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==Races== Available playable races are: *The Empire - based on The Byzantine Empire with beliefs somewhat similar to a darkened version of Catholicism. Imperial units generally have the lowest HP pools of all units in the game, but make that up by having Support units with the ability to heal their troops in the middle of the combat, either with single target, very strong heal (with the Hierophants even having the ability to resurrect dead party members in mid-combat) or weaker, but party wide one. Outside of them, The Empire boosts surprisingly capable Fighter units (Defenders of Faith, Holy Avengers, Angels and Grand Inquisitors being really something), and meh, but competent Archers and Mages (Assassins and/or White Wizards are a must have), making them possibly the most user friendly race in the game. The Empire's special unit is The Titan. A giant male (in Disciples 1 and 3)/female (in Disciples 2) that can deal serious damage and has quite the amount of health. *Undead Hordes - Risen by ethereal Goddess Mortis to be her tools of vengeance, the Hordes, when played rightly, are very hard to stop. The Undead faction boosts some of the best Fighter units ( Phantom warriors, with excellent HP, and 50/50 chance to paralyse target upon hit), and very strong Mages (Arch Liches deal criminally high damage and their attacks are <strike>poisonous</strike> death based, while Elder Vampires can suck the life out of their enemies and heal both their and their fellow party members, not to mention Wights with level drain and Death with high damage and poisoning the target). Instead of Archers, they have Ghosts with paralysing attacks (with Shades capable of mass-paralysis, though with an initially unimpressive chance to hit), and only their support units are lackluster (though they can withstand quite some serious damage). The Undead special unit is the Werewolf that is utterly immune to physical attacks unless a party has units with non-weapon based attacks (like Mages or any unit whose attacks are elemental from the start). *Legions of the Damned - They came from the deep. Of earth. Literally. The Legions are regarded as hardest to master, with multiple large units (eating double amount of your already pretty small party members limit) monsters with tons of damage and HP but needing even more exp to level up. Legion fighters are, despite cool names (Possessed, Berserker, Anti-Paladin, Hellknight), regarded as one the most bland units in the game. Legion Archer units are Gargoyles (vanilla Stone, Marble and, the most powerful, Onyx), with relatively small ( for large unit) hp, but huge speed and armour. Legions mages are possibly second only to Undead ones and having multiple branchings, capable of both extensive damage (Pandemoius,Modeus) or crippling enemy party with polymorph or turning into stone (Succubus/Incubus). Their Support units are Devils that can be turned into a giant variety of powerful (if insanely experience hungry) monstrosities (like the Tiamath with its mass-tentacle attack, Abyssal Devils that will stone their enemies, or the destructive Overlords). The Legions' special unit is the Fiend. A competent large melee unit with poisoned attacks. *The Mountain Clans - aka [[Dwarves]]. With Giants and Yetis. The Clans, as usually in fantasy, perform roles of a heavy tank - they may be slow, but are very hard to kill, sprouting the greatest HP pool of all other races, have quite the armours, and pack quite the punch, especially Fighters and their Giants (even more especially the Sons of Ymir that are simply broken when buffed). Archers are actually pretty mediocre, but are useful. Their support units boosts damage of other party members, or give them out an additional sequence attack. The Clans' other Support Units (Giants) can be tailored towards massed area damage (Tempest Giants and Elder Ones), or very strong single target attacks (Frost Giants and the aforementioned Sons of Ymir). The Clans' special unit is the Yeti, which packs a powerful freezing breath attack. *Elven Aliance - introduced in "Rise of The Elves" add-on, the pointy ears are fast and hard-hitting army, though they do come with some durability issues. Their fighting units - Centaurs, are decently competent Fighters (Chargers have armour while Savages hit harder, though are replaced by Elves in Disciples 3), but are hampered with the shortest advancement tree. Unsurprisingly, Archers are most diverse, with multiple possible end paths. Elves are the only nation with 4th and 5th level Archer advancements. Elven Mages are weak on the other hand (though Theurgist somewhat makes it up with the ability to reduce enemy armour values after attack), possibly even more than the human ones. The Elves' Support units are also Healers, very useful at start, and even more in highest tiers, when they gain ability to paty wide healing, and grant elemental resistances (air for Sylyph and fire for Sun Dancer). The Alliance's special unit is the Griffin, which is only special unit that advance and can be further upgraded into the much more powerful Skylord.
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