eck mar k b u t to n to co n t in u e .

    The Lord Selection ScreenNow that you h ave determined your race, i ts t ime to select a Lord . Click the swor d and sh ieldgraphic to cycle through the Lord types. There a re thre e types of Lord f rom which to choo se:

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    When you star t any new adventure, the Beginning of Turn repor t is d isp layed:

    This repor t also appe ars at the beginning of each turn . I t indicates your c urren t income fromall possib le resources during that turn only . For a repor t of your to tal resources, click theMap/Resources toggle in the upper r ight corner of the screen .

    Click the checkmark icon to continue.

    Now, enter a nam e for your f irs t leader . Accept the suggested nam e, or type in any name thatyou wish . When you have selected a name, click the arrow icon.

    You will now see a briefing of the Saga or Quest, as well as your first objective. Each time youcom plete par t o f a Saga, you will receive new direc tives for the n ext adventure.

    Each race involved in a quest may have a specif ic objective to complete. The fo llowing is apar tial l is t of the Quest/Saga objectives. You m ay need to pe rform a com bination of them ino r d er w in th e g ame:

    Dest roy: Defeat a designated p ar ty in com bat. Capture City: Capture a designated city . T ransform : Transform a designated percentage of land . Terrain adjacent to your Cities

    and Rods ( see Transforming the Land, below) is au tomatically transformed e ach turn . Anyterrain ne xt to ter rain of your type is also transformed .

    Loot: Occupy and collect all i tems in a designated r u in . I tem to Location : Br ing an item to a location Party to Location : Lead a Par ty to a designated location Party to City: Lead a Par ty to a designated city

    Disciples II: Dark Prophecyis p layed in turns, where each turn represents one day . During

    each d ay you m ay do one or a com bination of the fo llowing:

    Exp lo r e th e lan d scap e w ith yo u r h er o es Er ec t b u i ld in g s in yo u r cap i ta l Up g r ad e n o n - c a p it a l c it ie s R es e ar c h n e w sp e ll s R e c r ui t a n d m a n a ge n e w h er o e s a n d ar m i e s Bu y an d se l l a r t if ac ts , s c r o l ls , an d p o t io n s En ga ge in c o m ba t Ca s t s p el lsDuring any turn , i t is a good idea to assess your position f rom all perspectives: military ,resource management, city management, etc. Even when all of your par ties have exhausted

    their moveme nt poin ts , you can s ti l l erect a b uild ing in your c apital , research or ca st a spell ,etc. Time is of the essence, and you can be sure that your enemies will be doing everyth ingin their power to c lose in on you. Dont s it back an d wait .

    Click the arrow in the bottom-r ight corner of the screen to s tar t the adventure.

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    Map/ResourcesUse the Map/Resources toggle to v iew an up- to-date summary of your resources, yourlocation , and the s tatus of your ter r itor ial s truggle. When Map is toggled , the Worldview mapis d isp layed, showing an aer ial view of all areas that you have explore d . Mines are indicatedby crosses, squares indicate non-Capital cit ies under your contro l, and rectangles with awhite s tr ipe indicate your m oving par ties . Lef t-click on the Worldview map to center the ma pon the selected poin t. You can also drag the rectangle to the desired location to d isp lay thatarea in Landview ( the main gameplay area) .

    When Resources is toggled , the Resource window disp lays the to tal resources that you own.Remember , th is is d if ferent f rom the Beginning of Turn repor t, which only d isp lays theresources acquired dur ing a s ingle turn .

    Toggle again to view the perc entage of land ( in t i les) that you and your e nem ies have trans-f o r med .

    ObjectiveClick to v iew the objective of your Quest. Click the button to replay the scenar io br ief-ing dur ing the Sagas . On the Landview map, a b lue circle indica tes the location of a scenar ioobjective. For examp le, a b lue circle su rrou nding a city indicates that th is city p lays an impor-tant ro le in completing the Quest.

    OptionsUse the arrow buttons and toggle switches on the Options menu to def ine a var iety of gamesettings. The Options m enu is d iv ided in to four m ain area s:

    Game SettingsUn it Mo vem en t Set th e sp eed of you r u n its o n th e m a p a s Norm a l, Fa st, or Very Fa stO pp o n en t Un i t Mo ve m e n t S et th e sp ee d o f e n em y u n it s o n th e m a p a s N or m a l, Fa st , o r Ve ry Fa st

    Scro ll Sp eed Set th e speed a t wh ich you scroll a cross th e m ap as Slo w, Norm a l, orFast

    Ba ttle Sp eed Set th e speed at wh ich com ba t u nfold s a s Slo w, Norm a l, or Fa st,

    In s tan t (W h en se t to In s tan t , n o co mb a t an ima t io n s ap p ea r )Co n firm En d o f Tu rn Disp la y a prom pt to con firm en d o f yo u r tu rn

    The Adventure In terface is comprised of two sections. The lef t s ide of the screen , orLandview, shows your charac ters imm ediate environmen t, including enem ies, monsters , andtreasure s. This is the game board where you position your a rmies a nd p lo t your tactics . Toview information about any element on th is screen , such as a build ing or monster , positionyour c ursor over the elemen t and r ight-click . An information pa nel is d isp layed. Keep in mindthat some par ties and build ings notably the enemy Capital city require a th ief to spy on

    them to gather information .

    Right-click on any element to view information

    The r ight s ide of the Adventure In ter face contains the information an d options you may needdur ing any g iven turn . Take some time to become familiar with these contro ls beforeproceeding .

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    displayed. Click the tab r epre senting the level of the spell you wish to cast, and then select aspell . Information about the selected spell is d isp layed on the r ight-hand page of the spellbook . You m ust have researc hed the spell that you wish to cast. Click the Cast Spell button ordoub le-click the spell icon to cast the spe ll . I f you have sufficient Mana to c ast the spell , theLandview map is d isp layed. Click on an elig ib le target to ca st the spell . You will know tha t atarget is eligib le when the po in ter appe ars ch arged with ma gical energy.

    There ar e three gen eral types of spell: World spells affect all pre-selected tar gets or crea tures

    on the entire m ap; Area Effect spells af fect several targets in a location; Target spells af fect asingle target.

    Diplomacy ScreenClick on any of the p or traits on the Diplomacy screen to v iew that Lords current d ip lomaticstatus. You ca n use the Diplom acy screen to m ake an d bre ak alliances, and offer g ifts of Goldand m agic to all ies and potentially powerfu l enem ies.

    Next to each Lord is a s lider that shows that Lords d ip lomatic s tance towar d you. When thered bar is close to the crossed swords, the selected Lord is inclined to War . You can offerGold to your enemy to change th is s tate. When the Lord improves h is d ip lomatic s tancetoward you, the s lider appears closer to the clasped hands at the top of the s lider .

    You c an in ter act with the Lord by choosing on e of the f ive Diplomatic Actions buttons:

    Sell I tem: When you select an item to sell , you are asked how much you wish to chargefor the item. You m ay only sell i tems if you ar e at peac e with the selected Lord .

    Sell Spell: When you select a spell f rom the spell menu, you are asked how much youwish to char ge for the spell. You m ay only sell spells if you are a t peace with the selected Lord.

    Give Gold: Giving Gold can entice op ponen ts to have a mor e favorable v iew of your Lord .

    Au tosa ve Sa ves yo u r cu r ren t g a m e a fter every tu rn

    M ap Des tin a t io n Hig h l ig h t Display s a m ark e r o n th e Lan d v iew m ap th a t sh o ws th e ex ac t lo ca t io nof the cursor

    Allow Battles In Path When When a destination is selected for a party, the path selected will notMo vin g a P a r ty a void co m b a t

    GraphicsEx tra Ba ttle An im a tion s En ab les un it id le a nim a tion s in b attleI so m etr ic An im a tio ns E na ble s m o ti on in La n dvi ew an im a ti on s, su ch a s wa te rfa ll s

    Clo u d s Over Ma p Displa ys a n im ated clo u d s in La n dview

    Sounds and MusicSou nd FX Vo lu me Select Off, Lo w, Mediu m, or Lou d vo lu m e

    Mu sic Vo lu m e Select Off, Lo w, Mediu m , or Lou d vo lu m eU n it Ac kn o wl ed g em e n t s S el ec t Of f, Lo w, M ed iu m , or Lo u d fo r u n i t a ck n ow le dg em e n ts b a se d

    o n S o u n d F X Vo lu m eI s om e t r i c Au d i o E n vi r o n m e n t S el ec t Of f, Lo w, No r m a l , o r Hi g h to ch a n g e t h e l ev el o f e n vi r on m e n t

    so u n d s th a t c an b e h ea rd

    Per formanceLow Mem o ry Video Ca rd En ab le for o lder video ca rd s

    Alpha Blending Qua lity Select between High or Low to cha nge the level of level in thetran slucency effects.

    S cr ol li n g Be tw ee n Ac ti on s D is pl ay wi ll sc ro ll sl ow ly to m o vi n g pa r ty

    S mo o th S c ro ll in g Du r in g En ab le s h ig h e r r e f resh ra te d u r in g p a r ty m o v emen tP a r ty M o v emen t

    You ca n use the Low End and High End bu ttons to set quick d efault settings for your system.

    The fo llowing selections are also availab le on the Options men u :

    Load Game: Click on the pre viously saved gam e that you wish to load , an d click the LoadGame button .

    Save Game: Enter a nam e for your gam e in the tex t box, and click the Save Game button .

    Quit Game: Exits the current game and returns you to the Main Menu.

    Click the arr ow icon to exit the Options men u.

    Display FlagsSometimes your par ties will be h idden behind build ings, trees , or o ther elements of thelandscape. Click the Display Flags button to d isp lay large banners beside each par ty foreasier recognition of your armies.

    Cast SpellClick th is button to cast a researched spell dur ing your turn . The spell book menu is

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    a Staff , the resource cost is deducted f rom the appropr iate resource to tals . Your leader mustpossess the Use Staff or Scroll ability to use this feature.

    Select Next LeaderAutomatically centers the Landview on the next leade r an d h is or her p ar ty.

    Click the Capital City icon to displa y the Capital City me nu. The Capital City me nuallows you to do the fo llowing:

    Research Spe l l s : Click the Research Spell icon to d isp lay the Spellbook. TheSpellbook contains all of the spells availab le in the Quest, by level. When you click on aSpell , information is d isp layed on the r ight-hand p age, as shown be low.

    Double-click on a spell to Research it , o r click the Research Spell icon . Bear in mind thatnot all spells are availab le in a ll Quests .

    Exit Leader: Click the Exit Leader icon to return to the Landview map with theleader and h is par ty outside the City walls . You c an n ow m ove your leader in Landview.

    Manage Arm y: Click the Army Screen icon to d isp lay the Mana ge Army me nu.

    The section of the Manage Army screen shown below indica tes the battle positions that theleader and h is units occupy. The lef t co lumn represents the back rank, and the r ightcolumn represents the f ront rank. This section of the Manage Army screen shows yourMoving Par ty; that is , the par ty that explores the ter r ain . The r ight s ide of the scre en sho wsyour City Defenses, which are descr ibe d in de tail below.

    Offer Alliance: Before you can offer an alliance, you must f irs t offer Gold to yourprospective collaborator , and prove your mettle in combat.

    Note that if you c ast an Area Effect spell over an allied com puter-con tro lled race , any treatyis instantly broken. I f one of your all ies casts an Area Effect spell over one of your par ties ,you ha ve the option of breaking the alliance.

    In multip layer games, you ma y also chat with your oppon ents . See the Multip layer section of

    th is manual.

    Capital CityThe Capital City screen is the in terface f rom which you h ire par ties , resea rch sp ells , and buildadditional s tructures . For mo re information ab out these pro cedur es, see The Capital City andBuild ing Structures sections of th is manu al.

    Plant RodYou use rods to transform the land around you. Once transformed, the land belongs to yourrace, and all resources located in that area are immediately added to your resource to tals .For more information about th is important tactic, see Transforming the Land.

    Exchange Between Parti esUnits and items ca n be excha nged between a djacent par ties . To exchan ge items, select a par ty,click the Exchange Between Par ties button , and then select an adjacent par ty . The Exchangewindow appear s . Drag the items or units to their new positions. The two par ties must be yourown. Additionally , both leader s m ust be alive. You may, however , exch ange a Revive potion ,revive a fallen leader with it , and then excha nge par ty mem bers.

    GuardRemoves a leader f rom the Next Leader ro tation for the remainder of the turn .

    End TurnClick to end your turn and allow the next p layer to move. When another p layer is moving, an

    hour g lass icon appears on screen . The turn number is d isp layed above the End Turn button .

    Continue MoveOften , your par ty will not have the required movement poin ts to reach your in tendeddestination in a s ingle turn , or your movement will be in terrupted by an onscreen message.Click th is icon to continue your par tys m ove as you pre viously def ined it .

    Use Staff or Scrol lClick the Use Staff or Scro ll Spell button , and then selec t the Scroll or Spell you wish to use.Information about the item and your current availab le resources are d isp layed. Next, selectthe target. I f you c ast a spell f rom a Scroll , the Scroll is destroyed. I f you ca st the spell f rom

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    Your City Defenses are d isp layed on the r ight s ide of the Manage Army screen . These unitsmay never leave the City unless tran sferred to your Moving Par ty . The num ber of reserve unitsin a City is determined by the level of the city. You can move items from your City to yourMoving Par ty by dragging and dr opping an item in to a vacant s lo t. You ca n also use a potionon a unit or leader by dropping it over the target. The number in the bottom r ight corner of each item box indicates the number of that i tem that you currently possess .

    Each Capital City has a Guardian u nit . The Guardian is a powerfu l en tity that can not leave thecapital , but s tands rea dy to assis t in i ts defense. Rem emb er that your ene my Capitals also haveGuardians, and they are quite capab le of annih ilating an ene my with a s ingle b low.

    You ca n pe rform the fo llowing additional functions f rom the Manage Army screen:

    Dismiss Unit: Click the Dismiss Unit icon to get r id of a selected unit .

    When you click the Dismiss Unit icon , the cursor changes to . Position the curso rover the unit you wish to remove, and click .

    Heal Unit: Click the Heal Unit icon and then select a unit to restore Hit Poin ts tothat unit . I t costs Gold to heal a unit; the amoun t will depend on ho w many Hit Poin ts needto be r estored to the un it . You m ust have the Temp le built in your Capital City in ord er toheal a un it .

    Revive Unit: Click the Revive Unit icon to resur rect a dead unit . When you selectthe unit to be revived , a message box indicates the cost of the procedure. Revived unitsreturn to l ife with only one h it po in t. You m ay then use the Heal Unit feature to boost theu nits Hit Points. You m ust have the Tem ple bu ilt in your Capital City in or der to revive a unit.

    Hire a Unit: To hire a new unit , click any unoccupied reserve position . Select the unitf rom the Hire a Unit panel, and then conf irm your selection . The cost will be deducted

    from your Gold supply . To create a new par ty , click the b lank window on the lef t s ide of the screen and then select f rom the lis t of availab le leader types. You can then addadditional units . All costs will be deducted f rom your Gold supply . Note that in order tohire the Thief, you must construct the Guild in your Capital City.

    To reposition units with in the battle formation , drag and drop them where you wish . I t is

    a good idea to p lace units with the most h it poin ts , and those who may attack onlyadjacent targets , in the f ront rank. When a unit has been selected , the spaces to which aunit can m ove are h ighlighted .

    To equ ip a pa r ty with an item from the Citys vault ( the items along the b ottom of the r ighthand side of the screen) , drag and drop an item in to one of the vacant squares at thebottom of the lef t s ide of the screen . Use the Up and Down buttons to v iew your i tems if you have more than four s tored at one time. Until you assign an item to a par ty , the itemis inactive. To assign an item , s imply drag the item o nto the u nit that you wish to e quip .

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    Keep in mind that cer tain items require that the leader possess the abili ty to use them. Forexample, in order to use a banner , the leader must have the Banner Bearer abili ty .

    Paper Doll Interface

    Norm al I tems: Th ese i tems can b e eq u ip p ed o r u sed o n u n i ts :

    Banners : The leader must have the Banner Bearer ab ili ty to equip a Banner . Artifacts : The leader must have the Artifact Lore ability to equip an Artifact. Tomes : The leader m ust have the Arcane Lore ab ili ty to equ ip a Tome. Pot ions : No abili ty is req uired to use Potions. Boots : The leader m ust have the Boots ab ili ty to equip Boo ts .

    Battle I tems: These items can be used only once per battle:

    Pot ions : No ability is required to equip po tions and use them in b attle. Orbs : The leader m ust have the Use Orb abili ty to equip an Orb . Talismans : The leader must ha ve the Use Talisman ab ility to equip a Talisman.

    Other : Th ese i tems can n o t b e eq u ip p ed :

    Valuables : Valuables ( such as a s ilver r ing) can on ly be so ld to m erch ants . Right-click onany valuable to view its worth in Gold.

    Special : Th ese i tems , su ch as an c ien t r u n es , can b e n e i th e r eq u ip p ed n o r so ld an d a r eused so lely to complete que st objectives.

    There is a l imit to the number of i tems that your leader can equip :

    To select one o f your Leaders , p osition the poin ter over the cha racter u ntil the poin ter turns

    in to a gauntlet . Your Leader begins the quest at the entra nce to h is or her Capital City. Whenyou click on the Leader , information about the Leader is d isp layed on the r ight s ide of thescreen . Your Leader has a maximum number of movement poin ts , as expressed by thesecond number af ter the s lash . Different and more d if f icu lt ter rains consume moremovemen t poin ts . When your cur rent m ovement poin t level ( indicated to the lef t of the s lash)is reduced to zero , you cannot move that Leader again until the next turn .

    To mo ve the selected Leader , s im ply double-click on the location wher e you want the Leaderto mo ve. The Leader is a u tomatically moved to that position .

    When you click on the destination for a selected par ty , a ser ies of f lags are d isp layed. Bluef lags mark the path the par ty will take. Red f lags mark a path that will lead in to a combatsituation . I f the destination is far ther than the d is tance tha t a par ty can travel ( that is , beyondthe range of your movement poin ts for that turn) , white f lags mark the por tion that the par tywill be able to move in the next turn . To enter a City , double-click the f ront gate, which isidentified by a moving arro w .

    PaperdollThe Paperd oll in terface can be reach ed by click ing on the paper doll icon in themanage par ty , exchange units screen and the army screen . The Paperdoll in terface d isp laysthe var ious locations where items with which your leader can be equipped. Each type of magical i tem has a specif ic s lo t where it can be equipped, and each s lo t is marked toindicate the type of magical i tem that can be inser ted in to it . Simply click and dr ag the itemto the appr opr iate s lo t. To learn more about an item, r ight-click on it to view the encyclopedia.

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    Each race has a d is tinctive ter rain type and c olor . The Empires is green grass , the MountainClans is white snow, the Legions of the Damned spew red lava-rock , an d the Undead Hor dessco r ch th e g r o u n d b lack .

    Land is transform ed in three ways:

    Land adjace nt to a City ( including a Capital City) is transforme d each turn in to the type of land used by the race co ntro lling the city . The amo unt of land that is transformed d epend s

    upon the level of the City . Higher level cities transform m ore lan d . To see ho w muc h landyour race has transformed, click the Map/Resource toggle. The percentage of land ( intiles) transformed by each race is d isp layed.

    Lan d ad jacen t to t r an s fo r med lan d i s t r an s fo r med i f n o t in flu en ced b y o th er fac to r s su chas enemy contro l or enemy Rods.

    Lan d ad jacen t to Ro d s i s t r an s fo r med each tu r n .

    Planting and Removing RodsEach race has a unique leader unit who may p lant Rods to transform the land:

    Race Unit Na meEm p ire Arch -An gelM o u n ta in Clan s : Dwar f Ch am p io nLegio n s o f th e Damn ed : Ba ro n ess

    Undead Hordes: Bansh ee

    To plant a Rod, select the sp ecial unit , click the Plant Rod button , select the area o n the m apwhere you wish to p lace the Rod , and click . Planting a Rod costs 150 Gold . Once the Rod isp lanted , the ter rain surrounding it transforms in to the color representative of your race. Aslong as your Rod remains untouched, the ter rain beneath it will transform with each passingturn . You cannot p lant a Rod on ter rain occupied by mountains or water .

    You can also use your special unit to remove Rods. Simply move the appropr iate unit besidethe Rod and click the Place/Remo ve Rod button . The land beneath the remo ved Rod can now

    be co ntro lled by any race by p lanting a Rod on it .

    The Game LandscapeThe game landscape is comprised of a number of elements:

    Ruins : These locations, usually depicted by a crumbling s tructure, contain Gold or o therbenef icial i tems. They are of ten guarded by monsters . Right click on a ru in to see if i t hasbeen looted . A looted ru in c ontains noth ing of value.

    Gold Mines and Mana : Transforming the land under these resources in to land indigenousto your race grants you contro l of the resource.

    O n ly o n e ( 1 ) Ban n er can b e eq u ip p ed ( To p p o s it io n le ft ) . O n ly o n e ( 1 ) T o m e c a n b e e q u ip p e d ( T o p p o s it io n r i gh t ) . O n ly on e ( 1 ) B o o ts c a n b e e q u i pp e d ( L o we s t ce n t er ) . Tw o ( 2 ) Ar t i fac t s can b e eq u ip p ed ( Rig h t an d le f t cen te r , b e lo w h an d s ) . Tw o ( 2 ) Ba t tle i tems can b e eq u ip p ed ( Righ t an d le ft in / o v er h an d s ) .

    To leave an item for an ally, click the Drop I tem button , and then select a location to

    drop the item. A bag is d isp layed to mark the location of the dropped item. The allied par tyneeds only to p ick up the item to add it to i ts inventory.

    Movement and Terrain TypeTerrain type de termines how far your pa r ty can move per turn . The fo llowing is a l is t of thenumber of movement poin ts expended when traveling across d if ferent types of ter rain :

    Roads : 1 mo v emen t p o in t p e r sq u ar e P la ins : 2 mo v emen t p o in t s p e r sq u ar e Fores t: 4 mo v emen t p o in t s p e r sq u ar e Water : 6 mo v emen t p o in t s p e r sq u ar e

    You c an a cquire special ab ili t ies , such as f ly ing , that will modify the ab ove movemen t rates inyour favor.

    ResourcesTh er e a r e tw o p r imar y r eso u r ces in Disciples II: Dark Prophecy. You use Gold to erectbuild ings, purchase items, and create armies. You use Mana to research and cast spells .

    Each race depen ds pr im arily on a specif ic type of Mana:

    Empire : Life Mana ( Blue) Legions of the Damned : Infernal Mana (Red) Mounta in Clans : Runestone Mana (White)

    Undead Horde s : Death Mana (Black)

    You may also f ind or buy spells that are indigenous to another race, in which case you willneed to obtain the Mana of that race in order to cast the spell .

    Note also that spells of Level Three and higher often require a co mbination o f different Mana types.

    Transforming the LandM an a s i tes an d G o ld min es b o th o f w h ich a r e n eed ed to b o ls te r yo u r eco n o m y a r e n o tcaptured , but contro lled . Both s ites supply their resources to the Lord who owns the land onwhich they lie.

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    Other Areas of InterestYou sho uld also expe ct to enco unter the fo llowing on your tra vels:

    Bags : Bags may contain magic items or o ther valuable objects . Rods : Your par ties will encounter Rods p lanted by your enemies. Only leaders with the

    Plant/Remove abili ty can r emo ve them . Mer cenar y Camps : Mercenar y Camp s are p opulated with so ld iers who will offer to jo in

    your p ar ty for a p r ice. Mercen ary camp s may offer un ique units not nor mally availab le.

    Magic Towers: You m ay buy spells in Magic Towers. Some of these spells ma y come fromanother race's reper to ire, requir ing a d if ferent Mana type to cast them. Merchants : Here you can purchase and sell any number of i tems. Gold is accepted as

    payment in Merchant shops. During your travels , you can also f ind valuable i tems (suchas r ings) that may be exchanged for the Merchants goods.

    Train ing Camps : Train ing camps m ay be used to incr ease the sk ill level of your par ty andits leader . Simply click on the Train ing camp to enter i t , click the Train Unit icon , and the nselect the unit you wish to train . A panel is d isp layed indicating the am ount of exper ienc ethat the unit has rece ived .

    To enter combat, position your cursor over a par ty in Landview. I f the cursor changes to anarrowhead, then you may engage that target in combat. Elig ib le targets include Ruins, anenemy par ty , an enemy city , or a monster par ty . Double-click on the target par ty . Your unitmoves to the enemys location , and the Combat screen is d isp layed. Keep in mind thatin itiating comb at takes away half of the leade rs to tal movement allowance.

    The Combat screen d isp lays a close-up v iew of the combatants and the immediate v icin ity .Also d isp layed are por traits of your units and all enemy units indicating the number of h itpoin ts remaining for each unit .

    Combat is p layed in a ser ies of rounds. During eac h rou nd, the active comba tants por trait is

    Enemies: Th ese can in c lu d e b o th co mp u te r o r o p p o n en t co n t r o l led lead er s an d th e i r p a r -ties . Moving to the ene my location ( indicated with red f lags) a u toma tically in itiates com bat.

    Monster s : Combat is au tomatically in itiated when your par ty moves to a t i le occupied by amon ster . Monsters usua lly guard items o f value.

    Cities : Captur ing Cities increases the amount of land your race transforms per day . Citieshave their own guards, and may have one additional par ty present.

    When you conquer an enemy city , i t immediately falls under your contro l. The ter rain underit is transformed, an d will continue to transform with each passing turn . In addition , you ma ynow recru it new armies f rom the city . Simply fo llow the procedure for recru iting an army inyour Capital . Keep in m ind that, although you now co ntro l the city , it can ea sily be re taken if you d o not d efend it .

    Summoned creatures and Thieves cannot capture enemy cities . For example, if you castLiving Armo r, and it defeats the enem ies with in the city , you will need to m ove one o f yourpar ties in to the city in ord er to tran sform it .

    You can upgrade your non-Capital cit ies if you ha ve enough Gold to mak e the imp rovement.

    Upgrading your cities has the following effects:

    I n cr eases th e n u mb er o f u n i ts y o u may p u t in th e Ci ty D efen se p ar ty. I n cr eases th e tr an s fo r mat io n r a te o f th e lan d su r r o u n d in g th e c i ty. En h an ces th e a r mo r v a lu e o f th e u n i ts in s id e th e c i ty. Increase s the rate at which the city rejuvenates units with in its walls .

    To upgrade a non-Capital city, click the Grow City button . Note that each upgrade costsan ever- increasing amount of Gold . The arrow keys located on either s ide of the grow citybutton allow you to toggle between co ntro lled cities .

    The fo llowing panel ap pears when you click the Grow City button:

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    When an opposing Thief successfu lly challenges you, a no tification appe ars to inform you of h is action:

    When you enter in to a combat s ituation with your Thief , a d ialog box d isp lays your optionsand your chances of succeeding . The Thief is the only unit in the game that does not gainex p er ien ce .

    As long as one mem ber o f a par ty survives the co mba t, the par ty continues to e xist. However ,

    if the entire par ty is destroyed, a tombstone marks its demise on the Landview map. Aleader less par ty is indicated by a pair of wounded warr iors . The dead leaders personalequipm ent is p laced in to the pa r tys inventory. The par tys movement allowance is halved untilthe leader is resurrected . In addition , par ties with dead leaders are prohib ited f romcaptur ing cities ( even vacant cit ies) , v is it ing ru ins or Magic Towers, Mercen ary Towers, andTrainer s facilit ies . In o ther wor ds, m ake su re that your lead er sur v ives every battle.

    Your par ty will regenerate h it poin ts each day until the maximum allowance is reached, oruntil you re-enter combat.

    The v ictor in combat is awarded exper ience poin ts based on the exper ience poin t value of the ene mies s lain . This to tal is d ivided am ong the su rv iv ing me mbe rs of the v ictor ious par ty.Dead units never gain exper ience. I f a dead unit is rev ived , that unit receives exper iencepoin ts for any units k illed s ince the unit was resurrected .

    The num ber of exper ienc e poin ts for each u nit is d isp layed on the units por trait . In addition ,a cross will appear in the corner of a units por trait to indicate that, in order to upgrade, theap p r o p r ia te u p g r ad e s t r u c tu r e mu s t b e b u i l t.

    h ighlighted . Each un it may perform on e of the fo llowing actions per ro und.

    Assist your own party : Units with special ab ili t ies m ay use their turn to c ast a spell thatwill benef it their own pa r ty . For exam ple, you may have a unit who is ab le to heal in juredcomrades. Any elig ib le units are h ighlighted . Click on the unit(s) you wish to assis t , andthe spell is cast.

    Attack an enemy unit : Not all units can attack all targets . Some units can only attackadjacent units , although once the f ront l ine has been eliminated , rear enemy units become

    elig ib le targets . To attack an ene my unit , select that unit on the pane l and click . The re sultsof your attack are d isp layed. Re t rea t: Each enem y unit has one last attack on all retre ating units . Autobattle : Click th is icon to have the com puter au tomatically p lay out a melee, c lick on

    it again to s top the feature. Wait : The unit will attack a f ter every o ther u nit has attacked . Defend : When you select Defend, the un it takes only half dam age dur ing that turn . Toggle Displayed Party : Click th is icon to v iew either your un its or enem y units .

    Combat continues until one s ide is eliminated , or until your par ty retreats . I f the surv iv ingside has a he aler , that unit is allowed an extra turn in which to h eal all ied units .

    The Thief is a unique leader who relies on subterfuge to overwhelm his enemies. The Thief must act alone. I f he fails at any of the actions descr ibed below, he is promptly executed bythe enem y. You can se cure a m ore po werfu l Thief - possessing additional th ieving options -by choosing Guildmaster Lord a t the beginning of the gam e.

    The Thief may attempt any of the following actions:

    Poison : A successfu l poisoning red uces the h it poin ts of all units in the targeted pa r ty. Counter fe i t Orders : A false message is d ispatched to the enemy, thus changing the

    battle position of the targeted par ty. This can resu lt in an enem y form ation that positions

    close-range combatants in the back row, and archers in the f ront row. Sp y: I f your Spy successfu lly inf iltrates the enem y, r ight-click on enem y par ties , cit ies , andruins to d isp lay information about the target. Your Spy can continue to inf il trate theseareas u ntil he is caught.

    Assassinate : The Thief assassinates the weakest unit in the enem y par ty. Duel : The Thief engages the ene my par ty leader in a du el to the death . Steal I tem : The Thief robs an enemy par ty (or a Merchant) of a spell or i tem. Steal Gold : The Thief pilfers Gold from the City Treasury. Steal Spell : The Thief s teals spell knowledge f rom an enem y race. Bribe : The Thief offers Gold in return for a citys allegiance.

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    The structures that are d isp layed depend upon which build ing class button that you haveselected:

    Keep in mind that some build ings require that a prerequisite s tructure be built . This will beindicated on the r ight s ide of the Build Structure screen .

    The var ious s tructures are h ighlighted or outlined according to their current s tatus and

    availability:

    Re d : The s tructure cannot be built . Gray: The s tructure is eliminated f rom the branch due to your branch choice. That is ,

    once you commit to a build ing branch, you cannot construct build ings in another branch. Blue : The s tructure has already been built .

    Any structure that is no t h ighlighted or outlined can be im med iately built .

    Once you have selected the build ing that you wish to construct, click the Build Structurebutton . Once a s tructure has been built , the s tructure appears on the Capital City screen , and

    Right-click on the units por trait to see which s tructure needs to b e built .

    In order for a unit to advance a level, the upgrad e s tructure must alrea dy have been built . Forexample, if a Possessed unit gains 95 exper ience poin ts , enough to advance to Berserker , hecan only do so if the Unholy Por tal has been built . I f he gains the 95 poin ts but the UnholyPortal has not been built he will remain a Possessed unit with 94 exper ience poin ts until theUnholy Por tal has been b uilt and he has gotten in to (and su rvived!) ano ther battle to earn thelast poin t of exper ience . This idea of earn ing the final necessary exper ience poin t in battleis also true for train ing camps.

    Also , if youve built the last possib le upgrade s tructure in a bran ch ( for example, the Idol of Bethrezen) , you will upgrade automatically when you have gained enough exper ience. Thisis due to the fact that there ar e no add itional upgra de s tructure s to be built . However , the unit

    will continue to a dvance, bec oming a Level 5 Infernal Knight, a Level 6 Infernal Knight, etc. ,each t ime h e ea r n s 1 7 2 5 ex p er ien ce p o in ts .

    Click the Build Structur e icon on the Capital City screen to d isp lay the CityDevelopment screen . You build new structures to allow non- leader units (depending on thetype of s tructure that you build) to acquire new levels of exper tise in their f ield . Forexample, if you build a Librar y, your Apprentice will be allowed to pro gress to the next level,Mage, when he has acquired enough Exper ience Poin ts . There are a number of build ingsavailab le, depe nding on your r ace an d the Saga or Que st that you ar e p laying . The fo llowingimage il lustrates the Library example:

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    To d isp lay a detailed e xplanation of an abili ty, s imply r ight click o n it .

    Click the Close b utton to r eturn to the Capital City screen .

    To star t a Multip layer game, selec t Multip layer f rom the Main Menu. You have 5 options o nthe Connection Selection screen:

    Ho ts ea t IPX Connection for Direct Play: takes you to the Multip layer Menu In ternet TCP/IP Connec tion for Direct Play: takes you to the Multip layer Menu Modem Connection for Direct Play: takes you to the Multip layer Menu Ser ial Connec tion for Direct Play: takes you to the Multip layer Menu

    Hotseat is a m ultip layer feature that allows two to four p layers to p lay a m ultip layer sessionon the same computer . When you use Hotseat, p layers act one af ter the o ther , notsimultaneou sly. In Hotseat mode, you end your turn by click ing the End Turn button .

    The Hotseat men u has the fo llowing options:

    New Skirmish : Star ts a new gam e in hot-seat p lay Load Skirmish : Loads a game already in progress Back : Returns you to the Main Menu.

    You set up the game in the same way as the o ther multip layer games, except that everyth ingis done on the same computer . See Multip layer Menu, below.

    Regardless of your connection , each Multip layer game star ts with the Multip layer Menu,which co ntains the fo llowing options:

    HostThere are four f ields in the Host Game screen:

    GameName : You can c hange the nam e of the game, which is au tomatically selected whenyou ch oose a gam e type.

    Player Name : Enter the nam e by which you will be kno wn in the game. Password : Enter the password which p layers will need to enter your game. Game Type : Select any of the games availab le in the lis t . A descr ip tion appears at the

    any function a ssociated with it is immed iately active. You ca n only construc t one s truc ture pe rturn .

    When your leader has attained enough Exper ience Poin ts to reach a new level, some of h isstatis tics au toma tically r ise, and you are p rom pted to select a new skill on the fo llowing day:

    Not all ab ili t ies are availab le to all leaders . The fo llowing is a com plete l is t of leader upgrade

    abilities:Artifa ct Lore Allows th e lea d er to eq u ip Ar tifa ctsArca n e Kn owled g e Allows th e lea d er to rea d ma gica l Tom es

    Ba n n er Bea rer Allows th e lea d er to eq u ip Ba n n ersP a th fin din g In crea ses th e lea d er m o vem en t by 2 0%Arca n e Lo re Allows th e lea d er to eq u ip a n d u se Orb s in b a ttle

    Lea dersh ip Allows th e lea d er to ta ke o n e m ore u n it in his p a r tyTra vel Lore Allows th e lea d er to wea r m agica l Bo otsMigh t Ad ds 2 5% da m a ge to th e a tta ck o f th e lea d er

    Na tu ra l Arm or Th e lea d er will a bsorb 20 % o f a ll th e da ma ge h e su ffer sArca n e P ower Allows th e lea der to equ ip a n d u se Ta lism an s in b a ttleAdva nced P ath fin din g In cr ea ses th e lea der m o vem en t by 2 5%

    We ap on Ma ste r All t he un its in th e lea der' s p ar ty will g ain 25 % m or e exp erien ce in ba ttl eAccu ra cy In crea ses b y 20 % th e ch a n ces to h it o f th e lea d er ' s a tta ckKeen -Sigh t Th e lea d er will see fu r th er in th e fo g of wa r

    Na tu ra l Hea lin g Th e lea der will r eg en era te 1 5% of h is h it p oin ts ea ch da yTou gh n ess Ad ds 2 0% m o re h it p oin ts to th e lea d erIn cor ru ptible Th e lea d er b ecom es in cor ru ptible to Th ieves

    Wa ter Wa rd P rotects th e lea der ag a in st th e fir st wa ter ba sed atta ck in ba ttleForestwa lk Th e lea d er will su ffer n o m ove p en a lty in forestsEa rth Wa rd P rotects th e lea der ag a in st th e fir st ea rth ba sed atta ck in ba ttle

    Fir st Strik e In crea ses th e in itia tive of th e lea d er b y 5 0%Fire Wa rd P rotects th e lea der a g a in st th e fir st fir e b a sed a tta ck in ba ttleAir Wa rd P rotects th e lea der a g a in st th e fir st a ir ba sed a tta ck in ba ttle

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    The EmpireSquire The Squire n obly offers protection to h is weaker compa triots in battle , fighting off

    all attackers with his sword.

    Knight Th e Kn ig h t u se s h i s d iv in e s t r en g th to g u a rd th e Emp ire a g a in s t in eq u i ty.

    Imper ia l Knight Th e Im p e r ia l Kn ig h t ' s ab so lu te f a i th p ro p e ls h im to d e fen d th e in n o cen t ,ma k in g h im a fo rm id ab le ad ve rsa ry.

    Witch-Hunter Th e W itch -Hu n te r i s imm u n e to m in d b ased a t ta ck s th ro u g h h is ex p e r ien ce in

    battling evil forces.Inquis i tor Long devoted to the task of eradicating evil, the Inquisitor attacks with holy force

    an d i s n o t a f fected b y min d b ased a t ta ck s .

    Archer Th e Arch e r ' s a t ta ck i s swi ft an d fa r - reach in g . Th u s m ak in g th em e f fec t iveag a in s t m ag ic -u se r s th a t sh ie ld th em se lves b eh in d th e i r s t ro n g e r co mrad es .

    Marksman Th e M ark sma n h as g rea t sk i l l with th e b o w; th e i r a r ro ws fly f a r an d a s in g le h i tc an m ean d ea th to th e i r o p p o n en ts.

    Apprentice Th e Ap pren t ice u n lea sh es l ig h tn in g o n a l l en emy u n i t s , h e a t ta ck s wi thv en g ean ce f ro m a d i s tan ce .

    Mage Casting lightning with double the violence, the Mage shows no mercy to adversaries.

    Wizard The Wizard is a peerless spellcaster; he calls down m ighty bolts of lightning fromth e h eav en s .

    Acolyte As a h ea le r , th e Aco ly te co mes to th e a id o f o n e u n i t a t a t ime in co mb a t .

    Pries t P r ie s ts c an su b s tan t ia l ly h ea l d am ag ed u n i t s . He p a t ien t ly a t ten d s to o n e so ld ie ra t a t ime d u r in g b a t t le .

    Imper ia l Pr ies t The Im perial Priest is blessed with the ability to cure un its; the woun ded will

    r eco ve r mu ch o f th e i r h ea l th u n d e r h i s in d iv id u a l c a re .Angel An emissary of the Highfather, the Angel's holy sword smites all those who

    th rea ten th e Emp ire .

    Paladin Th e P a lad in h a s b een g ran ted th e b e s t a rm o r in th e lan d to s tau n ch ly d efen d h ispeople against unholy forces.

    Cleric Th e Cle r ic b r in g s d o wn d iv in e a id to h ea l a l l in ju red in h i s p a r ty.

    Matr iarch Th e M a t r ia rch ' s p ray e rs miracu lo u s ly h ea l a l l in h e r p a r ty.

    Titan Th e Ti tan i s an imm en se , s ta lwa r t c rea tu re ; sh e to wers ab o v e en emy a rm ies.

    Pegasus Knight Th e P eg asu s Kn ig h t i s a n o b le f ig h te r wh o se win g s ca r ry h im h ig h ab o v e fo res t s

    an d sea .

    Ranger Trave l in g q u ick ly a ro u n d th e rea lm , th e Ran g e r i s o f ten sen t o n sco u t in gmissions by the King.

    Archmage M aste r o f th e a rcan e , an Arch mag e i s th e o n ly Emp ire le ad e r wh o can u se s ta f fsand scrolls.

    Arch-Angel Th e Arch an g e l c la im s lan d fo r th e Emp ire b y p lan t in g ro d s . Th e g ro u n d

    su r ro u n d in g h e r ro d s m ag ica l ly con v e r t s in to Emp ire so i l .

    Thief Th iev es a re ad ep t a t m isch ie f, an d can sn eak b eh in d en em y l in e s to secu rein fo rma t io n im p o r tan t to th e Emp ire ' s cau se .

    Hierophant Th e Hie ro p h an t ' s d ev o t io n i s su ch th a t h e can rev iv e d ead wa r r io r s th ro u g hcerem ony.

    Prophetess Th e P ro p h e te s s i s ab le to co mmu n e d i rec t ly wi th th e Hig h fa th e r , h e r i l lu m in ed

    wo rd cu re s h e r co mra d es in b a t t l e .

    bottom of the screen indicating objectives and map size.

    From the Lobby, you can do the fo llowing:

    I n th e P layer I n f o s ec t io n , v iew th e p layer s w h o h av e jo in ed y o u r g ame.

    To eject a p layer from the game, click the Kick button next to the p layers nam e.

    View Quest Information , which details the s tory and objectives for the selected game . Chat with o ther p layers . Type your m essage in the f ield below the message window, and

    press Enter to send the message. Use the Up and Down arrows to scro ll through themessages.

    U se th e U p an d D o w n a r r o w s to s e t O p t io n s , a s sh o wn in th e i l lu st r a t io n b e lo w .

    Click the Continue checkmark icon to s tar t the game.

    Join QuestTo jo in a game hosted by another p layer , select a game from the Game List, and then select a

    p layer f rom the Player List . Enter your name in the Player Name f ield , and then enter thepassword su pplied by the games host.

    To v iew the m ost recen t games in pr ogress , click the Refresh Quest List icon .

    Click the Continue checkmark icon to jo in the game.

    Load QuestTo load a game, select one of the games f rom the lis t of saved multip layer games, and thenenter the Game Name, your Player Name, and the password . Click the Continue checkmarkicon to continue.

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    Dwarf Champion Ch o sen b y Wo tan to t r an s fo rm th e lan d , th e Dwar f Ch amp io n p lan ts ro d s to

    expand the High King's territory.

    Thief ATh ief has m any tricks at his disposal that he em ploys to further the High King's cause.

    Elder One Th e m o s t an c ien t o f Dwarven war r io r s a re th e Eld e r On es ; th ey h av e le a rn ed

    well the art of war.

    Son of Ymir Descended from the greatest Dwarven warrior that ever lived, Sons of Ymir cankill with a single blow.

    Archdruidess Th e Arch d ru id ess ad m in is te r s to n ic s to h e r wa r r io r s, wh ich a l lo ws th em to smi teenemies with greater force.

    Alchemist Alch emis t s ch a rm th e i r a l l i e s so to g ran t th em an ex t ra a t ta ck d u r in g b a t t le .

    Forge Guardian The forge Guardian crafts his own weapons with care; his crossbow bolts aredevastating.

    Hermit Th e Hermi t b lo ws th e g r im h o rn o f wa r , g a th e r in g to g e th e r th e Clan s

    ag a in s t in v ad e rs.

    Wolf Lord The Wolf Lord has dom inion over the spirits of wolves, he can ca ll upon

    their powers in battle .

    Rune Master Th e Ru n emas te r i s a f ea r so me war r io r ; h e imb u es h i s swo rd with ru n ic ma g ic .

    Spirit of Fenrir When posessed by wolf spirits , the Wolf Lord becomes the fierce bearer of Fenrir 'sbattle traditions.

    The Legions of the DamnedPossessed Th e Dem o n Lo rd en s lav es th e se s tro n g -b o d ied p easan ts to f ig h t in h i s in fe rn a l

    battles.

    Berzerker As hum anity weaken s in these possessed creatures, their violence becomesu n co n t ro l lab le .

    Anti-Paladin Demo n s h av e m as te red th e so u ls o f th e se o n ce h o ly wa r r io r s , th e i r v ir tu o u sp as t h a s lo n g b een fo rg o t ten .

    Gargoyle Th o se wh o o b ey b l in d ly th e o rd e rs o f c ru e l l e ad e rs b ecom e s to n e d emo n s in th eafterlife; They suffer in infernal fires, and turn slowly to stone.

    Marble Gargoyle M arb le Ga rg o y le s a re th e win g ed d emo n s o f th e s ix th p lan e o f h e l l ; th ey a re

    imp e rv io u s to min d a t ta ck s an d th e i r b o d ie s a re to o so lid to b e ea s i ly dam ag ed .

    Devil Th is u n c lean b e in g m en aces th e lan d fo r h i s d a rk Lo rd Beth rezen .

    Demon Demo n s in h ab i t th e lo wer reg io n s o f Hel l , th ey a re mo re p o wer fu l th an th e

    lesser devils.

    Moloch Molochs gain power and strength by devouring the souls of those they slay.

    Beast Th e g rea t Beas t th e v e ry fo rm o f ma le f icen ce , n o n e can e scap e th e reach o f th i s

    monstrosity.

    Demon Lord The Demon Lord is a sovereign of Hell; As such, they lead devilish armiesfor Bethrezen.

    Cultist Hum ans th at ha ve an inborn affinity for evil; they call down fire on entire arm ies.

    Sorcerer Dark S o rcere r s c an su m mo n f iery ra in to co n su m e en emy fo rce s.

    White Wizard W h ite W iza rd s u se p u re ma g ic to h e lp th e h ig h fa th e r ' s fo l lo wers .

    Elementa l i s t Elemen ta l i s t s h av e mas te red th e win d s so to su m mo n fo r th Ai ry beas t s in b a t t l e .

    Imper ia l Assass in The Imperial Assassin makes use of dark arts to kill its enemies.

    Holy Avenger The Holy Avenger is consumed by his earthly mission to fight evil.

    Defender of Fai th Th e Defen d e r o f th e F a i th g u a rd s ag a in s t th e p ro fan e b e in g s th a t wo u ld f ig h tth e Hig h fa th e r .

    Grand Inquis i tor The Grand Inquisitor has withstood the fires and the terrors of Hell itself to

    o u s t ev i l in f lu en ces f ro m th e rea lm .

    The Mountain ClansAxe Thrower The Axe Thrower's great strength and ferocious fighting spirit allows it to reach

    an y u n i t d u r in g b a t t le .

    Crossbowman Cro ssb o wmen ra in d ea th u p o n th e i r ad v e rsa r ie s wi th each v o l ley.

    Flame Caster Flinging fire-tipped arrows into the fray, the Flame Caster 's attack reaches allm emb ers o f th e en emy p a r ty .

    Hill Giant The Hill Giant possesses strength so great that it chooses an uprooted tree

    a s i t s weap o n .Rock Giant Th e m ass ive Ro ck Gian t h u r l s g ian t b o u ld e rs a t i t s fo e .

    Tempest Giant Th ey d escen d f ro m th e sk ie s to b r in g l ig h tn in g s to rms d o wn o n a l l th o se wh o

    offend the Dwarves.Ice Giant Th e Ice Gian t i s c a l led f ro m f r ig id mo u n ta in p eak s to f ig h t for th e c lan ' s c au se .

    Tenderfoot The Tenderfoot's gentle arts increase the force of his allies in battle .

    Novice Th e m ag ica l p o t io n s o f th e No v ice in c rea se th e d amag e o f o n e u n i t in b a t t l e .Druidess Th e Dru id ess i s an a d ep t wh o cu re s h e r a l l i e s an d can m ag ica l ly ad d to th e

    force of their weapon.

    Dwarf Th e Dwar f ru sh es v a l ian t ly in to b a t t l e , k n o win g th a t W o tan p ro tec t s th eb rav e o f h ea r t .

    Warr ior The Warrior is always ready to battle for the glory of his God, Wotan.

    Veter an Th e Ve te ran h a s m e ted o u t ju s t ic e to ma n y . Th ey d es i re to o n e d ay d ie wi thh o n o r in b a t t l e .

    Dwarf King Dwarv es reward ed for u n u su a l sk i l l in b a t t l e b y b e in g n am ed Kin g o f th e i r

    Clan. Dwarf Kings wear the finest dwarven armor.

    Venerable Warr ior Dwarves who have seen many years of battle , Venerable Warriors fight with theferocity of one who has no fear of the world beyond.

    Mountaineer Well adapted to hostile climes, the Mountaineer showers entire armies with icysh a rd s cu l led fro m m o u n ta in g lac ie r s.

    Yeti W ith a th ick h id e an d icy b rea th , th e Ye t i h a s sen t man y an ad v en tu re r to an

    early grave.

    King ' s Guard As war l ik e le ad e rs, th e Kin g ' s Gu a rd s a re sen t to q u e l l an y d an g e r th a t th rea ten sth e d warv en lan d s .

    Engineer En g in ee rs t r av e l fa r an d wid e , k eep in g th e Hig h Kin g in fo rm ed o f h ap p en in g s inth e Dwarv en Lan d s .

    Loremaster Th e Lo remas te r co l le ct s th e an ces t ra l wisd o m o f th e Clan s an d h as th e ab i l i ty to

    use staffs and scrolls.

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    Skele ton Champion Grea t f igh t in g u n i t o f th e u n d ead , th e S k e leto n Ch am p io n ra i se s h i sbony fists against the living.

    Templar Th e Tem p la r su b v e r t s r el ig io u s r i t es in o rd e r to h o n o r Qu een M o r t i s . Th ey a re

    imp e rv io u s to th e e lemen ts .

    Dark Lord Mortis grants the Dark Lords control over the elements as reward for their servitude.

    Werewolf Th e werewo l f r am p ag es b y mo o n l ig h t ; He can n o t b e k i l l ed b y an y b lad e .

    Wyvern Sorcerers resurrect lifeless drago ns, creating Wyverns to fight in their Undea d arm ies.

    D o o m d r a k e Th ese aweso me b eas t s b rea th ed f i r e wh i le l ivin g ; n o w u n d ead , th ey ex h a lep o iso n o u s v ap o rs o n en em y t ro o p s.

    Deathdragon Dea th d rag o n s te r ro r ize th e lan d f ro m b ey o n d th e g rav e ; th e ir p o iso n o u sb rea th en v e lo p s en t i r e a rmie s d u r in g b a t t le .

    Death Knight Th e Dea th Kn ig h t ' s f e ro c i ty in b a t t l e i s u n m a tch ed . His h ig h le ad e rsh ip an d

    flying ability are his grea test assets.

    Nosferat The Nosferats drain the life force of their enemies in battle , weakening hisopponents while feeding his own evil soul.

    Lich Queen F ema le Nec ro man ce rs l ive a f te r d ea th a s th e d read fu l Lich Qu een . Th e i runholy knowledge allows them to use staffs and scrolls.

    Banshee Ban sh ees p lan t ro d s o n l iv in g so i l an d c rea te a b a r ren was te lan d .

    Thief ATh ief is sent by the king to en em y cities, there he u ses his craft to outwit the enem y.

    Shade Th e S h ad e ' s h o r r i fyin g ap p ea ran ce in sp i re s a p a ra ly z in g fea r in a l l .

    Elder Vampire Elder Vam pires cheat death by stealing the life essence of mor tals.

    Archlich Aso rce re r wh o p ro lo n g s h i s a rcan e s tu d ie s f a r b ey o n d h is m o r ta l l i f et ime

    b eco mes an a rch l ich .Death Th e av a ta r an d m essen g e r o f d ea th , g a th e r in g so u ls in th e lan d o f th e l iv in g .Wight These traitorous warriors prey upon the living as dreadful Wights.

    Phantom Warr ior Warriors who betrayed their comra des in battle are con demned to fight forevermore.

    Dreadwyrm Th e Dread wy rm is su mmo n ed u p to r a in th e i r p o iso n o u s ma l ice u p o n th e lan d .Dracolich Th is g rea t u n d ead d rag o n p o u rs d ea th d o wn o n i t s en em ies .

    Demonologis t The Dem onologist creates a storm of Flam es so powerful that no army can escape it.

    Incubus Th e In cu b u s tu rn s m en to s to n e wi th th e i r h o r r ib le d ea th c r ies .

    P a n d e m o n e u s Th e P an d emo n eo u s co n t ro ls in fe rn a l f i r e s, in c in e ra t in g en t i r e a rmie s a t o n ce .

    Witch Witches dwell in the depths of forests; if bothered they have been known to

    re ta l ia te b y t r an s fo rmin g th e h a ted in te r lo p e rs.

    Ha g Hag s h av e th e ab i l i ty to t r an s form en emies in to a n y th in g th ey d es i re.

    Fiend Th e g o a tma n h id es i t ' s mis sh ap en fo rm wi th in a lab y r in th in e la i r . Few can

    resist its furious attack.

    Duke Th e Du k e ' s wa r l ik e sp i r i t l ead s d emo n s in to b a t t l e , swo rd in h an d .

    Counselor Th e Co u n se lor l e ad s th e v an g u a rd o f th e Leg io n s fo rce s ; h e t r av e ls a t h ig hsp eed u p o n th e lan d s .

    Arch-Devil The Archdevil is master of the arcane; he has knowledge of staffs and scrolls.

    Baroness Un d er th e Ba ro n ess ' co n t ro l th e rea lm t ran s fo rms in to a f iery was telan d .Thief The Thief is valued for his skill in subterfuge .

    Infernal Knight Kn ig h ts th a t o n ce fo u g h t fo r th e Hig h fa th e r ; d emo n s h av e co r ru p ted th e i r

    souls to Bethezren 's purpose.Onyx Gargoyle Harden ed by the fires of hell, the Onyx Gargoyle is a threat to enem ies of Bethrezen .

    Tiamath Attach ed to Be th rezen ' s h e l l i sh th ro n e , Tiam a th i s o n ly re lea sed d u r in g

    Be th rezen ' s d emen ted f ren z ies .Over lord Ov er lo rd s co n t ro l th e m o s t u n ru ly in h ab i tan ts o f h e l l ; o ccas io n a l ly th ey a re

    n eed ed ab o v eg ro u n d .

    Abyssal Devil Abyssal Devils emerge from the depths of hell but rarely. Their appearance can

    m ak e co ward s o f th e m o s t ex p e r ien ced o f wa r r io r s .Doppelganger ADo p p e lg an g e r h a s th e u n n a tu ra l ab i l i ty to sh ap e i t s fo rm, th e reb y co n fu s in g

    his foe.Modeus Drawing strength from th e fires of hell, Modeus wreaks fiery havoc on his enem ies.

    Succubus Th e S u ccu b u s i s a d emo n wh o c l in g s s t i ll to p lea su re s o f mo r ta l s . Th ey can

    t ran s fo rm th e i r o p p o n en ts in to an y th in g th ey so wish .

    The Undead Hor desGhost Ghosts are spirits bound by evil to the earth; they join their undead brethren's crusade.

    Specter ASpecter 's forceful spirit makes his paralyzing attack stronger.

    Initiate In i t i a te s h av e b een t r a in ed to sp read d ea th an d d isea se u p o n l iv in g a rm ie s .

    Warlock Warlocks become m ore effective over tim e in their qu est to spread of pestilenceo n th e lan d s .

    Necromancer Th e Nec ro man ce r h a s p e r fec ted h i s c ra f t ; p e s t il en ce wi l l en g u l f an y a rm y h een co u n te r s .

    Vamp ire M en wh o h av e re jec ted th e wo rd s o f th e Hig h fa th e r b eco me v am p ire s. Th ey

    sustain th em selves by drainin g the life force of innocents.

    Lich Those who cultivate arcane knowledge in life become Liches; they infect theliving with deadly plague winds.

    Wraith Wraiths pass over from the land of the undead to spread pestilence.

    Fighter These Fighters live again to crush the enemies of Mortis.

    Zombie Dead so u ls wh o h av e b een t r an s formed b y r i tu a l in to m in d le s s Zo mb ie s .

    Skele ton Warr ior The Skeleton Warrior is compelled by the will of Mortis to fight alongside the Undead.

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    MageLEVEL HP ARMOR REGEN XP XP WEAPON I NIT SRC CLASS REACH

    KILL NEXT

    2 65 0 5 55 5 5 0 Lig h tn in g 4 0 AIR DAMAGE ALLHEAL DAM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    30

    MarksmanLEVEL HP ARMOR REGEN XP XP WEAPON I NIT SRC CLASS REACH

    KILL NEXT

    2 90 0 5 60 5 0 0 Arro w 60 Wea p on DAMAGE ANYHEAL DAM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    40 20

    PriestLEVEL HP ARMOR REGEN XP XP WEAPON I NIT SRC CLASS REACH

    KILL NEXT

    2 75 0 5 60 4 7 5 Hea lin g 10 LIFE HEAL ANYHEAL DAM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    40

    Witch-HunterLEVEL HP ARMOR REGEN XP XP WEAPON I NIT SRC CLASS REACH

    KILL NEXT

    2 14 0 0 5 60 4 7 5 Sword 50 Wea p on DAMAGE ADJACENTHEAL DAM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    50 40

    ElementalistLEVEL HP ARMOR REGEN XP XP WEAPON I NIT SRC CLASS REACH

    KILL NEXT

    3 95 0 5 20 0 15 00 Su m m o n 40 AIR SUMMON ANYHEAL DAM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    Imperi al AssassinLEVEL HP ARMOR REGEN XP XP WEAPON I NIT SRC CLASS REACH

    KILL NEXT

    3 13 5 0 5 14 0 11 00 Da g g er 60 Wea p on DAMAGE ANY

    HEAL DAM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM60 P o iso n 6 0 DEATH P OISON 7 5 ANY

    Imperial KnightLEVEL HP ARMOR REGEN XP XP WEAPON I NIT SRC CLASS REACH

    KILL NEXT

    3 20 0 0 5 12 0 9 5 0 La n ce 50 Wea p on DAMAGE ADJACENTHEAL DAM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    75 15

    AcolyteLEVEL HP ARMOR REGEN XP XP WEAPON INIT SRC CLASS REACH

    KILL NEXT

    1 50 0 5 20 80 Hea lin g 10 LIFE HEAL ANYH EAL D AM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    2 0 4 0

    ApprenticeLEVEL HP ARMOR REGEN XP XP WEAPON INIT SRC CLASS REACH

    KILL NEXT

    1 35 0 5 15 75 Lig h tn in g 4 0 AIR DAMAGE ALL

    H EAL D AM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    15 3 0

    ArcherLEVEL HP ARMOR REGEN XP XP WEAPON INIT SRC CLASS REACH

    KILL NEXT

    1 45 0 5 20 70 Arro w 60 Wea p o n DAMAGE ANYH EAL D AM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    25

    SquireLEVEL HP ARMOR REGEN XP XP WEAPON INIT SRC CLASS REACH

    KILL NEXT

    1 1 00 0 5 20 80 Swo rd 50 Wea p o n DAMAGE ADJACENT

    H EAL D AM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    25

    TitanLEVEL HP ARMOR REGEN XP XP WEAPON INIT SRC CLASS REACH

    KILL NEXT

    1 2 50 0 5 1 20 47 5 Sm a sh 50 Wea p o n DAMAGE ADJACENTH EAL D AM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    60 2 0

    ClericLEVEL HP ARMOR REGEN XP XP WEAPON INIT SRC CLASS REACH

    KILL NEXT

    2 75 0 5 55 42 5 Hea lin g 10 LIFE HEAL ALL

    H EAL D AM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    20

    KnightLEVEL HP ARMOR REGEN XP XP WEAPON INIT SRC CLASS REACH

    KILL NEXT

    2 1 50 0 5 60 47 5 Swo rd 50 Wea p o n DAMAGE ADJACENTH EAL D AM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    50

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    PaladinLEVEL HP ARMOR REGEN XP XP WEAPON I NIT SRC CLASS REACH

    KILL NEXT

    4 17 5 3 0 5 20 0 16 00 Lon g Swo rd 5 0 Wea p on DAMAGE ADJACENTHEAL DAM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    10 0 20

    ProphetessLEVEL HP ARMOR REGEN XP XP WEAPON I NIT SRC CLASS REACH

    KILL NEXT

    4 12 5 0 5 30 5 20 50 Hea lin g 10 LIFE HEAL ALLHEAL DAM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    70 Cu re 1 0 LIFE CUR E 1 00 ALL

    White Wizar dLEVEL HP ARMOR REGEN XP XP WEAPON I NIT SRC CLASS REACH

    KILL NEXT

    4 12 5 0 5 21 0 21 00 Lig h tn in g 40 AIR DAMAGE ALLHEAL DAM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    60

    Defender of FaithLEVEL HP ARMOR REGEN XP XP WEAPON I NIT SRC CLASS REACH

    KILL NEXT

    5 22 5 3 0 5 32 0 21 00 Sword 70 Wea p on DAMAGE ADJACENTHEAL DAM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    12 5

    Holy AvengerLEVEL HP ARMOR REGEN XP XP WEAPON I NIT SRC CLASS REACH

    KILL NEXT

    5 25 0 0 5 30 0 20 00 Lon g Swo rd 5 0 Wea p on DAMAGE ADJACENTHEAL DAM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    75

    Leaders

    Arch-AngelLEVEL HP ARMOR REGEN XP XP WEAPON I NIT SRC CLASS REACH

    KILL NEXT

    1 10 0 0 5 40 1 0 0 Hea lin g 10 LIFE HEAL ANY

    HEAL DAM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    40

    ArchmageLEVEL HP ARMOR REGEN XP XP WEAPON I NIT SRC CLASS REACH

    KILL NEXT

    1 65 0 5 60 1 5 0 Lig h tn in g 4 0 AIR DAMAGE ALLHEAL DAM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    30

    Imperi al Pri estLEVEL HP ARMOR REGEN XP XP WEAPON INIT SRC CLASS REACH

    KILL NEXT

    3 1 00 0 5 1 60 12 75 Hea lin g 10 LIFE HEAL ANY

    H EAL D AM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    80

    InquisitorLEVEL HP ARMOR REGEN XP XP WEAPON INIT SRC CLASS REACH

    KILL NEXT

    3 1 80 0 5 1 15 95 0 Ma ce 50 Wea p o n DAMAGE ADJACENTH EAL D AM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    75 50

    MatriarchLEVEL HP ARMOR REGEN XP XP WEAPON INIT SRC CLASS REACH

    KILL NEXT

    3 1 00 0 5 1 40 11 25 Hea lin g 10 LIFE HEAL ALLH EAL D AM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    4 0 Cu re 10 LIFE CURE 10 0 ALL

    WizardLEVEL HP ARMOR REGEN XP XP WEAPON INIT SRC CLASS REACH

    KILL NEXT

    3 95 0 5 1 20 12 00 Lig h tn in g 40 AIR DAMAGE ALL

    H EAL D AM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    45

    AngelLEVEL HP ARMOR REGEN XP XP WEAPON INIT SRC CLASS REACH

    KILL NEXT

    4 2 25 0 5 2 25 16 00 Holy La n ce 50 Wea p o n DAMAGE ADJACENTH EAL D AM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    1 25 3 0

    Grand Inqui sitorLEVEL HP ARMOR REGEN XP XP WEAPON INIT SRC CLASS REACH

    KILL NEXT

    4 2 10 0 5 1 90 80 0 Ho ly Ma ce 50 Wea p o n DAMAGE ADJACENT

    H EAL D AM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    10 0

    HierophantLEVEL HP ARMOR REGEN XP XP WEAPON INIT SRC CLASS REACH

    KILL NEXT

    4 1 25 0 5 3 00 20 00 Hea lin g 10 LIFE HEAL ANYH EAL D AM ATTACK 2 I NI T SRC CLASS P OWER REACH QTY_ HEAL QTY_ DAM

    1 20 R evive 10 LIFE R EVIVE 10 0 ANY

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    Spir it of Fenri rLEVEL HP ARMOR REGEN XP XP WEAPON I NIT SRC CLASS REACH

    KILL NEXT

    1 27 5 0 5 20 0 19 7